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The official learning channel for the Autodesk® Flame® software products, the most comprehensive VFX, real-time color grading, and editorial finishing post-production solutions. The Autodesk® Flame® L... more
FAQs about The Flame Learning Channel:How many episodes does The Flame Learning Channel have?The podcast currently has 450 episodes available.
January 06, 2017Maya for Flame Artists - Part 4 - Exporting the FBX - 2017x1In part 4 of Maya for Flame Artists, we run through the process of exporting a FBX for Flame. We look at all the available FBX settings and what you need. This video concludes with loading the optimized FBX into Flame and comparing it to the original FBX from part 1....more10minPlay
January 06, 2017Maya for Flame Artists - Part 3 - Optimizing the 3D Scene - 2017x1In part 3 of Maya for Flame Artists, we run through a series of techniques and workflows to optimize your 3D scene for Flame. This includes naming conventions, 3D scene structure, polygon reduction, grouping and combining. All essentials get a more efficient 3D scene in Flame....more14minPlay
January 06, 2017Maya for Flame Artists - Part 2 - Maya Basics - 2017x1In part 2 of Maya for Flame Artists, you get an introduction to Maya’s interface and basic operations from a Flame Artist’s Perspective. Direct comparisons are drawn between Maya and Flame to help you understand Maya. The intension is that you gain enough understanding to be able to optimize a 3D scene for Flame....more9minPlay
January 06, 2017Maya for Flame Artists - Part 1 - Introduction - 2017x1In part 1 of Maya for Flame Artists, we start off in Flame and import a FBX 3D Scene. We discuss the issues with using 3D datasets that have not be prepared for Flame. This has impacts on the Action Schematic, interactivity and render performances....more5minPlay
December 02, 2016Working with CGI Multi-Channel Media - 2017x1In Flame 2017 Extension 1, a new type of clip called the “MULTI-CHANNEL CLIP” has been introduced to enhance working with files embedded with multi-channel media. This new workflow will help you better prepare and access your CGI-multi-channel media for compositing in the Flame Products. So you should have a lot more control and flexibly when working with CGI as well as dealing with last minute changes....more14minPlay
November 25, 2016Connected Conform Workflow - Syncing with Source Segment Connection - 2017x1In Flame 2016 Extension 1, we introduced the concept of the Connected Conform Workflow allowing you to keep multiple sequences synced together. This used a workflow of connecting the source media with the Sources Sequence and connecting the segment metadata with the Shots Sequence. The Shots Sequence allows you drive synced sequences for Batch Group VFX, Versioning, VFX Shot Distribution and scalable collaborative workflows. So its a very power tool. However in a lot of cases, there is just the requirement to have sequences synced together without requiring the functionality of the Shots Sequence. So in Flame 2017 Extension 1, a new Connected Conform Workflow called Source Segment Connection has been added to link segment metadata across a bunch of sequences without creating a shot sequence. This allows you to keep the editorial synced as well as perform TimelineFX and vertical compositing. It is also possible to add more versions or an editorial update of a sequence using this workflow....more13minPlay
November 18, 2016Action PBR - Procedural Textures with Substance PBR - Part 5 - Flame 2017x1In part 5, we discuss Substance PBR which can create procedurally generated textures that can work within the Physical Based Shading model. So if you don’t have a texture and don’t have time to manually create your own, you can use procedurally generated textures to quickly generate a texture that can be used on any 3D objects in the composites. Allegorithmic Resources: - Substance Database: https://www.allegorithmic.com/products/substance-database-monthly - Substance Source: https://source.allegorithmic.com/#/substances/home - Substance Share: https://share.allegorithmic.com...more14minPlay
November 18, 2016Action PBR - Using Baked Indirect Lighting with PBS Maps - Part 4 - Flame 2017x1In Part 4, We look at a great new workflow between Maya and Flame using PBS Ambient Occlusion texture maps to texture indirect lighting onto 3D models in Action. This allows you to get same render quality for indirect lighting and shading on 3D geometry that you would normally get by outputting 2D render passes using your favorite 3D renderer....more13minPlay
November 11, 2016Action Physical Based Rendering - PBS Map Examples - Part 3 - Flame 2017x1In part 3, we look at a few workflow examples of using PBS Maps. Firstly, we run through the workflow of applying a PBS map and assign an image source to influence the the PBR Shader parameters for a more customised result. We also cover localisation using PBS Maps to add parameter control in certain part of the PBR texture. And finally we look a few of the parameters to see the different results that can be achieved with a single or multiple PBS Maps....more12minPlay
November 11, 2016Action Physical Based Rendering - The Shader Node & PBS Maps - Part 2 - Flame 2017x1In part 2, we look at the PBR Shader node parameters in much more detail. This will give you an idea how how they work and influence the PBR Texture. We also show the workflow using PBS Maps which allow you to control the parameters of the PBR Shader using an image source rather than numerical sliders....more10minPlay
FAQs about The Flame Learning Channel:How many episodes does The Flame Learning Channel have?The podcast currently has 450 episodes available.