Types of Layers...
A...Alpha
Mask (optional) - A separate alpha channel matte that can
be used for compositing the Luma RGB layer over your background
since Luma RGB layers do not have an included Alpha channel.
C...Center
Mask (optional) - Can be used for cutting a hole through
or masking the center of the main effect layer for other compositing
options including illumination, fogging, etc. Use as a luminance
matte to mask the 'main' and 'shadow' layers.
D...Fade
Mask (optional) - Can be used for fading out other layers
of an effect such as a 'main' smoke layer that extends off-screen.
Use as a luminance matte.
F...Front
Mask (optional) - Can be used for masking another effect
(such as an explosion) behind or inside the front trailing edge
of the main effect (such as a 3d shockwave). Use as a luminance
matte. This is like a modified Zdepth.
G...Ground
Mask (optional) - This is an optional layer to mask your
ground layer to reveal a different looking ground layer after
the effect passes over. (Example: unaffected terrain shown; a
shockwave passes over to reveal scorched terrain).
H...Hot
Mask (optional) - This is an optional layer allowing isolation
of the hot features of an effect so they can be color corrected
separately from the cool features. This is usually 'fire' when
smoke is also present. (Example: an explosion that contains fire
and smoke mixed together. This layer will allow you to alter the
values of the fire only, or if inverted, the smoke only).
I...Light
/ Illumination (optional) - Illumination to simulate the
light cast from the effect onto the ground or another surface.
Composite using 'additive' or other 'overlay' compositing method.
L...Luma
RGB - The primary layer for the effect that contains RGB.
Use additive or other 'overlay' compositing method. This can be
called the 'Beauty' layer however contains no integrated Alpha
channel matte as this is most often a filmed effect.
M...Main
RGBA - The primary layer for the effect that contains both
RGB + an Alpha channel matte. This can be called the 'Beauty'
layer and is most often a CG (computer generated) effect.
N...Normals
(optional) - An extra channel that allows adding
or changing what the normals of CG (computer generated) geometry
would affect. An example would be shiny metal debris where you
need to add a reflection of your environment onto the geometry.
O...Overlay
(optional) - An extra layer such as a glow that can enhance
the main effect. Use 'additive' or other 'overlay' compositing
method.
R...RGB
Lighting
(optional) - The R stands for Colo(r), (R)GB, or
(R)ange of RGB colors for controlling the direction of your key
and fill lights in your composite. Use this layer (along with
a Fire Mask, if needed) to remove the lit effect from a 'Main'
layer and replace it with this layer so you can control the direction
and strength of your lighting. You will then apply a hue effect
to alter the values of the R,G,or B values of this layer. For
example: change the red values to be white and the green values
to be dark grey to shift the lit side to the right.
S...Shadow
(optional) - Ambient Occlusion Shadow layer (always
32bit with alpha matte). This is an ambient occlusion shadow from
the effect onto a ground plane. It can be caused by illumination
from the effect itself, from an ambient lit environment, or both.
U...UVW
Channel
(optional) - An extra channel that allows replacing
the texture on a clip that contains CG (computer generated) geometry.
An example would be debris such as wood or concrete where you
need to change the texture.
Z...Zdepth
Mask (optional) - Can be used for masking another effect
or shot features within the main effect in Z-space (toward or
away from the camera). Use as a luminance matte.
5...Direct
Shadow, 5 angles (optional) - Shadow cast from a primary
light source (usually the sun) onto a ground plane (always 32bit
with alpha matte). Approximately 45 degree angle increments in
5 directions.
8...Direct
Shadow, 8 angles (optional) - Shadow cast from a primary
light source (usually the sun) onto a ground plane (always 32bit
with alpha matte). Approximately 45 degree angle increments in
8 directions.
...============================================
P...Preview
of multiple layers (Otherwise, previews will match the
layer type they represent).
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