Silhouette 4.1 User Guide
Silhouette 4.1 User Guide
                Copyright
                     No part of this document may be reproduced or transmitted in any form or by
                     any means, electronic or mechanical, including photocopying and recording,
                     for any purpose without the express written consent of SilhouetteFX, LLC.
                About Us
                     SilhouetteFX brings together the unbeatable combination of superior software
                     designers and visual effects veterans. Add an Academy Award for Scientific
                     and Technical Achievement, 3 Emmy Awards and experience in creating visual
                     effects for hundreds of feature films, commercials and television shows and you
                     have a recipe for success.
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                                                                                Silhouette Features   •   3
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       SILHOUETTE FEATURES
Roto
   Silhouette allows you to quickly create sophisticated animated mattes using B-
   Spline, Bézier or X-Spline shapes. Intelligent design and easy-to-use tools,
   such as variable edge softness on a point by point basis and realistic motion
   blur, assist you in creating complicated shape animations. Integrated motion
   tracking makes the normally tedious task of rotoscoping a breeze.
   Where did the term Rotoscope come from? A rotoscope was a mechanical
   device patented by Max Fleischer in 1917. It projected single frames of live
   action footage onto the animators drawing board. By simply tracing the
   projected shape, the animator could quickly produce incredibly lifelike
   drawings. With the passage of time, Rotoscoping or “Roto” for short has
   become a generic term for drawing shapes to extract, isolate or affect a portion
   of an image. It is tedious work, but it’s one of the most important parts of the
   visual effects process.
 Roto Features
   • Unlimited number of animated B-spline, X-Spline or Bézier shapes
   • Stereoscopic rotoscoping workflow and tools
   • Integrated Motion Tracker that can apply motion data to points or shapes
   • Planar tracker provides automatic, markerless motion analysis and tracking
   • Support for open or closed shapes
   • Move, scale, rotate, shear, and corner-pin shapes and groups of shapes
   • Point-by-Point variable edge softness
   • Realistic motion blur
   • Animation changes for one point or selected points across all keyframes
   • Independent shape viewing and hiding
   • User-definable names, colors, blurs and blend modes for each shape
   • Preview shape animation over image
   • Shape import and export
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                     • Composite preview and rendering
                     • Support for video fields and 3:2 Pulldown
           Paint
                     Paint is a high dynamic range 2D raster based paint system designed from the
                     ground up to handle the demands of feature film and television production.
                     Whether it’s image restoration, dustbusting, wire and rig removal or just plain
                     paint, Silhouette provides simple and sensible tools to get the job done.
                Paint Features
                     • Innovative non-destructive raster paint allows rotoscoping and keying changes
                            without having to re-paint
                     • Paint on both stereo images simultaneously using an adjustable interocular offset
                     • Black and White, Blemish, Blur, Clone, Color, Color Correct, Drag, Eraser, Grain,
                            Mosaic, Repair and Scatter brushes
                     • Stereoscopic paint workflow and tools
                     • Sophisticated cloning interface
                     • Motion track, position, scale, rotate and corner-pin Clone sources
                     • Onion-Skin, Split Screen and Align tools to match up elements
                     • High dynamic range painting in Float, 16 bit and 8 bit
           Effects
                     The Effects node allows you to apply the brushes available in the Paint node
                     as filter effects to shapes or layers. Paint and shape features are tightly
                     integrated to form an extremely powerful shape based effects tool. Not only can
                     filters be animated, but they can be combined with animated shapes to take the
                     drudgery out of everyday jobs.
                Effects Features
                     • Black and White, Blemish, Blur, Color, Color Correct, Grain, Mosaic, Scatter and
                            Scratch filters
                     • Assign filters to shapes and layers
                     • Animateable filter parameters
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                                                                                 Silhouette Features   •   5
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Keying
    Using proprietary matte extraction techniques, Silhouette’s Keyer and Power
    Matte modules are capable of extracting almost any object in an image quickly
    and simply even if you are dealing with fine hair detail, smoke, or reflections.
    They are easy to use, yet provide the needed tools when faced with good, bad,
    or ugly shots.
  Keying Features
    • Interactive image matting tool capable of extracting almost any object in an image
    • DV/HD deartifacting
    • Multiple matte creation
    • Color suppression
    • Sophisticated matte manipulation
    • Generate mattes without blue or green screens
Architecture
    • Node based workflow
    • Stereoscopic viewing and editing
    • Command-Line Rendering
    • Scripting and Actions
    • OpenGL® accelerated animation engine
    • Multi-processor support
    • Proxy management for large image sizes
  Compatibility
    • File Formats: Cineon, DPX, IFF, JPEG, OpenEXR, PNG, SGI/RGB, QuickTime, TIFF
      and TARGA
    • Export Autodesk®/Discreet® gMask, Elastic Reality®, Eyeon Fusion®, Nuke® and
      Shake® 4.x SSF shapes
    • Import Commotion, Elastic Reality and Shake 4.x SSF shapes
    • Mask interchange with After Effects® using the Silhouette Shape Import/Export
      Plug-in
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                     • Export After Effects, Autodesk/Discreet, Nuke and Shake 4.x trackers
                     • Import After Effects Corner-Pin, Nuke and Shake 4.x trackers
                     • Macintosh®, Windows®, Linux®
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                                                                               Installation and Licensing   •   7
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           INSTALLATION AND LICENSING
Windows / Macintosh Standalone
  1   Download the Silhouette software at www.silhouettefx.com
  2   Double-click on the Silhouette installer file that you downloaded to begin the
      installation process.
      The default installation folder on Windows systems is C:\Program
      Files\SilhouetteFX\Silhouette4. On Macintosh systems, the default installation
      folder is /Applications/SilhouetteFX/Silhouette4.
  3   Start Silhouette on Windows systems by selecting Programs > SilhouetteFX >
      Silhouette4 > Silhouette v4 in the Windows Start menu.
      or
  4   Start Silhouette on Macintosh systems by going to the
      /Applications/SilhouetteFX/Silhouette4 folder and double-clicking on Silhouette.
  5   A dialog box pops up when you run Silhouette.
  6   If you purchased the software, select Activate Silhouette and follow the
      instructions.
      or
  7   Select Request Trial Activation (Internet Required) and click Next to receive a
      fully functioning version of Silhouette for the specified trial period. At the end of
      the trial period, Silhouette reverts to a limited demo mode.
      or
  8   Select Run in Demo Mode and click Finish.
      Note: In Demo Mode, a watermark is superimposed over the image and you will not be
      able to save projects or export shapes.
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            Linux Standalone
                 1    Download the Silhouette software at www.silhouettefx.com
                 2    Open a Terminal window and change to the directory where you downloaded the
                      file.
                 3    Type tar xvzf <name of file>
                 4    Change to the new directory that is created.
                 5    To install the Silhouette software, become root and run the “install.py” script by
                      typing: ./install.py
                      Note: A Python installation is required to run the script.
                      The default installation folder on Linux systems is
                      /opt/SilhouetteFX/silhouette4.
                 6    Open a new Terminal window and type silhouette to start the application.
                 7    A dialog box pops up when you run Silhouette.
                 8    If you purchased the software, select Activate Silhouette and follow the
                      instructions.
                      or
                 9    Select Request Trial Activation (Internet Required) and click Next to receive a
                      fully functioning version of Silhouette for the specified trial period. At the end of
                      the trial period, Silhouette reverts to a limited demo mode.
                      or
                 10 Select Run in Demo Mode and click Finish.
                      Note: In Demo Mode, a watermark is superimposed over the image and you will not be
                      able to save projects or export shapes.
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Linux Modifier Key Configuration
    When using the KDE or GNOME desktops, by default there is a Move Window
    modifier key combination set up, so that if you Alt-drag a window, it will move.
    This interferes with our Alt-drag capability in some tools, so you will want to
    disable this desktop feature.
    KDE Desktop
1   Run the KDE Control Center.
2   Go to the Desktop/Window Behavior panel and select the “Actions” tab.
3   Down in the Inner Window, Titlebar & Frame area, change the “Modifier Key
    option from Alt to Meta.
    GNOME Desktop
1   Run the Control Center in Preferences.
2   Select Windows.
3   Select Super (or “windows logo”).
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            Activation
                 Internet Activate (Recommended)
                       Activates Silhouette over the Internet.
            Deactivation
                       Once Silhouette has been activated, you can access the deactivate option by
                       selecting the Help > License menu.
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License Transfer
      Your Product Code allows you to run Silhouette on one computer at a time.
      However, you may transfer the license by deactivating on one computer and
      activating on another.
      To transfer a license:
  1   Select License from the Help menu.
  2   Choose Internet Deactivate (Recommended) and click Next.
      Silhouette is now deactivated.
  3   On the target computer, select Activate Silhouette and follow the instructions.
      Silhouette will then activate on the new computer.
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            Floating License Installation
                       Silhouette can utilize either nodelocked or floating licenses. Nodelocked
                       licenses are locked to a particular machine in contrast to floating licenses which
                       can be used on different machines. A floating license is checked out of a
                       dedicated license server when Silhouette is started and checked back in to the
                       server when Silhouette is closed.
                       In order to connect to your license server, you will need to know the port
                       number and hostname or IP address. This information is entered into the
                       Silhouette Activation window > Advanced Options > License Server field.
                       Note: Please contact your system administrator if you do not know the port number and
                       hostname or IP address. Silhouette ships with a default port of 4313, but you would use
                       a different port number if you have defined a custom port.
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           TUTORIALS
Starting Silhouette
  1   Start Silhouette on Windows systems by selecting Programs > SilhouetteFX >
      Silhouette4 > Silhouette v4 in the Windows Start menu.
      or
  2   Start Silhouette on Macintosh systems by going to the
      /Applications/SilhouetteFX/Silhouette4 folder and double-clicking on Silhouette.
      or
  3   Start Silhouette on Linux systems by opening a Terminal window and typing:
      silhouette
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            Importing and Replacing Media
                        Before you can start using Silhouette, media or footage has to be imported.
                    Importing Media
                    1   Select File > Import > Media.
                        or
                    2   Double-click on an open space in the Project window.
                    3   When the File Browser opens, navigate to the location of your image sequence.
                        We currently support the following file formats: Cineon, DPX, IFF, JPEG,
                        OpenEXR, PNG, SGI/RGB, QuickTime, TIFF and TARGA.
                        Note: QuickTime is only available on operating systems that support it.
                    4   Select the first frame in the sequence and click on Open.
                        The entire sequence is imported into Silhouette.
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Replacing Media
1   In the Project window, right-click on a clip and choose Replace from the pop-up
    menu.
    Ok, now for some examples. Say you have some common media on a file
    server and you want to share the media between various OS types.
1   On my Windows computer, I would import the following media located at:
    C:\Media\footage\station\station.[0001-0032].tiff
    To make my project cross-platform, I need to replace the C:\Media prefix with
    an environment variable which points to my “network media location”.
2   To do this, I right-click on the media in the Project window and select Edit
    Source.
3   In the Path field, I replace “C:\Media” with “$(MY_MEDIA)”, where MY_MEDIA is
    an environment variable I set using normal environment variable methods.
    On my Windows computer, MY_MEDIA points to C:\Media.
4   When I hit the Tab key, the Result field will expand the path string and show you
    the result, and in this case, the resulting path is the same one I started with.
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                        It scans that location for all 32 frames and finds them all, so it shows a green
                        check. Now, let’s say I screw up. It wouldn’t be the first time.
                    5   I change $(MY_MEDIA) to $(YOUR_MEDIA), and YOUR_MEDIA isn't set as an
                        environment variable.
                        The Result field will change to “/footage\station\station.[0001-0032].tiff” and a
                        yellow warning icon is displayed, because that path doesn't exist and the
                        frames can't be found. Now, say my administrator has set up a new
                        environment variable for this project, and defined “STATION_MEDIA” to be
                        “C:\Media\tracking\station”.
                    6   I type this into the Path field: $(STATION_MEDIA)\station.[0001-00032].tiff which
                        would expand in the Result field to the same as before.
                        You can essentially replace your source footage path with pretty much anything
                        you want, using environment variables.
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Creating Sessions
      Once media is imported into Silhouette, a session has to be created. A session
      in Silhouette is where you do your work, whether it be rotoing shapes, creating
      mattes or painting images.
  1   Highlight an image sequence in the Project window.
      The image sequence settings are automatically imported into the Session
      settings.
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                    3   Activate the nodes that you would like to work with in your Silhouette session.
                        Silhouette internally is a node based system and different nodes are used for
                        various functions. Currently, you can choose from Keyer, Roto, Paint, Effects
                        and Composite nodes. By default, the Roto node is selected. Activate
                        whichever nodes you will be using in your session. You can always add
                        additional nodes to a session after it has been created by selecting Session >
                        Settings from the pull-down menu at the top of the screen.
                    4   If you’d like, rename the session in the Name field and click OK.
                    Editing Sessions
                        Once you have created a session, you can change its settings at any time by
                        using one of the three methods listed below. You will most likely edit a session
                        to add additional nodes or change duration.
                    1   From the pull-down menu at the top of the screen, select Session > Settings.
                        or
                    2   Right-click on the name of the session in the Project window and choose Edit
                        Session.
                        or
                    3   Press Ctrl(Win)/Cmd(Mac)-Shift-S.
                        In either case, the Session window opens and you can change the settings.
                        When the Edit Session window opens, make the desired changes.
                    4   In the Available Nodes area of the Edit Session window, add a unselected node
                        to the session, for instance a Paint node.
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Cineon and DPX/Log Session Workflow
    To ensure that Cineon and DPX rendered files will be exactly the same quality
    as your original images, use the workflow outlined below.
    Note: Silhouette tries to figure out whether a DPX file is logarithmic or linear based on
    the file’s header information. Sometimes the program used to create the DPX file writes
    the wrong information into the header causing Silhouette to think it is Logarithmic when
    it is Linear and vice versa. To explicitly set whether or not the file is Logarithmic or
    Linear, see Edit Source > Interpretation for more information.
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                        Your Cineon or DPX/Log image should now look correct in the Viewer. If you’d
                        like, you can also adjust the display of the image in the Viewer by using the
                        Viewer > Display controls.
                    5   For instance, to control the brightness of the Viewer display, turn up your Viewer
                        > Display > Exposure setting.
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Video Fields and 3:2 Pulldown
      When working with footage that contains video fields, you have the option of
      either deinterlacing or removing 3:2 Pulldown.
  4   Choose Even (NTSC) or Odd (PAL) deinterlacing from the Field Dominance pop-
      up menu.
  5   Press the F button in the Timebar located at the bottom right of the Viewer to
      expand the Timeline and increment in half fields.
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                    6   Roto, paint or key objects while in field mode.
                    7   When it is time to render, select Field Handling > Interlace and Field Dominance
                        > Even (NTSC) or Odd (PAL) in the Render Options window.
1 BC
2 BB
3 AA
4 DD
5 CD
3 Right-click on the imported clip in the Project window and select Edit Source.
4 Select the appropriate 3:2 setting from the Field Handling pop-up menu.
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5   Choose Even (NTSC) or Odd (PAL) deinterlacing from the Field Dominance pop-
    up menu.
6   When you choose the 3:2 value, the length of your clip changes in the Project
    Window.
7   Change the Session > Settings to reflect the new clip length.
8   When it is time to render, select the desired Field Handling > 3:2 setting and Field
    Dominance > Even (NTSC) or Odd (PAL) in the Render Options window.
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            Using the Node List
                        Silhouette internally is a node based system and different nodes are used for
                        various functions. Currently, there are Keyer, Power Matte, Roto, Paint, Effects,
                        Composite, Output and Source nodes. The Node List is used to select nodes
                        for editing, viewing, enabling or disabling.
                        Once active, the Roto node’s parameters appear in the Node window and the
                        appropriate tools show up in the Toolbar.
                        The nodes that you see in the Node List are those that were previously selected
                        when creating the session. You can always add additional nodes to a session
                        after it has been created by selecting Session > Settings from the pull-down
                        menu at the top of the screen.
                    3   Select the View icon for the Keyer.
                        The Viewer switches to show the output of the Keyer, but the tools and controls
                        remain for the Roto node since it is the active node.
                    4   Reactivate the View icon for the Roto node.
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    You may want to selectively disable certain nodes to speed up your interaction.
    If you will be rotoing for an extended period of time and don’t what the speed
    hit of the Keyer processing on every frame, you can disable it.
5   Click on the Enabled icon for the Keyer to disable it.
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            Shifting a Source Node in Time
                        You can shift a Source node in time. This is useful for lining up frames that are
                        numbered differently.
                    1   In the Node List window, select the Source node.
                        Once active, the Source node’s parameters appear in the Node window.
                    2   Drag the Time Shift slider to the desired value or enter a number in the field on
                        the right.
The start frame for the node is adjusted by the Time Shift value.
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Viewer
  Using the RGBA buttons in the Viewer
  1   Click on the Red, Green, Blue or Alpha buttons to solo that channel as a gray
      scale image.
      Shift-A activates RGBA mode which does the following: Toggles the View to
      Output, superimposes the Alpha channel over the image and deactivates the
      Overlay. Pressing Shift-A again returns the Viewer to its previous state.
  Viewer Navigation
      Zooming
  1   Select a value between 25% and 200% in the Zoom pop-up menu.
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                        or
                    2   Use the scroll wheel on your mouse to zoom in and out of the image.
                        or
                    3   Press Space Bar-Shift and drag left or right.
                        or
                    4   Use the I key to zoom in and the O key to zoom out.
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Optimizing Playback
      There are number of ways to increase the amount of frames that can be played
      back in real time.
  1   Select File > Preferences on Windows and Linux or Silhouette > Preferences on
      Mac.
  2   Increase the %Total Physical RAM parameter in the Cache preferences (requires
      a restart of Silhouette to take effect). Please note that setting the % Total Physical
      RAM too high could cause instability if running other memory intensive
      programs.
      and / or
  3   Change your View from Output to Foreground.
      and / or
  4   Shorten the length of the clip by adjusting the First and Last Frame in the
      Timebar.
      and / or
  5   Change the proxy setting to 2:1, 3:1 or 4:1.
      and / or
  6   If you are working with film resolution files in a Float session, change the session
      depth to 8 bits while you work, then switch back to Float for rendering.
      Note: When painting, do not use a proxy setting other than 1:1 and make sure that you
      remain at the Sessions original bit depth. Do not use steps 5 and 6 when painting.
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            Roto Tips
                      Rotoscoping or “Roto” for short has become a generic term for drawing shapes
                      to extract, isolate or affect a portion of an image. It is tedious work, but it’s one
                      of the most important parts of the visual effects process. Within the Roto node,
                      there are all the tools needed to make quick work of any Roto job.
                      Creating usable shape animations can be a bit tricky with the most common
                      problem being edge chatter. Here’s a few tips to help you on your way.
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Keyframe, Keyframe, Keyframe
  By editing your shape at various frames in the sequence, Silhouette animates
  the shape in between those keyframes. This saves you work. Make as few
  keyframes as possible, but as many as needed so the shape properly follows
  the object that you are rotoing. For instance, on a 80 frame clip, start by adding
  keyframes at 1, 20 and 40. If more animation is needed, add keyframes at 10
  and 30. Get the idea? Creating too many keyframes will cause the shape to
  jitter or chatter.
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            Roto Quick Start
                        For the inpatient among you, here’s a Roto quick start. For all others, Roto
                        features are covered in more detail after this exercise.
                    1   Create a session that includes a Roto node and make sure that it is selected in
                        the Node List.
                        When the Roto node is selected, a number of different tools are selectable from
                        the Toolbar to the left of the Viewer.
Transform
Reshape
B-Spline
X-Spline
Bézier
Square
Circle
Feather
Tracker
MultiFrame
                    2   View your sequence to determine the frame that requires the greatest number of
                        points to create the shape. It is easier to draw your shape on the most complex
                        frame as opposed to starting on a simpler frame and adding points later.
                    3   Select the B-Spline tool (B) from the Toolbar.
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6   When finished adding points, click the first control point that you added to close
    the shape.
    Use as many points as needed to create the shape, but avoid using more than
    is necessary. The fewer the points, the easier it is to successfully animate the
    shape.
    Now that you have a shape, you can use either the Reshape or Transform tool
    to perform editing functions.
7   Select the Reshape tool (R).
    The Reshape tool modifies shapes by adjusting their control points and
    tangents.
8   To move points, select one or more control points and drag the point or points to
    a new location.
9   To add a new control point, Alt-click on a selected shape.
10 To delete control points, select them and press the Delete key.
11 Go to various frames in your sequence and edit the shape using the Reshape
    tool.
    As the shape is edited on different frames, a keyframe marker is shown in the
    Timebar to provide a visual display of where there are shape keyframes. The
    color of the markers is determined by the shape color. If multiple selected
    shapes have a keyframe on the same frame, the most recently selected
    object's color has precedence.
    Next, instead of modifying the shape’s control points, try modifying the entire shape.
12 Click on the Transform tool (T) in the Toolbar.
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                    13 Select a shape and use one of the on-screen controls to modify it.
Shortcut Action
Shift-drag within large center circle Constrain layer movement horizontally or vertically
                    Drag the center square horizontal and        Scales the layer horizontally or vertically
                    vertical halfway points
Ctrl(Win)/Cmd(Mac)-drag large center circle Rotates the layer with finer control
                        The Q, W and E keys allow you to quickly translate, rotate or scale selected
                        shapes while using the Transform tool.
                    14 Press the Q key to activate translation mode, the W key for rotation mode or the
                        E Key for Scale mode and click and drag to transform the selected shape. You
                        must press the Q, W or E key, whichever one was selected, a second time to
                        deactivate the mode.
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Using the Bézier Tool
      Bézier splines are defined by control points and tangents. The position of the
      two tangent handles control the amount of a point's curvature.
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            Using the B-Spline Tool
                        In contrast to Béziers, B-Splines don’t use tangents and are created by only
                        using control points. The position of the points, their intensity settings as well
                        as their proximity to each other determine the curvature of the shape.
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Using the X-Spline Tool
      A X-Spline is an intuitive and easily editable spline format whereby it’s points
      can be of three different types: Cardinal, Corner or B-Spline.
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            Using the Square Tool
                    1   Select the Square tool (Shift-S) from the Toolbar.
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Using the Circle Tool
  1   Select the Circle tool (Shift-C) from the Toolbar.
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            Working with Open Shapes
                        Open shapes are good for rotoscoping strands of hair or thin objects.
                    1   Select either the Bézier, B-Spline or X-Spline tool from the Toolbar.
                    2   Click on the screen to create a control point.
                        A control point is created.
                    3   Add as many points as you like.
                    4   When finished adding points, press the Esc key or switch to a different tool to
                        finish the shape.
                    5   Select the open shape and in the Object window, adjust the Stroke Width to set
                        it’s thickness.
                        Note: Open shapes can not be exported.
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Using the Transform Tool
      Once you draw a shape, there are various ways to modify it. As the object that
      you are attempting to Roto changes over time, you will need to adjust the shape
      so that it exactly matches the object. The Transform tool affects an entire shape
      or a group of shapes.
  Shape Mode
      The Transform tool Shape Mode allows you to position, move, scale, rotate,
      shear or corner-pin a shape or selection of shapes using the on-screen
      controls.
  2   Select a shape.
  3   Use one of the on-screen controls to modify the shape. See the following
      tutorials for more detail on using the On-screen controls.
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                    Points Mode
                        The Transform tool Points Mode allows you to position, move, scale, rotate,
                        shear or corner-pin a selection of points using the on-screen controls.
                    1   Using the Reshape tool (R), select multiple points on the shape.
                        A bounding box with on-screen controls appears around the selected points
                        instead of around the entire shape.
                    3   Use one of the on-screen controls to modify the shape. See the following
                        tutorials for more detail on using the On-screen controls.
                    Moving Shapes
                        Shapes can be moved horizontally or vertically.
                        Note: The remainder of the Transform tutorials assume that the Transform tool Shape
                        Mode is enabled in the Toolbar.
                    1   Make sure that the Transform tool (T) Shape Mode is enabled.
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3   Drag on the outline of one of the shapes.
    or
4   Press the Q key to activate translation mode and click and drag to move the
    shapes.
5   You must press the Q key a second time to deactivate translation mode.
Nudging Shapes
    Shapes can be nudged horizontally or vertically using the Arrow keys. One
    press of the Arrow key moves the shapes 1 pixel. Using the Shift key in
    conjunction with the Arrow keys moves the shapes 10 pixels.
1   Select a shape or series of shapes.
2   Use the Arrow keys to nudge the shapes.
Scaling Shapes
    Scaling changes the size of the shapes.
1   Select a shape or series of shapes.
2   Drag any of the points on the shape bounding box.
or
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                    3   Press the E key to activate scaling mode and click and drag to scale.
                        Note: The position of the cursor when E is pressed sets the anchor point for the
                        scaling.
                        To proportionately scale, hold down the Shift key when scaling.
                    4   You must press the E key a second time to deactivate scaling mode.
                    Rotating Shapes
                        Rotating changes the angle of the shapes.
                    1   Select a shape or series of shapes.
                    2   Ctrl(Win)/Cmd(Mac)-drag on a shape bounding box corner handle.
                        or
                    3   Press the W key to activate rotation mode and click and drag to rotate.
                        Note: The position of the cursor when W is pressed sets the anchor point for the
                        rotation.
                    4   You must press the W key a second time to deactivate rotation mode.
                    Corner-Pinning Shapes
                        The corner points of a shape’s bounding box can be corner-pinned. For
                        instance, you could fit the corners of a shape into the corners of a billboard.
                    1   Select a shape.
                    2   Alt-drag the corners of the shape’s bounding box.
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Shearing Shapes
    Shapes can be sheared resulting in the shape being skewed horizontally or
    vertically.
1   Select a shape.
2   Ctrl(Win)/Cmd(Mac)-drag on the midpoints of a shape bounding box on either the
    horizontal or vertical axis.
Anchor Point
    A shape rotates around its center point, but scales from the opposite handle.
    Moving the anchor point changes the center of rotation and scaling when using
    the on-screen controls.
1   Press the   . (period key).
    The Anchor Point is displayed on the screen.
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Using the Reshape Tool
      The Reshape tool (R) modifies shapes by adjusting their control points and
      tangents.
      Note: The following tutorials assume that the Reshape tool has been enabled in the
      Toolbar.
  Nudging Points
      Points can be nudged using the Arrow keys. One press of the Arrow key
      moves the points 1 pixel. Using the Shift key in conjunction with the Arrow
      keys moves the points 10 pixels.
  1   Select a point or series of points.
  2   Use the Arrow keys to nudge the points.
  Numbering Points
      All points or a selection of points can be numbered.
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                    2   Set the Number Points preference to All.
                    3   Click OK.
                        Numbers are now displayed next to all points.
                                                           Curve Join
                                          Tangent Handle
Tangent
Control Point
                        Control points have two tangents that can extend from it. The path of the curve
                        through the control point is determined by the length and orientation of the
                        tangents. When you drag one tangent’s handle, the adjacent tangent moves as
                        well.
                    1   Select a control point on a Bézier shape.
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2   Click and drag a tangent handle.
    This adjusts the length of one tangent while retaining a fixed angle between the
    two tangents.
3   Ctrl(Win)/Cmd(Mac)-drag a tangent.
    This adjusts both tangents simultaneously while retaining a fixed angle
    between the two tangents.
4   Alt-drag a tangent.
    Only one tangent is moved which is useful for creating corners.
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                    2   Ctrl(Win)/Cmd(Mac)-drag a Bézier curve segment between control points.
                    Adjusting B-Splines
                        B-Splines are created by only using control points and are simple to adjust. The
                        position of the points, their weight settings as well as their proximity to each
                        other determine the curvature of the shape. The weight (amount of pull on a
                        point) decides how sharp or smooth it is. Silhouette employs variable weight
                        intensities on a point by point basis.
                    1   Select a control point on a B-Spline shape.
                    2   Alt-drag the point to the right to create a corner point or Alt-drag to the left to
                        create a smooth point.
                        or
                    3   Alt-click to cycle through the preset weight settings of the point.
                        or
                    4   Right-click over a control point and select Corner or B-Spline.
                        Note: The Alt-click and pop-up menu preset weight settings for Corner and B-Spline
                        can’t be animated.
                    Adjusting X-Splines
                        X-Splines are created by using control points and then adjusting their weight to
                        coincide with one of the point types: Cardinal, Polygon or B-Spline. The point
                        type can even be somewhere in between one point type and another.
                    1   Select a control point on a X-Spline shape.
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2   Alt-drag the point to the right. The tension of the point goes from Cardinal to
    Corner to B-Spline.
    or
3   Alt-click to cycle through the different point types.
    or
4   Right-click over a control point and select Corner, Cardinal or B-Spline.
Breaking Shapes
    In the Reshape tool, closed shapes can be opened using the Break option from
    the control point pop-up menu.
1   Select and right-click on a control point.
2   Choose Break from the pop-up menu.
    The shape opens at the selected control point.
    Note: Feather information will be removed once you break a shape.
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                        Closing Shapes
                    1   Select one of the control points at the end of the shape.
                    2   Alt-click on the other end point to close the shape.
                        Extending Shapes
                    1   Select a control point at either end of an open shape.
                    2   Alt-click somewhere off the shape.
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Using the Feather Tool
      The Feather tool creates variable edged blurs on a point by point basis.
  1   Select the Feather tool (Shift-F) from the Toolbar.
  3   To create a second feather point, Alt-click on the original curve and drag.
  4   To edit the feather point, click and drag on one of the outer points.
  5   To delete a feather point, select it and press the Delete key.
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            Using the MultiFrame Tool
                        The MultiFrame tool modifies the Transform and Reshape tools to allow you to
                        make adjustments across all previously set keyframes or a selection of
                        keyframes.
                    1   Select the MultiFrame tool (M) in the Toolbar.
                        A red outline is drawn around the Viewer to let you know that the MultiFrame
                        tool is active.
                    2   Drag the blue ends of the MutliFrame range bar at the top of the Timeline to limit
                        the keyframes affected by the MultiFrame tool.
                    3   Select either the Transform or Reshape tools, make a selection and modify the
                        shape.
                        Only keyframes defined in the MultiFrame range are adjusted.
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Rendering Shapes to Channels
      Shapes can be assigned to different channels of an image when rendering.
  1   Create four shapes.
  2   Select a shape and in the Object window, set the Channel parameter to Red.
  3   Assign the other three shapes as Green, Blue and Alpha.
      Now that you have assigned the shapes to different channels, you can visualize
      the results prior to rendering using View > Channels in conjunction with the Alt-
      R, G, B and A shortcut keys.
  4   Choose View > Channels.
  5   Use the Alt-R, G, B and A shortcut keys to see which shapes are assigned to
      the various channels.
  6   When ready, render shapes into the assigned channels with the Actions >
      Render Shapes to Channels action.
  7   When the Render window opens, choose a file format that supports RGBA and
      set Save to Color+Alpha.
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            Importing and Exporting Shapes
                    Exporting Shapes from Silhouette
                        Silhouette, Elastic Reality, Fusion, gMask (Combustion, Flint, Flame, Inferno),
                        Nuke and Shake 4.x SSF shapes can all be exported.
                        Note: To export shapes for use in After Effects, use the Silhouette Shape format. The
                        Silhouette Shape Import/Export Plug-in is then required to import Silhouette Shapes
                        into After Effects.
                    1   Select the shapes that you want to export.
                        If you are exporting using the Silhouette Shapes format, you can also export
                        layers.
                        Note: Open shapes can only be exported using the Silhouette shape format.
                    2   Choose File > Export and select the shape format that you would like to export to.
                        Note: There are two Nuke shape export options--Nuke Shapes and Nuke 6.2+ Shapes.
                        Nuke 6.2+ Shapes exports substantially more shape attributes than Nuke Shapes. Of
                        course, the Nuke 6.2+ Shapes option requires that you are using Nuke 6.2 and above.
                    3   When the file browser opens, type a name and click OK to save the file.
                        A file is saved with the appropriate file extension.
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    Exporting After Effects Masks to Silhouette Shapes
    The Silhouette Shape Import/Export Plug-in for After Effects is required to be
    able to convert After Effects masks to Silhouette Shapes.
1   Start Adobe After Effects, open a project and select a layer in the Timeline that
    contains After Effects masks.
2   From the After Effects File menu, choose Export > Silhouette Shapes.
    A file browser opens.
3   Type a name and press OK to save the file.
    All After Effects masks from the selected layer are exported and a file is saved
    with a .fxs file extension. When exporting After Effects masks, the following
    shape parameters transfer into Silhouette: opacity, blur, shape color, shape
    name, invert and locked states, transfer mode and per-shape motion blur state.
Importing Shapes
    Importing Shapes into Silhouette
    Silhouette, Commotion, Elastic Reality and Shake 4.x SSF shapes can all be
    imported into Silhouette.
1   Choose File > Import and select the shape format that you would like to import.
    A file browser opens.
2   Select the shape file to import and click OK.
    The shapes are added to the current session.
    • Commotion Import Notes
    When importing Commotion shapes, the following shape parameters transfer into
    Silhouette: shape visibility, shape locked state, shape motion blur on / off state. If the
    shape is invisible in Commotion, it will start out invisible in Silhouette, so it might not
    look like it was imported unless you have the Object List open.
    • Shake Import Notes
    Shake 4.x shapes are imported but attributes such as feathering, color and opacity are
    ignored.
                        Elastic Reality
                        Import Shapes into Elastic Reality
                    1   With an Elastic Reality project open, select Shape >Import.
                    2   When the File Browser opens, choose the .ers file that you saved from
                        Silhouette.
                        Fusion
                        Importing Shapes into Eyeon Fusion
                    1   From a file browser window, drag the .setting file that you saved from Silhouette
                        and drop it into a Fusion flow.
                        Nuke
                        There are two Nuke shape export options--Nuke Shapes and Nuke 6.2+
                        Shapes. Nuke 6.2+ Shapes exports substantially more shape attributes than
                        Nuke Shapes. Of course, the Nuke 6.2+ Shapes option requires that you are
                        using Nuke 6.2 and above.
                        Nuke 6.2+ Shapes
                        Nuke 6.2 and above will import the shape opacity, blend mode, invert, motion
                        blur, outline color, shape blur (if outside) as well as the layer and node blur and
                        motion blur.
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    Nuke Shapes
    For Nuke 5.1v3 and above, Silhouette shapes and their blend modes are
    imported. Nuke will also import Hold and Linear key frames for Opacity.
    Shake 4.x
    Shake 4.x will import the shape name, locked/unlocked state, opacity, visibility,
    motion blur on/off, shutter angle, and shutter phase. In addition, subtractive
    shapes import as black in the RGB channels with a white alpha channel.
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            Using the Planar Tracker
                        The Planar tracker generates and tracks several points on the image while
                        automatically handling partial occlusions of the tracked object.
                        Note: The Tracker tool is available in both the Roto and Effects nodes.
                    Planar Tracking
                    1   Go to the frame where you want to start tracking.
                    2   Set the View to Foreground for the fastest speed when tracking. In the
                        Foreground view, no shape processing occurs and therefore it is faster than
                        View > Output.
                    3   Create a layer in the Object List using the Add Layer icon.
                    4   Inside of the new layer, create a shape around the object that you would like to
                        track and make sure that there is some detail inside of the shape. It does not have
                        to be exact and it is best to leave a little extra room around the object. In addition,
                        you can use more than one shape as long as they are on the same geometric
                        plane.
                        Note: When a layer is selected, the per-shape blend mode, invert state, on/off state
                        and opacity are all obeyed. This allows you to use shapes to subtract out areas of
                        unwanted motion that may interfere with tracking.
                    5   Choose the Tracker tool (Shift-T) in the Toolbar.
                    6   In the Tracker tab located at the bottom of the screen, select the Planar Tracker
                        tab.
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7   Enable Preview in Pre-Processing.
    The image in the Viewer becomes black and white and displays the color space
    that you will track in.
8   Select the color space to track with in the Channel pop-up menu.
    Pick the color space that displays the best contrast in the object you are
    tracking.
9   Disable Preview in Pre-Processing.
10 Make sure that the layer containing your shape is selected. Otherwise, the
    Tracker Direction controls will be grayed out.
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                    11 Hit either the forward or backward track button.
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Planar Tracker Tips and Tricks
  If you have trouble tracking a shot using the Planar Tracker, here are some tips
  and tricks:
  • When creating a shape around the area you want to track, make sure that
    there is some detail inside of the shape. Also, leave a little extra room around
    the object you are trying to track.
  • Change the Channel parameter from Luminance to Red, Green or Blue. The
    Channel parameter determines which image value the tracking algorithm uses.
  • Use the Blur, Sharpen, Contrast, De-Noise or Remove Flicker pre-processing
    parameters.
  • Stop the tracker if it fails and go back a few frames before it messed up. Reposition
    your shape and hit the tracking button again. You don't need to go back to your
    start frame.
  • Depending on the motion of the object to be tracked, you may get better results if
    you track from the end to the beginning. You may also track from the middle to the
    beginning and then from the middle to the end.
  • In the Layer you are tracking, create shapes to subtract out areas of unwanted
    motion that may interfere with tracking and select the layer prior to tracking.
  • Set the View to Foreground for the fastest speed when tracking. In the Foreground
    view, no shape processing occurs and therefore it is faster than View Output.
  • You can use shapes for tracking purposes only and once the track is completed,
    you can hide or delete them.
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            Using the Point Tracker
                        The Point tracker uses trackers which are placed on distinguishable image
                        features.
                    Creating a Tracker
                    1   Select the Tracker tool (Shift-T) in the Toolbar.
                        Note: The Tracker tool is available in both the Roto and Effects nodes
                    2   Go to the frame where you want to start tracking.
                    3   Set the View to Foreground for the fastest speed when tracking. In the
                        Foreground view, no shape processing occurs and therefore it is faster than
                        View > Output.
                    4   In the Tracker tab located at the bottom of the screen, select the Point Tracker
                        tab.
5 Press the Create button and a tracker is placed in the center of the image.
                        or
                    6   Alt-click on an open space in the image.
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    As you pass your cursor over the image with the Alt key depressed, a zoomed
    region to the right of the tracker aids in selecting your Match Area.
2   Clicking and dragging somewhere in the area of the Search Region will move
    only the Search Region.
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                    3   Clicking and dragging somewhere in the area of the Match Area will move both
                        the Search Region and Match Area simultaneously, leaving the Track Point at its
                        current location. This would be used for Offset Tracking when the original track
                        point becomes obscured.
                    Tracking an Image
                    1   Adjust the size and position of the Match Area and Search Region.
                    2   Right-click on the tracker and select the color space to use in the Channel sub-
                        menu.
Silhouette will analyze the motion for each frame in the sequence.
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Offset Tracking
    There are times when your original Match Area gets obscured, and in these
    instances, you can offset the Match Area and Search Region from the Track
    Point.
1   Create a tracker and track a portion of the sequence until the Match Area
    becomes obscured.
2   Hit the Stop button in the Tracker Progress window.
3   Back up to the last properly tracked frame.
4   Click and drag somewhere within the Match Area and both the Match Area and
    Search Region will move simultaneously, leaving the Track Point at its current
    location.
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                    2   Adjust the tracker to match the object at various frames throughout the
                        sequence.
                    3   In the Tracker tab, change the Behavior to Key Frames.
                        The Tracker Match Area will now use these keyframes as a reference while
                        tracking.
                        A tracker is automatically created around the center point of the shape and any
                        shape keyframes are automatically applied to the Tracker.
                    4   In the Tracker tab, change the Behavior to Key Frames.
                        The Tracker Match Area will now use these keyframes as a reference while
                        tracking.
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Modifying Tracking Data
    Averaging Trackers
    Averages multiple tracks into a new destination track. A common technique is
    to track forwards from the first frame to the last, and then create a second track,
    tracking backwards from the last frame to the first. These two trackers are then
    averaged together to derive a more accurate track.
1   Select more than one tracker.
2   In the Tracker tab, choose Average.
    Smoothing Trackers
    Smoothing trackers removes inaccuracies in the tracking data caused by film
    grain or video noise.
1   Select a tracker to smooth.
2   In the Tracker tab, choose Smooth and adjust the slider when it pops-up.
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            Applying Trackers
                    Match Moving and Stabilizing Layers
                        In general, tracking data should be applied to layers instead of individual
                        shapes. The tracking data is placed into the transform of a selected layer
                        (containing shapes) allowing you to have separate keyframes for both the layer
                        transformation and for the shapes. This results in far fewer shape keyframes
                        than other methods and is the preferred way of working with clips in motion.
                        The result is a very flexible method for discrete editing of layer and shape
                        transformations.
                        Once applied to a layer, the tracking data can be used in Match Move or
                        Stabilize mode. In Match Move mode, the clip moves as normal and the shape
                        follows along according to the tracking data. In Stabilize mode, the clip is locked
                        in place by stabilizing the Viewer. In either mode, you only need to keyframe
                        the shape when it changes form. After shape editing is complete in Stabilize
                        mode, the Viewer can be returned to its normal state and the shapes will match
                        the motion of their respective objects.
                    1   Create a layer in the Object List using the Add Layer icon.
                        The new layer is active and you can tell by the check mark icon in the box to
                        the right of the layer name in the Object List.
                        Note: Point tracking data is only applied to the active layer.
                    2   Select the trackers that you would like to use.
                    3   Press the Apply button.
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    You have a choice of applying position, scaling and/or rotation. However,
    scaling and rotation require two trackers.
    Other layers can be match moved or stabilized using different trackers. Just go
    to the Tracker tab and apply the motion from different trackers to other layers.
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                    Four Point Corner-Pin Tracking
                        Four-point tracking is traditionally used to match the perspective of a square or
                        rectangular shape by tracking it’s four corners and applying a corner-pin
                        transformation.
                    1   Create four trackers on the corners of a square or rectangular object and track
                        the motion.
                    2   Create a layer in the Object List using the Add Layer icon.
                        The new layer is active and you can tell by the check mark icon in the box to
                        the right of the layer name in the Object List.
                        Note: Point tracking data is only applied to the active layer.
                    3   Select the four trackers.
                    4   Press the Apply button.
                        The corner-pin data from the four trackers is applied to the layer.
                    5   Create a square shape inside of the selected layer. When drawing the shape, it
                        should be placed near the location of the four trackers.
                        If you look at various frames in the sequence, you’ll see that the shape’s motion
                        is matched to the motion of the image.
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2   Click on a shape to select it and then select a point.
    Note: To select points on a shape, you must first select the shape by clicking on the
    shape outline. Then, Ctrl(Win)/Cmd(Mac)-click each point that you would like to
    select. Also, when a tracker overlaps a point, it will be difficult to select the point while
    in the Tracker tool. To select a point that overlaps a tracker, switch to the Reshape tool,
    select the point and switch back to the Tracker tool.
3   Right-click over a selected point and choose Apply from the pop-up menu.
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            Point Tracker Tips and Tricks
                    If you have trouble tracking a shot using the Point tracker, here are some tips:
                    • Set the View to Foreground for the fastest speed when tracking. In the Foreground
                        view, no shape processing occurs and therefore it is faster than View Output.
                    • Stop the tracker, go to the bad frame and reposition the Track Point, and hit the
                        tracking button again. You don't need to go back to your start frame.
                    • Lower the Tolerance value, and track again from the beginning, or the frame
                        before the bad frames. The lower the Tolerance, the more forgiving the tracker will
                        be--but also less accurate.
                    • Start over and switch Behavior from Start Frame to Every Frame. This means that
                        instead of trying to compare the tracking region with the first “pure” frame, it will
                        try to match to the previous frame. If you re-track from the middle of a sequence,
                        it will consider your new start frame as your reference frame with either setting.
                    • Use the Blur, Sharpen, Contrast, De-Noise or Remove Flicker pre-processing
                        parameters.
                    • At any time, you can manually adjust the Track Point by simply grabbing it and
                        putting it where you need to.
                    • Change the Channel parameter from RGB to Luminance, Red, Green or Blue and
                        re-track. The Channel parameter determines which image value the tracking
                        algorithm uses.
                    • A technique you can use to assist with difficult shots is to manually insert tracking
                        keyframes. For example, if you have 100 frames to track, you can put in a keyframe
                        every 5 or 10 frames by repositioning the Tracker. Once your keyframes are
                        manually entered, return to frame 1 and set the Behavior to Key Frames. The
                        tracker searches along the tracker's pre-existing motion path to find matching
                        patterns.
                    • You can use the same technique as in the previous tip, but with the following
                        differences. Create a shape around the feature that you would like to track. Go to
                        various frames throughout the sequence and adjust the shape to match the
                        feature. Select the Tracker tool and right-click on the shape. From the pop-up
                        menu, select Create Tracker from Shape Center. A tracker is automatically created
                        around the center point of the shape and any shape keyframes are automatically
                        applied to the tracker. In the Tracker window, change the Behavior to Key Frames.
                        The tracker Match Area will now use these keyframes as a reference while
                        tracking.
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Importing and Exporting Tracking Data
  Exporting Tracking Data
      Trackers can be exported to the After Effects, Discreet, Nuke and Shake
      tracker formats. In addition, the tracking data applied to a layer, either by Point
      trackers or Planar tracking, can be exported as a four point corner-pin track.
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                        Exporting One to Two Trackers
                    1   Press the Tracker tool (Shift-T) in the Toolbar.
                    2   Select the trackers that you want to export.
                    3   Choose Export in the Tracker tab and select the tracker format.
                    4   When the window pops-up, type in a name and click Save.
                        Currently, you can export to the After Effects, Discreet, Nuke and Shake tracker
                        formats.
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3   Select the After Effects Corner Pin, Nuke, Shake or Simple Format tracker file
    that you would like to import and click Open.
    Note: If you select multiple trackers in the import dialog, more than one tracker can be
    imported at a time.
    Combustion
    Importing One to Two Trackers into Combustion
1   Click on the Tracker tab.
2   In the Source pop-up, choose your layer.
3   Select the Track type: Position, Scale or Rotate.
4   Click on the Import Data button and pick Discreet Tracker Setup.
5   Load the tracker file that you saved from Silhouette.
                        Nuke
                    1   Choose File > Import Script and select the tracker file that you saved from
                        Silhouette.
                        Shake
                    1   Add a Tracker, Match Move or Stabilize node.
                    2   In the Tracker node, click the Load button in the Parameter tab and select the
                        tracker file that you saved from Silhouette.
                    3   For the Match Move and Stabilize nodes, right-click on one of the trackName's in
                        the Parameter tab and choose Load Track File.
                    4   Select the tracker file that you saved from Silhouette.
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Using Motion Blur
      Motion blur is the directional blurring of rapidly moving shapes. To use Motion
      Blur, it must be activated for each individual shape as well as in the Node
      window.
  1   Select one or more shapes and enable Motion Blur in the Object window.
  2   Click on the Node tab to display the Node parameters.
  3   In the Node window, enable Motion Blur and adjust the Shutter Angle, Shutter
      Phase and Samples as desired.
      When working with motion blur, it is best to keep your View set to Foreground.
      This way editing your shape will be quick and interactive.
  4   Set your View to Foreground.
      When you need to view the motion blurred Alpha channel, use Shift-A. Shift-
      A toggles the View to Output, superimposes the Alpha channel over the image
      and deactivates the Overlay. Pressing Shift-A again returns the Viewer to its
      previous state.
  5   To view the motion blurred Alpha channel, press Shift-A.
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            Renaming Objects
                        You can rename a shape, layer or tracker by either:
                    1   Click on the object once to select it, hit the Enter key, type in the new name and
                        press Enter again.
                        or
                    2   Double-click the object, type in a new name and hit the Enter key.
                        or
                    3   Right-click on the object, select Rename and type in a new name.
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Adding Notes
      You can type an arbitrary length note for selected objects. Currently, only
      shapes, trackers and layers are supported.
  1   Select a shape, tracker or layer.
  2   In the Object List, click the Notes icon.
      Because you can type multiple paragraphs into the Notes window, you must
      press Apply to assign the note.
  4   Click Apply in the notes window.
      The Notes icon changes once a note is applied to the object.
5 Hover over the Note icon in the Object List and the note is displayed as a tool tip.
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            Timebar Keyframes
                        Colored markers in the shuttle area signify where selected objects have
                        keyframes. These keyframes can be moved to a new position. Objects that
                        display keyframes in the Timebar are shapes, trackers and painted frames.
                        Path keyframes are shown for shapes, position keyframes for trackers and
                        painted frames when in the Paint node.
                        The color of the markers is determined by the object color. If multiple selected
                        objects have a keyframe on the same frame, the most recently selected
                        object's color has precedence.
                    1   Press Shift and hover over one of the colored markers.
                    2   When the cursor changes to a double arrow, click and drag the marker to a new
                        location.
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Using the Timeline
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            Paint
                        Paint is a high dynamic range 2D raster based paint system designed from the
                        ground up to handle the demands of feature film and television production.
                        Note: Before Paint can be available for use, it must be enabled in the Session Settings
                        and selected in the Node List.
                    Using Paint
                    1   Create a session that includes a Paint node and make sure that it is selected in
                        the Node List.
                        When the Paint node is selected, various non-animateable controls appear in
                        a Paint window located at the bottom portion of the screen. Silhouette provides
                        a wide variety of paint tools that are organized into Brush, Profile and Paint
                        categories.
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In addition, a number of different brushes are selectable from the Paint Toolbar
to the left of the Viewer.
Blemish
Blur
Clone
Color
Color Correct
Drag
Eraser
Grain
Mosaic
Repair
Scatter
Once a brush is selected, it’s controls appear on the left side of the Paint
window.
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                    2   The Color brush (Shift-C) is selected by default and is preset to white. Select the
                        Color brush if it is not selected.
                    3   Paint on the image in the Viewer by pressing and dragging with your pen or
                        clicking and dragging with your mouse.
                    4   In the Paint window’s Profile group, adjust some of the settings to see how it
                        changes your brush.
                        In addition to the Profile > Size control, the brush can also be resized in the
                        Viewer by holding Ctrl(Win)/Cmd(Mac) and dragging the brush outline.
                    5   Experiment with some of the other brushes in the Brush Toolbar.
                    6   Adjusting the brush parameters located on the left side of Paint window will
                        change the effect of the brush when you paint.
                        By default, you are painting on the RGB channels of the image. However, you
                        can paint individually on the Red, Green, Blue or Alpha channels as well as
                        simultaneously paint on the RGB and Alpha channels using the Paint settings.
                    8   In the Paint window’s Paint group, click on R to paint only the Red channel.
                    9   Paint on the image.
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10 If you view the individual Red, Green and Blue channels using the RGBA buttons
    in the Viewer, you will see that only the Red channel is affected.
11 Select the horizontal white bar above the RGBA buttons to quickly toggle the
    display of the image back to full color mode.
    At any time, you can clear all paint strokes and restore the original unpainted
    frames by using the Paint > Restore pop-up menu. You can restore the Current
    Frame, All Frames or the Work Range.
12 Select Restore > All Frames to clear all paint strokes on all frames.
13 Go to frame 1 of the sequence and paint on the image.
14 Advance to frame 2.
    As you change frames in the sequence, the painted frames are stored to disk.
    Paint on the current frame is also saved with File > Save.
15 Go back to frame 1 and you will see that your paint stroke has been recorded.
16 Paint some more frames in the sequence.
    As frames are painted, a marker is shown in the Timebar to provide a visual
    display of which frames are painted.
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                    2   Press and hold down the Shift key.
                    3   In the Viewer, click, drag and release the mouse and then the Shift Key to set the
                        Clone offset.
                        The first click sets the Clone source and where you drag and release is the
                        Clone destination.
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    • Select the Onion Skin icon to activate it and then align the Clone source.
    or
    • Select the Align icon to activate it and then align the Clone source.
5   Once the Clone source offset is set, deactivate Onion Skin or Align mode if they
    are activated.
    Very often, you will encounter two images from the same location that are not color
    matched.
6   If the Clone source needs to be color corrected to match the image to be painted,
    select the Grade tab and adjust the various sliders.
    If you need to do exacting color correction, follow the steps below.
7   Choose the Vertical Split icon to compare the Clone source and target using a
    split screen.
    The split is handy when using the Grade controls to color match the Clone
    source to the target.
8   Move your cursor into the image area over the split line and when the cursor
    changes to a double-arrow, click and drag to move the split line to the location
    where you will be painting and where you want to do the color matching. The
    split line may not be obvious, so white triangles on the edge of the Viewer will
    help you find it.
    By isolating individual color channels, it is easier to match the colors.
9   In the Viewer, look only at the Red channel (Alt-R).
10 Ctrl(Win)/Cmd(Mac)-drag (for finer accuracy) the Gain > Red slider so that the
    luminance values on either side of the split line match.
    Tip: Set your Update mode to Always. As you drag a parameter, Silhouette is
    constantly rendering. This makes the color adjustments more interactive.
11 In the Viewer, look only at the Green channel (Alt-G).
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                    12 Ctrl(Win)/Cmd(Mac)-drag (for finer accuracy) the Gain > Green slider so that the
                        luminance values on either side of the split line match.
                    13 In the Viewer, look only at the Blue channel (Alt-B).
                    14 Ctrl(Win)/Cmd(Mac)-drag (for finer accuracy) the Gain > Blue slider so that the
                        luminance values on either side of the split line match.
                    15 Press Alt-B again to toggle off the Blue channel and to display the RGB channels
                        in the Viewer at the same time.
                        Your Clone source and target should now be color matched.
                    16 Toggle off the Vertical Split and paint the image.
                        Tracking the Clone Source
                    1   Using a Roto node, create a tracker and apply it to a layer.
                    2   Select the Paint node in the Node List.
                    3   Choose the Clone Brush in the Toolbar.
                    4   Select the tracked Roto node layer in the Paint > Tracking menu.
                    5   Make sure that the Clone > Match Move control is activated. It is normally on by
                        default.
                        Selecting a layer in the Paint > Tracking menu and activating Clone > Match
                        Move allow you to apply the tracking or transformation data of a Roto node
                        layer to the Clone source.
                    6   If you would like to Stabilize instead, click the Stabilize icon at the top of the
                        Viewer.
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3   Click on the source feature in the image and keep the left mouse depressed.
4   Press the Q key again.
    Onion Skin turns off.
5   Drag and then release on the target feature.
    The Clone offset is set.
5   Change the Mix parameter to set the relative opacity of the two Clone sources.
    Mix adjusts the opacity of the first Clone preset. The opacity of the second
    Clone preset is 1.0 - Opacity.
6   When you paint, both Clone presets will contribute to the painted result.
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            Using Effects
                        The Effects node allows you to apply the brushes available in the Paint node
                        as filter effects to shapes or layers.
                        Note: Before the Effects node can be available for use, it must be enabled in the
                        Session Settings and selected in the Node List.
                    Applying Filters
                    1   Create a session that includes an Effects node and make sure that it is selected
                        in the Node List.
                    2   Using one of the shape tools, draw a shape.
                    3   Make sure that the shape is selected and choose an effect from the Filter menu.
                        For instance, apply the Mosaic filter.
                        Once applied, the filter appears in the Object List within an Effects group.
                        When added to a layer, the effect is applied based on the alpha of the layer. The
                        idea is to allow shapes with various Blend modes to contribute to or limit where
                        the effect will be applied.
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Mosaic filter applied to the Face shape
    When you click on one of the filters in the Object List, its editable parameters
    show up in the Object window and can be keyframed like any other attribute.
4   Click on the Mosaic filter in the Object List if it is not selected.
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Using the Keyer
      Using proprietary matte extraction techniques, the Keyer quickly and simply
      creates mattes with minimal parameters even if you are dealing with fine hair
      detail, smoke, or reflections.
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   The foreground will then be composited over the background.
   If you see any color spill from the blue or green screen, it can be eliminated
   using the Color Suppression controls.
14 Expand the Color Suppression group and click the Enable check box.
15 Adjust the Color Suppression > Foreground and Range controls as needed.
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            Using Power Matte
                    Open Shape Method
                        Power Matte creates mattes by using a trimap--a pre-segmented image
                        consisting of three regions of foreground (what you want to cut out),
                        background (what you want to get rid of) and unknown. Partial opacity values
                        are then computed only for pixels inside the unknown region. Two trimap
                        methods can be used: Open Shape or Closed Shape. This tutorial will use the
                        Open Shape Method.
                        A good Open Shape technique is to draw an inner and outer outline around the
                        object you are extracting using open shapes. Shapes should be near the
                        boundary of the foreground or background, but not right up against the edge.
                        Also, if the foreground or background has varying colors, the shapes should
                        cross over these colors.
                        Note: The general rule is to not put foreground and background shapes too close
                        together unless you need to.
                    1   Define foreground area (what you want to cut out) by drawing an open shape
                        around the inner edge of the object.
                    2   Start by selecting either the Bézier, B-Spline or X-Spline tool from the Toolbar.
                    3   Click on the screen to create a control point.
                        A control point is created.
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4   Add as many points as you like.
5   When finished adding points, press the Esc key to finish the open shape.
6   Now, draw shapes to define background areas (what you want to get rid of).
    Press the Esc key each time you want to finish an open shape.
    If the background has varying colors, the shapes should cover these colors.
7   Choose the Reshape tool when you are done drawing open shapes.
    Warning: If you only provide a few sparse shapes, the Open Shape Method will take
    longer to process with a less accurate result than the Closed Shape Method.
          Good Shape Example                         Bad Shape Example
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                 8   In the Object List, feel free to change the name and color of your shapes. In the
                     example below, I named the inner shape Foreground and changed the color to
                     green. Also, I named all of the outer shapes Background and left their color set
                     to red. Although this is not a necessary step, it is helpful to identify what the
                     shapes are being used for.
                     Power Matte won’t process until you assign the shapes as either foreground or
                     background.
                 9   Select the inner, foreground shape and in the Object window, set the type to
                     Foreground.
                 10 Select all the outer, background shapes and in the Object window, set the type
                     to Background.
                     Once a foreground and background shape are assigned, Power Matte
                     processes the matte.The viewer displays the composite of the foreground over
                     the background based on your shapes. If “None” is selected for the Background
                     input, the foreground will be composited over a color. The default color is gray,
                     but can be changed by going to File > Preferences > Composite on Windows
                     and Linux or Silhouette > Preferences > Composite on Mac. If you add a
                     Composite node in the Session Settings, the composite will be rendered.
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    Now that you have foreground and background shapes, animate them over
    time so that they follow the motion of what you are cutting out. However, since
    you already assigned the shapes as foreground and background, Power Matte
    will try and update every time you adjust the shapes.
11 Set the View to Foreground. This way Power Matte is not constantly trying to
    update when you change a parameter.
12 Animate the foreground and background shapes over time so that they follow
    the motion of what you are cutting out.
    It is best to use the Tracker (Shift-T) to animate the motion of your shapes as
    it will most likely ensure that the motion is consistent from frame to frame.
13 Play through the clip to make sure that the shapes are properly following your
    object.
14 Use View > Matte to display the generated matte.
15 Hit the Play button to check your results so far. When you hit the Play button,
    Power Matte renders each frame.
16 If at any time you want to turn off the display of the shapes, click the Overlay icon
    above the Viewer or press 0 (the number zero) shortcut key.
    In the generated matte, white is foreground, black is background and any gray
    areas in between represent a level of transparency. If the matte is not
    acceptable after processing, you can either adjust the shapes or add additional
    shapes near the region where the matte is not accurate.
17 If you see gray areas in the foreground object that should be completely white,
    make additional foreground shapes in those areas.
18 If you see gray areas in the background that should be completely black, make
    additional background shapes in those areas.
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                 19 Gray values in Unknown areas can be reduced by increasing the Deartifact value
                     located in the Node window.
                     If you need to adjust the shapes after they have been created and assigned in
                     Power Matte, you can enhance performance by either:
                     • Set the View to Foreground while editing shapes.
                     • Set the Update mode to Manual and hit the Enter key when you want to process.
                         This way Power Matte is not constantly trying to update when you change a
                         parameter.
                     • Use a lower quality proxy image by using the Proxy pull-down menu above the
                         Viewer.
                     Note: Color Estimation can cause color flickering in edge areas of partial opacity if your
                     shape position is not constant from frame to frame or if your source footage is grainy.
                     Disable Color Estimation if you see flickering in the edge areas.
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21 To remove fringing around the object being cutout, go to the Node window and
   turn on Color Estimation.
                  Original                              Composite
22 When you press the Play button while viewing the Composite, you will see the
   result in full color.
   Now that I have shown you how to generate a matte using open shapes, an
   alternative method is to use a mix of open and closed shapes. If you have large
   contiguous areas of background, surrounding the background with a closed
   shape and enabling Filled in the Object window will speed up Power Matte’s
   processing.
         Open Shape Example                    Open/Closed Shape Example
                                         Closed
                                         Shape
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                 Closed Shape Method
                     Power Matte creates mattes by using a trimap--a pre-segmented image
                     consisting of three regions of foreground (what you want to cut out),
                     background (what you want to get rid of) and unknown.
                     The Closed Shape Method uses closed shapes to mark definite foreground and
                     background areas of the image. Any unmarked areas are considered unknown
                     and partial opacity values are then computed for the pixels inside the unknown
                     region. So, make sure that any hair detail, transparent or blurry portions fall
                     within the unknown areas
                     Note: The Closed Shape method does not handle a foreground object with background
                     holes in it, and therefore the Open Shape method would be a better choice when
                     extracting an object with holes.
                                  Original                                    Shapes
                 1   Define foreground area (what you want to cut out) by drawing a closed shape.
                 2   Start by selecting either the Bézier, B-Spline or X-Spline tool from the Toolbar.
                 3   Draw a shape around the inner edge of the object, in this case, the hiker.
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4   To close the shape, click on the first point that you created.
5   To tell Power Matte that you are using a closed shape, enable Filled in the Object
    window.
6   Now, draw closed shapes to define background area (what you want to get rid
    of). If your foreground object is completely surrounded by background, like the hiker
    example below, a quick way to define the background area is to first draw a closed
    shape around the outside of the foreground and then invert it in the Object window.
    The areas outside of the background shape are then considered as background.
7   After drawing the background shape, enable Filled in the Object window. Invert
    the shape as well if you drew around the boundary of your foreground object as
    in the example above.
    Once a foreground and background shape are assigned, Power Matte
    processes the matte. The viewer displays the composite of the foreground over
    the background based on your shapes. If “None” is selected for the Background
    Input, the foreground will be composited over a color. The default color is gray,
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                     but for the example below I changed it to black by going to File > Preferences
                     > Composite on Windows and Linux or Silhouette > Preferences > Composite
                     on Mac.
                     Now that you have a foreground and background shape, animate them over
                     time so that they follow the motion of what you are cutting out. However, since
                     you already assigned the shapes as foreground and background, Power Matte
                     will try and update every time you adjust the shapes.
                 8   Set the View to Foreground. This way Power Matte is not constantly trying to
                     update when you change a parameter.
                 9   Animate the foreground and background shapes over time so that they follow
                     the motion of what you are cutting out.
                     It is best to use the Tracker (Shift-T) to animate the motion of your shapes as
                     it will most likely ensure that the motion is consistent from frame to frame.
                 10 Play through the clip to make sure that the shapes are properly following your
                     object.
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11 Use View > Matte to display the generated matte.
12 Hit the Play button to check your results so far. When you hit the Play button,
    Power Matte renders each frame.
13 If at any time you want to turn off the display of the shapes, click the Overlay icon
    above the Viewer or press 0 (the number zero) shortcut key.
    In the generated matte, white is foreground, black is background and any gray
    areas in between represent a level of transparency. If the matte is not
    acceptable after processing, you can adjust the shapes.
14 If you see gray areas in the foreground object that should be completely white,
    adjust the foreground shape in those areas.
15 If you see gray areas in the background that should be completely black, adjust
    the background shape in those areas.
16 Gray values in Unknown areas can be reduced by increasing the Deartifact value
    located in the Node window.
    If you need to adjust the shapes after they have been created and assigned in
    Power Matte, you can enhance performance by either:
    • Set the View to Foreground while editing shapes.
    • Set the Update mode to Manual and hit the Enter key when you want to process.
      This way Power Matte is not constantly trying to update when you change a
      parameter.
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                     • Use a lower quality proxy image by using the Proxy pull-down menu above the
                         Viewer.
                 18 To remove fringing around the cutout object, go to the Node window and turn on
                     Color Estimation.
                     Note: Color Estimation can cause color flickering in edge areas of partial opacity if your
                     shape position is not constant from frame to frame or if your source footage is grainy.
                     Disable Color Estimation if you see flickering in the edge areas after a preview or
                     render.
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19 When you press the Play button while viewing the Composite, you will see the
   result in full color.
                  Original                               Result
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                 Blue/Green Screen Keying
                     Keying is a technique for blending two images, in which a color from one image
                     is removed, or made transparent, revealing another image behind it. Either the
                     Open or Closed Shape Method can be used when creating mattes for Blue or
                     Green screen photography. Power Matte doesn’t require any specific color for
                     the object to be photographed against, but blue and green screens will be
                     referred to as these are the most common.
                                                       Original
Shapes
                     Let’s start by creating some open shapes. The shapes should be near the
                     boundary of the foreground or background, but not right up against the edge.
                     Also, if the foreground or background has varying colors, the shapes should
                     cross over these colors.
                 1   Define foreground area (what you want to cut out) by drawing a open shape.
                 2   Start by selecting either the Bézier, B-Spline or X-Spline tool from the Toolbar.
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3   Draw a shape around the edge of the object that you want to cutout, in this case,
    the television screen. When done adding points, press the Esc key to finish the
    open shape.
4   Next, draw a shape to define background areas. In the example below, this would
    be the blue area within the television screen. Press the Esc key when you want
    to finish the open shape.
5   Choose the Reshape tool when you are done drawing the open shapes.
    Power Matte won’t process until you assign the shapes as either foreground or
    background.
6   Select the foreground shape and in the Object window, set the type to
    Foreground.
7   Select the background shape and in the Object window, set the type to
    Background.
    Once a foreground and background shape are assigned, Power Matte
    processes the matte. The viewer displays the composite of the foreground over
    the background based on your shapes. If “None” is selected for the Background
    Input, the foreground will be composited over a color. The default color is gray,
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                     but for the example below I changed it to black by going to File > Preferences
                     > Composite on Windows and Linux or Silhouette > Preferences > Composite
                     on Mac.
                     Now that you have foreground and background shapes, animate them over
                     time so that they follow the motion of what you are cutting out. However, since
                     you already assigned the shapes as foreground and background, Power Matte
                     will try and update every time you adjust the shapes.
                 8   Set the View to Foreground. This way Power Matte is not constantly trying to
                     update when you change a parameter.
                 9   Animate the foreground and background shapes over time so that they follow
                     the motion of what you are cutting out.
                     It is best to use the Tracker (Shift-T) to animate the motion of your shapes as
                     it will most likely ensure that the motion is consistent from frame to frame.
                 10 Play through the clip to make sure that the shapes are properly following your
                     object.
                 11 Use View > Matte to display the generated matte.
                 12 Hit the Play button to check your results so far. When you hit the Play button,
                     Power Matte renders each frame.
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13 If at any time you want to turn off the display of the shapes, click the Overlay icon
    above the Viewer or press 0 (the number zero) shortcut key.
    In the generated matte, white is foreground, black is background and any gray
    areas in between represent a level of transparency. If the matte is not
    acceptable after processing, you can adjust the shapes.
14 If you see gray areas in the foreground object that should be completely white,
    adjust the foreground shape in those areas.
15 If you see gray areas in the background that should be completely black, adjust
    the background shape in those areas.
16 Gray values in Unknown areas can be reduced by increasing the Deartifact value
    located in the Node window.
    If you need to adjust the shapes after they have been created and assigned in
    Power Matte, you can enhance performance by either:
    • Set the View to Foreground while editing shapes.
    • Set the Update mode to Manual and hit the Enter key when you want to process.
      This way Power Matte is not constantly trying to update when you change a
      parameter.
    • Use a lower quality proxy image by using the Proxy pull-down menu above the
      Viewer.
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                     When a foreground object has been photographed against a solid blue or green
                     backdrop, the blue or green color can have a tendency to spill onto the
                     foreground object. When extracting an object photographed against one of
                     these colors, you may find it necessary to remove the blue or green spill. This
                     is a process called Color Suppression.
                             Color Suppression Off                    Color Suppression Off
                 18 To remove color spill from your object, go to the Node window and change the
                     Color Suppression > Type parameter from None to Blue or Green.
                 19 Click Play button to see the RGB image results.
                                                      Result
Original
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Working with Stereoscopic Images
  Creating a Session Using Left and Right Sequences
  1   Import left and right sequences into Silhouette.
  2   Create a session with Roto and Paint nodes based on the left sequence.
  3   Select the left sequence Source node in the Node List.
  4   In the Node window, expand the View group and select the right sequence in the
      Secondary/Right pop-up menu.
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                 3   Select the Roto node in the Node List.
                     You are now ready to create shapes.
                 Rotoscoping
                 1   Above the Viewer, make sure that the L icon (Shift-1) is highlighted. L stands for
                     Left View.
                     When using a stereoscopic EXR file or when left and right sequences have
                     been assigned in the Source node’s View > Primary/Left and Secondary/Right
                     parameters, the Viewer displays additional view modes.
                     The L icon displays the Left View in the Viewer, the R icon displays the Right
                     View, and the LR icon displays both the Left and Right Views simultaneously.
                     When shapes and layers are created, they will be associated with either the
                     Left or Right View.
                 2   Create a shape around an object and keyframe as necessary.
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    Since the Left View is selected, the shape is automatically associated with the
    Left View and an L is displayed for it in the Object List’s View icon.
3   Select the shape if it is not already selected and from the Edit > Stereoscopic
    menu, choose Duplicate > New Layer.
    The shape and all of it’s keyframes from the Left View are duplicated to the
    Right View in a new layer and the two shapes are linked together. The newly
    duplicated shape and layer have a R displayed for it in the Object List’s View
    icon signifying that it is associated with the Right View.
    Note: Clicking on the View icon in the Object List toggles which view the object is
    located in.
    When using shapes inside of a transformed layer, you can duplicate the layer
    instead. This will copy the layer along with it’s transform data into the other
    view, copy any unlinked stereoscopic children into it and then link the shapes.
    You can stereo duplicate one layer at a time using this method.
4   Select the Right View (Shift-2).
    You probably noticed that the shape from the Left View does not line up with
    the object it is associated with. This is because the Right View is offset from the
    Left View to create the stereoscopic effect. However, you can use the
    Stereoscopic Align tool in conjunction with a layer to negate the offset between
    the Left and Right Views.
5   In the Object List, click on the Layer that was created for the duplicated shape.
    Clicking on the layer makes it the Active Layer and a check appears.
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                 6   Select the Stereoscopic Align icon (Shift-4) above the Viewer.
                     When activated, Stereoscopic Align uses a negative mode which inverts one of
                     the views and mixes it with the other. This creates an embossed effect when
                     similar image areas are not aligned.
                 7   Click and drag the move cursor that appears to align the views in the area of your
                     shape. You can also Ctrl-drag for finer accuracy. When similar image features are
                     perfectly aligned for the object you are rotoscoping, you will see a solid gray
                     color.
                     If you need to align vertically (not common), you can either use the Up/Down
                     Arrow keys or press the Shift key while clicking and dragging the move cursor
                     in the Viewer.
                                Not Aligned                                Aligned
                     The amount you move the view in Stereoscopic Align mode is stored in the
                     Stereo Offset parameter of the active layer which is set to animate by default.
                 8   Deactivate Stereoscopic Align mode and the shape will be aligned in the Right
                     View.
                     If the object you are rotoscoping moves through various depths, you will want
                     to keyframe the Stereo Offset using the Stereoscopic Align mode at various
                     frames.
                     Note: If you are rotoscoping objects at different depths, place them in separate layers
                     so that different Stereo Offsets can be set on a per layer basis.
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9   Adjust the shape keyframes as needed for the shape in the Right View.
10 Select the Left/Right View (Shift-3).
    In the Left/Right View, the Viewer displays both the left and right sequences.
11 To change whether the Left and Right Views are arranged either horizontally or
    vertically in the Viewer, press the Stereoscopic Split Mode icon.
    In the Left/Right View, selecting one of the linked shapes in the Viewer selects
    the other as well and you can edit both shapes at once. If you only want to work
    on one shape at a time in the Left/Right View, just make sure that only one of
    them is selected in the Object List.
Linking Shapes
    As an alternative to using Edit > Duplicate or Edit > Duplicate > New Layer as
    outlined in the previous exercise, shapes of the same type and the same
    number of control points can be linked together for stereoscopic rotoscoping.
    Once linked, the two shapes can be simultaneously selected and edited in the
    Left/Right View.
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                 1   Select the Left View (Shift-1) and create a shape.
                 2   Choose the Right View (Shift-2) and create a shape of the same type and number
                     of control points as the one you just created in the Left View.
                 4   Select both shapes in either the Object List or directly in the Viewer.
                 5   From the Edit > Stereoscopic menu, choose Link.
                     The two linked shapes can now be simultaneously selected and edited when in
                     the Left/Right View.
                 Paint
                     In general, painting on stereoscopic images is the same as painting with single
                     images.
                 1   Select the Paint node in the Node List.
                     The Stereoscopic View mode determines whether you are painting on the Left
                     View, Right View or both the Left and Right Views at the same time.
                 4   Paint on the image in the Viewer by pressing and dragging with your pen or
                     clicking and dragging with your mouse.
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5   Select the Right View (Shift-2) and paint on the image.
7   To change whether the Left and Right Views are arranged either horizontally or
    vertically in the Viewer, press the Stereoscopic Split Mode icon.
    When activated, Stereoscopic Align uses a negative mode which inverts one of
    the views and mixes it with the other. This creates an embossed effect when
    similar image areas are not aligned.
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                 10 Click and drag the move cursor that appears to align the views in the area where
                     you will be painting. You can also Ctrl-drag for finer accuracy. When similar image
                     features are perfectly aligned for the object you are painting, you will see a solid
                     gray color.
                     If you need to align vertically (not common), you can either use the Up/Down
                     Arrow keys or press the Shift key while clicking and dragging the move cursor
                     in the Viewer.
                                Not Aligned                                Aligned
                     If the object you are painting moves through various depths, you will want to set
                     the Stereoscopic Align setting on each frame.
                     Note: The amount you move the view in Stereoscopic Align mode is stored in the Paint
                     > Stereo Offset parameter which can also be used to adjust the offset.
                 11 Deactivate Stereoscopic Align mode.
                 12 Paint on the image again.
                     Once aligned, painting with the Left/Right View activated will paint on the same
                     location of the image in both views.
                 13 Paint some more frames in the sequence.
                     As frames are painted, markers are shown in the Timebar to provide a visual
                     display of which frames are painted. Red markers are displayed for painted
                     frames in the Left View, blue markers for the Right View and green markers for
                     frames painted in both the Left and Right View.
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Using the Composite Node
      The Composite node renders a composite of the foreground over the
      background based on the generated Alpha channel.
  1   From the pull-down menu at the top of the screen, select Session > Settings and
      activate Composite in the Available Nodes.
      If “None” is selected for the Background Input, the foreground will be
      composited over a color. The default color is gray, but can be changed by going
      to File > Preferences > Composite on Windows and Linux or Silhouette >
      Preferences > Composite on Mac.
      Note: For changes to the Background Color to be seen, you will need to purge the
      cache and force an update by changing frames.
  2   If you have a clip that you would like to use for the background instead of a color,
      select it from the Input > Background pop-up menu.
      The foreground will then be composited over the background.
  3   If you choose to continue editing another node, just select it from the Node List.
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            Rendering
                     When you have you completed your work in Silhouette, you will need to render
                     the final result. Rendering takes place in the Render Options window.
                 1   Select Session > Render.
                     The Render Options window opens.
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3   Select a directory to save your files and change the filename if you don’t like the
    default name.
4   If you are rendering a stereoscopic project, select whether you want to render
    the Left, Right or Both the Left and Right Views simultaneously using the View
    pop-up menu. If you are using the EXR file format to render a stereoscopic
    project, select View > Both and activate Combined to render both the Left and
    Right stereoscopic views into one file.
    At this point, you could just hit the Render button to render the sequence to
    disk. Alternatively, you could open a Preview window that displays each
    rendered image as well as render statistics while rendering.
5   Enable Preview and select Render.
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            Keyboard Customization
                     Keyboard shortcuts can be customized by using a text editor to modify a Python
                     script located in the scripts folder of your Silhouette installation.
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Using the Command-Line
      Silhouette on the command-line allows you to execute projects with a variety of
      commands to control the rendering process.
  1   Open a Terminal window.
      The Silhouette command-line program is named sfxcmd and is located in the
      following locations depending on your operating system:
      • Linux: /opt/SilhouetteFX/silhouette4
      • Macintosh: /Applications/SilhouetteFX/Silhouette4
      • Windows: C:\Program Files\SilhouetteFX\Silhouette4
  2   Use the cd command to navigate to the location of the sfxcmd command-line
      program.
  3   Type: sfxcmd
      The Silhouette command-line options are displayed in the Terminal window.
      Command-line options are of the form: -option value, where value may be
      optional. Required arguments are in brackets (<>) and optional arguments are
      in braces ([]). If the value must be from a list of possible values, the available
      values are separated by |. The basic form of the sfxcmd argument is: sfxcmd
      <projectname> [options]
  4   To render a project called vfx-125-02.sfx located at D:/SFX/projects, type: sfxcmd
      D:/SFX/projects/vfx-125-02.sfx
      By default, the project is rendered using the settings in the project unless
      changed by command-line options.
  5   To render every other frame, use the -step command as follows: sfxcmd
      D:/SFX/projects/vfx-125-02.sfx -step 2
      Use -range or -f to specify single or multiple ranges of frames to render and -
      start to override the starting frame number of the rendered frames.
  6   The vfx-125-02 session starts at frame 4000 and you want to render 50 frames,
      but you want the rendered files to start at 1. To do this, type: sfxcmd
      D:/SFX/projects/vfx-125-02.sfx –range 4000-4049 –start 1
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                     If your project has multiple sessions, you would need to target one of the
                     sessions to render. If you are too lazy to open up the Silhouette user interface
                     to determine the session name, you can use the -info command.
                 7   To print information about the overall project, type: sfxcmd D:/SFX/projects/vfx-
                     125-02.sfx -info
                     When –info is used, rendering is disabled and the project information is
                     displayed.
                     Project: vfx-125-02.sfx
                     FileSource: 125-02.[4000-4351].exr
                     Session: Session1
                          Size: (2048, 1556)
                          Aspect: 1.0
                          Duration: 352.0
                          Start: 4000.0
                          Rate: 24.0
                          Work Range: (4000.0, 4351.0)
                          Node: Roto
                          Node: 125-02.[4000-4351].exr
                          Node: Output
                          Node: Keyer
                     Session: Session2
                          Size: (2048, 1556)
                          Aspect: 1.0
                          Duration: 352.0
                          Start: 4000.0
                          Rate: 24.0
                          Work Range: (4000.0, 4351.0)
                          Node: Output
                          Node: 125-02.[4000-4351].exr
                          Node: Effects
                          Node: Power Matte
                 8   To render Session2 from the vfx-125-02 project, type the following: sfxcmd
                     D:/SFX/projects/vfx-125-02.sfx -session Session2
                     It is also possible to render only a specific node.
                 9   To render only the Power Matte node in Session2 of the vfx-125-02 project, you
                     would type: sfxcmd D:/SFX/projects/vfx-125-02.sfx -session Session2 -node
                     “Power Matte”
                     Quotes are used around Power Matte because there is a space in the node
                     name.
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There are lots of possibilities, so see the Command-Line section for a
complete list of options and descriptions.
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                            USER INTERFACE
                      Silhouette uses a combination of traditional pull-down menus, toolbars and
                      pop-up menus. Quick keys are provided for most functions and are shown next
                      to the pull-down menu equivalent. Pop-up tool tips describe the function of
                      buttons when the cursor is dragged over them. Pop-up and floating windows
                      are used where appropriate.
Node List
Toolbar
                Project
                Window
                                                                        Parameters
               Timeline
                                                          Timebar
Viewer
Object List
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Concepts
 Projects
   A project contains sessions and media.
   Sessions
   A session in Silhouette is where you create your Roto shapes, create mattes or
   paint images. It describes the resolution, bit depth, duration, frame rate and
   aspect ratio as well as what nodes you will be using. More on nodes below.
   Typically, you may have a job that requires you to work on multiple shots. A
   session would be created for each shot that you will work on. You can have as
   many sessions as you want, but can only work on one session at a time.
   Media
   Media is a sequence of images. The location, frame rate, raster type, image
   size, and other information about the media is stored for your reference.
 Objects
   Objects are items such as shapes, trackers and brushes.
 Layers
   Layers are used to organize shapes, but more importantly they are used to
   contain the motion information from trackers.
 Nodes
   Silhouette internally is a node based system and different nodes are used for
   various functions. Currently, there are Keyer, Roto, Paint, Effects, Composite,
   Output and Source nodes.
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            Windows and Adjustments
                      The Silhouette interface contains multiple windows. Windows can be closed,
                      torn off to be a floating window, or moved to a new location. The upper right
                      portion of the window has two icons: a Minimize/Maximize and a Close icon.
                                    Minimize/Maximize                              Close
                      Moving Windows:
                      • Click and drag a docked window’s title bar and place it in a new location in the user
                          interface. Note how the interface adjusts to accommodate the moved window.
                                                          Title Bar
                      • Click and drag a floating window’s title bar and place it in a new location.
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  • If you drop the window in the center of an existing window, a tab will be created
    so that both windows will share the same space. This is the same as the Object,
    Node and Notes windows sharing the same location.
Sashes
  By clicking and dragging the sashes, dividing lines between areas of the
  screen, you can customize the Silhouette interface.
Status Bar
  The Status Bar is located at the bottom left of the User Interface and displays
  various messages.
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                 Tool Tips
                      Hovering the cursor over an icon will pop up a tool tip that displays its function.
                 Twirly Icons
                      Parameter groups in the Object and Node windows can be expanded and
                      collapsed using the Twirly icons located to the left of the group.
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Animate Icons
  Animateable parameters in the Object and Node windows have an Animate
  icon to the left of them. Keyframes are set when the Animate icon is enabled
  (highlighted).
Off On
Reset Icons
  Individual parameters as well as parameter groups can be reset to their default
  settings using the Reset icon.
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                 Slider Precision
                      You can adjust any slider with finer precision by pressing Ctrl(Win)/Cmd(Mac)
                      while dragging the slider.
Spin Boxes
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Pull-Down Menus
 File
   New
   Project
   Create a new project by selecting File > New.
   Session
   Create a new session by selecting File > Session.
   Open
   Open projects with File > Open.
   Revert
   You can revert to the last saved version by selecting File > Revert.
   Close
   File > Close closes the current project.
   Recent Projects
   The last five recently opened or saved projects can be selected and opened in
   File > Recent Projects.
   Import
   Media
   Imports media into the project.
   Shapes
   Imports shapes into the project.
   Export
   Exports selected shapes from the project.
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                 Edit
                      Undo
                      Undo operations.
                      Redo
                      Redo operations.
                      Cut
                      Cuts the selected object.
                      Copy
                      Copies the selected object.
                      Paste
                      Pastes the selected object.
                      Select All
                      Selects all shapes.
                      Deselect All
                      Deselects all shapes.
                      Spline
                      Convert to Bézier
                      Converts the select shapes to Bézier shapes.
                      Stereoscopic
                      This is where you can link, unlink and duplicate shapes for stereoscopic
                      rotoscoping.
                      Link
                      Links two selected shapes of the same type and the same number of control
                      points for stereoscopic rotoscoping. Linking allows the two shapes to be
                      simultaneously selected and edited in the Left/Right View.
                      Note: Linked shapes are bolded in the Object List when one or both of a linked pair is
                      selected.
                      Unlink
                      Unlinks selected shapes.
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  Duplicate
  Duplicates a selected shape or a single layer containing shapes to the other
  view and automatically links it. When a layer is duplicated, all of it’s transform
  data is copied as well.
  Duplicate > New Layer
  Duplicates a selected shape to the other view, automatically links it and places
  it in a new layer.
  Note: Duplicate > New Layer is not available if you are in the Left/Right View.
Session
  Session Settings
  Opens the session settings.
  Render Settings
  Opens the render settings.
View
  Maximize Viewer
  Only the Viewer is shown.
  Viewer + Timeline
  Only the Viewer and Timeline are shown.
  Windows
  The various Silhouette interface windows are displayed with checkboxes next
  to them. When the box is checked next to an item, that particular window is
  displayed in the user interface.
Actions
  The Actions menu executes various scripts located in
  Silhouette/resources/scripts/actions. For information on how to create custom
  scripts that show up in the Silhouette > Actions menu, see the Silhouette 4
  Scripting Guide for more information.
  Select
  Various selection actions are provided.
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                      All
                      Selects all items.
                      Hidden Objects
                      Selects hidden objects.
                      Layers
                      Selects all layers.
                      Transparent Shapes
                      Selects all transparent shapes.
                      Time
                      Jump to Transparent
                      Looks at the selected shapes and jumps the Timebar to the first entirely
                      transparent opacity keyframe it finds.
                 Help
                      About
                      Shows the Silhouette version.
                      User Guide
                      Opens the Silhouette User Guide in HTML format.
                      Scripting Guide
                      Opens the Silhouette Scripting Guide in HTML format.
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What’s New
Opens the Silhouette What’s New document.
License
Opens the Deactivate window which has three choices: Internet Deactivate
(Recommended), Remove License and Advanced Options.
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            Project Window
                      A project contains sessions and media. When you open Silhouette, a new
                      Project window automatically opens.
                 Import Media
                      Footage is imported by selecting File > Import > Media or by double-clicking on
                      an open space in the Project window. When the File Browser opens, you can
                      import a single frame, the entire clip or a range of frames.
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Table 1: Import Options
Selection Action
Select any single frame other than the first frame Imports only that frame
   We currently support the following file formats: Cineon, DPX, IFF, JPEG,
   OpenEXR, PNG, SGI/RGB, QuickTime, TIFF and TARGA.
   Note: QuickTime is only available on operating systems that support it.
   Open
   Loads the selected media into the Project window.
   Cancel
   Cancels the import operation.
   Go to Importing Media to see how it works.
Replacing Media
   If the media is moved from its location on disk after you have imported it,
   Silhouette will no longer be able to find it. However, you can easily relink the
   media using the Replace feature which lets you replace your existing clip with
   a new one. You can replace footage by going to the Project window, right-
   clicking the media and choosing Replace from the pop-up menu.
   Go to Replacing Media to see how it works.
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                      71e58332-2a34-4292-b828-6fa8c4b2bed3. This directory with the same name
                      must exist somewhere, and you will be allowed to point to the folder that
                      contains that GUID directory for the relink to happen.
                 Edit Source
                      The settings of the source media can be modified using the Edit Source
                      window. You can access these settings by right-clicking on media in the Project
                      window and selecting Edit Source from the pop-up menu.
                      Environment Variables
                      The Path and Result fields allow you to specify the file path with environment
                      variables.
                      Path
                      You can replace parts of the Path field with a new path and/or environment
                      variables.
                      Result
                      The Result field is read-only and shows you what your path expands to if you
                      have environment variables. A green check or yellow warning icon to the right
                      shows you whether or not all of the images in your path are actually present. A
                      green check means the path is valid while a yellow warning icon indicates an
                      invalid path.
                      Go to File Path Environment Variables to see how it works.
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Video Fields
When working with footage that contains video fields, you have the option of
either deinterlacing or removing 3:2 Pulldown. What are video fields and 3:2
Pulldown, you ask? Well, a review of the mechanics of video frames and fields
is in order, so listen up.
The resolution of video images is 525 lines for NTSC and 625 lines for PAL.
NTSC video runs at 30 frames per second and PAL at 25 frames per second.
Each video frame is made of two separate subframes called fields. Each of
these fields is an individual snapshot in time. By using fields, the viewer sees
twice as many frames and smoother motion. Even though the fields represent
different points in time, they occupy the same video frame. This is achieved
through a process called interlacing.
Here comes the fun part. Interlacing weaves together the two fields by starting
at the top of the image and taking one line from field 1 (the odd field) and
another line from field 2 (the even field) until all 525 or 625 lines are interlaced
together. Temporally, the fields always occur in the following order: field 1 and
then field 2. Spatially, the ordering is different for NTSC and PAL. For NTSC,
the spatial field order starts with field 2, or the even field. For PAL, it is the exact
opposite with field 1, or the odd field, being the first spatial field.
Therefore, the interlace process produces two fields of half-height for every
broadcast frame. When a television displays these images, it quickly shows the
first field only, and then the second field only, and then proceeds to the next
frame. Each field sacrifices vertical resolution for the benefit of temporal quality.
Deinterlacing
When deinterlacing is enabled, it strips out the two fields from each other,
placing field 1 at frame 1, and field 2 at frame 1.5. Each field is then copied and
moved into the empty spatial place of the removed field. This ensures that all
spatial effects are properly handled when rendering fields. This strategy is
clever because it doubles the number of frames you have, but keeps the frames
within the same duration.
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                      3:2 Pullup / Pulldown
                      What in the blazes does 3:2 Pullup / Pulldown mean? This is a technique to
                      temporally convert (resolution not being considered here) film footage to video
                      footage and back again. Given that film uses solid frames and video uses
                      interlaced fields, and that film runs at 24 fps and NTSC runs at 30 fps, you split
                      the film footage into fields and double up 2 out of 5 frames to increase your
                      frames to fill the 30 fps. Pullup is the conversion of film footage from 30fps to
                      24fps while Pulldown is the conversion of 24fps film footage to 30fps.
                      3:2 Pullup
                      We can fully reconstruct our original four film frames by extracting the field data
                      from the five video frames. Here comes the odd bit. When you receive your
                      footage, it has probably been edited, so it is not necessarily the case that
                      frames three and four are the mixed frames because all of the clips have been
                      shifted around in the edit. We therefore need to figure out what the first frame
                      is before we attempt to remove the extra fields. To do this, you would go to your
                      first five frames in the sequence. If the first frame to have field blending is frame
                      three, you know your first frame should be set to AA. If the first frame to have
                      field blending is frame two, then you know your first frame is BB. You would
                      then set your 3:2 parameter accordingly. If your first frames are a solid color and
                      you can't figure it out, you have to jump to a time range of frames that display
                      the blending and start guessing what the first frame is until the fields go away.
                      Very scientific, isn’t it?
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    Use the 3:2 setting in the chart below that corresponds to your first frame with
    field blending.
2 BB
3 AA
4 DD
    Field Handling
    You can choose from either Deinterlace or one of the 3:2 settings.
    None
    No field processing takes place.
    Deinterlace
    Deinterlaces the video frame into two separate fields.
    3:2 AA
    Removes 3:2 Pulldown based on the AA frame being the first frame.
    3:2 BB
    Removes 3:2 Pulldown based on the BB frame being the first frame.
    3:2 BC
    Removes 3:2 Pulldown based on the BC frame being the first frame.
    3:2 CD
    Removes 3:2 Pulldown based on the CD frame being the first frame.
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                      3:2 DD
                      Removes 3:2 Pulldown based on the DD frame being the first frame.
                      Field Dominance
                      Select either Even or Odd field dominance depending on whether you are
                      working with NTSC or PAL images.
                      Even
                      Use for NTSC images.
                      Odd
                      Use for PAL images.
                      Go to Working with Video Fields and Working with 3:2 Pullup / Pulldown
                      to see how they work.
                      Cineon Conversion Bypass only appears in the Edit Source menu when using
                      Cineon files. When enabled, it allows you to work with the raw Cineon file
                      without any conversion. When rendering, you will also need to enable Cineon
                      Conversion Bypass in the Render > Cineon > Options window.
                      Note: The Cineon LUT in the Viewer Display Options is not to be used when the Cineon
                      Conversion Bypass is enabled. You will need to create your own LUT when bypassing
                      the Cineon conversion.
                      Interpretation
                      Interpretation is only displayed in the Edit Source menu when using DPX files.
                      It detects and sets whether DPX files are Logarithmic or Linear. Sometimes the
                      program used to create the DPX files writes the wrong header information into
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the file causing Silhouette to think it is Logarithmic when it is Linear and vice
versa. The controls below allow you to explicitly set whether or not the file is
Logarithmic or Linear.
Auto
Automatically figures out whether the DPX file is Logarithmic or Linear.
Log
Manually sets the DPX file to Logarithmic.
Lin
Manually sets the DPX file to Linear.
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                 Autosaving and Backups
                      A numbered autosave and backup system ensures that you will not lose any of
                      your work. Autosaves and backups are stored in $HOME/Silhouette4 for
                      Windows and Linux. HOME on Windows is by default in the user's profile
                      directory, usually C:\Documents and Settings\UserName on XP and
                      C:\Users\UserName on Vista. On Macintosh, the autosaves and backups are
                      stored in your HOME directory in Library/Application
                      Support/Silhouette4/autosaves.
                      Autosaves
                      The Auto Save > Maximum # of Saves preference specifies how many
                      autosave files will be stored at once. The most recent autosave is autosave.sfx,
                      the second most recent is autosave.1.sfx, then the next is autosave.2.sfx, etc.,
                      up to the maximum number of 5. As each new autosave is added, the files are
                      rotated upward. When a project is opened or created, a lock file is created. This
                      file is deleted when the current project is closed. If Silhouette crashes, the lock
                      file will remain. The next time Silhouette starts up, it checks for the lock file as
                      well as the presence of any autosave files, and lets the user choose one. If an
                      autosave file is chosen, the path is cleared, so the user will be asked to choose
                      a filename at the next save.
                      Backups
                      The Auto Save > Maximum # of Backups preference controls how many
                      backup files are created. Each time a project is saved, a backup copy is stored.
                      These files are rotated exactly like the autosave files each time the project is
                      saved. The backup files are named with the same name as the project.
                      Note: Like autosaves, the most recent backup is project_name.sfx, the second most
                      recent is project_name.1.sfx, then the next is project_name.2.sfx, etc., up to the
                      maximum number of 5.
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Sessions
    A session in Silhouette is where you do your work, whether it be rotoing
    shapes, creating mattes or painting images. Typically, you may have a job that
    requires you to work on multiple shots. A session would be created for each
    shot that you will work on. You can have as many sessions as you want, but
    can only work on one session at a time.
  New Session
    You must create a session before you can start working with your footage. It
    describes the resolution, bit depth, duration, frame rate and aspect ratio as well
    as what nodes you will be using. You create a new session by highlighting an
    image sequence in the Project window and pressing either
    Ctrl(Win)/Cmd(Mac)-N or selecting File > New > Session.
  Editing Sessions
    Once you have created a session, you can change its settings at any time by
    either 1) Selecting Session > Settings, 2) Right-clicking on the name of a
    session in the Project window and choosing Edit Session or 3) Pressing
    Ctrl(Win)/Cmd(Mac)-Shift-S. In either case, the Session window opens and
    you can change the settings.
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                 Switching Sessions
                      To switch between sessions, double-click on the name of the session in the
                      Project window.
                 Session Window
                      The Session window has a variety of settings for format, image size, pixel type,
                      and frame rate. You can choose one of the preset formats or create a custom
                      format.
                      Available Nodes
                      Silhouette internally is a node based system and different nodes are used for
                      various functions. Currently, there are Keyer, Roto, Paint, Effects and
                      Composite nodes. By default, the Roto node is selected. Activate whichever
                      nodes you will be using in your session. You can always add additional nodes
                      to a session after it has been created by selecting Session > Settings.
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Keyer
Activates the Keyer node for the session.
Power Matte
Activates the Power Matte node for the session.
Roto
Activates the Roto node for the session.
Paint
Activates the Paint node for the session.
Effects
Activates the Effects node for the session.
Composite
Activates the Composite node for the session.
Name
Determines the name of the session.
Format
A number of preset formats can be selected from the Format pop-up menu.
When one of the options is selected, the session fields are preset with the
appropriate data. See Appendix C - Session Formats for a complete listing of
all format presets.
Format Presets
• Custom
• Film Full Aperture (4K: 4096x3112)
• Film Full Aperture (4K: 4096x3072)
• Film Full Aperture (2k: 2048x1556)
• Film Full Aperture (2k: 2048x1536)
• Film Cinemascope Full (3656x2664)
• Film Cinemascope Half (1828x1556)
• Film Academy (1828x1332)
• HDTV 24p (1920x1080)
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                      • HDTV 1080i (1920x1080)
                      • HDTV 720p (1280x720)
                      • NTSC (640x480)
                      • NTSC (648x486)
                      • NTSC DV 720x480)
                      • NTSC DV Widescreen (720x480)
                      • NTSC D1 (720x486)
                      • NTSC D1 Square Pixels (720x540)
                      • PAL D1/DV (720x576)
                      • PAL D1/DV Square Pixels (768x576)
                      • PAL D1/DV Widescreen (720x576)
                      Size
                      Width
                      Sets the width of the image.
                      Height
                      Sets the height of the image.
                      Pixel Aspect
                      Sets the pixel aspect ratio of the image.
                      Duration
                      Sets the length of the session.
                      FPS
                      Sets the frame rate of the session.
                      Start Frame
                      Sets the start frame for the session. The Player, Timeline and Render Options
                      incorporate this value into their numbering.
                      Depth
                      Sets the bit depth of the session.
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8 bit
Sets the bit depth to 8 bits per channel.
16 bit
Sets the bit depth to 16 bits per channel.
Float
Sets the bit depth to floating point. Use for film sessions using OpenEXR, DPX
and Kodak Cineon files.
OK
Creates a new session in the Project window. The name, New Session, is
highlighted waiting for you to name it. When you click OK, the session is
automatically created.
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            Toolbar
                      Along the left side of the Viewer is the Toolbar. It contains icons that select
                      various tools. The contents of the Toolbar will change depending upon the node
                      that is selected.
                                                    Paint Toolbar
                                 Black and White
Blemish
Blur
Clone
Color
Color Correct
Drag
Eraser
Grain
Mosaic
Repair
Scatter
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Viewer
     Silhouette uses a Viewer for image editing as well as for clip playback. Some
     features include: viewing individual color channels, the simultaneous display of
     RGB and Alpha channels, the selection of stereoscopic views as well as the
     superimposition of shapes over images.
                Stereoscopic
      Inputs     View Modes Display    Masks       Overlay Aspect
 View        Update       Proxies Magnifier Stabilize RGBA     Zoom
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                 View
                      Offers various View options for the selected node. The View choices will
                      depend on the node.
                 Inputs
                      Roto, Effects, Keyer and Power Matte Node Inputs
                      Selects clips from the Project window to be used as the foreground and
                      background.
                      Foreground
                      Selects a clip from the Project window to be used as the foreground.
                      Background
                      Selects a clip from the Project window to be used as the background.
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  Foreground
  Selects a clip from the Project window to be used as the foreground. The
  foreground input in Paint is the image you will paint on.
  Clone 1-4
  Selects clips from the Project window to be used as clone sources.
Update
  Determines when processing takes place. The ! key cycles through the Update
  modes.
  Drag
  Tries to process as fast possible.
  Release
  Processes once the mouse or pen is released. This the default setting.
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                      Manual
                      Silhouette does not process. If you place the cursor within the Viewer window
                      and hit the Enter key, Silhouette will manually process any changes.
                      L (Shift-1)
                      Left View displays the left sequence in the Viewer.
                      R (Shift-2)
                      Right View displays the right sequence in the Viewer.
                      LR (Shift-3)
                      Left/Right View displays both the left and right sequences in the Viewer at the
                      same time.
                      Horizontal
                      Arranges the Left and Right Views horizontally.
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Vertical
Arranges the Left and Right Views vertically.
Note: Stereoscopic Align can only be selected and used once a layer is active.
When activated, Stereoscopic Align uses a negative mode which inverts one of
the views and mixes it with the other. This creates an embossed effect when
similar image areas are not aligned. By dragging the move cursor that appears,
you can drag on the Viewer to align the views. When similar image features are
perfectly aligned, you will see a solid gray color. The amount you move the view
in Stereoscopic Align mode is stored in the Stereo Offset parameter of the
active layer which is set to animate by default. Animation of this parameter is
needed for image sequences that contain depth changes.
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                 Table 3: Stereoscopic Align Keyboard Shortcuts
Shortcut Action
Shift-click and drag in Viewer Moves the Stereo Offset horizontally and vertically
Shortcut Action
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Display
  The Display icon will give you Exposure, Gamma, Black Point, White Point and
  a LUT menu depending on your session type.
  Gamma, Black Point, White Point and LUT are available for 8 and 16 bit
  sessions, while Exposure, Black Point, White Point and LUT will only show up
  when you are in a Float session. These adjustments are useful for adjusting the
  brightness of the image.
  Exposure
  Adjusts the brightness of the image in F-stops.
  Gamma
  Adjusts the gamma of the image.
  Black Point
  Sets the black point of the image.
  White Point
  Sets the white point of the image.
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                      LUT
                      The LUT (Look Up Table) pop-up menu lets you select from pre-made or user
                      created LUT files. When working with Cineon and DPX/Log files, set the LUT
                      to Cineon so that it looks correct in the Viewer.
                      For user created LUT files to show up in this menu, they must have a .lut
                      extension and be placed in Silhouette/resources/ in a folder called luts. The
                      LUT file should be formatted into 256 lines, with each line containing a number
                      between 0 and 255. There can be either one column (Luminance) or three
                      columns (one per Red, Green and Blue) with spaces or tabs to separate them.
                      Use the Cineon.lut file included in the luts folder as a reference.
                 Proxy
                      Sets the resolution at which the clip will be played and viewed. The higher the
                      number, the lower the resolution.
The higher the proxy setting, the more frames you can play.
                      1:1
                      1:1 keeps the image quality at full resolution.
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  2:1
  2:1 lowers the image resolution by 1/2.
  3:1
  3:1 lowers the image resolution by 1/3.
Magnify
  Magnify opens a magnification window at the bottom right corner of the Viewer
  and displays a zoomed area around the cursor location. It is useful for precise
  control point or tracker placement when the Viewer is zoomed out. Magnify is
  only available in the Reshape and Tracker tools.
  Masks
  Masks aid you in determining what will be projected on film or shown on
  television by adding reticles and or a variable opacity mask to the Viewer.
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                      The following aspect ratio’s are supported: 1:66, 1:78, 1:85, 2:35 as well as
                      Safe Action for video. When an aspect ratio is selected from the Mask pull-
                      down menu, the mask settings defined in the Viewer Preferences are activated.
                      See the Viewer Preferences for more information.
                      You can add your own custom masks to the masks.xml file. The rectangle
                      values are multiplied by the image width/height to figure out where the mask
                      should be placed. For example, Safe Action is a 90% rectangle, so the border
                      is .1, .1, .9, .9 (i.e. 10%, 10%, 90% 90%) of the image size.
                      You associate certain masks with certain formats by adding a “Mask” entry to
                      the formats in formats.xml. You can add any number of masks to each format.
                      These masks will be available in the mask selector in the Viewer, depending on
                      the session format.
                      Note: You can't associate masks with “custom” session formats. Instead, you should
                      add a new format to your formats.xml file if you have an odd format you want to use
                      with masks.
                 Stabilize
                      The Viewer is stabilized based on the active layer’s tracking data.
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Overlay
  Toggles the display of overlays which are lines, shapes or objects that
  Silhouette superimposes over the image. 0, the number zero, toggles the
  overlay.
RGBA
  Displays various combinations of the Red, Green, Blue and Alpha channels.
  Selecting Channels
  Clicking on the Red, Green, Blue or Alpha buttons solo that channel as a gray
  scale image. Ctrl(Win)/Cmd(Mac)-clicking the Red, Green, Blue or Alpha
  buttons toggles the display of each component. The horizontal white bar above
  the RGBA buttons quickly toggles the display of the image back to full color
  mode.
  Solo Channels
  Alt-R/G/B/A toggles the Red, Green, Blue and Alpha channels on and off.
  Alpha Display
  Cycle Alpha
  Either press the Alpha button (to the right of the blue button) or the A key to
  cycle the state of the Alpha display. Pressing once superimposes the Alpha
  channel over the image. Pressing a second time displays the Alpha channel
  over black. Hitting it again shows only the color image.
  Note: To view a shape’s Alpha channel, you must first set the View to Output before
  pressing the Alpha button or the A key.
  Display Alpha - No Overlay
  Shift-A toggles the View to Output, superimposes the Alpha channel over the
  image and deactivates the Overlay. Pressing Shift-A again returns the Viewer
  to its previous state.
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                      Display Output Node’s Alpha
                      You can quickly view the Output node’s Alpha channel from any other node by
                      using the Alt+o shortcut key. Pressing Alt-o again views the previous node.
                      Alpha Mix
                      The numeric entry box next to the RGBA buttons controls the opacity of the
                      Alpha channel when it is superimposed over the image.
                 AR
                      Activates pixel aspect ratio correction in the Viewer as defined in the session
                      settings. For instance, this lets you view Cinemascope ratio images as they
                      would appear when projected.
                      25%-200%
                      100% displays the image at it’s actual size at a ratio of one image pixel to one
                      screen pixel.
                      You can also zoom the image using the scroll wheel on your mouse, the I key
                      to zoom in and the O key to zoom out or press Space Bar-Shift and drag left
                      or right.
                      Fit
                      Either pressing the F keyboard shortcut or selecting Fit from the zoom pop-up
                      window will display the image as large as possible within the Viewer window.
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Home
You can either press the H keyboard shortcut or double-click the middle mouse
button to set the image to a 100% zoom level and center it in the Viewer.
Center Selection
Press Ctrl(Win)/Cmd(Mac)-F to center the selection in the Viewer.
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                 Table 5: Viewer Keyboard Shortcuts
Shortcut Action
                  A                          Cycles the display between the full color image, the Alpha channel
                                             superimposed over the image and the Alpha channel by itself
                  Shift-A                    Toggles the View to Output, superimposes the Alpha channel over
                                             the image and deactivates the Overlay
Alt-R/G/B/A Toggles the Red, Green, Blue and Alpha channels on and off
                  Alt-o                      Toggles the display to/from the Output node’s Alpha channel from
                                             any other node. Pressing Alt-o again views the previous node.
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Timebar / VTR Controls
       The Timebar below the Viewer provides you with controls to play your clips as
       well as navigate your sequence.
First Frame Current Frame Shuttle Area Last Frame Current Frame Increment
   Timebar
       Keyframe Markers
       Colored markers in the Timebar shuttle area signify where selected objects
       have keyframes. Objects that display keyframes in the Timebar are shapes,
       trackers and painted frames. Path keyframes are shown for shapes, position
       keyframes for trackers and painted frames when in the Paint node.
       The color of the markers is determined by the object color. If multiple selected
       objects have a keyframe on the same frame, the most recently selected
       object's color has precedence. A white marker is used to signify the current
       frame and hovering over a marker displays a tool tip showing the keyframe
       time.
       First Frame
       The numeric entry box on the left displays the first frame of the clip being
       viewed. Enter a new number in the numeric entry box to change the start frame
       and hit Enter.
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                      Last Frame
                      The numeric entry box to the right of the shuttle slider displays the last frame of
                      the clip being viewed. Enter a new number in the numeric entry box to change
                      the last frame and hit Enter.
                      Current Frame
                      The second numeric entry box to the right of the shuttle slider displays the
                      current frame of the clip being viewed. Enter a new number in the numeric entry
                      box and hit Enter to move directly to that frame in the clip.
                      Increment
                      The far right numeric entry box controls the amount of frames that the Viewer
                      increments from frame to frame.
                      Fields
                      When selected, the Fields button changes the Timebar and Timeline to
                      advance and display in half frame increments.
                      Play Menu
                      Change how the clip is played. The Play menu is located at the bottom-left of
                      the Viewer.
                      Once
                      Plays the clip once when you press the Play button.
                      Loop
                      Plays the clip in a continuous loop when you press the Play button.
                      Swing
                      Plays the clip continuously, alternately forwards, then backwards when you
                      press the Play button.
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VTR Controls
  The VTR controls control clip playback.
  Shuttle
  Clicking and dragging in the shuttle area shuttles through the clip.
  Previous Key
  Moves to the previous keyframe.
  Next Key
  Moves to the next keyframe.
  Home
  Moves to the first frame of the sequence.
  Previous Frame
  Step backward 1 frame.
  Play Backward
  Plays the sequence backwards.
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                      Stop
                      Stops playing the sequence.
                      Play
                      Plays the sequence forward.
                      Next Frame
                      Step forward 1 frame.
                      End
                      Moves to the last frame of the sequence.
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Table 6: VTR Controls Keyboard Shortcuts
Shortcut Action
Click and drag in the shuttle area Shuttles through the clip
Frame Rate
    Sets the frame rate for the clip in the Viewer. Enter the desired frame rate, for
    instance: 24 fps (film), 25 fps (PAL), 29.97 fps (NTSC DF) or 30 fps (NTSC
    NDF).
Real-Time Playback
    Silhouette can cache frames into RAM to guarantee real-time playback. When
    you hit the play button, each frame is cached into RAM. Once the clip is played
    through once, it will then play in real-time. At the bottom right corner of the
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                      interface, there is a numeric readout (Cache Display). It displays the length of
                      your clip, the maximum frames that can be cached into RAM, the percentage
                      of RAM currently being used as well as the session’s bit depth.
                      If your clip is longer than the maximum frames that can be cached into RAM,
                      the clip will not play in real-time.
                      Note: Hovering over the Cache Display will reveal a tool tip that shows the maximum
                      cache size and total available physical memory in megabytes.
                      Go to Optimizing Playback to see how you can playback the maximum
                      amount of frames.
                      Purge Cache
                      Right-clicking on the Cache Display (numeric readout at the bottom right corner
                      of the interface) pops up a Purge Cache option. If selected, this will clear out
                      currently cached frames.
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Node List
    Silhouette internally is a node based system and different nodes are used for
    various functions. Currently, there are Keyer, Roto, Paint, Effects, Composite,
    Output and Source nodes. The nodes that you see in the Node List are those
    that were selected when creating the session. You can always add additional
    nodes to a session after it has been created by selecting Session > Settings
    from the pull-down menu at the top of the screen.
    The Node List is used to select nodes for editing, viewing, enabling and
    disabling.
    Clicking on or near a node’s icon makes it the active node. You can tell which
    node is active by its highlighted state.
    Once active, the node’s parameters appear in the Node window and the
    appropriate tools show up in the Toolbar.
    Go to Using the Node List to see how it works.
  Icons
    There are two icons directly to the right of a node’s name that are used to
    change which node is viewed and whether nodes are enabled or disabled.
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                      View
                      Chooses which node or source to show in the Viewer. Normally, you are
                      viewing the active node, but there are times when you may want to view one
                      node while editing another. Double-clicking the active node will return the view
                      to the active node if a different node was selected for viewing.
                      Note: The tools and controls are shown for the active node (the node that is
                      highlighted) and not the node that is being viewed.
                      Enabled
                      Enables or disables the node. When disabled, the node does not render.
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Parameters
    Parameters for selected objects such as shapes, layers, and trackers are set
    in the Object window while nodes like Keyer, Power Matte, Roto, Paint, Effects,
    Composite, Output and Sources are set in the Node window. In addition, notes
    can be assigned to shapes, layers and trackers in the Notes window.
    Note: When dragging sliders, press the Ctrl(Win)/Cmd(Mac) key while dragging for
    finer control.
  Object Parameters
    All of the editable parameters of a shape, layer or tracker can be adjusted in the
    Object window. When a shape is selected, you will see the parameters listed
    below.
                                 Shape Parameters
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                 Node Parameters
                      The Node window allows you to adjust parameters for the selected node in the
                      Node List. The nodes that can be currently selected are Keyer, Power Matte,
                      Roto, Paint, Effects, Composite, Output and Sources.
                                              Output Node Parameters
                 Notes
                      The Notes window allows you to type an arbitrary length note for selected
                      objects.
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Object List
    The Object List is where you can select, lock, combine, rename or delete
    shapes, layers and trackers. Layers are containers for shapes and have their
    own individual transforms.
  Add Layer
    Located at the bottom of the Object List, this icon creates a new layer. Layers
    are used to organize shapes, but more importantly they are used to contain the
    motion information from trackers.
    Note: Dragging objects onto the New Layer icon will create a new layer and move the
    objects into it in one operation.
  Deleting
    Select the shape, layer or tracker in the list and press Ctrl(Win)/Cmd(Mac)-X,
    hit the Delete key or use the Delete icon at the bottom of the Object List.
  Renaming
    You can rename a shape, layer or tracker by either:
    • Clicking on the object once to select it, hitting the Enter key, typing in the new
       name and pressing Enter again.
    • Double-clicking the object, typing in a new name and hitting the Enter key.
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                      • Right-clicking on the object, selecting Rename and typing in a new name.
                 Selecting
                      Clicking the name of a shape, layer or tracker selects it. Multiple shapes, layers,
                      and trackers can be selected by Shift-clicking on them. Ctrl-clicking will add to
                      the selection of objects that are located at different levels of the Object List
                      while Ctrl-clicking an object after it is selected will deselect it. In addition, if you
                      Shift-click a color pot in the Object List, you select all objects of the same type
                      and color.
                      Note: In File > Preferences > Shape on Windows and Linux or Silhouette >
                      Preferences > Shape on Mac, there is a Template Color setting that sets the color and
                      opacity of unselected shapes. This feature is enabled by using Shift-W.
                 Moving
                      Shapes, layers or trackers can be moved by dragging and dropping them to a
                      new position in the list or within another layer.
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Icons
  Shape Icons
  There are number of icons directly to the right of a shape’s name that can be
  used to modify shapes. The Opacity, Blend Mode, Invert, Motion Blur and Color
  icons duplicate the functionality of the Shape parameters in the Object window
  and does so because it is often easier to change these settings in the Object
  List when multiple shapes are selected.
                                      Motion
                           Invert                  Color
                                       Blur                Lock
                  Blend Mode
        Opacity                                                     Visibility
View Notes
  View
  The View icon, which only shows up when using stereoscopic sources, displays
  either a L for Left View or R for Right View to the left of the Opacity icon and
  indicates which view the shape or layer is assigned to. Clicking on the View
  icon toggles which view the shape or layer is located in.
  Opacity
  Indicates the opacity level of a shape. It is white when opacity is 100%, black
  when 0% and a shade of gray when somewhere in between. When keyframing
  is activated for Opacity in the Shape parameters, you can quickly keyframe the
  opacity of a shape from 100% to 0% by toggling this icon.
  Note: In File > Preferences on Windows and Linux or Silhouette > Preferences on Mac,
  there is a Shape > Fade Outline with Opacity setting that draws unselected/inactive
  shape outlines using the Opacity value. This preference can be toggled using the V key
  so that you can easily see any shapes that are at 0% opacity.
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                      Blend Mode
                      Controls how shapes are blended together. Each click of the icon cycles
                      through the blend modes. See Blend Mode for information.
                      Invert
                      Inverts selected shapes.
                      Motion Blur
                      Turns Motion Blur on or off for selected shapes.
                      Outline Color
                      Sets the color of selected shape’s outlines.
                      Left-clicking the color pot opens a standard color picker while right-clicking on
                      the color pot opens a pop-up color menu with 16 primaries.
                      Lock
                      Locks/Unlocks selected objects. A locked shape cannot be edited or changed
                      and is italicized in the Timeline.
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Visibility
Click the Visibility icon to hide or show selected objects. Only visible shapes are
rendered. To solo an object, Alt-click on it’s Visibility icon. Alt-Ctrl-click to force
the visibility of all objects to the on position.
Notes
Select an object and click the Notes icon to bring the Notes window forward
above the Object List.
You can type an arbitrary length note for selected objects. Currently, only
shapes, trackers and layers are supported. Because you can type multiple
paragraphs into the Notes window, you must press Apply to assign the note.
The Notes icon changes once a note is applied to the object.
• Hovering over the Notes icon displays the note, if there is one, as a tool tip.
• The Status Bar displays the object name and the note for the selected object.
Layer Icons
There are few icons directly to the right side of a layer’s name that can be used
to modify layers.
                      Blend Mode     Lock
             Active Layer      Invert                    Visibility
View Notes
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                      The Layer View, Blend Mode, Invert, Lock, Visibility and Notes icons have
                      similar functionality to the ones used by shapes.
                      Active Layer
                      The Active Layer box displays a checkbox when the layer is selected. Clicking
                      the checkbox will toggle the state of the Active Layer.
Shortcut Action
Alt-Ctrl-click the Visibility icon Forces the visibility of all objects to the on position
Shift-click the +/- icon Expands or collapses all nested layers inside that layer
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Timeline
    The Timeline is an overall view of all animated parameters. Animation is the
    process of setting values at various frames, or keyframes as they are called.
    These keyframes transition from one to another over time. The Timeline
    provides you with the tools necessary to view, edit, move or delete keyframes.
  Parameter List
    The Parameter list shows all objects in the current session. This list is arranged
    in a collection of shapes, filters, trackers and their associated parameters. Click
    the twirly to the left of the parameter to either show or hide parameters of a
    particular object.
  Timeline
    The Timeline is an overview of your shapes, filters, trackers and keyframes. In
    the Timeline, you can edit a keyframe's position in time, but not its value.
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                      Zooming and Panning the Timeline
                      The Timeline shows the duration specified for the current session. You can
                      zoom in or out using the mouse scroll wheel to see the Timeline in more or less
                      detail and can pan horizontally or vertically using the Spacebar while clicking
                      and dragging.
                      Add Key
                      Right-click over the property you are interested in at the desired frame in the
                      Timeline and select Add Key. Keyframes will be added to that property for all
                      selected objects.
                      Note: You can also Alt-click in the Timeline to add a keyframe.
                      Cut
                      Deletes the currently selected keyframe or keyframes.
                      Copy
                      Copies the currently selected keyframe or keyframes.
                      Paste
                      Pastes the currently selected keyframe or keyframes.
                      Delete
                      Deletes the currently selected keyframe or keyframes.
                      Note: Individual shape points can be copied and pasted between keyframes using
                      Ctrl(Win)/Cmd(Mac)-Alt-C to copy and Ctrl(Win)/Cmd(Mac)-Alt-V to paste.
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Interpolation
• Hold
There is no interpolation and abrupt switches in value occur at keyframes.
• Linear
When values change, a straight line with sharp, abrupt angles from one
keyframe to the next is drawn.
Ease
Ease allows you to smoothly transition in or out of a keyframe.
• Ease In
Eases in to the selected keyframe.
• Ease Out
Eases out of the selected keyframe.
• Ease In/Out
Eases in and out of a selected keyframe.
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                 Table 8: Timeline Keyboard Shortcuts
Shortcut Action
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                                                                                          Roto Node     • 191
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          ROTO NODE
    Rotoscoping or “Roto” for short has become a generic term for drawing shapes
    to extract, isolate or affect a portion of an image. It is tedious work, but it’s one
    of the most important parts of the visual effects process. Within the Roto node,
    there are all the tools needed to make quick work of any Roto job.
  Alpha
    Invert
    Inverts the Alpha channel.
    Blur
    Blurs the Alpha Channel. The blur range is from 0-100 and defaults to 0.
  Motion Blur
    Motion blur is the directional blurring of rapidly moving shapes.
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                     Enable
                     Turns Motion Blur on or off. The default is off. Leave this turned off for faster
                     interaction while editing shapes.
                     Note: The Motion Blur parameters will not affect shapes unless you first activate Motion
                     Blur for each shape in the Object window. See Motion Blur in the Shape Parameters
                     for more information.
                     Shutter Angle
                     Determines how long the camera shutter stays open when a picture is taken--
                     higher values create more motion blur. The range of the Shutter Angle is 0-720
                     and defaults to 180. Measured in degrees, it simulates the exposure of a
                     rotating camera shutter. The shutter angle uses the footage frame rate to
                     determine the simulated exposure. For example, a shutter angle of 180
                     degrees (50% of 360 degrees) for 24fps footage creates an effective exposure
                     of 1/48 of a second. Typing 1 degree applies almost no motion blur, and typing
                     720 degrees applies a high degree of motion blur.
                     Shutter Phase
                     Offsets the point in time, either forward or reverse, when the shutter opens. The
                     range of the Shutter Phase is -360 to 360 and defaults to -90.
                     Motion Samples
                     Renders intermediate frames equal to the Motion Samples value and
                     accumulates them, one over the other, on a single frame. The higher the
                     number, the smoother the motion. The Motion Samples range is from 1-256
                     and defaults to 16.
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                                                                                           Roto Node     • 193
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  The 1, 2, 3 and 4 keys can quickly switch the view: 1 is Output, 2 is Foreground,
  3 is Background and 4 is Composite.
Output
  Output allows you to see the output of your shapes in the form of an Alpha
  channel, but will slow down shape editing. To view the Alpha, click either the A
  key or the Alpha channel button at the top right of the Viewer.
  Note: Output is the default setting, but switch to Foreground for faster interaction and
  less memory usage.
Foreground
  Display the Foreground clip in the Viewer.
Background
  Display the Background clip in the Viewer.
Composite
  Display the composite of the foreground over the background based on your
  shapes. If “None” is selected for the Background Input, the foreground will be
  composited over a color. The default color is gray, but can be changed by going
  to File > Preferences > Composite on Windows and Linux or Silhouette >
  Preferences > Composite on Mac. If you add a Composite node in the Session
  Settings, the composite will be rendered.
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           Roto Toolbar
                     When the Roto node is selected, a number of different tools are selectable from
                     the Toolbar to the left of the Viewer.
Transform
Reshape
B-Spline
X-Spline
Bézier
Square
Circle
Feather
Tracker
MultiFrame
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Table 9: Toolbar Keyboard Shortcuts
Shortcut Action
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           Bézier Tool (Shift-B)
                     Creates a new Bézier spline.
                     To draw a Bézier spline, click on the image to place the first control point and
                     drag the cursor while keeping the mouse pressed to extend the control point’s
                     tangents. Click on the screen to add more control points and when finished
                     adding points, click the first control point that you added to close the shape.
                     When creating an open shape, press the Esc key or switch to a different tool to
                     finish the shape.
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  A shape is created by drawing a Bézier curve path. This path contains control
  points and tangents that define the form of the curve.
Tangent Handle
Tangent
Control Points
  Control points are locations on the curve that determine its shape. When a
  control point is selected, two tangents extend from the control point. These
  tangents guide the shape of the curve.
Joins
  The area of the curve at the control point is called the curve join.
                       Cardinal Join          Corner Join
  Joins can either be corner or cardinal (smooth) joins. When control point
  tangents are positioned in opposite directions, the join is cardinal. In contrast,
  corner joins have their tangents positioned at an angle to each other.
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           B-Spline Tool (B)
                     Creates a new B-Spline shape.
                     To create a B-Spline, click on the screen to create a control point and add as
                     many points as you like. When you are finished adding points, click the first
                     control point that you added to close the shape. When creating an open shape,
                     press the Esc key or switch to a different tool to finish the shape.
                     In contrast to Béziers, B-Splines don’t use tangents and are created by only
                     using control points. The position of the points, their intensity settings as well
                     as their proximity to each other determine the curvature of the shape. B-Splines
                     are somewhat similar to NURBS (non-uniform rational B-Splines) that are used
                     in many 3D modeling packages.
                     The images below show how the same shape can be created with either Bézier
                     splines or B-Splines.
Bézier B-Spline
                     Because the two spline types of have significant strengths and differences,
                     artists are religiously loyal to one or the other. B-Splines create natural curves
                     but are terribly inefficient at defining square corners and require more points to
                     define a similar Bézier shape. On the other hand, Bézier splines can easily
                     create corners and use fewer points, but can have an unnatural curved path
                     caused by overly malleable “split” handles. The best approach is to use both
                     spline types depending on the shape and complexity of the object that you are
                     trying to Roto. Depending upon your expertise, you may find Bézier splines are
                     more appropriate for square and angular shapes while B-Splines will work
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better for objects with a lot of curves like a person’s face. Just to upset the
status quo, there is a new kid on the block called X-Splines which is explained
in the next section. This spline type brings together the best of both B-Splines
and Béziers.
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200 ••   Roto Node
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           X-Spline Tool (S)
                     Creates a new X-Spline shape.
                     To create a X-Spline, click on the screen to create a control point and add as
                     many points as you like. When you are finished adding points, click the first
                     control point that you added to close the shape. When creating an open shape,
                     press the Esc key or switch to a different tool to finish the shape.
                     A X-Spline is an intuitive and easily editable spline format whereby it’s points
                     can be of three different types: Cardinal, Corner or B-Spline.
                     • Cardinal creates a path that passes smoothly through each point.
                     • Corner makes a path that consists of angular corner points.
                     • B-Spline creates a smooth path that is determined by the surrounding points.
                     Look at how the same set of points can yield entirely different shapes based on
                     the point type setting.
                     The point type can be changed at anytime as well as animated from one type
                     to another. You’ll find that the beauty of X-Splines is that the shape’s points can
                     be a mix of Cardinal, Corner or B-Splines.
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The images below show how the same shape can be created with either Bézier
splines, B-Splines or X-Splines.
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202 ••   Roto Node
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           Square Tool (Shift-S)
                     Creates a new square or rectangle Bézier spline.
                     To create a Square, click and drag in the shape of a square and release the
                     mouse.
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Circle Tool (Shift-C)
     Creates a new circle or ellipse Bézier spline.
To create a Circle, click and drag in the shape of a circle and release the mouse.
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204 ••   Roto Node
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           Shape and Layer Parameters
                Shape Parameters
                     All of the editable parameters of a shape can be adjusted in the Object window.
                     When a shape is selected, you will see the parameters listed below.
                                                  Shape Parameters
                     Blend Mode
                     Controls how shapes are blended together.
                     Add
                     Adds the shape to other shapes.
                            Shape 1                  Shape 2                    Result
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Subtract
Subtracts the shape from other shapes.
       Shape 1                  Shape 2                     Result
Multiply
Produces a result where there is a union of pixels from two shapes.
       Shape 1                   Shape 2                   Result
Difference
Produces a result where a value exists in each shape, but not in both.
       Shape 1                  Shape 2                   Result
Blur
Sets the blur level of the selected shape or shapes. The Blur slider range is
from 0-100 and defaults to 0.
Blur Type
Determines the type of blur.
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                     • Centered
                     The blur is centered on the edge of the shape, equally blurring inward and
                     outward.
                     • Inner
                     The shape is blurred inward from the edge of the shape.
                     • Outer
                     The shape is blurred outward from the edge of the shape.
                     Shrink/Grow
                     Shrinks or grows the shape’s alpha channel. Negative values shrink and
                     positive values grow.
                     Opacity
                     Sets the opacity of the selected shape. The opacity range is from 0-100 and
                     defaults to 100. The interpolation type is set to Hold by default making it easy
                     to turn shapes on and off at particular frames.
                     Note: You can change the Opacity interpolation type from Hold to Linear at any time.
                     To do so, select the shape’s Opacity keyframes in the Timeline, right-click and select
                     Interpolation > Linear.
                     Invert
                     Inverts the shape values. The default is off.
                     Motion Blur
                     Motion blur is the directional blurring of rapidly moving shapes. This parameter
                     turns Motion Blur on or off. The default is off.
                     Note: The Motion Blur parameters will not affect a shape unless Motion Blur is enabled
                     in the Node window. See Motion Blur in the Roto Node Parameters for more
                     information.
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Outline Color
Sets the color of the shape outline. Left-clicking the color pot opens a standard
color picker while right-clicking on the color pot opens a pop-up color menu with
16 primaries.
Stroke Width
Sets the thickness of an open shape. When used on a closed shape, an outline
is created.
Note: Open shapes can not be exported.
Channel
Determines what channel the shape is rendered into. You can set each shape
to Red, Green, Blue, or Alpha. To visualize the results prior to rendering, use
View > Channels in conjunction with the Alt-R, G, B and A shortcut keys. When
ready, render shapes into the assigned channels with the Actions > Render
Shapes to Channels action.
Reset All
Resets all parameters to their default state.
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208 ••   Roto Node
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                Layer Parameters
                     Layers are used to organize shapes, but more importantly they are used to
                     contain the motion information from trackers. All of the editable parameters of
                     a layer can be adjusted in the Object window. When a layer is selected, you will
                     see the parameters listed below. The Transform, Stereo Offset, Blend Mode,
                     Blur and Invert state of a layer can be adjusted.
                     Transform
                     The Position, Scale, Rotation and Anchor Point can be adjusted and animated.
                     Anchor
                     Sets the anchor point for the layer transformation. Scaling and rotation
                     operations center around the anchor point.
                     Position
                     Sets the horizontal and vertical position of the layer.
                     Scale
                     Sets the horizontal and vertical scale of the layer. Typing in a negative value will
                     flip or flop the shapes in the layer.
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Rotate
Sets the rotation of the layer.
Matrix
When tracking data is applied to a layer, the Matrix parameter is used to store
the tracker keyframes.
Stereo Offset
Stereo Offset, which only shows up when using stereoscopic sources, is used
to align the offset between Left and Right Views of stereoscopic sequences and
is set to animate by default. This value is automatically set when using the
Viewer’s Stereoscopic Align mode’s on-screen control.
Blend Mode
Controls how layers are blended together. See Blend Mode for more
information.
Blur
Sets the blur level of all shapes within the layer. The Blur slider range is from
0-100 and defaults to 0.
Blur Type
Determines the type of blur.
• Centered
All shapes in the layer are blurred equally inward and outward centered on the
edge of the shapes.
• Inner
All shapes in the layer are blurred inward from the edge of the shapes.
• Outer
All shapes in the layer are blurred outward from the edge of the shapes.
Invert
Inverts all shapes within the layer. The default is off.
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210 ••   Roto Node
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                     Channel
                     Determines which channel the shapes in the layer are rendered into. You can
                     set a layer to Red, Green, Blue, or Alpha. To visualize the results prior to
                     rendering, use View > Channels in conjunction with the Alt-R, G, B and A
                     shortcut keys. When ready, render layers into the assigned channels with the
                     Actions > Render Shapes to Channels action.
                     Note: This overrides the Shape > Channel setting, except when set to Alpha, in which
                     case the shape’s Channel setting is obeyed instead.
                     Go to Rendering Shapes to Channels to see how it works.
                     Reset All
                     Resets all parameters to their default state.
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   Nudging Layers
   Layers can be nudged using the Arrow keys. One press of the Arrow key
   moves the layer 1 pixel. Using the Shift key in conjunction with the Arrow keys
   moves the layer 10 pixels. Ctrl plus the Arrow keys moves the layer one tenth
   of a pixel. These nudge values can be changed in the Preferences menu
   located in File > Preferences > Nudging on Windows and Linux or Silhouette >
   Preferences > Nudging on Mac. Holding the Arrow keys down slides the layer.
Shortcut Action
   Note: Nudging of the layer transform is only available if one layer is selected, and no
   shapes are selected. This is to avoid confusion in case nested layers or objects in them
   are also selected.
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212 ••   Roto Node
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           Transform Tool
                     Once you draw a shape, there are various ways to modify it. As the object that
                     you are attempting to Roto changes over time, you will need to adjust the shape
                     so that it exactly matches the object. While the Transform tool affects an entire
                     shape or a group of shapes, you can use the Reshape tool to modify individual
                     points on a shape. See the Reshape Tool for more information.
                     Go to Using the Transform Tool to see how it works.
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Table 11: Transform Tool On-Screen Controls
Shortcut Action
Alt-Shift-drag on a bounding box corner handle Constrains the corner-pin movement to one axis
     .
Shift- (period key)                            Moves the Anchor Point to the mouse location
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214 ••   Roto Node
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                Transform Tool - Points Mode (TT)
                     The Transform tool Points Mode allows you to position, move, scale, rotate,
                     shear or corner-pin a selection of points using the on-screen controls. To utilize
                     this mode, use the Reshape tool to first select some points
and then press either the Transform tool twice in the Toolbar or the T key twice.
                     Instead of a bounding box with on-screen controls around the shape, the
                     bounding box is around the selected points.
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Transform Tool - Layers
  When a layer is selected and the Transform tool is active, you can position,
  move, scale and rotate the layer using the on-screen controls.
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216 ••   Roto Node
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                Table 12: Layer Transform On-Screen Controls.
Shortcut Action
Shift-drag within large center circle Constrain layer movement horizontally or vertically
                 Drag the center square horizontal and        Scales the layer horizontally or vertically
                 vertical halfway points
Ctrl(Win)/Cmd(Mac)-drag large center circle Rotates the layer with finer control
                Moving Shapes
                     Selected shapes are moved using one of two methods: 1) Drag on the outline
                     of a shape or 2) Press the Q key to activate translation mode and click and drag
                     to move the selected shapes. You must press the Q key a second time to
                     deactivate translation mode.
                     In either case, you can constrain movement along an axis by pressing the Shift
                     key while dragging the outline of a shape. The movement is constrained by the
                     first direction (horizontal or vertical) that you drag in.
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   Nudging Shapes
   Shapes can be nudged using the Arrow keys. One press of the Arrow key
   moves shapes 1 pixel. Using the Shift key in conjunction with the Arrow keys
   moves the shapes 10 pixels. Ctrl plus the Arrow keys moves shapes one tenth
   of a pixel. These nudge values can be changed in the Preferences menu
   located in File > Preferences > Nudging on Windows and Linux or Silhouette >
   Preferences > Nudging on Mac. Holding one of the Arrow keys down slides the
   shapes in that direction.
Shortcut Action
Scaling Shapes
   Scaling changes the size of the shapes. Selected shapes are scaled using one
   of two methods: 1) Drag any of the points on the shape bounding box or 2)
   Press the E key to activate scaling mode and click and drag to scale the
   selected shapes. You must press the E key a second time to deactivate
   translation mode.
   Note: The position of the cursor when E is pressed sets the anchor point for the
   scaling.
   To proportionately scale, hold down the Shift key when resizing.
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218 ••   Roto Node
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                Rotating Shapes
                     Rotating changes the angle of the shapes. Selected shapes are rotated using
                     one of two methods: 1) Ctrl(Win)/Cmd(Mac)-drag on a shape bounding box
                     corner handle or 2) Press the W key to activate rotation mode and click and
                     drag to rotate the selected shapes. You must press the W key a second time to
                     deactivate translation mode.
                     Note: The position of the cursor when W is pressed sets the anchor point for the
                     rotation.
                Corner-Pinning Shapes
                     The corner points of a shape’s bounding box can be corner-pinned. For
                     instance, you could fit the corners of a shape into the corners of a billboard. Alt-
                     drag the corners of the shape’s bounding box to corner-pin the shape.
                Shearing Shapes
                     Shapes can be sheared resulting in the shape being skewed horizontally or
                     vertically. To shear a shape, Ctrl(Win)/Cmd(Mac)-drag on the midpoints of a
                     shape bounding box on either the horizontal or vertical axis.
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Anchor Point
    A shape rotates around its center point, but scales from the opposite handle.
    Moving the anchor point changes the center of rotation and scaling when using
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    the on-screen controls. To position the Anchor Point, press the (period key)
    and the Anchor Point is displayed on the screen. Then, click and drag the
    Anchor Point to the desired location.
    Now, when you rotate or scale the shape, notice how the shape rotates and
    scales around the Anchor Point.
    Note: If more than one shape is selected, they will both rotate and scale around the
                                                      .
    Anchor Point. Turning off the Anchor Point with the (period key) will cause the shapes
    to revert to rotating and scaling around the default Anchor Points.
Deleting Shapes
    A shape or selection of shapes can be easily deleted using none other than the
    Delete key.
Selecting Shapes
Table 14: Shape Selection Keyboard Shortcuts
Shortcut Action
Shift-click color pot in the Object List                    Selects shapes of same color
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220 ••   Roto Node
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           Reshape Tool (R)
                     The Reshape tool modifies shapes by adjusting their control points and
                     tangents. In this mode, the shape’s control points and tangents are visible.
                     You must first select a control point before it can be modified. The following
                     table lists the methods for selecting and deselecting points.
Shortcut Action
                 Click on a control point. If the control point is part of a Bézier   Selects the control point
                 curve, its tangents appear
Shift-click the control points or drag select multiple control points Selects multiple control points
Shortcut Action
Numbering Points
   All points or a selection of points can be numbered. To number one point or a
   selection of points, right-click on a selected control point and select Tag. To see
   all points numbered, go to File > Preferences > Shape on Windows and Linux
   or Silhouette > Preferences > Shape on Mac and set the Number Points
   preference to All.
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222 ••   Roto Node
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                Adjusting Bézier Curves
                     The length and direction of a control point’s tangents direct the curve through
                     that control point.
                                                        Curve Join
                                       Tangent Handle
Tangent
Control Point
                     Control points have two tangents that can extend from it. The path of the curve
                     through the control point is determined by the length and orientation of the
                     tangents. When you drag one tangent’s handle, the adjacent tangent moves as
                     well. Using keyboard shortcuts while dragging allows you to control how the
                     curve passes through a control point.
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Table 17: Bézier Keyboard Shortcuts
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224 ••   Roto Node
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                     Reshape Tool: Bézier Pop-up Menu
                     Right-click over a control point to open the Bézier Reshape pop-up menu and
                     select one of the options.
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Table 18: Bézier Pop-up Menu
Linear                      Both tangents are adjusted to one quarter the distance and in the
                            direction of their adjoining control points
Cardinal Creates a smooth point where the curve passes smoothly through it
Center Centers the control point between its adjoining control points
Tween                       Takes the point and “re-tweens” it using the surrounding keyframes,
                            and puts them where they would be if you hadn't moved them on that
                            frame. Useful for simulating an “unkey” of selected points (the shape
                            remains keyed of course)
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226 ••   Roto Node
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                     Moving Curve Segments
                     Normally, you move control points to adjust the form of a shape, but you can
                     also move the portion of the curve between control points. To move a curve
                     segment, deselect all control points by clicking somewhere off the shape and
                     then Ctrl(Win)/Cmd(Mac)-drag a curve segment between control points.
                Adjusting B-Splines
                     In contrast to Béziers, B-Splines don’t use tangents and are created by only
                     using control points and are simple to adjust. The position of the points, their
                     weight settings as well as their proximity to each other determine the curvature
                     of the shape. The weight (amount of pull on a point) decides how sharp or
                     smooth it is. Silhouette employs variable weight intensities on a point by point
                     basis. The weight can be adjusted by hovering over a point and Alt-dragging to
                     the right to create a corner point or Alt-dragging to the left to create a smooth
                     point. Alternatively, you can Alt-click on one of the selected points to cycle
                     through the preset weight settings.
                     Note: Do not use extreme, variable weight adjustments if you are planning on
                     converting the B-Spline to a Bézier Spline.
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Table 19: B-Spline Keyboard Shortcuts
Shortcut Action
Alt-clicking control point Cycles through the preset weight settings of the point
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228 ••   Roto Node
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                Table 20: B-Spline Pop-up Menu
Center Centers the control point between its adjoining control points
                 Tween                       Takes the point and “re-tweens” it using the surrounding keyframes,
                                             and puts them where they would be if you hadn't moved them on that
                                             frame. Useful for simulating an “unkey” of selected points (the shape
                                             remains keyed of course)
                       Note: The Alt-click and pop-up menu preset weight settings for Corner and B-Spline
                       can’t be animated.
                Adjusting X-Splines
                       X-Splines are created by using control points and then adjusting their weight to
                       coincide with one of the point types: Cardinal, Corner or B-Spline. The point
                       type can even be somewhere in between one point type and another. The
                       weight can be adjusted by hovering over a selected point and Alt-dragging to
                       the right. The weight of the point goes from Cardinal to Corner to B-Spline.
                       Alternatively, you can Alt-click to cycle through the different point types.
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Table 21: X-Spline Keyboard Shortcuts
Shortcut Action
Alt-drag control point right Adjusts the weight of the point from Cardinal to Corner to B-Spline
Alt-drag control point left    When the weight is set to B-Spline, it adjusts the weight of the point
                               from B-Spline to Corner to Cardinal
Alt-clicking control point Cycles through preset weight settings of the point
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230 ••   Roto Node
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                Table 22: X-Spline Pop-up Menu
Cardinal Creates a smooth point where the curve passes smoothly through it
Center Centers the control point between its adjoining control points
                 Tween                        Takes the point and “re-tweens” it using the surrounding keyframes,
                                              and puts them where they would be if you hadn't moved them on that
                                              frame. Useful for simulating an “unkey” of selected points (the shape
                                              remains keyed of course)
                       Once you select Convert to Bézier, a couple of things happen. The visibility of
                       the B-Spline or X-Spline is toggled to off. A new Bézier spline is created and is
                       named the same as the B-Spline or X-Spline but has an * at the end of the
                       name.
                       Note: The Bézier conversion of B-Splines that use extreme, variable weight
                       adjustments will not exactly match the original B-Spline. Do not use extreme, variable
                       weight adjustments if you are planning on converting the B-Spline to a Bézier.
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                                                                                     Roto Node     • 231
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Breaking Shapes
  In the Reshape tool, closed shapes can be opened using the Break option from
  the control point pop-up menu. To break a shape, select a point and right-click
  on it to open the pop-up menu. Choose Break and the shape opens at the
  selected control point.
  Note: Feather information will be removed once you break a shape.
  Extending Shapes
  Select a control point at either end of the shape and Alt-click somewhere off
  the shape.
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232 ••   Roto Node
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           Feather Tool (Shift-F)
                     Creates variable edged blurs on a point by point basis.
The Feather points can be placed either inside or outside the shape.
                     To use the Feather tool, select it from the Toolbar and Alt-click on a selected
                     shape and drag. Additional feather points are added by Alt-clicking on the
                     original curve and dragging. Feather points are edited by clicking and dragging
                     on one of the outer points.
                     Note: Feather points can only be added when the Feather tool is activated, but can be
                     edited and manipulated using the Reshape tool.
                     Go to Using the Feather Tool to see how it works.
Shortcut Action
Click-drag a feather point Changes the length and position of the feather point
                 Hover over feather point and hit the Deletes the feather point
                 Delete key
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                                                                                             Roto Node     • 233
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MultiFrame Tool (M)
    Normally, adjusting a shape or points on a shape are keyframed only on that
    particular frame. When the MultiFrame tool is activated, it modifies the
    Transform and Reshape tools to allow you to make adjustments across all
    previously set keyframes or a selection of keyframes. A red outline is drawn
    around the Viewer to let you know that the MultiFrame tool is active.
    To use the MultiFrame tool, select it in the Toolbar. Then, drag the blue ends of
    the MutliFrame range bar at the top of the Timeline to limit the keyframes
    affected by the MultiFrame tool.
    The Transform or Reshape tools will now only affect keyframes within the
    MultiFrame selection.
    Go to Using the MultiFrame Tool to see how it works.
    Note: When using the MultiFrame tool, attempts to edit a shape outside the MultiFrame
    work range will be ignored. If you try to, for example, transform a shape and nothing
    happens, check to see if the MultiFrame range is active at that particular point in time.
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234 ••   Roto Node
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           Shape Import and Export
                     Shapes can be imported and exported using File > Import > Shapes and File >
                     Export > Shapes.
                     Commotion
                1    You can’t import Commotion B-Splines made with just 3 points.
                     Nuke
                1    X-Splines are converted to Bezier's in Nuke.
                2    Only Blurs set to Outside will transfer to Nuke.
                3    Multiply mode is not guaranteed to work if the opacities involved are not 0 and
                     100%. Nuke and Silhouette’s notion of multiply is different.
                4    Layer blend modes are not implemented as Nuke does not support them.
                5    Nested transformations are exported fully baked because Nuke does not actually
                     nest transformations in its layers.
                6    If the top or bottom of a Bezier rectangle is perfectly parallel to the screen edge,
                     the resulting shape export will do poorly. This is because the points used for the
                     homography are the four bounding box points which for the Bezier described
                     above are the same as the four points in the shape, adding no information. If you
                     make a rectangle with more than four points then the shape export will work fine.
                     For instance, add points between each corner.
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    General
1   The resulting export of B-Splines that use extreme, variable weight adjustments
    will not exactly match the original B-Spline. Do not use extreme, variable weight
    adjustments if you are planning on exporting B-Splines.
2   Open shapes can only be exported using the Silhouette shape format.
3   Shapes with variable edge blurs created with the Feather tool can be exported,
    but only the original spline without the variable edge feather is used.
4   B-Spline, X-Spline and Bézier splines can all be exported, but B-Splines and X-
    Splines are first converted to Bézier splines.
    Note: B-Splines exported to Nuke 6.2 and above are not converted to Bézier splines.
Importing Shapes
    Silhouette, Commotion, Elastic Reality and Shake 4.x SSF shapes can all be
    imported into Silhouette.
Exporting Shapes
    Silhouette, Fusion, gMask (Combustion, Flint, Flame, Inferno), Nuke and
    Shake 4.x SSF shapes can all be exported.
    Go to Exporting Shapes to see how it works.
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236 ••   Tracker
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                            TRACKER
                     Tracking is a technique that involves analyzing the motion of an image over
                     time. In Silhouette, images can be tracked using an automatic image tracking
                     system called Planar tracking, or Point tracking which utilizes either one, two or
                     four track points. One point tracking obtains horizontal and vertical movement.
                     Two point tracking analyzes scaling and rotation in addition to horizontal and
                     vertical movement. Lastly, four point tracking evaluates and applies
                     perspective movement using a corner-pin transformation.
                     However the tracking data is obtained, it can then be applied in one of two
                     ways: match moving or stabilization. Match moving applies the motion of the
                     trackers to a layer so that it’s shapes follow the motion of the clip. Stabilization
                     inverts the tracking data so that the clip appears to be stable.
                     Selecting the Tracker (Shift-T) gives you access to the various tracking
                     features and controls.
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                                                                                     Tracker    • 237
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Planar Tracker
    The Planar tracker generates and tracks several points on the image while
    automatically handling partial occlusions of the tracked object.
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238 ••   Tracker
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                   Tracker Direction
                     The Tracker Direction buttons are used to track backwards and forwards and
                     are enabled when a layer has been selected.
                     Note: In a Stereo project, the Tracker Direction buttons are grayed out in the L/R View.
                     You must be in either the Left or Right View to track.
                     Track Backward
                     Tracks backward to the beginning of the sequence.
                     Track Forward
                     Tracks forward to the end of the sequence.
                   Reset
                     Resets the tracking points.
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                                                                                        Tracker    • 239
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Channel
  Determines which image channel the tracker uses to analyze the image.
  Luminance
  The tracker analyzes the luminance or brightness of the image.
  Red
  The tracker analyzes the image’s red channel.
  Green
  The tracker analyzes the image’s green channel.
  Blue
  The tracker analyzes the image’s blue channel.
Valid Tracks
  The number next to Valid Tracks is a running total of the number of trackers that
  are viable as the tracker progresses.
Reference Frame
  Displays the reference frame number. The reference frame is the frame you
  first started tracking on and it locks in the picked set of track points at that
  frame.
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240 ••   Tracker
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           Point Tracker
                     The Point tracker uses trackers which are placed on distinguishable image
                     features.
                   Tracker Components
                     Each tracker has a Match Area, Search Region, and Track Point.
                                                               Search Region
                                                             Match Area
                                                          Track Point
                     Match Area
                     The inner box is the Match Area. It defines a pattern that will be searched for
                     from frame to frame. It's a good idea to choose a region with good contrast and
                     detail. Corners with sharp contrast are usually good areas to track as
                     movement can easily be detected in any direction. The Match Area can be
                     scaled to the desired size.
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                                                                                              Tracker    • 241
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  Search Region
  The outer, dashed box is the Search Region, which should be the maximum
  amount your tracking point will move between frames. The larger the size, the
  slower the processing. The trick is to make the Search Region as small as
  possible, yet still large enough to cover the area the tracker will move from
  frame to frame. The Search Region can be sized in the same fashion as the
  Match Area.
  Track Point
  The center cross is the track point. It represents the position of the motion track.
  Normally, the Track Point is at the center of the tracker, but can be offset if the
  Match Area becomes obscured.
Tracker Direction
  The tracker can track both forward and backward one frame at a time or for the
  entire sequence and are enabled when a tracker has been selected.
  Note: In a Stereo project, the Tracker Direction buttons are grayed out in the L/R View.
  You must be in either the Left or Right View to track.
  Track Backward
  Tracks backward to the beginning of the sequence.
  Track Forward
  Tracks forward to the end of the sequence.
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242 ••   Tracker
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                     Track Forward One Frame
                     Tracks forward one frame at a time.
                   Behavior
                     Behavior decides what frame should be used as the reference to check the
                     accuracy of the Match Area. By default, the reference is the first frame at which
                     you started the track.
                     Start Frame
                     At each frame, the Match Area is compared to the first frame at which you
                     started tracking. If you stop tracking halfway through your sequence, and start
                     up again at a later frame, the later frame will be used as the reference.
                     Every Frame
                     The Match Area is compared to the previous frame. This method will cause
                     inherent drift in your track, but is useful for sequences that have drastic
                     changes in perspective and scale.
                     Key Frames
                     For difficult shots, it is helpful to preset keyframes for the tracker at various
                     points in the sequence. The Match Area will use these keyframes as a
                     reference while tracking.
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                                                                                           Tracker    • 243
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Tolerance
  Describes the level of accuracy between the Match Area that the Tracker is
  searching for and the area it actually finds when searching from frame to frame.
  A prefect match would be a value of 100. If the error that is calculated is below
  the Tolerance value, no keyframe will be set on that particular frame. The
  Tolerance is preset to a value of 75.
Create
  Clicking on the Create button places a new tracker in the center of the screen.
  You can also add a new tracker at any time by Alt-clicking the image when the
  Track tool is activated.
Apply
  Selecting the Apply button opens the Match Move window where you
  determine how the tracking data will be applied to a selected layer.
  When OK is clicked, the tracking data is transferred to the Transform > Matrix
  parameter of the selected layer.
  Note: The Apply button is only available when trackers and a layer are selected.
  Position
  Applies X/Y position data to the layer.
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244 ••   Tracker
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                     Scaling
                     Applies X/Y scaling data to the layer. Requires two trackers.
                     Rotation
                     Applies rotation data to the layer. Requires two trackers.
                   Average
                     Averages multiple tracks into a new destination track. A common technique is
                     to track forwards from the first frame to the last, and then create a second track,
                     tracking backwards from the last frame to the first. These two trackers are then
                     averaged together to derive a more accurate track.
                     To average trackers, select more than one tracker and click the Average button.
                     A new averaged tracker is created.
                   Smooth
                     Smooths out the inaccuracies in the tracking data caused by film grain or video
                     noise.
                     To smooth, select a tracker and click the Smooth button. Adjust the slider when
                     it pops-up and adjust it to the desired level of smoothing.
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Tracker Parameters
  Most tracker parameters are interactively set while moving the tracker in the
  Viewer. When a point tracker is selected, its parameters are displayed in the
  Object window.
Magnify Window
  Position
  Sets the position of the Track Point. This parameter is automatically set when
  using the on-screen tracker controls.
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246 ••   Tracker
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                      Nudging Trackers
                      Trackers can be nudged using the Arrow keys. One press of the Arrow key
                      moves the tracker 1 pixel. Using the Shift key in conjunction with the Arrow
                      keys moves the tracker 10 pixels. Ctrl plus the Arrow keys moves the tracker
                      one tenth of a pixel. These nudge values can be changed in the Preferences
                      menu located in File > Preferences > Nudging on Windows and Linux or
                      Silhouette > Preferences > Nudging on Mac. Holding the Arrow keys down
                      slides the tracker.
Shortcut Action
                      Channel
                      Determines which image channel the tracker uses to analyze the image.
                      RGB
                      The tracker analyzes the red, green and blue channels of the image.
                      Luminance
                      The tracker analyzes the luminance or brightness of the image.
                      Red
                      The tracker analyzes the image’s red channel.
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Green
The tracker analyzes the image’s green channel.
Blue
The tracker analyzes the image’s blue channel.
Match Offset
Offsets the Match Area from the tracker. This parameter is automatically set
when using the on-screen tracker controls.
Search Offset
Offsets the Search Region from the tracker. This parameter is automatically set
when using the on-screen tracker controls.
Match Size
Sets the size of the Match Area. This parameter is automatically set when using
the on-screen tracker controls.
Search Size
Sets the size of the Search Region. This parameter is automatically set when
using the on-screen tracker controls.
Path Color
Sets the color of the tracker’s path. Left-clicking the color pot opens a standard
color picker while right-clicking on the color pot opens a pop-up color menu with
16 primaries.
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248 ••   Tracker
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                   Tracker Pop-Up Menu
                     With the Tracker tool enabled, right-click over a shape or a selected control
                     point to open the Tracker pop-up menu.
                     Trackers can be created based on a shape’s points, the center point of a shape
                     or the shape’s bounding box. Trackers created in this manner are a
                     concantenation of the shape and layer transformation data. So, why do this?
                     Because, it is a handy way of creating trackers with all of this combined data
                     for use in other programs.
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Pre-Processing
    Images that contain film grain or video noise, lack contrast or sharpness as well
    as images that have flicker can be tracked more accurately by applying certain
    filters during the tracking process. Filters such as Blur, Sharpen, Contrast, De-
    Noise and Remove Flicker will increase tracker accuracy for problematic
    images.
  Blur
    Applies a blur to the image features.
  Sharpen
    Sharpens image features.
  Contrast
    Increases contrast so that the features being tracked are more apparent.
  De-Noise
    Applies a de-noise algorithm to smooth out noise will retaining detail.
  Remove Flicker
    Corrects image flicker or brightness variation over time, which has a habit of
    interfering with tracker accuracy.
  Preview
    Shows the effect of the Pre-Processing parameters on the entire image in the
    Viewer.
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250 ••   Tracker
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           I/0
                     Importing and exporting tracking data takes place in the I/0 section of the
                     Tracker tab.
                   Import
                     After Effects Corner-Pin, Nuke, Shake or Simple Format formatted trackers can
                     be imported into Silhouette. If you would like to import trackers from non-
                     supported applications, simply export a Silhouette tracker in Simple Format to
                     see how it should be formatted.
                     Go to Importing Tracking Data to see how it works.
                   Export
                     Trackers can be exported to the After Effects, Discreet, Nuke and Shake
                     tracker formats. In addition, the tracking data applied to a layer, either by the
                     Point tracker or Planar tracker, can be exported as a four point corner-pin track.
                     To create trackers for export that are a concatenation of the shape and layer
                     transformation data, see the Tracker Pop-Up Menu for more information.
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View
   Either shapes or tracker vectors can be toggled on or off.
 Shapes
   Toggles the display of shapes in the Viewer.
 Points
   Toggles the display of Planar Tracker track points in the Viewer.
 Vectors
   Toggles the display of tracking vectors in the Viewer. This option is not available
   for use with the Planar Tracker.
 Tracker Preferences
   Seldom adjusted tracker controls can be accessed by clicking the Tracker
   Preferences icon.
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252 ••   Paint Node
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                            PAINT NODE
                      Paint is a high dynamic range 2D raster based paint system designed from the
                      ground up to handle the demands of feature film and television production.
                      Whether it’s image restoration, dustbusting, wire and rig removal or just plain
                      paint, Silhouette provides simple and sensible tools to get the job done.
                      Note: Before Paint can be available for use, it must be enabled in the Session Settings
                      and selected in the Node List.
                      Warning: To store painted frames to disk, you must change frames in the sequence.
                      The current frame’s paint is also saved with a save operation or an autosave.
                      Go to Using Paint to see how it works.
                      The 1-6 keys can quickly switch the view: 1 is Output, 2 is Foreground, 3 is
                      Clone 1, 4 is Clone 2, 5 is Clone 3 and 6 is Clone 4.
                Output
                      The viewer displays the output of the Paint node. This view mode shows the
                      painted frames.
                Foreground
                      The viewer displays the foreground clip.
                Clone 1-4
                      The viewer displays the clips assigned to the Clone 1-4 inputs.
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                                                                                      Paint Node    • 253
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Paint Tools
    When the Paint node is selected, various non-animateable controls appear in
    a Paint window located at the bottom portion of the screen. Silhouette provides
    a wide variety of paint tools that are organized into Brush, Profile and Paint
    categories.
    In addition, a number of different brushes are selectable from the Paint Toolbar
    to the left of the Viewer.
Blemish
Blur
Clone
Color
Color Correct
Drag
Eraser
Grain
Mosaic
Repair
Scatter
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254 ••   Paint Node
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                      Once a brush is selected, it’s controls appear on the left side of the Paint
                      window.
                B/W (B)
                      The B/W brush converts color images to black and white simulating the look of
                      Black and White photographic filters.
                      Mode
                      Selects the method by which the color image is converted to a monochrome
                      image.
                      Luminance
                      Creates a monochrome image using the brightness of the image.
                      Average
                      Creates a monochrome image using the average of the red, green and blue
                      channels.
                      Red
                      Simulates a red filter in black and white photography.
                      Green
                      Simulates a green filter in black and white photography.
                      Blue
                      Simulates a blue filter in black and white photography.
                      Yellow
                      Simulates a yellow filter in black and white photography.
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  Orange
  Simulates a orange filter in black and white photography.
Blemish (Shift-B)
  The Blemish brush is useful for removing facial blemishes on film originated
  footage. It combines the Blur and Grain brushes.
Blur (Ctrl-B)
  Blurs the image.
  Radius
  Sets the amount of blur to be applied.
Clone (C)
  Paints the image using another part of the image/or other image with the ability
  to grade (color correct) the clone source.
  The controls for the Clone brush are split into two tabs: Clone and Grade. The
  Clone tab deals with the timing and transformation of the Clone source while
  the Grade tab contains color correction controls.
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256 ••   Paint Node
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                      Clone
                      To quickly set the Clone offset, press and hold down the Shift key. Next, click,
                      drag and release the mouse and then the Shift key to set the Clone offset. The
                      first click sets the Clone source and where you drag and release is the Clone
                      destination.
                      To reset the Clone offset, press Shift and without moving the cursor, click your
                      mouse or tap your pen on the screen once.
                      Source Controls
                      The Source controls are where you select the Clone source as well as which
                      frame to paint from.
                      Source
                      Picks which image will be used as the Clone source.
                      • Output
                      Clones from the previously painted areas.
                      • Foreground
                      Clones from the foreground image.
                      • Clone 1-4
                      Clones from the clips assigned to Clone 1-4 in the Viewer > Inputs menu.
                      View
                      The View pop-up menu, which only shows up when using stereoscopic
                      sources, determines which view the Clone source will come from.
                      • Auto
                      The Clone source is determined by the stereoscopic View mode that has been
                      selected at the top of the Viewer.
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For instance, if the Left View is selected above the Viewer, the Clone source
comes from the Left View. If the Right View is selected, the Clone source comes
from the Right View. If the Left/Right View is selected, the Clone source comes
from both the Left and Right Views so you can simultaneously Clone on both
the views at the same time.
• Left
The Clone source comes from the Left View.
• Right
The Clone source comes from the Right View.
Opaque
The Opaque control, which defaults to on, ensures that when cloning with Paint
> Alpha enabled that the output Alpha channel renders the paint strokes. This
is necessary for Clone sources that do not contain an Alpha channel.
Frame
Choose which frame number of the Clone source to paint from. By default, the
Frame field displays the actual frame number that you are cloning from.
Alternatively, a frame offset can be displayed instead. This behavior is
controlled with the Paint > Clone > Absolute Frame Numbers preference.
• Relative
When the Relative box is checked, the Clone source Frame value remains
relative to the current frame. So, if the Frame value is different than the current
frame, the offset between the two is maintained.
When Relative is unchecked, the Clone source is painting from a single frame
defined by the value entered in the Frame field.
Match Move
Match Move allows you to apply the tracking or transformation data of a Roto
node layer to the Clone source. To do so, select the desired Roto node layer in
the Paint > Tracking menu and your Clone source will be Match Moved. If you
would like to Stabilize instead, click the Stabilize icon at the top of the Viewer.
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258 ••   Paint Node
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                      Transform Controls
                      The Transform Controls allow you to position, scale, rotate and corner-pin the
                      Clone source.
                      X
                      Sets the horizontal position of the Clone source.
                      Y
                      Sets the vertical position of the Clone source.
                      Subpixel
                      When activated, subpixel positioning is used when moving the Clone source.
                      Z
                      Sets the rotation of the Clone source.
                      H
                      Sets the horizontal scale of the Clone source. Typing in a negative value will
                      flop the Clone source.
                      V
                      Sets the vertical scale of the Clone source. Typing in a negative value will flip
                      the Clone source.
                      Nudging the Clone Source
                      The Clone source can be nudged using the Arrow keys. One press of the
                      Arrow key moves the Clone source 1 pixel. Using the Shift key in conjunction
                      with the Arrow keys moves the Clone source 10 pixels. Ctrl plus the Arrow
                      keys moves the Clone source one tenth of a pixel. These nudge values can be
                      changed in the Preferences menu located in File > Preferences > Nudging on
                      Windows and Linux or Silhouette > Preferences > Nudging on Mac. Holding the
                      Arrow keys down slides the Clone source.
                      Interactive
                      Activates the on-screen controls. Turn off Interactive mode when you want to
                      Paint. When Interactive is selected, you can position, move, scale, rotate and
                      corner-pin the Clone source using the on-screen controls.
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Table 25: Clone Source Transform On-Screen Controls
Shortcut Action
Shift-drag within large center circle            Constrain Clone source movement horizontally or
                                                 vertically
Drag the center square horizontal and vertical   Scales the Clone source horizontally or vertically
halfway points
Ctrl-drag large center circle Rotates the Clone source with finer control
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260 ••   Paint Node
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                      Corner-Pin
                      When Interactive mode is enabled, you can corner-pin the Clone source by
                      dragging the handles on the corners of the image. Alternatively, you can select
                      and move the corner points without being in Interactive mode by using
                      Ctrl(Win)/Cmd(Mac)-1,2,3 or 4 to select the top left, top right, bottom right and
                      bottom left corner points. Then, use the Arrow keys to move the points. This is
                      great way to select and move the corner points without having to zoom in or out
                      to find the points.
                      Filter
                      Chooses the filtering method when transforming the Clone source. Mitchell is
                      the default.
                      • Triangle
                      The Triangle filter is not the highest quality, but fine for scaled images.
                      • Quadratic
                      Quadratic is like triangle, but more blur with fewer artifacts. It offers a good
                      compromise between speed and quality.
                      • Cubic
                      Cubic is the default filter in Photoshop. It produces better results with
                      continuous tone images, but is slower than Quadratic. If the image contains fine
                      details, the result may be blurrier than desired.
                      • Catmull-Rom
                      This produces good results with continuous tone images which are scaled
                      down, producing sharp results with fine detailed images.
                      • Gaussian
                      Gaussian lacks in sharpness, but is good with ringing and aliasing.
                      • Mitchell
                      A good balance between sharpness and ringing, Mitchell is a good choice when
                      scaling up.
                      • Sinc
                      Keeps small details when scaling down with good aliasing.
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                                                                                                 Paint Node    • 261
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   Reset
   Resets all Clone brush transform controls.
   Q (Translate), W (Rotate), E (Scale)
   Pressing Q, W or E and then clicking and dragging will translate, rotate or scale
   the Clone source. Pressing Q, W or E a second time deactivates the mode.
   Also, the position of the cursor when W or E is pressed sets the anchor point
   for the rotation or scale operation.
   Note: Onion Skin mode is automatically activated once the Q, W or E key is pressed.
Shortcut Action
Ctrl(Win)/Cmd(Mac)-1 then Arrow Keys Nudges the top left corner point
Ctrl(Win)/Cmd(Mac)-2 then Arrow Keys Nudges the top right corner point
Ctrl(Win)/Cmd(Mac)-3 then Arrow Keys Nudges the bottom right corner point
Ctrl(Win)/Cmd(Mac)-4 then Arrow Keys Nudges the bottom left corner point
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262 ••   Paint Node
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                      Grade
                      The Clone source can be graded (color corrected) using the various
                      parameters.
                      Gain
                      Red
                      Multiplies red values.
                      Green
                      Multiplies green values.
                      Blue
                      Multiplies blue values.
                      Note: The parameters are ganged together by default. To deactivate Gang, press the
                      Lock icon located at the top right of each parameter group.
                      Gamma
                      Red
                      Adjusts red gamma values.
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Green
Adjusts green gamma values.
Blue
Adjusts blue gamma values.
Lift
Red
Adds red values.
Green
Adds green values.
Blue
Adds blue values.
Reset All
Resets all grade controls.
Onion Skin
Onion Skin does a mix, as defined by the slider to the right, between the Clone
source and target. It is useful when aligning elements and painting with the
Clone brush. In addition to the icon, pressing the Caps Lock key toggles Onion
Skin mode on and off.
Align
Align inverts the paint source and mixes it with the foreground, as defined by
the slider to the right, creating an embossed effect when similar images are not
aligned.
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264 ••   Paint Node
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                      When similar images are perfectly aligned, you will see a solid gray color.
                                Not Aligned                                 Aligned
                      Vertical Split
                      Compares the Clone source and target using a Vertical Split. Move your cursor
                      into the image area over the split line and when the cursor changes to a double-
                      arrow, click and drag to move the split line. The split line may not be obvious,
                      so white triangles on the edge of the Viewer will help you find it.
                      The split is handy when using the Grade controls to color match the Clone
                      source to the target.
                      Horizontal Split
                      Compares the Clone source and target using a Horizontal Split. Move your
                      cursor into the image area over the split line and when the cursor changes to a
                      double-arrow, click and drag to move the split line. The split line may not be
                      obvious, so white triangles on the edge of the Viewer will help you find it.
                      The split is handy when using the Grade controls to color match the Clone
                      source to the target.
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                                                                                           Paint Node   • 265
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  Clone Presets
  0-9 Presets
  The 0,1, 2, 3, 4, 5, 6, 7, 8 and 9 buttons on the left side of the window allow you
  to save all of the Clone parameters as a preset. This includes the Clone source,
  Frame Offset, Transform and Grade controls. To save a preset, click on one of
  the numbered presets and adjust the transform controls. You can also use Alt-
  0 through Alt-09 keyboard shortcuts to quickly select one of the presets.
  Dual Clone
  Two Clone presets can be activated at once. This allows you to paint from two
  different frames, using separate transforms and/or color corrections.
  After you have set up two Clone presets, choose the first preset and press Shift
  to select the second one. The second preset will light up red and there will be
  a Mix control that appears at the top right of the Clone controls. Mix sets the
  relative opacity of the two Clone sources.
  When you paint, both Clone presets will contribute to the painted result.
  Note: The first preset is dominant and any transform changes will affect it instead of
  the second preset.
Color (Shift-C)
  Paints the image with the current color.
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266 ••   Paint Node
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                      Color Wheel
                      Colors can be selected from a color wheel.
Current Color
Value
                 Color Wheel
                                                                                           Paint Pots
                 Alpha
                 Mode
                      Color Picking
                      Colors can be picked off of the screen by hovering over an area in the Viewer
                                       .
                      and pressing the (period key). The area inside the brush diameter is sampled
                      and averaged when choosing the color.
                      Value
                      The slider to the right of the Color Wheel controls the brightness of the selected
                      color.
                      Alpha
                      The slider below the Color Wheel controls the level of the painted Alpha when
                      Paint > A (Alpha) is selected. An Alpha value of 0 paints black, a value of 100
                      paints white while a value in between paints a level of gray.
                      Current Color
                      Displays the currently selected color. Clicking on the Current Color opens a
                      standard color picker.
                      Mode
                      Selects how color is applied to the image.
                      Normal
                      The Current Color is added to the image.
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                                                                                      Paint Node    • 267
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  Tint
  The Current Color is used to tint the image by replacing hue and saturation.
  Hue
  The Current Color is used to tint the image by only replacing hue.
  Luminance
  Replaces the luminance of the image while leaving hue and saturation
  unaffected.
  Lighten
  Pixels darker than the paint color are replaced, and pixels lighter than the paint
  color do not change.
  Darken
  Pixels lighter than the paint color are replaced, and pixels darker than the paint
  color do not change.
  Paint Pots
  Favorite colors can be stored in the paint pots by dragging and dropping from
  the Current Color. Click on one of the paint pots to make it the current color.
  Hue
  Rotates the hue.
  Saturation
  Adjusts saturation. Positive values saturate, negative values desaturate.
  Brightness
  Adjusts brightness. Positive values brighten, negative values darken.
  Contrast
  Adjusts contrast. Positive values increase contrast, negative values decrease
  contrast.
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268 ••   Paint Node
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                      Center
                      Adjusts the contrast curve to weight it more towards shadows or highlights. A
                      lower value means a brighter range.
                      Gamma
                      Adjusts gamma. The gamma adjustment leaves the white and black points the
                      same and only modifies the values in-between. Positive values darken the
                      midtones, negative values lighten the midtones.
                      Red
                      Adds or subtracts red.
                      Green
                      Adds or subtracts green.
                      Blue
                      Adds or subtracts blue.
                Drag (D)
                      Smudge or smear an area of the image. When the brush first starts, it makes a
                      copy of the area under the brush, then on subsequent samples it stamps that
                      area down in the new location with a blend.
                      Mix
                      Mix is the initial blend amount of the smudged area.
                      Decay
                      Determines how much of the Mix to use on the next stamp and reduces the Mix
                      percentage with each sample.
                      The defaults are Mix = 50% and Decay = 90%. So, the first stamp will be a
                      50/50 mix of the brush start sample and the new sample, then the next will be
                      50% * 90% of it, etc. until it eventually fades away entirely.
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Eraser (Shift-E)
  Erases previously painted brush strokes.
Grain (G)
  Paints grain onto the image.
  Size
  Sets the size of the grain.
  Red Size
  Controls the size of the red grain.
  Green Size
  Controls the size of the green grain.
  Blue Size
  Controls the size of the blue grain.
  Amount
  Sets the intensity of the grain.
  Red Amount
  Controls the intensity of the red grain.
  Green Amount
  Controls the intensity of the green grain.
  Blue Amount
  Controls the intensity of the blue grain.
  Softness
  Sets the softness of the grain.
  Red Softness
  Controls the softness of the red grain.
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270 ••   Paint Node
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                      Green Softness
                      Controls the softness of the green grain.
                      Blue Softness
                      Controls the softness of the blue grain.
                      Mono
                      When checked, the grain is monochrome. In this mode, only the Red Size, Red
                      Amount and Red Softness sliders are active.
                Mosaic (M)
                      Divides the picture up into square tiles.
                      Size
                      Controls the size of the square tiles. A small size value will create many square
                      tiles.
                Repair (R)
                      Paints the image with the color level sampled at the beginning of each stroke.
                Scatter (S)
                      Scatters pixels in a random fashion.
                      Radius
                      Sets the amount of scattering.
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                                                                                    Paint Node    • 271
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Profile
    You can customize your brush settings in the Profile section.
  Profile
    A soft, hard or square brush can be selected from the pop-up menu.
    Hard
    The brush profile is hard.
    Soft
    The brush profile is soft.
    Square
    The brush profile is set to a hard square.
  Airbrush
    When on, brush samples are generated at 30 samples/sec as long as the
    mouse button or pen is held down.
  Size
    Sets the size of the brush. The brush can also be resized in the Viewer by
    holding Ctrl(Win)/Cmd(Mac) and dragging the brush outline.
  Opacity
    Sets the opacity or transparency of the brush.
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272 ••   Paint Node
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                Softness
                      Sets the brush softness. The brush softness can be changed in the Viewer by
                      holding Ctrl(Win)/Cmd(Mac)-Shift and dragging the brush outline.
                Flatness
                      Sets the flatness of the brush.
                Angle
                      Sets the angle of the brush.
                Spacing
                      Sets the brush spacing.
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                                                                                       Paint Node    • 273
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Paint
      The Paint settings affect how paint is applied to the image.
  RGB
      The selected brush paints on the RGB channels.
  R
      The selected brush paints on the Red channel.
  G
      The selected brush paints on the Green channel.
  B
      The selected brush paints on the Blue channel.
  A
      The selected brush paints on the Alpha channel.
  Obey Alpha
      The intensity of the Alpha channel controls how much the image will be affected
      by a particular paint operation. At any given pixel in the image, the more
      transparent the value in the Alpha channel, the more transparent the
      application of the paint operation.
  Invert Alpha
      Inverts the Alpha channel.
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274 ••   Paint Node
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                Clear Alpha
                      Wipes any painted portions of the Alpha channel.
                Restore
                      Clears all paint strokes and restores the original unpainted frames.
                      Current Frame
                      Clears all paint strokes on the current frame.
                      All Frames
                      Clears all paint strokes on all frames.
                      Work Range
                      Clears all paint strokes for the Timebar work range.
                Tracking
                      Chooses a Roto node layer’s tracking or transformation data to be applied to
                      the Clone source. The Clone source will then be automatically set according to
                      the selected layer’s tracking or transformation data.
                      Note: Match Move in the Clone controls must be activated to use the selected layer’s
                      tracking or transformation data.
                Stereo Offset
                      The Stereo Offset control, which only shows up when using stereoscopic
                      sources, is used to align the offset between Left and Right Views of
                      stereoscopic sequences. These values are automatically set when using the
                      Stereoscopic Align mode’s on-screen control.
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                                                                                                Paint Node    • 275
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Table 27: Paint Keyboard Shortcuts
Shortcut Action
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276 ••   Effects Node
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                            EFFECTS NODE
                        The Effects node allows you to apply the brushes available in the Paint node
                        as filter effects to shapes or layers. Paint and shape features are tightly
                        integrated to form an extremely powerful shape based effects tool. Not only can
                        filters be animated, but they can be combined with animated shapes to take the
                        drudgery out of everyday jobs.
                        Since shapes are needed for the filters, the Effects node has it’s own shape
                        tools similar to those in the Roto node. See the Roto Node for more
                        information.
                Alpha Behavior
                        Determines how incoming and outgoing Alpha channel’s are handled. The
                        default is None.
                        None
                        The incoming Alpha channel generated by previous nodes is not used for filter
                        applications nor are the Effects node’s shapes rendered to the Alpha channel.
                        Obey Input
                        The incoming Alpha channel generated by previous nodes is considered when
                        applying a filter.
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                                                                                  Effects Node    • 277
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    Write Output
    When enabled, shapes with effects applied to them are rendered to the Alpha
    channel.
The 1 and 2 keys can quickly switch the view: 1 is Foreground and 2 is Output.
  Foreground
    The viewer displays the foreground clip.
  Output
    The viewer displays the output of the Effects node.
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278 ••   Effects Node
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           Applying Filters
                Using Shapes or Layers
                        Filters can be applied to shapes or layers. Simply select a shape, a selection of
                        shapes or a layer and choose an effect from the Filter menu. When added to a
                        layer, the effect is applied based on the alpha of the layer. The idea is to allow
                        shapes with various Blend modes to contribute to or limit where the effect will
                        be applied.
                Mosaic filter applied to the Face shape
Once applied, the filter appears in the Object List within an Effects group.
                        In addition, if you click on one of the filters in the Object List, its editable
                        parameters show up in the Object window and can be keyframed like any other
                        attribute.
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                                                                                    Effects Node    • 279
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  Here’s an example of the Color Correct filter parameters:
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280 ••   Effects Node
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           Filters Menu
                        When the Effects node is selected in the Node List, a Filter menu appears in
                        the Title bar. This is where you select filters to be applied to shapes or layers.
                        A number of different effects are selectable from the Filters menu.
                B/W
                        The B/W filter converts color images to black and white simulating the look of
                        Black and White photographic filters.
                        Opacity
                        Sets the opacity of the B/W filter.
                        Mode
                        Selects the method by which the color image is converted to a monochrome
                        image.
                        Luminance
                        Creates a monochrome image using the brightness of the image.
                        Average
                        Creates a monochrome image using the average of the red, green and blue
                        channels.
                        Red
                        Simulates a red filter in black and white photography.
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                                                                                  Effects Node    • 281
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  Green
  Simulates a green filter in black and white photography.
  Blue
  Simulates a blue filter in black and white photography.
  Yellow
  Simulates a yellow filter in black and white photography.
  Orange
  Simulates a orange filter in black and white photography.
Blemish
  The Blemish filter is useful for removing facial blemishes on film originated
  footage. It combines the Blur and Grain filters.
Blur
  Adds blur to the image.
  Opacity
  Sets the opacity of the Blur filter.
  Radius
  Sets the amount of blur to be applied.
Color
  Adds color to the image.
  Opacity
  Sets the opacity of the Color filter.
  Color Picker
  The Color parameter sets the color through the use of a standard color picker.
  Blend Mode
  Selects how color is applied to the image.
  Normal
  The current color is added to the image.
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282 ••   Effects Node
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                        Tint
                        The current color is used to tint the image by replacing hue and saturation.
                        Hue
                        The current color is used to tint the image by only replacing hue.
                        Luminance
                        Replaces the luminance of the image while leaving hue and saturation
                        unaffected.
                        Lighten
                        Pixels darker than the paint color are replaced, and pixels lighter than the paint
                        color do not change.
                        Darken
                        Pixels lighter than the paint color are replaced, and pixels darker than the paint
                        color do not change.
                Color Correct
                        Manipulates the image using hue, saturation, brightness, contrast, gamma,
                        red, green and blue values.
                        Opacity
                        Sets the opacity of the Color Correct filter.
                        Hue
                        Rotates the hue.
                        Saturation
                        Adjusts saturation. Positive values saturate, negative values desaturate.
                        Brightness
                        Adjusts brightness. Positive values brighten, negative values darken.
                        Contrast
                        Adjusts contrast. Positive values increase contrast, negative values decrease
                        contrast.
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                                                                                Effects Node    • 283
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  Center
  Adjusts the contrast curve to weight it more towards shadows or highlights. A
  lower value means a brighter range.
  Gamma
  Adjusts gamma. The gamma adjustment leaves the white and black points the
  same and only modifies the values in-between. Positive values darken the
  midtones, negative values lighten the midtones.
  Red
  Adds or subtracts red.
  Green
  Adds or subtracts green.
  Blue
  Adds or subtracts blue.
Grain
  Adds grain to the image.
  Opacity
  Sets the opacity of the Grain filter.
  Size
  Sets the size of the grain.
  Red Size
  Controls the size of the red grain.
  Green Size
  Controls the size of the green grain.
  Blue Size
  Controls the size of the blue grain.
  Amount
  Sets the intensity of the grain.
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284 ••   Effects Node
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                        Red Amount
                        Controls the intensity of the red grain.
                        Green Amount
                        Controls the intensity of the green grain.
                        Blue Amount
                        Controls the intensity of the blue grain.
                        Softness
                        Sets the softness of the grain.
                        Red Softness
                        Controls the softness of the red grain.
                        Green Softness
                        Controls the softness of the green grain.
                        Blue Softness
                        Controls the softness of the blue grain.
                        Mono
                        When checked, the grain is monochrome. In this mode, only the Red Size, Red
                        Amount and Red Softness sliders are active.
                Mosaic
                        Divides the image up into square tiles.
                        Opacity
                        Sets the opacity of the Mosaic filter.
                        Size
                        Controls the size of the square tiles. A small size value will create many square
                        tiles.
                Scatter
                        Scatters pixels in a random fashion.
                        Opacity
                        Sets the opacity of the Scatter filter.
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  Radius
  Sets the amount of scattering.
Scratch
  Removes vertical scratches by averaging in the surrounding pixels.
  Opacity
  Sets the opacity of the Scratch filter.
  Width
  Controls the strength of the Scratch filter.
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286 ••   Keyer Node
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                            KEYER NODE
                      Using proprietary matte extraction techniques, the Keyer quickly and simply
                      creates mattes with minimal parameters even if you are dealing with fine hair
                      detail, smoke, or reflections. It is easy to use, yet provides the needed tools
                      when faced with good, bad, or ugly shots — tools such as DV/HD deartifacting,
                      multiple matte creation, color suppression and sophisticated matte
                      manipulation.
Composite
FG BG
                                        Secondary                        Primary
                                          Matte                           Matte
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                                                                                    Keyer Node     • 287
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Keyer View Menu
    When the Keyer is selected in the Node List, the View menu displays either the
    Composite, Foreground, Background, Combined Matte, Primary Matte,
    Secondary Matte or Output.
  Composite
    The viewer displays the composite of the foreground over the background
    based on your matte. If “None” is selected for the Background Input, the
    foreground will be composited over a color. The default color is gray, but can
    be changed by going to File > Preferences > Composite on Windows and Linux
    or Silhouette > Preferences > Composite on Mac. If you add a Composite node
    in the Session Settings, the composite will be rendered.
  Foreground
    The viewer displays the foreground clip.
  Background
    The viewer displays the background clip.
  Combined Matte
    The viewer displays the final matte. If the Primary and Secondary Mattes are
    utilized, this option will show you the combined matte.
  Primary Matte
    The viewer displays the Primary Matte.
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288 ••   Keyer Node
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                Secondary Matte
                      The viewer displays the Secondary Matte if it is enabled.
                Output
                      The viewer displays the output of the Keyer node which is the modified
                      foreground and Alpha channel.
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                                                                                            Keyer Node     • 289
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Deartifact
    The Deartifact parameters are handy for cleaning up artifacts caused by DV
    and HD video footage. In fact, they are useful for cleaning up foregrounds that
    have aliased or jaggy edges.
                 Deartifact off                     Deartifact on
    When activated, a RGB to YUV conversion takes place so that you can blur
    only the U and V color channels. Since this is where most of the artifacting
    shows up, this has the effect of cleaning up the ratty edges encountered when
    keying DV or HD video footage. It is usually best to blur mostly on the horizontal
    axis.
    Note: The Deartifact parameters default to settings that are good for DV footage. If you
    are working at higher resolutions, you will want to increase the Horizontal and Vertical
    Blur settings.
  Enable
    Activates Deartifacting.
  Horizontal Blur
    Prior to pulling the matte, the U and V color channels are blurred by a fast,
    quality blur along the X-axis.
  Vertical Blur
    Prior to pulling the matte, the U and V color channels are blurred by a fast,
    quality blur along the Y-axis.
  Gang
    The horizontal and vertical slider values can be ganged together.
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290 ••   Keyer Node
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           Primary Matte
                      The Keyer can utilize up to two mattes in the creation of the final composite. If
                      only one matte is needed, you would use the Primary Matte. When adjusting
                      the Primary Matte, you should select Primary Matte in the View pop-up menu
                      so you can see what you are doing.
                      Note: Keep in mind when creating your matte that wherever you see black in the matte,
                      you will see background in the final composite. Wherever you see white in the matte,
                      you will see foreground in the final composite--foreground being anything that is
                      extracted from the blue or green screen.
                Extract On
                      Extract On selects the type of matte extraction. Select whichever type isolates
                      the desired values. A matte is extracted based on one of the following:
                      Blue Screen
                      Choose blue screen if you have a blue screen.
                      Green Screen
                      Choose green screen if you have a green screen.
                      Luminance
                      A matte is extracted based on the luminance of the image.
                      Hue
                      A matte is extracted based on the hue of the image. When adjusting the
                      Position parameter, you are selecting different hues.
                      Saturation
                      A matte is extracted based on the saturation of the image.
                      Average
                      A matte is extracted based on the average of the image’s RGB values.
                      Red
                      A matte is extracted based on the image’s red values.
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                                                                              Keyer Node     • 291
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  Green
  A matte is extracted based on the image’s green values.
  Blue
  A matte is extracted based on the image’s blue values.
  Alpha
  A matte is extracted based on the image’s alpha values.
  Cyan
  A matte is extracted based on the image’s cyan values.
  Magenta
  A matte is extracted based on the image’s magenta values.
  Yellow
  A matte is extracted based on the image’s yellow values.
Background/Foreground
  When using the Extract On > Blue Screen or Green Screen settings,
  Background and Foreground are used while all other matte extraction methods
  use Position and Range.
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292 ••   Keyer Node
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                      Background
                      Sets the background value. The lower the value, the harder or blacker the
                      matte will become.
                                                 Background = 40
Background = 80
                      It is best to set the Background value as high as possible, while at the same
                      time making sure that the background is completely black.
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                                                                                    Keyer Node     • 293
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  Foreground
  Sets the foreground value. The higher the value, the harder or whiter the matte
  will become.
                               Foreground = 0
Foreground = 17
  It is best to set the Foreground value as low as possible, while at the same time
  making sure that the foreground is completely white for any areas that should
  be opaque in the final composite.
  Position
  The Position value pinpoints the values to be used in the matte. For a
  Luminance extraction, a Position value of 100 would make a white matte of the
  highlights and a value of 0 would make a white matte of the shadows.
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294 ••   Keyer Node
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                      Range
                      Increases or decreases the range of values in the matte. A low Range value
                      indicates a narrow range of values. A high Range value indicates a large range
                      of values included in the matte.
                Black Clip
                      Blacks in the matte are made blacker by increasing the value of the slider. As
                      the slider value increases, more values are clipped to black. This is helpful for
                      getting rid of unwanted gray areas in what should be the black part of the matte.
                White Clip
                      Whites in the matte are made whiter by increasing the value of the slider. As
                      the slider value increases, more values are clipped to white. This is helpful for
                      getting rid of unwanted gray areas in what should be the white part of the matte.
                Shrink/Grow
                      Shrinks or grows the matte. Negative values shrink and positive values grow
                      the matte.
                                                  Shrink/Grow = -5
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                                                                                Keyer Node     • 295
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Blur
  The matte is blurred by a fast, quality blur.
                                   Blur = 10
Wrap
  Helps blend the foreground into the background by making the background
  “wrap” into the foreground edges without completely losing the edge. The edge
  of the foreground starts to become transparent.
                                  Wrap = 30
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296 ••   Keyer Node
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           Secondary Matte
                      Sometimes two mattes are needed to create a good key. The Keyer allows you
                      to create two different mattes and combine them with various Blend modes.
                      With the exception of those listed below, the remaining parameters for the
                      Secondary Matte are the same as the Primary Matte: Extract On, Background,
                      Foreground, Position, Range, Shrink/Grow, Blur, and Wrap.
                Enable
                      Activates the Secondary Matte.
                      Note: You must first enable the Secondary Matte before it can be seen in the View pop-
                      up menu.
                Blend
                      Once a blend mode is selected, the Secondary Matte is combined with the
                      Primary Matte.
                      Add
                      The Secondary Matte is added to the Primary Matte.
                            Primary Matte           Secondary Matte                 Result
                      Subtract
                      The Secondary Matte is subtracted from the Primary Matte.
                            Primary Matte           Secondary Matte                 Result
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                                                                                Keyer Node     • 297
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Multiply
Produces a result where there is a union of the Primary and Secondary Mattes.
    Primary Matte          Secondary Matte               Result
Screen
This looks kind of like the Add blend mode, but highlights are retained as
opposed to being burnt out.
    Primary Matte          Secondary Matte               Result
Difference
Produces a result where a value exists in the Primary and Secondary Mattes,
but not in both.
    Primary Matte          Secondary Matte               Result
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298 ••   Keyer Node
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                      Darken
                      Compares the two mattes and takes pixels with the lower value.
                            Primary Matte       Secondary Matte              Result
                      Lighten
                      Compares the two mattes and takes pixels with the higher value.
                            Primary Matte       Secondary Matte              Result
                Opacity
                      Sets the opacity of the Secondary Matte.
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                                                                                       Keyer Node     • 299
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Color Suppress
    Removes either blue or green spill from the foreground object.
    Note: Color Suppress is only available when using Extract On > Blue or Green Screen
    in the Primary Matte.
  Enable
    Activates color suppression.
  Foreground
    Suppresses color spill in the foreground.The default value of 100 should be
    sufficient for most situations.
                  Foreground = 0                Foreground = 100
  Range
    Increases the range of areas that are color suppressed. If color spill is still
    evident, increase this value.
  Edge
    Suppresses the color spill of the foreground edge to the color gray. This is very
    useful for edges that contain a lot of transparency like hair or reflections.
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300 ••   Power Matte Node
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                            POWER MATTE NODE
                     Power Matte is an easy to use interactive image matting tool capable of
                     extracting almost any object in an image--even if you are dealing with fine hair
                     detail, smoke, or reflections.
                                  Before                                     After
Matte Shapes
                     To work this magic, Power Matte iteratively estimates the transparency value
                     for every pixel in the image, based on a small sample of foreground (what you
                     want to cut out) and background (what you want to get rid of) pixels marked by
                     defining simple shapes on the image. Results show that compared with
                     previous approaches, our method is more efficient and requires minimal effort
                     to extract high quality mattes for foregrounds with significant semi-transparent
                     regions. In addition, the foreground edge colors can be estimated in the semi-
                     transparent areas to create a seamless composite.
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                                                                                  Power Matte Node     • 301
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    Go to Using Power Matte to see how it works.
    Note: Before Power Matte can be available for use, it must be enabled in the Session
    Settings and selected in the Node List.
    Since shapes are required for Power Matte, it has it’s own shape tools similar
    to those in the Roto node. See the Roto Node for more information.
Matte Creation
    Power Matte uses open or closed shapes to define the object you would like to
    isolate or extract. The shapes can be loose--they don’t need to follow exactly
    around the edges. Areas not defined by shapes are considered unknown areas
    and are automatically computed by Power Matte.
  Trimaps
    Power Matte creates mattes by using a trimap--a pre-segmented image
    consisting of three regions of foreground (what you want to cut out),
    background (what you want to get rid of) and unknown. Partial opacity values
    are then computed only for pixels inside the unknown region. Two trimap
    methods can be used: Open Shape or Closed Shape. When creating mattes,
    start with the Open Shape Method and move on to the Closed Shape Method
    if the results are not satisfying.
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302 ••   Power Matte Node
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                     Open Shape Method
                     Power Matte only requires a few open shapes to define foreground and
                     background areas of the image when using the Open Shape Method. Areas not
                     defined by shapes are considered unknown areas with partial opacity values
                     being computed between the areas marked by foreground and background
                     shapes.
                                  Shapes                                  Matte
Trimap
                     Using the shapes, Power Matte generates an intermediate matte result called
                     a Trimap. White signifies solid foreground, black is complete background and
                     gray is unknown area where Power Matte will compute partial opacity.
                     The Open Shape Method requires little user input, but when color ambiguity
                     exists between the foreground and background, the Closed Shape Method
                     may create a more accurate matte. In addition, the Open Shape Method will
                     also take slightly longer to render as it requires an extra calculation step.
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Open Shape Method Tips & Tricks
• Make sure you draw enough foreground (what you want to cut out) and
  background (what you want to get rid of) shapes. A good technique is to draw an
  open inner shape within the object you are extracting and an outer, open shape
  outside the object.
• The shapes should be near the boundary of the object, but not right up against the
  edge.
• If the foreground or background has varying colors, the shapes should cover
  these colors.
• When viewing the matte, if you see gray areas in the foreground object that should
  be completely white, make additional foreground shapes in those areas. If you see
  gray matte areas in the background that should be completely black, make
  additional background shapes.
• The general rule is to not put different foreground and background shapes too
  close together unless you need to.
Warning: If you only provide a few sparse shapes, the Open Shape Method will take
longer to process with a less accurate result than the Closed Shape Method.
      Good Shape Example                           Bad Shape Example
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304 ••   Power Matte Node
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                     Closed Shape Method
                     The Closed Shape Method uses closed shapes to mark definite foreground and
                     background areas of the image. Any unmarked areas are considered unknown
                     and partial opacity values are then computed for the pixels inside the unknown
                     region. So, make sure that any hair detail, transparent or blurry portions fall
                     within the unknown areas.
                                   Shapes                                    Matte
Trimap
                     Closed Shape trimaps process slightly faster than Open Shape trimaps and
                     can result in extracting a more accurate shape, most notably when color
                     ambiguity exists between the foreground and background. However, they can
                     be tedious to create and tend to fail for images with large portions of semi-
                     transparent foreground where the trimap is difficult to create manually. The
                     Closed Shape method does not handle a foreground object with background
                     holes in it, and therefore the Open Shape method would be a better choice
                     when extracting an object with holes
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Closed Shape Method Tips & Tricks
• First, define foreground areas by drawing a closed shape around the inside edges
  of the foreground (what you want to cut out).
• Next, define background areas (what you want to get rid of) by drawing a closed
  shape around the background areas.
• If your foreground object is completely surrounded by background, a quick way
  to define the background area is to first draw a closed shape around the outside
  of the foreground and then invert the shape in the Object window.
• Ideally, the unknown region, the regions not defined with foreground or
  background shapes, should only cover transparent pixels whose actual values are
  not completely foreground or background. In other words, the unknown region
  should include hair detail, transparent or blurry portions of the image.
Note: Large foreground objects take longer to process than small ones.
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306 ••   Power Matte Node
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           Power Matte View Menu
                     When Power Matte is selected in the Node List, the View menu displays either
                     the Composite, Foreground, Background, Trimap, Matte or Output.
                Composite
                     The viewer displays the composite of the foreground over the background
                     based on your shapes. If “None” is selected for the Background Input, the
                     foreground will be composited over a color. The default color is gray, but can
                     be changed by going to File > Preferences > Composite on Windows and Linux
                     or Silhouette > Preferences > Composite on Mac. If you add a Composite node
                     in the Session Settings, the composite will be rendered.
                Foreground
                     The viewer displays the foreground clip.
                Background
                     The viewer displays the background clip.
                Trimap
                     The viewer displays the trimap matte.
                Matte
                     The viewer displays the generated matte.
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  Output
    The viewer displays the output of the Power Matte node which is the modified
    foreground and Alpha channel.
    Note: If Color Estimation is enabled, the edges of the foreground element will look a bit
    odd in the Output View.
  Source Alpha
    Controls how the incoming Alpha channel is blended with the Power Matte
    Alpha channel.
    Ignore
    The incoming Alpha channel is not used.
    Add
    Adds the incoming Alpha channel to the Power Matte Alpha channel.
    Subtract
    Subtracts the incoming Alpha channel from the Power Matte Alpha channel.
    Multiply
    Produces a result where there is a union of pixels from the incoming Alpha
    channel and Power Matte Alpha channel.
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308 ••   Power Matte Node
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                     Difference
                     Produces a result where a value exists in the incoming Alpha channel and
                     Power Matte Alpha channel, but not in both.
                Color Estimation
                     Estimates the color of the foreground in unknown and semi-transparent areas.
                     Color Estimation is off by default and when activated, prevents fringing to
                     create a seamless composite. When disabled, a foreground object with
                     transparent edges against a bright or dark background will have bright or dark
                     edges in the composite.
                                          Off                                     On
                     Note: Color Estimation can cause color flickering in edge areas of partial opacity if your
                     shape position is not constant from frame to frame or if your source footage is grainy.
                     Disable Color Estimation if you see flickering in the edge areas after a preview or
                     rendering.
                Sensitivity
                     Sets the sensitivity of the Unknown areas. The higher the value, the more
                     details are brought out.
                Deartifact
                     Blurry artifacts can be generated while attempting to extract objects that have
                     drop shadows, similar colors to the background or out of focus edges.
                     Deartifact can be used to limit these artifacts.
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Accuracy
  The accuracy of the generated matte can be increased with this control. When
  foreground and background shapes are close together, setting the Accuracy to
  Higher or Full will result in a more accurate matte.
  Note: It is best to work with Power Matte at the Accuracy setting that you will be
  rendering at.
  Normal
  Normal will work for most images and will render faster than the other settings.
  Higher
  Higher results in better accuracy than the Normal setting, but not quite as good
  as Full.
  Full
  Full will result in the most accurate matte, but will take longer to render.
Color Suppression
  When a foreground object has been photographed against a solid blue or green
  backdrop, the blue or green color can have a tendency to spill onto the
  foreground object. When extracting an object photographed against one of
  these colors, you may find it necessary to remove the blue or green spill. This
  is a process called Color Suppression.
                            Off                         On
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310 ••   Power Matte Node
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                     Type
                     Selects whether blue or green is suppressed from the foreground image.
                     Foreground
                     Suppresses color spill in the foreground.The default value of 100 should be
                     sufficient for most situations.
                     Range
                     Increases the range of areas that are color suppressed. If color spill is still
                     evident, increase this value.
                     Edge
                     Suppresses the color spill of the unknown edge areas to the color gray. This is
                     useful for edges that contain a lot of neutral transparency like glass reflections.
                Reset All
                     Resets all parameters to their default state.
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                                                                                  Power Matte Node     • 311
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Power Matte Shape Parameters
  Type
    Foreground
    Assigns the shape to be used as foreground (what you want to cut out).
    Background
    Assigns the shape to be used as background (what you want to get rid of).
  Filled
    Determines whether or not the shape is filled.
  Invert
    Inverts a filled shape. This option is only available if Filled is enabled.
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312 ••   Stereoscopic
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                             STEREOSCOPIC
                        Traditional stereoscopic photography consists of creating a 3-D illusion from a
                        pair of 2-D images. The easiest way to create depth perception in the brain is
                        to provide the eyes of the viewer with two different images, representing two
                        perspectives of the same object, with a minor deviation similar to the
                        perspectives that both eyes naturally receive in binocular vision.
           Stereoscopic Workflow
                Creating Sessions
                        • Load a stereoscopic EXR file or left and right sequences into Silhouette.
                        • Create a Session.
                        • If you are not using a stereoscopic EXR file, the left and right sequences have to
                          be linked together using the Source node’s View > Primary/Left and
                          Secondary/Right parameters.
                Roto
                        • Use the Stereoscopic View modes to determine whether you are rotoscoping on
                          the Left View, Right View or both the Left and Right Views at the same time.
                        • Create a shape around an object in either the Left or Right View and keyframe it as
                          needed.
                        • Use Edit > Stereoscopic > Duplicate > New Layer so that the shape and all of it’s
                          keyframes from the Left View are duplicated to the Right View in a new layer and
                          the two shapes are linked together. When using shapes inside of a transformed
                          layer, you can duplicate the layer instead. This will copy the layer along with it’s
                          transform data into the other view, copy any unlinked stereoscopic children into
                          it and then link the shapes. You can stereo duplicate one layer at a time using this
                          method.
                        • Go to the view that contains the duplicated shape and layer and click on the layer
                          in the Object List to make it active.
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  • Activate the Stereoscopic Align mode and click and drag in the Viewer to align the
    two views in the area of your shape. The views are aligned when there is a solid
    gray color.
  • If the object you are rotoscoping moves through various depths, you will want to
    keyframe the Stereoscopic Align setting at various frames.
  • Deactivate Stereoscopic Align mode.
  • Once aligned, the duplicated shape is aligned to the rotoscoped object using the
    offset created when adjusting the Stereoscopic Align mode.
  • Adjust the duplicated shape as needed.
Paint
  • Use the Stereoscopic View modes to determine whether you are painting on the
    Left View, Right View or both the Left and Right Views at the same time.
  • To paint on both the Left and Right Views at the same time and in the same
    location, you will want to use Stereoscopic Align mode to line up the two views.
  • Activate the Stereoscopic Align mode and click and drag in the Viewer to align the
    two views in the area where you will be painting. The views are aligned when there
    is a solid gray color.
  • Deactivate Stereoscopic Align mode.
  • Once aligned, painting in the Left/Right View will paint on the same location of the
    image in both views.
Keying
  • Use the Stereoscopic View modes to view the result of the keyer in the Left View,
    Right View or both the Left and Right Views at the same time.
  Note: The Keyer applies the same setting to both the Left and Right Views.
Effects
  • Use the Stereoscopic View modes to determine whether you are creating effects
    on the Left View, Right View or both the Left and Right Views at the same time.
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314 ••   Stereoscopic
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           Source Node > View
                        The stereoscopic tools in Silhouette only show up in the user interface when
                        using a stereoscopic EXR file or when left and right sequences have been
                        assigned in the Source node’s View > Primary/Left and Secondary/Right
                        parameters.
                        In the Source node parameters, you will find View controls. This is where you
                        identify which sequences are used for the left and right views of stereoscopic
                        sessions.
                Primary/Left
                        Sets which sequence is used for the left view.
                Secondary/Right
                        Sets which sequence is used for the right view.
                        Note: Stereoscopic EXR files which contain both the Left and Right Views within one
                        file are automatically connected to the Primary/Left and Secondary/Right views.
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Stereoscopic View Modes
    The Viewer’s Stereoscopic View modes determine whether you are working on
    the Left View, Right View or both the Left and Right Views at the same time.
  L (Shift-1)
    Left View displays the left sequence in the Viewer.
  R (Shift-2)
    Right View displays the right sequence in the Viewer.
  LR (Shift-3)
    Left/Right View displays both the left and right sequences in the Viewer at the
    same time.
    Horizontal
    Arranges the Left and Right Views horizontally.
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316 ••   Stereoscopic
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                        Vertical
                        Arranges the Left and Right Views vertically.
                        Note: Stereoscopic Align can only be selected and used once a layer is active.
                        When activated, Stereoscopic Align uses a negative mode which inverts one of
                        the views and mixes it with the other. This creates an embossed effect when
                        similar image areas are not aligned. By dragging the move cursor that appears,
                        you can drag on the Viewer to align the views. When similar image features are
                        perfectly aligned, you will see a solid gray color. The amount you move the view
                        in Stereoscopic Align mode is stored in the Stereo Offset parameter of the
                        active layer which is set to animate by default. Animation of this parameter is
                        needed for image sequences that contain depth changes.
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Table 28: Stereoscopic Align Keyboard Shortcuts
Shortcut Action
Shift-click and drag in Viewer Moves the Stereo Offset horizontally and vertically
Shortcut Action
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318 ••   Stereoscopic
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           Layer > Stereo Offset
                        The Layer > Stereo Offset control is used to align the offset between Left and
                        Right Views of stereoscopic sequences and is set to animate by default. This
                        value is automatically set when using the Stereoscopic Align mode’s on-screen
                        control.
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Stereoscopic Roto
  Shape and Layer Creation
    When in the Left or Right View, creating a shape or layer will create it in either
    the Left or Right View. In the Left/Right View, a shape or layer is created in both
    the Left and Right Views.
    Link
    Links two selected shapes of the same type and the same number of control
    points for stereoscopic rotoscoping. Linking allows the two shapes to be
    simultaneously selected and edited in the Left/Right View.
    Note: Linked shapes are bolded in the Object List when one or both of a linked pair is
    selected.
    Unlink
    Unlinks selected shapes.
    Duplicate
    Duplicates a selected shape or a single layer containing shapes to the other
    view and automatically links it. When a layer is duplicated, all of it’s transform
    data is copied as well.
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320 ••   Stereoscopic
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                        Duplicate > New Layer
                        Duplicates a selected shape to the other view, automatically links it and places
                        it in a new layer.
                        Note: Duplicate > New Layer is not available if you are in the Left/Right View.
                Selection
                        Selecting Shapes
                        • When in the Left/Right View, selecting a shape also selects its linked shape.
                        • While in the Left/Right View, in the Transform and Reshape tools, changing the
                           selection state of a stereoscopic linked shape will do the same to the linked shape.
                        • It is possible to only select one of the two linked objects:
                            1 In the Left/Right View by using the Object List.
                            2 In the Transform tool by Alt-clicking a shape.
                            3 In the Reshape tool by Alt-clicking an unselected shape.
                        • An Alert icon appears over the Left or Right View icons if there is a selected shape
                           in the other view.
                        Selecting Points
                        When in the Left/Right View, changing point selection on one shape will match
                        the point selection on the linked shape
                Editing
                        Points
                        Moving Points
                        When in the Left/Right View, selected points on both shapes are moved by the
                        same amount.
                        Adding Points
                        Adding points is only allowed while in the Left/Right View, so you can see the
                        change to both linked shapes.
                        Deleting Points
                        Deleting points is only allowed while in the Left/Right View, so you can see the
                        change to both linked shapes.
                        Note: Adding and deleting points is only allowed when in the Left/Right View when both
                        shapes are selected and when both shapes have the same selected control points.
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Shapes
Deleting Shapes
Deleting a linked shape will sever its link.
Cutting Shapes
Cutting a single linked shape will sever its link, unless both linked shapes are
cut.
Copying Shapes
Copying a single linked shape will sever its link, unless both linked shapes are
copied.
Pasting Shapes
If both linked shapes are in the copy buffer, the new pasted shapes will be
linked to each other.
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322 ••   Stereoscopic
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           Stereoscopic Paint
                Painting
                        In general, painting on stereoscopic images is the same as painting with single
                        images. The Stereoscopic View mode determines whether you are painting on
                        the Left View, Right View or both the Left and Right Views at the same time.
                        In the Timebar, red markers are displayed for painted frames in the Left View,
                        blue markers for the Right View and green markers for frames painted in both
                        the Left and Right View.
                        Auto
                        The Clone source is determined by the Stereoscopic View mode that has been
                        selected at the top of the Viewer.
                        For instance, if the Left View is selected above the Viewer, the Clone source
                        comes from the Left View. If the Right View is selected, the Clone source comes
                        from the Right View. If the Left/Right View is selected, the Clone source comes
                        from both the Left and Right Views so you can simultaneously Clone on both
                        the views at the same time.
                        Left
                        The Clone source comes from the Left View.
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  Right
  The Clone source comes from the Right View.
  The Stereo Offset controls are used to align the offset between Left and Right
  Views of stereoscopic sequences. These values are automatically set when
  using the Stereoscopic Align mode’s on-screen control.
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324 ••   Stereoscopic
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           Stereoscopic Rendering
                        The View and Dominant View pop-up menus appear in the Render Options
                        window when using stereoscopic sources.
                View
                        The View pop-up allows you to control whether you render the Left, Right or
                        both the Left and Right stereoscopic views simultaneously.
                        Both
                        Renders both the Left and Right stereoscopic views with a _L and _R
                        appended to the filenames.
                        Left
                        Renders only the Left stereoscopic view with a _L appended to the filename.
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  Right
  Renders only the Right stereoscopic view with a _R appended to the filename.
  Combined
  Renders both the Left and Right stereoscopic views into one file when using the
  EXR file format.
Note: View > Both must be selected before the Combined button is active.
Dominant View
  The Dominant View, which is only available when rendering stereoscopic EXR
  files, determines the view that non-stereoscopic aware applications will display.
  Left
  Sets the Left stereoscopic view as the dominant view.
  Right
  Sets the Right stereoscopic view as the dominant view.
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326 ••   Source Nodes
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                            SOURCE NODES
                     When media is imported into Silhouette, it is automatically plugged into a
                     Source node.
parameters specific to that Source node can be adjusted in the Node window.
                Preserve Alpha
                     Determines whether or not to use the input clip’s Alpha channel. The default is
                     off.
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                                                                                      Source Nodes     • 327
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View
  The View parameters are where you identify which sequences are used for the
  Left and Right Views when working on stereoscopic sessions. The
  stereoscopic tools in Silhouette only show up in the user interface when using
  a stereoscopic EXR file or when left and right sequences have been assigned
  in the View > Primary/Left and Secondary/Right parameters.
  Note: Non-stereoscopic sources only use the Primary/Left view.
  Primary/Left
  Sets which sequence is used for the Left View.
  Secondary/Right
  Sets which sequence is used for the Right View.
  Note: Stereoscopic EXR files which contain both the Left and Right Views within one
  file are automatically connected to the Primary/Left and Secondary/Right views.
Time Shift
  Shifts the source node in time.
Extend Duration
  When enabled, the last frame of the sequence will repeat if the Session
  duration is longer.
Flip Vertical
  Flips the sequence vertically.
Flip Horizontal
  Flops the sequence horizontally.
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328 ••   Composite Node
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                            COMPOSITE NODE
                     The Composite node renders a composite of the foreground over the
                     background based on the generated Alpha channel. If “None” is selected for
                     the Background Input, the foreground will be composited over a color. The
                     default color is gray, but can be changed by going to File > Preferences >
                     Composite on Windows and Linux or Silhouette > Preferences > Composite on
                     Mac.
                     Note: Before the Composite node can be available for use, it must be enabled in the
                     Session Settings.
                     Both the position and scale of the foreground element can be adjusted in the
                     Composite node.
                Composite
                     The viewer displays the composite of the foreground over the background
                     based on your matte. If “None” is selected for the Background Input, the
                     foreground will be composited over a color.
                Foreground
                     The viewer displays the foreground clip.
                Background
                     The viewer displays the background clip.
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                                                                                Composite Node      • 329
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Composite Node Parameters
  Transform
    Transforms the foreground and matte.
    Position
    Sets the horizontal and vertical position of the foreground and matte.
    Scale
    Sets the horizontal and vertical scale of the foreground and matte.
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330 ••   Output Node
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                            OUTPUT NODE
                       The Output node is the result of all enabled nodes and is what Silhouette
                       actually renders.
                       Tip: You can quickly view the Output node’s Alpha channel from any other node by
                       using the Alt+o shortcut key. Pressing Alt-o again views the previous node.
           Alpha
                Blur
                       Blurs the final Alpha channel.
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    RENDER
When you have you completed your work in Silhouette, you will want to render
the final result. Rendering takes place in the Render Options window and is
accessed by selecting Session > Render.
Additional rendering options are available in the Actions menu such as: Render
Active Node, Render Layers to Separate Files, Render Shapes to Channels,
and Render Shapes to Separate Files. Go to Actions for more information.
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           Render Options
                  Range
                     Range determines which frames will be rendered. The numeric entry fields to
                     the right of the range pop-up display the frame range to be rendered, but can
                     also be used to enter a specific frame range if Custom has been selected.
                     All
                     Renders the entire frame range.
                     Work Range
                     Renders the frame range in and out points in the Timebar.
                     Current Frame
                     Renders the current frame.
                     Custom
                     Renders a custom frame range as defined by the numeric entry fields.
                  Format
                     The format setting allows you to select from various file formats. We currently
                     can save to the following file formats: Cineon, DPX, IFF, JPG, OpenEXR, PNG,
                     SGI/RGB, QuickTime, TIFF and TARGA.
                     Note: QuickTime is only available on operating systems that support it.
                     Options
                     Adjusts options for the selected file format.
                  Save
                     Save sets how the file will be rendered.
                     Color+Alpha
                     Renders a single RGB+Alpha file.
                     Premultiply
                     Premultiplies the RGB channels by the Alpha channel.
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  External Alpha
  Renders two separate files: an RGB file and an Alpha file. The Alpha file has
  alpha appended to the filename.
  Color
  Renders the foreground image into the RGB channels.
  Alpha Only
  Renders an Alpha only file.
  Paint Only
  Only the painted portions of the frame along with the Alpha channel (where the
  brush painted) are exported as a premultiplied RGBA file. This feature is handy
  for adding only the painted portions in your compositing application.
  Note: If you paint into individual R, G or B channels, or paint Alpha only, this Paint Only
  feature will not work properly.
Resolution
  Lowers the image resolution for faster rendering.
  Full
  Full keeps the image quality at full resolution.
  Half
  Half lowers the image resolution by 1/2.
  Quarter
  Quarter lowers the image resolution by 1/4.
  Custom
  Allows you to choose a custom resolution.
Field Handling
  None
  No field processing takes place.
  Deinterlace
  Deinterlaces the video frame into two separate fields.
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                     3:2 AA
                     Removes 3:2 Pulldown based on the AA frame being the first frame.
                     3:2 BB
                     Removes 3:2 Pulldown based on the BB frame being the first frame.
                     3:2 BC
                     Removes 3:2 Pulldown based on the BC frame being the first frame.
                     3:2 CD
                     Removes 3:2 Pulldown based on the CD frame being the first frame.
                     3:2 DD
                     Removes 3:2 Pulldown based on the DD frame being the first frame.
                  Field Dominance
                     Select either Even or Odd field dominance depending on whether you are
                     working with NTSC or PAL images.
                     Even
                     Use for NTSC images.
                     Odd
                     Use for PAL images.
                  View
                     The View pop-up menu, which only shows up when using stereoscopic
                     sources, allows you to control whether you render the Left, Right or both the
                     Left and Right stereoscopic views simultaneously.
                     Both
                     Renders both the Left and Right stereoscopic views with a _L and _R
                     appended to the filenames.
                     Left
                     Renders only the Left stereoscopic view with a _L appended to the filename.
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  Right
  Renders only the Right stereoscopic view with a _R appended to the filename.
  Combined
  Renders both the Left and Right stereoscopic views into one file when using the
  EXR file format.
  Note: View > Both must be selected before the Combined button is active.
  Go to the Render Preferences to see how to modify the default suffixes
  appended to the filename.
Dominant View
  The Dominant View, which is only available when rendering stereoscopic EXR
  files, determines the view that non-stereoscopic aware applications will display.
  Left
  Sets the Left stereoscopic view as the dominant view.
  Right
  Sets the Right stereoscopic view as the dominant view.
Slap Comp
  Renders out the Alpha channel overlayed on the image as a color with opacity.
  This is useful for showing your handiwork to a supervisor for approval. When
  activated, color and opacity parameters appear.
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           Output
                     The Output options control where the file is rendered and how it is named.
                  Directory
                     Selects the directory where the rendered files will be stored.
                  Filename
                     By default, the name of the session is used for the filename. Type in a new
                     name if you don’t like the default.
                  Padding
                     Sets how many numbers are in the filename. The default is 4.
                  Prefix
                     Adds a prefix symbol before the file numbers. Allowed values are .   - _ and
                     nothing with . being the default.
                  Template
                     Shows you where the file will be stored and how it will be named.
                  Filename Customization
                     You can add environment variables to the filename using the sfx $(VARNAME)
                     format. Two internal variables are defined for rendering, VIEW and ALPHA.
                     $(ALPHA) expands to _alpha, but only when it is needed for naming external
                     alpha. $(VIEW) expands to L or R, when appropriate.
                     The default filename expansion, when $(VIEW) and $(ALPHA) are not typed
                     manually (i.e. by default), is this:
$(FILENAME_TYPED_BY_USER)_$(VIEW)$(ALPHA)
$(FILENAME_TYPED_BY_USER)$(ALPHA)
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Miscellaneous
  Preview
    Opens a Preview window that displays each rendered image as well as render
    statistics. With the Preview window open, press the R, G, B, and A buttons to
    toggle viewing of the respective channels or C to view the RGB channels.
  Render
    Renders using the current settings.
  Cancel
    Closes the Render Options window.
  Apply
    Saves the current settings and closes the Render Options window without
    rendering.
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338 ••   Render
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                  Table 30: Render > Preview Shortcuts
Shortcut Action
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       COMMAND-LINE
  Silhouette on the command-line allows you to execute projects with a variety of
  commands to control the rendering process. Further customization is
  accomplished via scripting as much of the Silhouette object model is exposed
  to the Python scripting language.
General Options
  Command-line options are of the form: -option value, where value may be
  optional. Required arguments are in brackets (<>) and optional arguments are
  in braces ([]). If the value must be from a list of possible values, the available
  values are separated by |.
The basic form of the sfxcmd argument is: sfxcmd <projectname> [options]
  where options are from the list below. By default, the project is rendered using
  the settings in the project unless changed by command-line options. Rendering
  can be disabled with the –render 0 option (see below). Certain options, such
  as format conversion, will implicitly disable rendering as well.
  -log
  -info project
  -version
  Print the sfxcmd version.
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                     -log
                     Enable log messages. For example, use -log to display module load messages
                     and other non-critical informational messages.
                     -info[project|session|node|render]
                     Print information about the overall project, the active session, active node or
                     active session rendering information. Enabling this option loads the info.py
                     script in the Silhouette scripts directory, and calls the appropriate function to
                     dump basic information. This file can be modified by the user to alter how the
                     information is presented. If just –info is used, the default is to display project
                     information. Multiple options can be supplied, separated by commas, to print
                     multiple types of information. For instance, -info session,render will print
                     session and rendering information. When –info is used, rendering is implicitly
                     disabled, unless the –render 1 option is also used.
                     -session <name>
                     Make the specified session active in the project. This is only useful if the project
                     contains more than one session. To print a list of sessions in the project, use
                     the –info option.
                     -node <name>
                     Target the specified node in the active session for output. By default, the Output
                     node is used. The node name (ie. RotoNode, KeyerNode, etc) or the user-
                     defined node label (as displayed in the node list) can be used. To print a list of
                     nodes in the active session, use the –info session option.
                     -script <scriptfile>
                     Run the specified Python script after the project is loaded. The script has
                     access to the active project, session, and node, as specified by the –session
                     and –node options. Scripts can walk the object model, manipulate the object
                     state such as visibility, and print information, limited only by the Silhouette
                     scripting API.
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  -action <actionName>
  Run the specified Action after the project is loaded, where actionName is an
  action class name for one of the actions found in
  Silhouette/resources/scripts/actions. When –action is used, rendering is
  implicitly disabled, unless the –render 1 option is also used. Any rendering
  done by the action itself is not disabled.
  -render <0|1>
  Rendering can be disabled by using –render 0. Use this if you only want to print
  information about the project or run a script that does other things with the
  project. Rendering is enabled by default if a project is specified.
  Note that when –info or -action are used, -render 0 is implicitly set unless the
  –render 1 option is also set.
Rendering options
  -write <0|1>
  Disable frame writing by using –write 0. This is useful for doing test runs to
  verify that options are set properly.
  -dir <path>
  Specifies the output directory where files should be written to.
  -file <name>
  Use –file to specify the root filename for output files.
  -padding <number>
  Sets the number of digits of padding for frame numbers. Use –padding 0 to
  disable padding.
  -range <all|work|start#-end#x#>
  Specifies the range of frames to render. A specific range is set by passing two
  numbers. A step factor can be introduced by using x# after the range. Some
  examples are:
  • -range 1-10 renders frames 1, 2, 3, 4, 5, 6, 7, 8, 9, and 10.
  • -range 1-10x2 renders frames 1, 3, 5, 7, and 9.
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                     • -range 3 renders frame 3.
                     Multiple -range arguments can be used to specify multiple ranges, for instance
                     -range 1-50x1 -range 51-60x2 -range 60-100x3. You can also use commas to
                     separate ranges in a single -range option.
                     Frames are in the range of the session, and do not necessarily start at 1. If your
                     session starts at frame 4000, to render the first 50 frames of the session, use –
                     range 4000-4049.
                     -f
                     Same as -range.
                     -step <number>
                     Specifies the number to add to get to the next frame. The default is 1. Note that
                     -step will override whatever step factor is used in -range or -f.
                     -start <number>
                     Use –start to override the starting frame number of the output frames. For
                     example, if your session starts at 4000 and you want to render 50 frames, but
                     you want the generated frame files to start at 1, use –range 4000-4049 –start
                     1.
                     -depth <8|16|float>
                     Sets the render depth.
                     -save <rgba|rgb|alpha|paint>
                     Specifies the output type and the channels that are rendered. When using
                     RGBA, the –extalpha option can be used to write alpha to a separate file.
                     When using –save paint, a Paint Node is assumed to be present in the
                     session, and will be automatically targeted.
                     -resolution <full|half|quarter|%>
                     Override the output resolution to full resolution, half resolution, quarter
                     resolution, or a specific percentage of the original size (1-100%).
                     Note: Half resolution is width/2*height/2, and quarter resolution is width/4*height/4.
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-extalpha <0|1>
Use –extalpha 1 to write the alpha channel to a separate, single-channel file,
when supported by the file format. This is only useful when saving in RGBA
mode.
-mb <0|1>
Controls the motion blur on/off state of the targeted node providing that the
node supports motion blur. For instance, to force motion blur off in the Roto
node, you would write this: -node Roto -mb 0
-format <name>
Specifies the output file format. For a list of supported formats, consult the
format list in the Silhouette Render dialog.
-formatopts <options>
Specifies format specific options for the output file format. The options are a
comma-separated list of name=value pairs. Consult the format options of the
desired file format in the Silhouette Render dialog. To view the current set of
format options, use the –info render option. For example, to set the SGI format
compression option to on, use –formatops compression=1.
-fields <none|interlace|aa|bb|bc|cd|dd>
Sets the field handling to one of the supported options. The two letter options
assume 3:2 handling.
-dominance <even|odd>
Sets the field dominance when field handling is enabled.
-view <left|right|both>
Sets the Stereoscopic view(s) to render.
-domview <left|right>
Sets the dominant Stereoscopic view when –view both is used.
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                     -combinestereo <0|1>(available with EXR format only)
                     Enables writing of both Stereoscopic views to the same file, with –view both
                     when the output format is EXR. The dominant view will be the first one
                     referenced in the file.
                     -slapcomp <r,g,b,a>
                     Perform a slap comp on the rendered image when the output type is RGBA or
                     RGB. This will overlay the alpha channel over the RGB channels using the
                     color specified as 4 floating point numbers from 0-1.
                     -nogui
                     For Linux systems without X-Windows installed, -nogui allows Silhouette to not
                     use X-Windows. However, scripts that do drawing, for example Slate, will not
                     work.
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    APPENDIX A - PREFERENCES
Preferences allow you to customize default settings and can be accessed by
selecting File > Preferences on Windows and Linux or Silhouette > Preferences
on Macintosh.
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           Autosave
                Interval (minutes)
                     Sets the default time for autosaving the project. Set interval to 0 to disable
                     autosave.
                Maximum # of Backups
                     Controls how many backup files are created. Each time a project is saved, a
                     copy is stored in $HOME/Silhouette3/backups.
                Maximum # of Saves
                     Specifies how many autosave files will be stored at once. These files are stored
                     in $HOME/Silhouette3/autosaves.
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Cache
 % Total Physical RAM
   Sets the amount of RAM to be used for playback. The default is 50% and the
   range is 10-90%.
   Note: A program restart is needed to enable % Total Physical RAM changes.
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           Composite
                Background Color
                     When the View is set to Composite and no background input has been
                     selected, the foreground based on it’s matte will be composited over this color
                     at the percentage listed in the numeric entry box to the right.
                     Note: For changes to the Background Color to be seen, you will need to purge the
                     cache and force an update by changing frames.
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Input/Output
  Float Conversion
    Controls the conversion of 8/16 bit images in a Float Session.
    sRGB
    Allows 8/16 bit images to be used in a Float Session and round trip seamlessly
    if they were then saved back to a 8/16 bit format. With sRGB enabled, 8/16 bit
    images are assumed to be in sRGB, which is fairly standard.
    Legacy
    Legacy is the method used by Silhouette 3.0.4 and below.
    Note: The Float Conversion setting has no effect on Cineon, DPX or EXR images.
  Cineon/DPX
    Our preferred Cineon and DPX workflow is to use Cineon and DPX images in
    a Float session.
    Black Point
    Sets the black point of the image.
    Display Gamma
    The display gamma, according to Kodak, is used to compensate for the
    monitor's lookup table.
    Negative Gamma
    The film negative gamma, according to the standard Kodak specification,
    should be set to a default value of .6.
    Soft Clip
    Smooths out the clipping of the white values.
    White Point
    Sets the white point of the image.
    Note: For adjustments to the Cineon settings to be seen, you will need to purge the
    cache and force an update by changing frames.
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           Nudging
                Distance (pixels)
                     Sets how many pixels an object moves when the Arrow keys are used.
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Paint
  Brush Outline Color
    Sets the color of the brush outline.
  Cursor
    Controls the display of the cursor crosshair while painting.
    Off
    The cursor crosshair is not displayed.
    On
    The cursor crosshair is always displayed.
    On/Off
    The cursor crosshair disappears while painting a stroke, but is visible
    otherwise.
  Default Directory
    Determines how painted frames should be stored/accessed.
    The first time the paint tool is activated, per session, the Default Directory
    preference is used to generate a default path. This path is shown and can be
    changed to some other path if desired. Once the path is set, Paint can be used
    and that path is then stored with the project from then on.
    The default directory value is:
$(PROJECT_DIR)/painted/$(PROJECT_NAME)/$(SESSION_NAME).
    Variables
    PROJECT_DIR
    The directory the current project is stored in.
    Painted
    This is the folder name for painted frames. It can be named to anything you like.
    PROJECT_NAME
    The name of the current project (without the extension).
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                     SESSION_NAME
                     The name of the current session.
                Pressure Threshold
                     Controls how hard the pen has to be pressed before opacity kicks in. The
                     preference is from 0-1. When the threshold has been reached, the calculated
                     pressure is scaled into the new range from threshold to 1.
                Clone
                     Absolute Frame Numbers
                     When activated (the default), displays the actual frame number in the Clone >
                     Frame field. When turned off, it uses the old Silhouette v2.3 behavior where an
                     offset in relation to the current frame was shown instead of the actual frame.
                     Show Offset
                     Forces the Clone Offset connecting line to always be displayed.
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Render
 Default Format
   Sets the default file format for rendering.
 Default Channels
   Sets the default channels to be rendered.
 Filename
   Sets the default suffixes that are appended to the Filename in the Render
   Options menu.
   Alpha Suffix
    Sets the default Alpha suffix to _alpha.
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           Session
                Default Depth
                     Sets the default session bit depth.
                     Auto
                     Automatically sets the session bit depth based on the media selection.
                     8 bits
                     Sets the default session bit depth to 8 bits.
                     16 bits
                     Sets the default session bit depth to16 bits.
                     Float
                     Sets the default session bit depth to linear Float.
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Shape
 Active Point Color
   Sets the default color of the active point (the point that the cursor is hovering
   over) through the use of a standard color picker.
 Default Interpolation
   Sets the default keyframe interpolation type.
   Hold
   There is no interpolation and abrupt switches in value occur at keyframes.
   Linear
   When values change, a straight line with sharp, abrupt angles from one
   keyframe to the next is drawn.
   Ease In
   Eases in to the selected keyframe.
   Ease Out
   Eases out of the selected keyframe.
   Ease In/Out
   Eases in and out of a selected keyframe.
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                Default Outline Color
                     Sets the default color of the shape outline through the use of a standard color
                     picker.
                Hull Color
                     Sets the default color of the hull (lines that connect tangents) through the use
                     of a standard color picker.
                Number Points
                     None
                     Control points are not numbered.
                     Tagged
                     Only numbers points that have been tagged using the Reshape tool > control
                     point pop-up menu.
                     All
                     All control points are numbered.
                Primitive Type
                     Sets what shape type is used when circles and squares are created.
                     Bézier
                     Bézier shapes are used for circle and square creation.
                     B-Spline
                     B-Splines are used for circle and square creation.
                     X-Spline
                     X-Splines are used for circle and square creation.
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Recursive Subdivide
  Drastically improves the curvature of shapes and reduces artifacts when using
  feathering. You can return to the previous behavior of v4.0.4 and below which
  used a fixed-step iterator by turning this preference off, if for some reason it
  causes shape artifacts.
Template Color
  Sets the color and opacity of unselected shapes. This Viewer Template feature
  is enabled by using Shift-W.
  B-Spline
  X-Spline points have B-Spline weighting.
  Cardinal
  X-Spline points have Cardinal weighting.
  Corner
  X-Spline points have Corner weighting.
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                X-Spline Tension Factor
                     This is a weight from -10 to 10 that is multiplied by the mouse delta when
                     manipulating the X-Spline point tension. You can reverse the sense of the
                     weight by making this value negative. Also, you can boost the amount the
                     tension is adjusted based on mouse movement by making the value larger, for
                     example closer to -10 or 10.
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Tracker
  Default Path Color
    Sets the default color of the tracker path.
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360 ••   Appendix A - Preferences
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           Undo
                Max Paint Undo Events
                     Sets the maximum number of paint undos.
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User Interface
  Show Sources Last in Node List
    When enabled (the default), Source nodes are displayed last in the Node List.
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362 ••   Appendix A - Preferences
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           Viewer
                Alpha Overlay Color
                     Sets the color of the Alpha overlay.
                Anchor Color
                     Sets the color of the Transform tool anchor point.
                Background Color
                     Sets the border color in the Viewer.
                Display Gamma
                     Sets the display gamma used when converting Float to 8/16 bit and 8/16 bit to
                     Float.
                Handle Mode
                     Controls how handles are drawn.
                     Blend
                     Uses a normal blend mode to display layer and shape handles.
                     XOR
                     Uses an XOR blend mode to display layer and shape handles.
                     Opacity
                     Set the opacity of the Mask Fill Color by clicking on the percentage field (to the
                     right of the color picker) and typing in a new number.
Picking Tolerance
  Sets the radius of the threshold for picking points.
Template Mode
  Turns template mode on or off. See Template Color for more information.
Zoom Filter
  Linear
  Interpolates pixels when zoomed into the image. This results in a smoother, but
  softer image.
  Nearest
  Replicates pixels when zoomed into the image. This results in a sharper, but
  chunkier image.
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364 ••   Appendix B - Keyboard Shortcuts
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                            APPENDIX B - KEYBOARD SHORTCUTS
           Bézier Splines
                 Shortcut                    Action                                       Curve
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Bézier Control Point Pop-up Menu
  Menu Option        Description
  Linear             Both tangents are adjusted to one quarter the distance and in the
                     direction of their adjoining control points
Cardinal Creates a smooth point where the curve passes smoothly through it
Center Centers the control point between its adjoining control points
  Tween              Takes the point and “re-tweens” it using the surrounding keyframes,
                     and puts them where they would be if you hadn't moved them on that
                     frame. Useful for simulating an “unkey” of selected points (the shape
                     remains keyed of course)
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366 ••   Appendix B - Keyboard Shortcuts
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           B-Spline Shapes
                 Shortcut                       Action
Alt-clicking control point Cycles through the preset weight settings of the point
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B-Spline Control Point Pop-up Menu
  Menu Option        Description
Center Centers the control point between its adjoining control points
  Tween              Takes the point and “re-tweens” it using the surrounding keyframes,
                     and puts them where they would be if you hadn't moved them on that
                     frame. Useful for simulating an “unkey” of selected points (the shape
                     remains keyed of course)
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368 ••   Appendix B - Keyboard Shortcuts
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           Cut / Copy / Paste
                 Shortcut                  Action
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Feather Tool
  Shortcut                             Action
Click-drag a feather point Changes the length and position of the feather point
  Hover over feather point and hit the Deletes the feather point
  Delete key
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370 ••   Appendix B - Keyboard Shortcuts
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           Layer Nudging
                 Shortcut                                      Action
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Layer Transform On-Screen Controls
  Shortcut                                     Action
Shift-drag within large center circle Constrain layer movement horizontally or vertically
  Drag the center square horizontal and        Scales the layer horizontally or vertically
  vertical halfway points
Ctrl(Win)/Cmd(Mac)-drag large center circle Rotates the layer with finer control
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372 ••   Appendix B - Keyboard Shortcuts
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           Object List
                 Shortcut                                Action
Alt-Ctrl-click the Visibility icon Forces the visibility of all objects to the on position
Shift-click the +/- icon Expands or collapses all nested layers inside that layer
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Paint
  Shortcut                                    Action
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374 ••   Appendix B - Keyboard Shortcuts
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           Paint Clone Source Nudging
                 Shortcut                                      Action
Ctrl(Win)/Cmd(Mac)-1 then Arrow Keys Nudges the top left corner point
Ctrl(Win)/Cmd(Mac)-2 then Arrow Keys Nudges the top right corner point
Ctrl(Win)/Cmd(Mac)-3 then Arrow Keys Nudges the bottom right corner point
Ctrl(Win)/Cmd(Mac)-4 then Arrow Keys Nudges the bottom left corner point
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Paint Clone Source On-Screen Controls
  Shortcut                                         Action
  Drag the center square horizontal and vertical   Scales the Clone source horizontally or
  halfway points                                   vertically
Ctrl-drag large center circle Rotates the Clone source with finer control
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376 ••   Appendix B - Keyboard Shortcuts
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           Render > Preview
                 Shortcut                  Action
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Shape & Point Nudging
  Shortcut                        Action
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378 ••   Appendix B - Keyboard Shortcuts
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           Selecting / Deselecting Control Points
                 Shortcut                                                                 Action
                 Click on a control point. If the control point is part of a Bézier curve, Selects the control point
                 its tangents appear
Shift-click the control points or drag select multiple control points Selects multiple control points
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Selecting / Deselecting Shapes
  Shortcut                                             Action
Shift-click color pot in the Object List Selects shapes of same color
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380 ••   Appendix B - Keyboard Shortcuts
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           Stereoscopic Align Keyboard Shortcuts
                 Shortcut                         Action
Shift-click and drag in Viewer Moves the Stereo Offset horizontally and vertically
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Stereoscopic View Shortcuts
  Shortcut       Action
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382 ••   Appendix B - Keyboard Shortcuts
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           Timeline
                 Shortcut                   Action
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Toolbar
  Shortcut   Action
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384 ••   Appendix B - Keyboard Shortcuts
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           Tracker
                 Shortcut                  Action
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Transform Tool
  Shortcut                                       Action
Alt-Shift-drag on a bounding box corner handle Constrains the corner-pin movement to one axis
       .
  Shift- (period key)                            Moves the Anchor Point to the mouse location
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386 ••   Appendix B - Keyboard Shortcuts
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           Viewer
                 Shortcut                   Action
                 A                          Cycles the display between the full color image, the Alpha channel
                                            superimposed over the image and the Alpha channel by itself
                 Shift-A                    Toggles the View to Output, superimposes the Alpha channel over
                                            the image and deactivates the Overlay
Alt-R/G/B/A Toggles the Red, Green, Blue and Alpha channels on and off
                 Alt-o                      Toggles the display to/from the Output node’s Alpha channel from
                                            any other node. Pressing Alt-o again views the previous node.
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VTR Controls
  Shortcut                                 Action
Click and drag in the shuttle area Shuttles through the clip
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388 ••   Appendix B - Keyboard Shortcuts
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           X-Spline Shapes
                 Shortcut                       Action
Alt-drag control point right Adjusts the weight of the point from Cardinal to Corner to B-Spline
                 Alt-drag control point left    When the weight is set to B-Spline, it adjusts the weight of the point
                                                from B-Spline to Corner to Cardinal
Alt-clicking control point Cycles through preset weight settings of the point
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X-Spline Control Point Pop-up Menu
  Menu Option        Description
Cardinal Creates a smooth point where the curve passes smoothly through it
Center Centers the control point between its adjoining control points
  Tween              Takes the point and “re-tweens” it using the surrounding keyframes,
                     and puts them where they would be if you hadn't moved them on that
                     frame. Useful for simulating an “unkey” of selected points (the shape
                     remains keyed of course)
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390 ••   Appendix C - Session Formats
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                            APPENDIX C - SESSION FORMATS
                     A number of preset formats can be selected from the Session Format pop-up
                     menu. When one of the options is selected, the session fields are preset with
                     the appropriate data.
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392 ••   Appendix C - Session Formats
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                HDTV 1080i, 1920x1080
                     Uses the following presets.
                     Width: 1920
                     Height: 1080
                     Pixel Aspect Ratio: 1
                     Frame Rate: 30
                NTSC, 640x480
                     Uses the following presets.
                     Width: 640
                     Height: 480
                     Pixel Aspect Ratio: 1
                     Frame Rate: 29.97
                NTSC, 648x486
                     Uses the following presets.
                     Width: 648
                     Height: 486
                     Pixel Aspect Ratio: 1
                     Frame Rate: 29.97
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NTSC DV, 720x480
  Uses the following presets.
  Width: 720
  Height: 480
  Pixel Aspect Ratio: .9
  Frame Rate: 29.97
NTSC D1 (720x486)
  Uses the following presets.
  Width: 720
  Height: 486
  Pixel Aspect Ratio: .9
  Frame Rate: 29.97
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394 ••   Appendix C - Session Formats
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                PAL D1/DV (720x576)
                     Uses the following presets.
                     Width: 720
                     Height: 576
                     Pixel Aspect Ratio: 1.07
                     Frame Rate: 25
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                                                                Appendix D - Environment Variables   • 395
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        APPENDIX D - ENVIRONMENT VARIABLES
Environment Variables
    The following environment variables can be set from a shell before launching,
    and Silhouette will use those paths in respective dialog boxes instead of “the
    last used” paths.
    If you have custom modules, you can set SFX_MODULE_PATH to add other
    search paths to look in for other modules.
  MULTIVIEW_EXR_EXT
    By default, stereoscopic (multi-view) EXR files are saved with a .sxr extension
    instead of the normal .exr extension. However, the value of the
    MULTIVIEW_EXR_EXT environment variable will be used instead if it is set.
  SFX_EXPORT_PATH
    Defaults to this path in the Export dialog box when set. Overrides the
    SFX_IMPORT_EXPORT_PATH.
  SFX_EXR_COMMENTS
    By default, the Project path, Paint path and Session name are stored in the
    comments attribute of the EXR file header.
  SFX_EXR_COMPRESSION
    Set to RLE for faster saving.
  SFX_IMPORT_EXPORT_PATH
    Default to this path in the Import/Export dialog boxes when set.
  SFX_IMPORT_PATH
    Defaults to this path in the Import dialog box when set. Overrides the
    SFX_IMPORT_EXPORT_PATH.
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396 ••   Appendix D - Environment Variables
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                SFX_MODULE_PATH
                     Semi-colon separated list of paths to search for Silhouette modules. User-
                     specified paths are checked before the built-in modules path. Useful for end-
                     users to provide custom I/O modules in a network-central location.
                SFX_LICENSE_SERVER
                     Set to enable floating licensing. Set to port@host of the license server.
                SFX_OUTPUT_PATH
                     Default to this path in the Render dialog when set.
                SFX_PAINT_TEMP
                     Define a writeable temp directory (preferably on a local disk) for storing paint
                     undo data. This data is deleted when Silhouette exits.
                SFX_PROJECT_PATH
                     Default to this path in the Project Open/Save dialog box when set.
                SFX_RESOURCE_PATH
                     Sets path to Silhouette run-time resources. On Mac, this defaults to
                     Silhouette.app/Contents/Resources on Mac, while on Windows and Linux it
                     defaults to <path_to_silhouette>/resources.
                SFX_USER_PATH
                     Sets the path to the user's copy of Silhouette's files. Defaults to ~/Silhouette3
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