The Foundry Introduces Two New Tools for Adobe After Effects
August 12, 2010
Source: The Foundry
CameraTracker
matchmove, directly inside Adobe After Effects
The Foundrys new camera tracker analyses source sequences
to extract the original cameras lens and motion parameters,
allowing you to composite 2D or 3D correctly with reference
to the camera used to film the shot. You can now match camera
moves within the Adobe After Effects 2.5D environment, opening
up new, robust options for the placement of composite elements.
Create Fringe/Heroes style in scene titles, extend
virtual sets, integrate motion graphics elements into a scene,
and much more
This technology was previously only available in NukeX, The
Foundrys high-end film compositing tool but you can
now do all this in Adobe After Effects without exiting your
application.
Its amazing having this ability right in the After
Effects environment that so many artists are used to. Thank
you The Foundry!, said Danny Princz Motion Graphics-VFX
artist and Prof at FXPHD
These new 64-bit plug-ins from The Foundry will help
artists who use Adobe After Effects CS5 to create high-impact
motion graphics and handle the trickiest compositing tasks
more easily, said Michael Coleman, senior product manager
for Adobe After Effects at Adobe.
Kronos 5.0 Hollywood quality
realtime retiming
Kronos 5.0 is a new accelerated retimer and motion blur plug-in
set based on The Foundrys Academy Award Winning Furnace
algorithms.
Kronos 5.0 is the first product to be accelerated by The Foundrys
new Blink technology, dramatically speeding up
render times and taking retiming to a whole new level. BlinkTM
runs our software on CPUs and supported NVidia CUDA GPUs allowing
the extraction of peak performance from your hardware. Qualified
hardware matches that are supported by Adobe Premiere Pro's
Mercury Playback Engine, including the GeForce GTX285 and
the Quadro FX4800.
Kronos 5.0 produces far superior results by creating brand
new frames using optical flow information. This avoids the
poor quality output usually encountered when repeating frames
such as blurring and stuttering, and is much faster than other
pixel flow based techniques. Clever maths is employed to look
at every pixel on each frame, and see where it moves to on
the next. By comparing the two it can make a very good guess
at what would come in-between allowing the creation of additional
frames and a super smooth slow motion result.
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