Image

While you likely rely on an outside team of compositors to layer effects onto live action plates or tweak render passes, it does not hurt to do a little compositing as part of the lighting and rendering of your shots. With node-based compositors offering the most robust solution when working in production, Houdini’s approach carries over well to this area of production.

Render Pass Support. When you render different passes, you need a quick way of verifying that everything worked out fine. Houdini lets you link together render output nodes with compositing output nodes that render together as a network. This gives you both your individual passes and the final composite with the click of a button.

All Renderers Welcome. To speed up the decision-making process as you light a shot, you can choose to render out high dynamic range images and set light contributions in the compositor. This is a much more interactive process and it makes it easier to involve a director in this critical phase of a project. If you render out normal information you can also set up new lights in the compositor without re-rendering the shot.

 

General Info

  • Test render passes then quickly prepare slap comps for review
  • Strong interaction with Houdini’s shading lantuage to create custom masks
  • Deep raster support with 8/16/32 bit integer and white/black point support
  • 32 bit floating-point channels
  • Intelligent image access and caching structure optimized for film and IMAX resolution
  • Fully multithreaded for any number of multiprocessors
  • Based on tiled architecture that allows for partial image update for quick interaction
  • Advanced memory cache with lossless compression to support large networks of high resolution images with low memory requirements
  • State-of-the-art image viewer with additional timeline and graph modes
  • Efficient, interactive workflow with handles for direct image and timeline manipulation
  • Highly integrated with Houdini’s Mantra renderer

Interactivity

  • Viewport handles allow direct editing of operation parameters
  • Timeline editing mode for interactive timing changes
  • Expression support for virtually all parameter values
  • Graph/histogram mode (pixel, hue, sat, value) for advanced image analysis
  • Pixel inspection mode (pixel value, in RGB & HSL, and location)
  • Difference mode for comparing two images in 6 different ways (diff, subtract, highlight, blend, horizontal split, vertical split)
  • Handles may be bound to any parameter by the user
  • Several performance modes are available to speed up interactive edits (resolution reduction, interactive resolution reduction, and partial image cooking)
  • Timeline editing mode for interactive timing changes
  • Expression support for virtually all parameter values
  • Graph/histogram mode (pixel, hue, sat, value) for advanced image analysis
  • Pixel inspection mode (pixel value, in RGB & HSL, and location)
  • Difference mode for comparing two images in 6 different ways (diff, subtract, highlight, blend, horizontal split, vertical split)

Tools

  • Color Curve adjusts the R,G,B and/or A channels based on a user-defined curve.
  • Hue Curve adjusts the saturation or luminance of the image based on hue adjustments made with a user-defined curve
  • Defocus operation defocuses an image similar to a real camera defocus
  • Unpin operation allows you to extract an arbitrary quadrilateral area out of the input image and stretch it to fill the full resolution of the output
  • Degrain operation attempts to remove grain without affecting detail
  • Corner Ramp tool provides a default 4-corner ramp with the ability to specify arbitrary ramp points
  • Emboss tool provides simple bump-map lighting
  • RotoShape supports multiple bezier rotoshapes per node. Features include selection handling, point insertion and NURBS curve support
  • Masks out areas of footage using a plane from a mask input
  • Composite footage using specific functions such as over, under, atop, inside, outside and more

Tool Properties

  • Collapsible pixel operations - most pixel based operations can be combined into one operation, which results in better performance, less memory usage, less white/black clipping and better image quality due to fewer quantizations
  • Constant tile detection - tiles which are constant valued are optimized for most operators and take far less memory (common in mattes and alpha)
  • Maskable operations - operations which affect pixel values may take a mask to define areas of effect for the operation
  • Frame scoping - most operations have a frame scope which allows the operation to be restricted to certain frames, or frame ranges
  • Plane scoping - most operations have a plane scope which restricts the operation to the scoped planes, or scoped components (i.e., Color, Alpha, Color.red)
  • Inline plane generation and compositing - all generators may be used to generate additional planes in a sequence, or to modify an existing plane in a sequence (add, sub, mult, min, max, average)
  • Deep raster operations - use Z-depth, surface point, normal or any VEX shader variable to control your compositing. Take advantage of the many COPs that use Deep Raster information, such as Lighting or Z-composite.

VEX

  • VEX Generator and VEX filter COPs allow you to write scripts to do custom effects

Image Formats

  • PIC (native), RAT (native), Cineon™, OpenEXR, PNG, TIFF, GIF, SGI, Wavefront™, Targa, Accom™, JPEG, QuickTime™, MovieMaker™ LumaMatte, SwitchAlpha, Border