NAB 2016: Autodesk Lustre Batch Compositing with Flame and Flare

Jason Myres Apr 18, 2016

  1. Jason Myres

    Jason Myres Moderator

    Connected Colour.jpg

    A major evolution in the Flame Family in recent years has been to integrate Flame and Smoke into a single product that combines Flame compositing with Smoke's online editorial timeline. The next step allows Lustre to take advantage of that with Autodesk's new "Connected Colour" workflow, which gives Lustre colorists access to Flame's 2D Batch compositing and Action 3D environments right from within the Lustre interface.

    This is a bit more advanced than Dynamic Link-style round tripping in that Flame is completely integrated with the Lustre color processing pipeline, which is represented as a new "Lustre" node within the Batch compositing tree. While in Lustre, you can now send a shot to Flame or Flare by enabling Batch for a shot. That brings up the full Flame or Flare interface with a pre-built node tree that includes your Lustre source footage and the new Lustre node which contains all of the shot color and effects metadata created up to that point. Lustre-specific metadata elements can include:

    • Degrain Settings
    • Input LUT
    • CDL Data
    • Input Primaries
    • Secondaries
    • Output Primaries
    • Output/ Print LUT

    All of them are applied automatically in realtime from within Flame, just as they would have been applied in Lustre. You can then use the full Flame/ Flare Batch and Action compositing toolset to make whatever changes you need to on your shot. When changes are complete, the shot is rendered and placed at any point in the Lustre image processing pipeling, for instance between the CDL and Input Primaries, or between the Secondaries and Output Primaries, depending on what the requirements are for the shot.

    Back in Lustre, any image processing steps after the Flame/Flare render insertion point remain live, with Lustre giving you a per shot view of which image pipeline steps remain available for additional color changes by marking them "Baked" or "Soft".

    From there, any 2D or 3D compositing changes can be toggled On or Off from within Lustre during client sessions or reviews without having to go back into Batch or Action and re-render. Any VFX and compositing changes applied to one shot, can be copied and rendered to any other shots directly in the background in Lustre without re-opening Flame or Flare. Rendering can also be handled offline by an Autodesk Burn render farm, with shots auto-populating in the Lustre timeline as they finish rendering.


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