Welcome in this 2nd tutorial about Smode Today we are going to see the system of compositing How to create and manage layers In order to compose on SMODE In the previous tutorial we have seen how to create directories to import files If you haven’t seen it I suggest you to check this out Today my system is running on a beta version Well, it’s a version a bit more advanced than the actual stable version So, few changements on the GUI But nothing huge Well, let’s start with a new composition First step : I am going to add files to it One video and two images Now I am going to explain how a layer works on SMODE For that, I create a third layer I can create it with Ctrl+Space Or with Right-Click, a Noise for instance It will shows us the common point between all the layers on SMODE Well, this common point if I select the different layers And look at the Parameters Editor area And I can see that for every layer There is a common point : the render-type And the differences are here, in this first area The first area is about the Generator With a video file for instance there is the resolution And there is the standalone player By default the loop option is enabled as we can see. So, the common point, the Render-type over-here Right now “Single” means it only displays the media one time, no repetition And it allows us to deform it with 4 parametric points With a rotate tool, scale, translate etc. There are others type of Renderer For instance the Perspective mode Which is really close to the parametric mode like that But if we activate the Edit mode, we can deform the footage And there are others types of placement For instance the Bezier patch With that tool we can deform our image area by area without affecting the whole image If you know the mesh warp it’s pretty much the same Part 2 : Create Modifiers (FX effects) Now we are going to see how to use modifiers, which are effects With the Right-click we can access to modifiers I will try to adapt the image to the background First I am going to add an Exposure modifier I adjust a bit the contrast with Exposure and Gamma values Then I add a Tritone To do so, I press Ctrl+SPACE and I write “Tritone” It’s a good way to find any modifiers With the color picker I choose the medium color One thing to be careful with All the modifiers will affect dynamically the image And it’s important to understand that every modifier will affect the layer it is affected to On SMODE the layer priority is from top to the bottom Which means if I put the exposure above the tritone, it won’t have the same effect if the tritone is under the exposure As you can see there is a small difference here It’s normal because the image (layer) has been exposed and then a tritone has been applied If I do the opposite (first tritone then the exposure), the tritone is effective and then the exposure affects the tritone because it’s applied at the end These are modifiers for color corrections We can use as well Transformations Modifiers like Distort I am going to show you a short example to fill the entire bottom of the image with the bush To reach this I use a Modifier called 2D Transform (Distort>2D Transform) And decrease a bit the scale And here it is ! This is how to use a modifier of Distortion Part II : Layer’s Mask or Effect’s Mask Now we are going to see how works a mask So masks on SMODE allow us to change the opacity of a layer That can be a video, an image, or a modifier as well Let’s try this, We have a tritone, I click right on it and I add a Placement mask If I move this mask you can see that the mask is only applied to the Tritone Modifier and change the area of the effect That means the intensity of the Tritone Modifier is about 100% under the mask, and 0% outside (=not applied) In the mask’s settings you have the feather which is a ramp at the edges of the mask That means the mask’s intensity go from 100% (inside the mask) to 0% with a gradient of the value Alright then, we can use masks as well on layers For exemple this arch, there I want to hide the bottom of this image So again I use a Placement mask And this time I don’t apply the Feather all around the mask but only on the bottom As I said these masks change the intensity of an effect In the case of a Color correction Modifier the effect is obvious Let’s see what’s going on a Distort Modifier as we used before for the bush repetition So I am going to use the 2D Transform I change the 2D Transform to Transparent and then move it to the bottom Then I will apply a mask to it For change I use a Polygonal Mask to show you how it works To make working the Polygonal Mask, the Edit mode has to be ON Then with the Ctrl key pushed, I click everywhere I wan to draw this mask You can observe what is going on here At the center you have the effect 2D Transform applied and not applied outside the mask Just to be clear at 0% the effect looks like this And at 100% this is how it works And now if I increase the feather of the Polygonal Mask You can guess what is going to happen Close to the edge of the Mask, the changement from 100% to 0% of the intensity is smooth and progressive With this feather, I can adjust a lot of effects of transformations Part IV : Create groups and compositions So we will see how to organise our bin and how make groups of layers So, I can make a group of my layers with different layers selected And with the shortcut Ctrl+Shift+G A group is just an element with Placement informations So here, again, I can change it to Perspective, Bezier etc But I cannot add to it a 2D modifier The other way make a package with layers is to make it a composition For that I do a Ctrl+Shift+C, or right-click then Make Compo And from this element I can add a 2D modifier to it, for instance It is like any Layer/Modifier On this Compo I can add Color correction Modifiers, 2D modifier etc Part V : Multi-use of medias without lost of performance
Optimisation of the bin At the beginning of the video I explained the difference between the Generator and the Renderer Si I gonna go a bit deeper in the subject So, I will import a video and change the blend mode to Screen I gonna play it in standalone player as well One thing is really important about playing medias in Smode is about playing and decompress a video Not really to display it So, if I want to duplicate a video. I’ve few options, I can duplicate it that way It’s something possible if I want to play the same video but not both synchronised But in the case I will have two playback of the same video at the same time so it takes more ressources to the computer So, if I just want to duplicate and play the same video I can add to it a Render by pressing CTRL+Shift+A At this moment if I check the renderer type of the video source I can see that the render type is set to group renderer And the video is used twice with two different Parametric Placement as we can see here Again, we can switch it to Bezier, Perspective etc. That means Smode decodes only once the video and then it can display it many time without taking a lot of ressources So I can duplicate it many times without any playback problem Let’s talk about another tool that could be useful, it’s the Profiling Tool over here When I enable it, it displays how much ressources the layers take So, duplicate render this way is interesting because it’s simple for SMODE to read it And something important when we talk about real time composition The other interest is to organise his own composition I will talk about modifiers-chain later So right now I did a horizontal Flip And let’s say that what I want here is to add contrast to my two smokes Make it one blue and the other one red for instance If my layer was literally duplicated I would have to add the modifier to every layers But here I can add a brightness/contrast/gamma to the “source” So now if I increase the contrast, it is applied to both renderers (the two smokes) So now if I want to edit one of this element I can add any modifiers to anything For instance Color>Tritone This smoke is gonna be red With the buttons CTRL+ a drag and drop I can add the same Tritone to the second smode And turn it blue To make it clear, I can add modifiers to all the renderers AND add modifier to specifics renderers For example, here the junction is not really good So i will add a mask to the “source”, a Placement mask And with a feather I make it proper between the two images (renderers) Part V-bis : go forward about optimisation by using Shared Elements Let’s try to be clear, I will explain how the Shared Elements work It means sharing the same media Here you can see that I duplicated the renderers, but let’s say that I want a smoke in front of and behind the arch, I cannot do that the same way I can move everything as one block but nothing more With the same logic of one generator and multiple displayers I click-right>Shared Element So now I’ve a reference which is the generator of my media smoke And one instance of this generator I can now duplicate this instance as much as I want I can move it everywhere on the image As the renderers the videos are synchronised But it’s save some ressources with only one generator and multiple instances As you can see, the mask I got on my “reference” here, Is as well applied to all my instances While the local modifiers will be applied to their own instance There will be one more tutorial about it because it’s not something really easy to use In fact it’s almost like a pre-composition Part VI : Presets – Utilisation and how it works Now let’s talk about the preset in SMODE You can find it in the Parameter editor The Presets are located beside the small diskette Or, when you add a new Element or a Modifier you can find it directly here I add a new Modifier, to do so I can click at the root of the composition or at the bottom And I will use a modifier of Color correction>Look Up Table (LUT) You can see in the sub-menus a lot of presets of LUT To be clear about the preset concept, I will enable the Advanced Presets Let’s go the standard pack, click on Preset and then click on Advanced Preset Now I go to the colorise modifier Let’s choose Old flames Here I go to the settings of the colorise I can see it’s divided in different parts One part is about choosing the channel we want to work with (luminance, blue etc.) One curve of Color Level And one gradient with a preset loaded This preset is different compared to the colorize’s preset This preset will be only applied to the quadritone You can find it in every other elements of SMODE whose use the quadritone There are presets per element, and there are as well presets for element’s sub-parts To end this tutorial, I will use my favorite Compo-based “Final polish” Which is a preset with include an exposure, a vibrance, and a blur at the edge of the image Part VII : % vs. pixels
Save the project In conclusion, two tricks you may know First, from the beginning of this video I only moved my layer with the percentage But I can as well switch the Unit to Pixels from the top-right button of the Window The last thing is about setting the second output Let’s go to Input>Build video output And here I can choose on which monitor I wan’t to affect my output It’s useful to see the realtime composition If you have a heavy composition, you can click on OUTPUT and go Full screen If you want to escape, just press CTRL+ALT+SHIFT+W So thing about ON AIR and OUTPUT if you want to optimise your computer ressources to the playback To save your project just do CTRL+S or File>Save This is the end of this second tutorial which explain the basis of the compositing on SMODE I hope it will be useful for you, thanks and good bye !