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mardi 4 septembre 2012

Raccourcis pour Quicktime player

Je croise souvent dans les studios des personnes utilisant Quicktime player pour faire du reviewing de plans. Généralement ils savent monter avec, grâce à la version Pro de Quicktime, via des couper / coller, ou faire du playback via la touche Espace. Parfois même ils tentent d’accélérer le défilement en avant ou en arrière via les arrow keys ou en français les flêches, à droite du clavier. Cela marche mais c'est lent.

Pour pouvoir jouir d'un playback fluide et d'agir rapidement lorsqu'on utilise Quicktime, il est préférable d'utiliser les touches J,K et L comme dans tout soft de montage, qui permettent respectivement de jouer en arrière, de stopper ou de jouer en marche normale, en avant. Avec une ou plusieurs pressions supplémentaires sur J ou L on accélère autant de fois le playback.

lundi 9 juillet 2012

Eyeon Connection dans Fusion 6.4

Toronto, Canada: July 9, 2012… eyeon Software Inc. announced today the shipping release of the highly-anticipated eyeon Connection® bridge to the AVID workflow. Strategically based upon AVID’s AVX2 architecture and eyeon’s 6.4 version release of Fusion™, Connection seamlessly opens the Media Composer®, Symphony™, NewsCutter®, and *Avid DS™ product lines to an infinite degree of creative possibilities.


Since Connection’s announcement at NAB 2012, the professional industry has seen an astounding response from the AVID community, including thousands of emails and forum posts:
“Eyeon Fusion Connection AVX plug-in will lead to a better world of node-based compositing from within an Avid interface”
“ka-boom! the nle war escalates, between... fusion and smoke”
“We have used Digital Fusion for years and have always wished our Avid would work like it in the composite modes with the tools of Fusion. We are excited.”
“eyeon Connection. Things are getting very interesting”
“I will 100% be checking it out because this is the game changer i think everyone has been waiting for.”
“Really smart move by Eyeon.”
“Fusion for Media Composer & Symphony is the big deal here.”
“It's very exciting to consider the possibilities. Having text burst into flame then morph into a supermodel--Fusion would definitely be my weapon of choice.”
“Adding Fusion to Avid is somewhat like the 'connectfx' nodal possibilities within Smoke2013, but still retaining the editing capabilities of Avid (e.g. Multicam, Audio Scrub, VO punch-in, 5.1 audio, Trimming etc).”
Key Features
•Supercomputing node-based VFX and Stereoscopic toolsets directly accessed in the AVID timeline, auto-populating AVID clips.
•Simultaneous use of software on systems or network, with concurrent editing/rendering.
•Drag-and-drop simplicity with infinite scalability via 64bit GPU-accelerated compositing and motion graphics.
•Unprecedented Particle generation and access to 3D environment and virtual extensions.
•Server storage and importing/exporting process eliminated.
•Dimension’s optical flow and disparity mapping technologies define a superior level of fix-it-in-post and Stereoscopic solutions.
•VFX processing via multi CPU and GPU.
•Advanced Fusion toolset includes Primatte5.
•Fusion 6.4 delivers transcoding lab controlled by AVID and Fusion.
•HDRI floating point color pipeline.
•ARRI®, RED®, Phantom®, and other native camera formats integrated.
Pricing and Availability
Connection with AVX2 support is included as part of Fusion and Dimension 6.4 at no additional charge for current subscription owners. Please contact sales@ eyeonline.com for more information.
* Avid DS support available upon AVID release of DS 11 QFE1.

mercredi 6 juin 2012

Connectivité entre Eyeon Fusion et Avid Media Composer & Symphony en vidéo

Connectivité entre Eyeon Fusion et Avid Media Composer & Symphony en vidéo:

mardi 13 mars 2012

WORKFLOW: ClipExporter

Grâce au format XML, le logiciel ClipExporter permet aux utilisateurs Final Cut Pro X d'exporter rapidement des plans à traiter dans The Foundry Nuke ou dans le logiciel de matchmoving Syntheyes.

Lisez l'article détaillé de notre confrère Erwan à ce sujet : http://yakyakyak.fr/?p=9238

lundi 12 septembre 2011

Conformation Avid Media Composer vers Autodesk Smoke via le AAF

Une vidéo tutorial expliquant le workflow pour effectuer une conformation d'un montage sur Avid Media Composer vers Autodesk Smoke via le AAF pour le finishing :

lundi 4 avril 2011

The Foundry au NAB 2011

The Foundry montrera la semaine prochaine, au NAB 2011, les nouvelles fonctionnalités du prochain Storm, Mari 1.3, Nuke & NukeX 6.3 (nouvelles splines, grid warpers, 3d particles, planar tracker, denoiser, piste audio scratch track, deep 3d compositing ...), et une preview de Katana.


Retrouvez The Foundry au stand SL5625 du 11 au 14 Avril au NAB, Las Vegas.

jeudi 20 janvier 2011

PACE adds three more Sids for 3D


With demand for 3D production continuing to rise, 3D innovation company PACE in Burbank recently added three more Quantel Sid Stereo3D workstations to its arsenal. This purchase brings the Stereo3D pioneer's complement of Quantel S3D systems to a total of seven.

The new additions are currently supporting multiple productions: 'The Three Musketeers', 'Final Destination 5' and 'Journey to the Center of the Earth 2'.  PACE already has placed a Sid Stereo3D workstation on the set of Michael Bay's 'Transformers 3' and a Pablo Stereo3D grading system for Martin Scorsese's 'Hugo Cabret'.

Vince Pace, CEO of PACE, has long been a believer in Quantel technology. "Quantel personifies quality engineering, equipment and support," says Pace. "Our latest purchase is an ongoing validation of the relationship between Quantel and PACE to provide proven workflow solutions at the point of capture and ensuring that exceptional 3D gets on screen. The Sid's unique ability to QC the footage at the point of capture is an added benefit that productions are taking advantage of."

PACE created the company's "SLATE² SCREEN(tm)" effort to achieve superior 3D results in a more cost-and time-efficient manner. The workstations are the heart of PACE's On-Set Stereo Lab(tm) workflow, which provides interactive 3D control in the field and during dailies for the cinematographer and director.

 The Sid toolset includes real-time Stereo3D operation at up to twin HD-RGB, with full, interactive control of convergence, color balance, sync alterations, eye comparisons, imaging errors and editing of both streams simultaneously.

mardi 4 janvier 2011

KATANA - 3D scene assembly, lighting and look development

London, January 4th, 2011 – Leading visual effects software developer, The Foundry (www.thefoundry.co.uk), today provided an insight into its plans for KATANA.

KATANA is an environment for preparing 3D assets for rendering. It allows artists to define and control look and lighting whilst maintaining performance with very large datasets. KATANA operates non-destructively using a rule-based approach, allowing modeling, look development, animation and lighting teams to work in parallel.

Originally developed in house at Sony Pictures Imageworks to handle increasingly complex workflows on productions such as Spider-Man and Superman Returns, the commercial development of KATANA was taken on by The Foundry in November 2009 as part of a unique collaboration between the two companies.

The Foundry's engineering effort, in consultation with a broad range of users, is ensuring KATANA becomes a flexible product that can ultimately integrate with any pipeline and any renderer in any facility.
These consultations have now developed into much more in-depth collaborations with a number of key sites including MPC and Digital Domain who are now using KATANA in alpha.

“Since Inception KATANA has been one of the pillars of the production pipeline here at Imageworks and continues to prove itself on such rigorous productions as G-Force, Watchmen, Alice in Wonderland and animated features such as Monster House, Surf’s Up, Cloudy With A Chance of Meatballs and The Smurfs."



“We are excited to see KATANA cutting its teeth outside the halls of Imageworks and becoming available for artists and facilities everywhere.  The Foundry is a tremendous partner and by broadening the adoption of KATANA and product support, a new generation of artists and productions can benefit from this innovative production-proven technology.”
Rob Bredow, Chief Technology Officer, Sony Pictures Imageworks

"Many brilliant technical innovations come out of production, but historically those breakthroughs remain only within the production company.  The Foundry works with digital studios to make those innovations widespread, which benefits the entire industry.  I look for KATANA to have a similar impact on the industry that Nuke has achieved."
Cliff Plumer, Chief Executive Officer, Digital Domain.

"Like most large VFX studios, we maintain a complex suite of proprietary software to enable us to render ever increasing complexity, quantity and visual quality. We are excited about KATANA's potential to offer a solid, flexible, off-the-shelf foundation that we can build upon so that we can focus more of our efforts on what we do best, pushing the boundaries of CG, trusting The Foundry to do what they do best, delivering high quality, scalable software."
Davie Johnston, Director of Technology, MPC

As the first commercial dedicated scene development tool, KATANA will enable facilities large and small to build highly scalable lighting pipelines without a large internal engineering effort.

KATANA is scheduled for commercial release in 2011.

mercredi 1 décembre 2010

The Foundry launches open Beta for STORM

London, UK. December 2010. Leading visual effects software company, The Foundry, today launched an open beta of their brand new digital cinema camera workflow product, STORM.

 
the foundry storm


STORM addresses the growing complexity of shooting digital, performing a variety of core tasks on and near-set and bringing camera and post production closer together.

 

Quick and easy to operate, STORM can rapidly navigate and playback footage allowing producers, directors and editors to view takes in high resolution without interruption or delay.  Anyone who has done basic colour correction and editing will feel comfortable sitting with STORM and cutting together a rough edit or exploring a ‘look’ interactively with the cinematographer. Supporting the digital technician, STORM provides simple and intuitive metadata tagging and timeline re-conforming to ensure the exchange with editorial and post production is sped up significantly.

 

The Foundry is making this public beta widely available in response to the huge amount of interest shown in STORM since it was first shown at IBC this year. “STORM has been developed in very close collaboration with users, and the open beta is a chance to gain wider feedback - ensure that STORM lives up to expectations and continues to develop to meet the growing needs of the digital camera community.  The Foundry looks forward to seeing the STORM platform grow to deliver new and exciting things in the future .”  said Richard Shackleton, Head of Product Development at The Foundry.


 

The STORM beta can be downloaded from http://www.thefoundry.co.uk/storm and is FREE to use until the 1st March 2011. It requires a MacBook Pro, Mac Pro or iMac with at least 2GB RAM running OSX 10.6.4 or later. STORM is optimised for RED R3D footage and will use a RED ROCKET card if one is installed.

 

Ted Schilowitz, Leader of the Rebellion at RED, adds:

“Having seen STORM in detail, I’d describe it as REDCine-X on steroids.  Well worth the time to investigate it's capabilities if you are involved in post production, working with RED footage.  The Foundry have looked at RED workflow in great detail and taken logical integration with RED to a very evolved state.  We’re very excited that those shooting and posting RED all over the world will soon have access to this software.”

 

More information about STORM including case studies and introductory videos can be found on our website http://www.thefoundry.co.uk/storm.

Lightworks 2010 opensource disponible

Le premier logiciel de montage que j'avais pu tester chez France Televisions il y a maintenant 11 ans est disponible désormais gratuitement en opensource. Voici les specs actuelles, en anglais :

Academy® and Emmy® award-winning Lightworks was introduced in 1989 as the first and most advanced non-linear editing system on the market. Used by editors such as Chris Gill and multi Oscar-winning Thelma Schoonmaker, Lightworks offers intuitive controls, advanced real time effects, 2K native support with DPX or RED, and multi-camera editing features that remain unmatched. With wide support for codecs, including EditShare’s Universal Media Files, Lightworks achieves a level of unsurpassed interoperability by offering seamless media sharing with Avid and Final Cut Pro. This new workflow enables Lightworks artists to collaboratively edit projects with a much wider group of editors.
Feature Highlights:

FORMATS AND CODECS

AVI, QuickTime, MXF, DPX and RED R3D, DV, DVCPRO 50, DVCPRO HD, XDCAM HD, XDCAM EX, P2, AVC Intra, DNxHD, ProRes. Real-time up and down-scaling, from SD to 2K.

MULTI-CAM
Advanced multi-cam editing with unlimited sources and dual-SDI outputs, so you can simultaneously view your source angles in sync with your edit.

THIRD PARTY SUPPORT
Support for Adobe After Effects, Boris, Combustion, Sapphire and many more.

EFFECTS
Real time video and audio effects, including primary and selective colour correction, are all guaranteed in resolutions up to 2K, thanks to Lightworks powerful GPU based effects engine.

AUDIO
Sub-frame audio editing, direct-to-timeline voice over tool, Mackie protocol support, real time playback of mixed sample and bit rates, and guaranteed real time multi-track audio.

PROJECT SHARING
The most advanced Project Sharing capabilities available, allowing editors to access each others’ work with the click of a button. Instant Save technology ensures you’ll never lose your work again.

OUTPUT
Full-screen video output through a DVI-attached LCD display, with support up to 2K Full Frame, offering an inexpensive monitoring option, with no need for SDI hardware.

MULTI-CHANNEL INGEST
Lightworks is the only NLE available to offer multi-channel ingest, with support for synchronised capture, making it ideal for advanced 3D Stereoscopic projects.

Plus d'informations (dont téléchargement) à ce lien

mercredi 24 novembre 2010

Camera checklist for HDSLRs

Une vidéo en anglais mentionnant quelques points pratiques à vérifier sur votre DSLR avant de tourner.

jeudi 2 septembre 2010

Render Farm & Réseau capricieux

Mon réseau composé de plusieurs machines connectées en Gigabit via un switch de la même puissance avait tendance à planter lors de transferts massifs, comme c'est le cas pendant du rendu en réseau d'images relativement grandes. Le débit était presque acceptable grâce à la compatibilité et activation dans le gestionnaire des périphériques de l'option Jumbo Frames avec des MTU en 8192 et des buffers en Receive & Transmit à 1024. Mais pourtant, même après 2000 reboot lors de tests de valeurs pour chaque variable, le réseau plantait au bout d'un peu moins d'une heure. Dans l'urgence de rendre des productions en temps et en heure, on fait avec : on désactive / réactive la carte réseau et c'est reparti. Mais en fait, il me suffisait de mettre l'option de ma carte réseau "Task Offload" sur Off, et pas de plantage depuis de longues heures de rendus multimachines en HD à  360°. En plus il fait beau dehors. J'espère que ça sera utile à certains renderers d'entre vous.

mardi 1 juin 2010

Tutorial d'optimisation du pipeline et workflow en production

Autodesk a publié dans son Area (qui me fera toujours penser à mon Area2-Deck91 dédié à la 2D / 3D du temps ou je bossais pour eux il y a 10 ans mais passons) un excellent article en anglais sur l'optimisation du pipeline et du workflow en production et post-production, en parlant d'organisation 2D, 3D (Maya), compositing. Très instructif surtout pour les débutants superviseurs.



Lien de la page sur Area

mardi 26 janvier 2010

Nuke 6 & NukeX 6 disponibles



Nuke 6 et NukeX 6 sont disponibles en téléchargement, pour Linux 32bit ou 64bit, Mac 32bit, Windows 32bit ou 64bit.
Sans licence, Nuke fonctionnera en mode PLE pour votre apprentissage.

Pour télécharger Nuke 6, cliquez-ici


La documentation complète au format PDF est accessible à ce lien, et les raisons de The Foundry de passer de Nuke6 à NukeX sont lisibles ici.




What's new in Nuke 6.0?

Nuke 6.0v1 introduces a new RotoPaint node providing rewritten and additional new tools for creating and animating detailed roto shapes, paint and clone strokes, integrated together in a non-destructive layer-based hierarchy.

Keylight, the industry-proven blue/green screen keyer, now ships with Nuke 6.0v1 at no extra charge.

What is NukeX?

NukeX 6.0 extends the range of tools usually found in the compositing environment adding an integrated 3D camera tracker, automated and manual lens distortion tools, FurnaceCore – The Foundry’s reengineered set of Furnace plug-ins - and a DepthGenerator plug-in. Offering VFX users two different Nuke products enables facilities of all sizes to implement a Nuke solution to fit a range of artist and customer needs. Nuke continues to be an evolving, flexible solution ideal for a multitude of VFX tasks, while NukeX brings previously inaccessible tools and workflow options to compositing artists, saving time and increasing the quality of their work. Nuke and NukeX are fully script compatible, with Nuke capable of viewing and rendering nodes created using the extended NukeX toolset.

jeudi 7 janvier 2010

Deux bonnes nouvelles pour 2010 !

Tout d'abord, recevez tous mes voeux pour 2010 ! Une année du tigre bien boostée, pleine de projets 2D / 3D / Stereo pour vous.

Première nouvelle que je viens d'apprendre de The Foundry, Nuke 6 sortirait à la fin du mois de Janvier ! L'attente va être difficile... Nouveautés, optimisations, ca sent le cadeau de rentrée !
Plus d'infos : http://www.thefoundry.co.uk/


Nuke 6.0 and NukeX 6.0

Nuke 6.0 is currently scheduled for release in January 2010.

Nuke 6.0 incorporates a completely new shape rotoscope and paint toolset based on a rewritten core curve library and new RotoPaint node. This release introduces a flexible, non-destructive, layer based paint hierarchy integrated with Nuke’s animation and tracking capabilities and supporting per-object attributes such as blending modes and motion blur.

In addition, The Foundry’s highly acclaimed Keylight keyer will be a standard feature included with Nuke 6.0.

Simultaneously, The Foundry plan to launch NukeX 6.0.

NukeX 6.0 has all of the tools and features of Nuke 6.0, but also aims to bring additional, powerful, technologies within the reach of visual effects artists.

Many of these tools and technologies are expensive to purchase and maintain, but would make a considerable difference to the overall speed, efficiency and quality of work produced by artists if they had access to them.

This first release includes a fully integrated 3D camera tracker. You can do your own camera solves, create 3D geometry and position objects and cards at the right place in the scene whenever you need to.

Lens distortion tools are another example of the advanced technology we are adding to NukeX 6.0 giving you multiple ways to analyse image sequences and lens grids resulting in a lens model and the ability to warp and un-warp in order to compensate for lens distortion.

NukeX will also incorporate FurnaceCore - 12 of The Foundry’s best Furnace tools including Kronos, the optical flow re-timer, grain and de-grain tools, rig-removal and more.

There are many more advances planned for NukeX. Watch this space…

How much will NukeX be?

NukeX will be $6,000/£4,000 and NukeX maintenance will be $1,200/£800 PA.

Nuke will remain priced at $3,500/£2,300 with annual maintenance at $1,000/£650.

So what of Nuke?

Offering VFX users two different Nuke products enables facilities of all sizes to implement a Nuke solution to fit a range of artist and production needs. Nuke continues to be an evolving, flexible solution ideal for a multitude of VFX tasks, while NukeX brings previously unaccessible tools and workflow options to compositing artists, saving time and increasing the quality of their work.

Will scripts from NukeX be compatible with Nuke?

Yes, Nuke and NukeX are fully script compatible, with Nuke capable of viewing and rendering nodes created using the extended NukeX toolset.

If you have any further questions, please email sales@thefoundry.co.uk.


Deuxième bonne nouvelle, le site anaglyphe.fr propose aux 50 premières candidatures une paire de lunettes gratuite. Envoyez comme mentionné GIMME GLASS à :
contact @ anaglyphe .fr
avec vos coordonnées et vous recevrez peut-être une paire de lunettes anaglyphe red/cyan en carton blanc, munis de filtres de très haute qualité !

Plus d'infos : www.anaglyphe.fr

mercredi 25 novembre 2009

10 façons d'optimiser votre tracking

Notre confrère 3D World nous propose un article en anglais sur l'optimisation de vos tracking 3D en 10 sections explicatives:







1. Manual tracks
2. Wireframe display
3. Determining point position in 3D space

4. Automatic tracking
5. Lens distortion
6. Scripting
7. Manually editing the calibration
8. Body tracking

9. Tracking for modelling
10. 3D for 2D


A lire ici >>>

vendredi 13 novembre 2009

District 9 - Render Passes

Notre confrère CgSociety.org propose un papier sur le workflow utilisé pour la post-production du film District 9, avec images, textes, et vidéos à l'appui, montrant précisément les passes de rendu utilisées pour atteindre un degré de réalisme avancé.

Extrait en anglais : "Julianna Kolakis first worked on the look development of Christopher and little CJ with James as well as the look dev lead Joe Eveleigh, the lead lighter Robert Bourgeault, and later Anna Ivanova, the second texture artist who came aboard to help with maps for the aliens and other models. The artists all contributed to the character development gathering references and giving artistic feedback on how materials such as the skin, shells, and tentacles should look.

"There were 2026 texture maps for a variety of adult aliens (excluding clothes), and each model had 21 UV maps at 4096 pixels," explains Kolakis. "These maps included colors, bumps, displacements, various specs, wet specs, roughness, masks, multiple subsurface, and reflections for materials such as the shell, skin, eyes, fur, bruising, blood, dirt, dust, war paint, and stickers."

Lire l'article ici

lundi 29 juin 2009

Mieux comprendre le FBX

Pour revoir ses bases et accroître ses connaissances sur le format d'Autodesk FBX permettant un échange d'éléments 3D complets entre différents systèmes et logiciels, je vous invite à consulter, en anglais le white paper à la fin de ce post.

Extraits :

"One of the most widely used 3D interchange formats on the market, Autodesk® FBX® technology is designed to enable workflows built around multiple 2D and 3D digital content creation applications. Such workflows are the lifeblood of large production houses and small boutique studios. In this white paper, you learn how FBX technology can help improve workflow efficiency and productivity and how to use it to enable interoperability among Autodesk® 3ds Max®, Autodesk® Maya®, Autodesk® MotionBuilder ™ software, and other applications."

"FBX is much more than a file format. The FBX technology family of tools—SDK, plug-ins, and viewer, as well as the FBX file format—offers a comprehensive data interchange solution. In the same way that PDF files let you share documents with users who do not own the word processor or page layout program those documents were created with, FBX technology lets you exchange data between 2D and 3D applications. The FBX file format, however, is more flexible than the PDF format, because data passed between applications via the FBX file format retains its ability to be manipulated."

"The FBX technology family of tools provides universal 3D asset interchange, helping to break through data compatibility
barriers. FBX is a platform-independent file format that enables you to access legacy content after upgrading your pipeline to take advantage of the latest 3D tools; exchange digital assets with other studios whose pipelines are standardized on tools different from your own; and use multiple 3D tools to realize your creative vision in the most efficient manner possible."

>>> White Paper à propos du FBX (doc PDF) ici en lien.

vendredi 2 janvier 2009

De l'AVCHD, un peu de P2, du MXF et beaucoup de DNXHD

Vous l'aurez reconnu dans le titre, ce post parle de 3 formats actuels dans le workflow consumer / prosumer. J'ai fait l'acquisition récente d'une caméra Canon HF11 qui enregistre au format AVCHD en 24 Mbps, proposant une image clean & sharp, pour cette gamme... Tout reste relatif. Quoi qu'il en soit de la qualité de l'image enregistrée, dont je suis ravi pour l'instant, il est intéressant de voir les nécessités pour travailler correctement de l' AVCHD. Ce format ultra compressé est très difficile à travailler, surtout dans l'urgence. Avec un un Dual Core et 8 Gb de RAM, je n'arrive pas à avoir une preview fluide de mes rushes. Imaginez donc en montage ce que cela peut donner. J'ai essayé des logiciels de montage traitant l' AVCHD en natif tels Adobe Premiere CS4 mais rien n'est fluide. Utiliser AVID n'est pas possible avec de l' AVCHD. Encore une fois je me suis demandé pourquoi je retentais d'utiliser un produit Adobe pour de la vidéo et encore une fois je me suis mordu les doigts. Bref retour casé départ, retour case qualité, AVID oblige.


L'intêret de la suite CS4 en terme de vidéo est entre autre de proposer le Media Encoder CS4 qui propose, tels ses concurrents Autodesk / Discreet Cleaner XL, la gestion des Watch Folders. Merci pour la copie, mais bon, cela ne me concerne plus aujourd'hui.
Bref ce Watch Folder très pratique permet d'avoir une surveillance d'un répertoire par le logiciel d'encodage. Lorsqu'une vidéo ou même son raccourci y est déposé, le logiciel va le prendre en compte et l'encoder selon vos paramètres de transcodage. Pour transcoder de l' AVCHD vous pouvez aussi vous tourner vers d'autres logiciels selon votre souhait de format de destination. Ici je ne parlerai pas de format ininterresant en production, tels le Divx ou l'AVI non compressé qui prend beaucoup trop de ressources et beaucoup trop de place pour pas grand chose. Le meilleur workflow applicable en terme de production est à mon sens, et aujourd'hui, le transcodage de l' AVCHD vers le format Panasonic P2 qui donne une vidéo au format MXF. Après beaucoup de tests, de captures, de comparaisons, je trouve que que de l' AVCHD 1080 convertit en P2 MXF 1080i est de qualité équivalente. L'interêt de ce même P2 MXF et qu'il est importable en un click dans votre système AVID, et ce, de façon ultra rapide, sans retranscodage nécessaire. Le seul hic est que lorsque vous fermez votre projet AVID avec du P2 MXF importé, AVID vous indiquera que vos vidéos sont Offline. Il faut alors soit réimporter votre répertoire de rushes MXF, soit les déplacer dans votre répertoire Avid Mediafiles / 1 / MXF. Monter du P2 MXF dans AVID permet de monter aussi fluidement que du DNXHD 1080 ( 120 / 185 / 185x ).

En bref, si vous avez de l' AVCHD et que vous souhaitez rester sur AVID pour continuer à travailler professionnellement, convertissez le temps d'un déjeuner avec votre client vos rushes en P2 MXF et montez comme si vous aviez importé en DNXHD, tout reste exploitable.

Si vous souhaitez rester en 1080i/p, les deux solutions "ultimes" sont la conversion en séquences d'images .DPX ou TGA, ou de compresser vos AVCHD MTS au format Avid DNXHD en utilisant la taille native HD et le format de couleur 701 pour avoir un "fast import" lors de l'injection des rushes dans votre logiciel/système de montage AVID.