The Hobbit

df_hobbit_1Peter Jackson’s The Hobbit: An Unexpected Journey was one of the most anticipated films of 2012. It broke new technological boundaries and presented many creative challenges to its editor. After working as a television editor, Jabez Olssen started his own odyssey with Jackson in 2000 as an assistant editor and operator on The Lord of the Rings trilogy. After assisting again on King Kong, he next cut Jackson’s Lovely Bones as the first feature film on which he was the sole editor. The director tapped Olssen again for The Hobbit trilogy, where unlike the Rings trilogy, he will be the sole editor on all three films.

Much like the Rings films, all production for the three Hobbit films was shoot in a single eighteen month stretch. Jackson employed as many as 60 RED Digital Cinema EPIC cameras rigged for stereoscopic acquisition at 48fps – double the standard rate of traditional feature photography. Olssen was editing the first film in parallel with the principal photography phase. He had a very tight schedule that only allowed about five months after the production wrapped to lock the cut and get the film ready for release.

To get The Hobbit out on such an aggressive schedule, Olssen leaned hard on a post production infrastructure built around Avid’s technology, including 13 Media Composers (10 with Nitris DX hardware) and an ISIS 7000 with 128TB of storage. Peter Jackson’s production facilities are located in Wellington, New Zealand, where active fibre channel connections tie Stone Street Studio, Weta Digital, Park Road Post Production and the cutting rooms to the Avid ISIS storage. The three films combined, total 2200 hours (1100 x two eyes) of footage, which is the equivalent of 24 million feet of film. In addition, an Apace active backup solution with 72TB of storage was also installed, which could immediately switch over if ISIS failed.

The editorial team – headed up by first assistant editor Dan Best – consisted of eight assistant editors, including three visual effects editors. According to Olssen, “We mimicked a similar pipeline to a film project. Think of the RED camera .r3d media files as a digital negative. Peter’s facility, Park Road Post Production, functioned as the digital lab. They took the RED media from the set and generated one-light, color-corrected dailies for the editors. 24fps 2D DNxHD36 files were created by dropping every second frame from the files of one ‘eye’ of a stereo recording. For example, we used 24fps timecode with the difference between the 48fps frames being a period instead of a colon. Frame A would be 11.22.21.13 and frame B would be 11:22:21:13. This was a very natural solution for editing and a lot like working with single-field media files on interlaced television projects. The DNxHD files were then delivered to the assistant editors, who synced, subclipped and organized clips into the Avid projects. Since we were all on ISIS shared storage, once they were done, I could access the bins and the footage was ready to edit, even if I were on set. For me, working with RED files was no different than a standard film production.”

df_hobbit_2Olssen continued, “A big change for the team since the Rings movies is that the Avid systems have become more portable. Plus the fibre channel connection to ISIS allows us to run much longer distances. This enabled me to have a mobile cart on the set with a portable Media Composer system connected to the ISIS storage in the main editing building. In addition, we also had a camper van outfitted as a more comfortable mobile editing room with its own Media Composer; we called it the EMC – ‘Editorial Mobile Command’. So, I could cut on set while Peter was shooting, using the cart and, as needed, use the EMC for some quick screening of edits during a break in production. I was also on location around New Zealand for three months and during that time I cut on a laptop with mirrored media on external drives.”

The main editing room was set up with a full-blown Nitris DX system connected to a 103” plasma screen for Jackson. The original plan was to cut in 2D and then periodically consolidate scenes to conform a stereo version for screening in the Media Composer suite. Instead they took a different approach. Olssen explained, “We didn’t have enough storage to have all three films’ worth of footage loaded as stereo media, but Peter was comfortable cutting the film in 2D. This was equally important, since more theaters displayed this version of the film. Every few weeks, Park Road Post Production would conform a 48fps stereo version so we could screen the cut. They used an SGO Mistika system for the DI, because it could handle the frame rate and had very good stereo adjustment tools. Although you often have to tweak the cuts after you see the film in a stereo screening, I found we had to do far less of that than I’d expected. We were cognizant of stereo-related concerns during editing. It also helped that we could judge a cut straight from the Avid on the 103” plasma, instead of relying on a small TV screen.”

df_hobbit_3The editorial team was working with what amounted to 24fps high-definition proxy files for stereo 48fps RED .r3d camera masters. Edit decision lists were shared with Weta Digital and Park Road Post Production for visual effects, conform and digital intermediate color correction/finishing at a 2K resolution. Based on these EDLs, each unit would retrieve the specific footage needed from the camera masters, which had been archived onto LTO data tape.

The Hobbit trilogy is a heavy visual effects production, which had Olssen tapping into the Media Composer toolkit. Olssen said, “We started with a lot of low resolution, pre-visualization animations as placeholders for the effects shots. As the real effects started coming in, we would replace the pre-vis footage with the correct effects shots. With the Gollum scenes we were lucky enough to have Andy Serkis in the actual live action footage from set, so they were easy to visualize how the scene would look. But other CG characters, like Azog, were captured separately on a Performance Capture stage. That meant we had to layer separately-shot material into a single shot. We were cutting vertically in the timeline, as well as horizontally. In the early stages, many of the scenes were a patchwork of live action and pre-vis, so I used PIP effects to overlay elements to determine the scene timing. Naturally, I had to do a lot of temp green-screen composites. The dwarves are full-size actors and for many of the scenes, we had to scale them down and reposition them in the shot so we could see how the shots were coming together.”

As with most feature film editors, Jabez Olssen likes to fill out his cut with temporary sound effects and music, so that in-progress screenings feel like a complete film. He continued, “We were lucky to use some of Howard Shore’s music from the Rings films for character themes that tie The Hobbit back into The Lord of the Rings. He wrote some nice ‘Hobbity’ music for those. We couldn’t use too much of it, though, because it was so familiar to us! The sound department at Park Road Post Production uses Avid Pro Tools systems. They also have a Media Composer connected to the same ISIS storage, which enabled the sound editors to screen the cut there. From it, they generated QuickTime files for picture reference and audio files so the sound editors could work locally on their own Pro Tools workstations.”

Audiences are looking forward to the next two films in the series, which means the adventure continues for Jabez Olssen. On such a long term production many editors would be reluctant to update software, but not this time. Olssen concluded, “I actually like to upgrade, because I look forward to the new features. Although, I usually wait a few weeks until everyone knows it’s safe. We ended up on version 6.0 at the end of the first film and are on 6.5 now. Other nonlinear editing software packages are more designed for one-man bands, but Media Composer is really the only software that works for a huge visual effects film. You can’t underestimate how valuable it is to have all of the assistant editors be able to open the same projects and bins. The stability and reliability is the best. It means that we can deliver challenging films like The Hobbit trilogy on a tight post production schedule and know the system won’t let us down.”

Originally written for Avid Technology, Inc.

©2013 Oliver Peters

Partly Cloudy

df_adobecloud_1This past Monday at their MAX event, Adobe clarified its plans going forward. Gone is the “next” label, as well as any mention of “Creative Suite 7”. Henceforth, nearly all of Adobe’s content creation products will be sold only via Adobe’s cloud subscription model, under the Creative Cloud (or CC) banner. Premiere Pro, Photoshop, et al, become Premiere Pro CC, Photoshop CC and so on. With a few exceptions, like Lightroom, perpetual licenses (where you “own” the software) are gone. Needless to say, this announcement brought a quick and largely negative user reaction. Clearly Adobe was having its own “FCP X moment”. Hitler wasn’t happy (warning: offensive language). Of course, he wasn’t happy with Final Cut Pro X, either. Before I continue, here are links to Adobe’s FAQ and official responses/clarifications from Adobe’s communityDennis Radeke and Al Mooney in various forums, so you have the straight scoop.

Although we tend to think of software ownership like any other asset, digital media plays by a different set of rules. What you own is a license to use the software freely according to the terms of the EULA. It’s not an asset that you can use in an unrestricted manner, such as unlimited installation or resale on the open market. In fact, in the “bad ole” Avid days of turnkey systems, you actually had to pay a transfer fee when selling a system to another user. This was often waived, but did nothing to endear users to Avid. Even today, you typically cannot legally sell used (already registered) software to others in the same way that you sell used computers – although people do it every day without issue. The bottom line is that you may have application files on your drives or installation DVD-ROMs, but you don’t own these in the same way you own a physical, printed book – or a printer.

Clearly the concept of “ownership” is limited in the digital world, but at least what we understand as “owning” is completely different than renting. Essentially that’s the shift Adobe has made. If you buy a monthly or annual Creative Cloud subscription (or a single-application subscription), then you are renting the software covered under that agreement. The term “cloud” is a bit misleading, since the application software is downloaded and resides on your local computer, just like any other software. The software is authorized over the internet and it pings Adobe’s license servers monthly to see if you’ve paid your bill. This is more or less like the cable company, which installs a set-top receiver/DVR box in your house, though you don’t own that hardware. With Adobe, this shifts your use of the software from a capital outlay to a monthly expense, like other services or utilities costs. If you quit your CC subscription, your software is de-authorized and you lose the ability to use it or even open existing project files. The software can stay on your computer and you can renew the subscription at some point down the road if you like.

This model has several benefits for Adobe, such as a constant and somewhat predictable revenue stream. Since the software is now a service, it gets them out of some of the Sarbanes-Oxley legal issues revolving around the release of features and timing of new products coming to market. In essence, Adobe never has a “new product”, but rather posts updates to the Cloud, that users can download when they want or need to. Their claim is that new features can be introduced more quickly, because the aren’t bound by the “features versus bug fixes” conundrum that’s become an unintended consequence of SOX. I’m skeptical of these claims, since most downloaded software over the past few years has enjoyed reasonably rapid development between big point releases. You can only develop new software so quickly and having a different delivery vehicle may or may not improve that.

The ultimate question, though, is whether or not this is good for the user of Adobe products. Clearly the Creative Cloud change is one that benefits enterprise customers – the largest post houses, corporate media departments, digital media-centric ad agencies, broadcasters and TV/cable networks. These are customers who are more comfortable with a monthly fee system. They may already pay support contracts and want frequent updates. Their media is often perishable, so opening legacy projects might not be a concern. Adobe has also sweetened the pot with additional CC services and storage.

If you are an individual Adobe power user – meaning you’ve used many if not all of the applications in a Master Collection or Production Premium bundle – and you update annually anyway – then the Creative Cloud subscription will likely save you money. However, if you only use one or two applications and update only every few years, then a subscription just increased your costs. I see plenty of users who don’t upgrade. For example, at freelance sites, I routinely run into a range of CS4 through CS5.5 products. These users are quite happy with After Effects or Photoshop in those versions.

Historically Adobe has not given all apps within a bundle equal treatment. For instance, in one version After Effects may get a few whizz-bang features, while Premiere Pro only gets a few tweaks. The next time, it’s the other way around. So the subscription model is only of benefit if Adobe updates and you actually need those updates. Often software updates require newer hardware to take advantage of the next features or performance. Users may or may not be ready to bump up their hardware or their OS versions. Adobe will have older versions available on the Cloud, so you don’t necessarily have to run the newest software. If that’s the case, though, then what is the benefit to you of the subscription if you are not going to use the latest software?

There currently are four basic software use/own/rent models:

Perpetual License – This is paid “ownership” as discussed above. Avid, Grass Valley and others follow this model. Sometimes it comes with an optional support contract.

Software as a Service – This is the concept of the Adobe Creative Cloud. They aren’t the only one. Look to Intuit, Microsoft, Google and others for similar models and it will increasingly be the way a lot of software companies go.

Mac App Store – This is Apple’s approach and specifically applies to Final Cut Pro X, Aperture and other Apple and third-party software. You buy the software one time. The most current version is the one always available at the MAS and you can download and update for free when you are ready. As long as the product is sold as the same product, the developer cannot charge for an update. If the product changes or is rebranded, it can be sold (at full price) as a new application. You can install the software (for a single application charge) on as many Mac computers as you own or control for personal use. Professional use is intended as one installation only for a single machine used by multiple people.

Free with “strings” – This would apply to DaVinci Resolve and Lightworks. The basic model is free, but the developer offers certain value-added options or “add-ons”. Examples include the Lightworks Pro package (subscription to cover licensed codec support) and Blackmagic Design’s restriction of Resolve to working with its own hardware i/o products.

I’m a fan of most of Adobe’s products. Although I’m a relatively knowledgeable user of these tools, I am by no means a “power user” of Photoshop or After Effects, though I’m comfortable working there. As a magazine and blog reviewer of software, I have evaluation copies of the various Creative Suite Master Collections from over the years and for the most part, I have never touched many of the print, web or Flash applications.

I am also well aware of how capricious some software decisions can be. For example, for a few years, Adobe was developing Soundbooth – a streamlined, task-oriented audio application. It included a proprietary music tailoring function (like Smart Sound’s Sonicfire), using Adobe’s own scores. A few were included and then you could buy more scores to augment your library. I bought a number of these. Then Adobe decided Soundbooth wasn’t working for them and not enough folks were purchasing the additional scores. So they killed the product and dumped the scores out as a free download (including those I had paid for a year earlier).

Unfortunately Audition (which replaced Soundbooth in the bundles), no longer has any ability to use these scores. In fact, nothing except Soundbooth can. A few months ago I had to re-install Soundbooth from CS4 or CS5 on my MacBook Pro just to be able to build some tracks using these scores. The point is that there’s no reason that Adobe wouldn’t decide to dump some app in the future, like Prelude or SpeedGrade, for instance. After all, they can now track specific application downloads and can tell what people are using. No more bundles to shield the unproductive. Of course, Adobe has stated that if that were the case in the future, they would simply make the EOL’ed product available for download and use without further authorization to existing customers.

I don’t want any of this to sound like Adobe is doing something evil. They aren’t and I feel that companies have to do what makes the most sense for their survival and continued product development. I think the negative reaction could have been blunted if Adobe had included an “opt-out/buy-out” mechanism. For example, if you’ve subscribed for a year and don’t want to continue, you could buy a perpetual license to the software you have on a prorated basis. That would be a win-win in my book.

I personally prefer the perpetual license model or the Mac App Store. I think there’s a real issue for smaller production companies and individuals with the “monthly cost creep” that this all amounts to. It’s not just Adobe. Factor in your cable bill, your phone data plan and other services like Vimeo, Dropbox and more. These all start to add up to real dollars that run the risk of “nickel and diming” a small business to death. In fact, NPR ran a story this week on that exact subject. My druthers are the Apple Mac App Store model for know. It is the most cost-effective.

I also don’t believe that all of Adobe’s applications are “best in class”. Photoshop and After Effects probably are, but others – not so much. I don’t understand the need for Prelude, other than to fill in gaps that Premiere Pro is missing – like transcoding. Photoshop is pretty bloated for the casual user and long ago needed something between it and Photoshop Elements. My point is that for a user like me, the full Creative Cloud model doesn’t look too appealing. There are viable alternatives to all of Adobe’s solutions, but if you need to maintain compatibility with client-supplied Adobe files, you will likely find it hard to get by without some Adobe product.

My suggestion for most users in similar shoes would be to buy one of the CS6 bundles now as a perpetual license.  This gives you a fallback position. Then if you want to move forward with the Cloud, run the numbers. If you are a power user of Photoshop, Premiere Pro or After Effects and want to have the latest version of that one application, simply buy a single-application subscription. If you use three or more applications on a regular basis and want those all to be current, then the full Creative Cloud subscription makes sense. You still have the CS6 versions if needed, as long as you’ve maintain backwards project compatibility.

The last thought I’ll leave you with is this. Don’t trust any company that says they have a vision for your digital future. Adobe’s applications are built around web services. For now, these are locally-installed applications; but, they could also function as the front end user interface for software that actually does reside at a remote location (“the cloud” for real). That’s the concept behind Adobe Anywhere. In short, could the “end game” be for a strictly cloud-based, software as a service operation? Adobe Creative Cloud running like Google Docs? Maybe – maybe not. We’ll see.

EDIT: Since I posted this entry, I’ve received some feedback from my friends at Adobe. A key feature of the Creative Cloud is not only access to Adobe’s portfolio of content creation applications, but also a slew of other resources, including community support, cloud storage and online portfolios. If you are an enterprise user with a Creative Cloud Team subscription, there’s even more value, such as a larger amount of storage. While some of these features might not be needed if you already are using Dropbox, Vimeo or a WordPress blog as your website, the Cloud subscription does put these types of resources under one roof.

An enterprise customer, such as a broadcast station group, may well find the Creative Cloud plans quite attractive. They can negotiate deals that place Adobe apps on any computer within their creative departments across all divisions of the company. This type of customer really isn’t too worried about opening legacy projects from a few years ago. By shifting software purchasing to the monthly expense part of the ledger, it removes it from the annual capital expenditure battles and guarantees more frequent updates across departments. So, while there is a lot of back and forth comment across the internet about Adobe’s move, I should note that quite a few customers are and will be very happy climbing into the Cloud.

©2013 Oliver Peters

Autodesk Smoke 2013

df_smoke_1_smAutodesk attracted a lot of attention last year with the revamped version of Smoke for Mac OS X. I had originally been working on a review with the earlier version (Smoke 2012), but held off when I found out Smoke 2013 was just around the corner. Indeed, the more “Mac-like” refresh wowed NAB attendees, but it took until December to come to market. In that time, Autodesk built on the input received from users who tested it during this lengthy public beta period. Now that it’s finally out in the wild, I’ve had a chance to work with the release version, both on my own system, as well as at a client site where Smoke 2013 has been deployed. Both of these are on recent model Mac Pros. Although Smoke 2013 is a very deep application, I would offer that the learning curve for this new version is a mere 25% of what it used to be. That’s a significant improvement.

Getting set up

There are several ways to install and operate Smoke 2013. Most users will install the application in the standalone mode. The software is activated over the internet and works only on that licensed machine. Facility users can also purchase license server software, which allows them to float the Smoke license among several machines. Only one at a time is activated, but any of the machines can run the software, based on the permission assigned by the license server application over the internal LAN.

df_smoke_2_smSmoke 2013 operation is tied to the media storage, so the first thing to do after software installation is to run the Smoke set-up utility. This allocates which drives are accessible to Smoke. You can grab media files from any connected drive, but specific locations must be assigned as library locations for media caches, proxies, render files and so on. These can be internal drives, SAN volumes or externally-connected drives. The key is that when you create or launch a project, it is tied to a specific library location. If that drive is unmounted, any projects associated with it won’t show up and are not accessible (even in an offline mode) to the operator.

You should approach Smoke operation with a media strategy in mind. Smoke 2013 handles more native codecs and file formats – and in a more straightforward fashion – than Smoke 2012. If you are working with ProRes media, for instance, no conversion is necessary to get started in Smoke and files can be rendered as ProResHQ, instead of the previous default of uncompressed DPX files. This means drive performance requirements are less than in the past, but it’s still a good idea to use fast RAID arrays. Even two 7200RPM SATA drives striped as RAID-0 will give you acceptable performance with ProRes media. Naturally, a faster array is even better. Smoke will let you render intermediate proxies for even better performance, but if you want to simply drag in new media from the Mac Finder, then Smoke 2013 now performs on par with other desktop NLEs.

Smoke uses OpenGL and not CUDA or OpenCL acceleration, so performance from ATI or NVIDIA cards is on even footing. If you run a dual monitor system, like my set-up with two 20” Apple Cinema Displays, you can enable dual-screen preview. This will let you mirror the UI or display a selected viewport, which is most often the current clip, but can also be the ConnectFX schematic. You are best off with two 1920×1080 or 1920×1200 screens. The scaling function to reduce the full screen viewer to fit my 1680×1050 resolution introduced artifacts and affected the performance of the card. Smoke 2013 can work with screen resolutions starting at 1440×900, but it’s better to stick to one higher resolution screen like a single 27” or 30” Apple Cinema Display or iMac screen. It’s best to run a broadcast monitor connected to an AJA KONA, IoXT or Blackmagic Design card (in a future version). In that configuration, you can’t use a second computer display to extend the real estate of the Smoke user interface, but could display the UI from another open application, like Adobe Photoshop.

The editing experience

df_smoke_3_smThe reaction to Apple Final Cut Pro X kicked up interest in Smoke. Users who wanted a 64-bit, track-based application that didn’t stray too far from FCP 7’s operational style, felt that Smoke 2013 might be the hypothetical “FCP 8”. Autodesk indeed sports an editing workspace that is closely aligned with the look and feel of Final Cut Pro “legacy”, as well as Adobe Premiere Pro. It even defaults to FCP 7 keyboard shortcut commands. If you can edit on Final Cut (before FCP X) or Premiere Pro, then you can be productive on Smoke with little relearning.

df_smoke_6_smThe user interface is divided into three panes – a browser, a viewing area and a workspace. Across the bottom are four tabbed interface pages or modes – MediaHub, Conform, Timeline and Tools. MediaHub is where you search drive locations for files. It is analogous to Adobe’s Media Browser within Premiere Pro. Locate files and drag or import them into the editing browser window. Conform lets you reconcile imported media with edit lists and is also a place to relink media files. Timeline is the standard editing workspace and lastly, Tools holds clip tools and utilities, such as deinterlacing, pulldown, etc. Each pane changes the information displayed, based on the context of that mode. In the Timeline mode, you see viewers and a timeline, but in the MediaHub mode each pane shows completely different information.

df_smoke_4_smEditors will spend most of their day in the Timeline mode. This interface page is organized into the standard editing view with player windows at the top and a track-based timeline at the bottom. Smoke always loads at least two timelines – the edited sequence and the selected source clip. Effects can be applied to the source clip, as well as to clips on the timeline. The viewer pane can display clips on a single, toggled viewer (like FCP X) or traditional source/record windows (like FCP 7). There’s also a thumbnail and a triptych view. The latter is helpful during color correction, if you want to display previous/current/next frames for shot matching. The browser displays all imported source clips for a project. It can be placed on the left, on the right or hidden entirely. Within it, clips can be organized into folders. You may have more than one sequence in a project, but only one project can be open at a time. As you select a clip, it immediately loads into the viewer and timeline window. No double-clicking required.

df_smoke_5_smSmoke is a good, fast editor when it comes to making edits and adjusting clips on the timeline. There are some nice touches overlooked on other NLEs. For example, it uses track-based audio editing with keyframable real-time mixing. There are a set of audio filters that can be applied and the output has a built-in limiter. Formatting for deliverables is built into the export presets, so exporting a 1080p/23.976 sequence as 720p is as simple as picking a preset. The edit commands include the standard insert, overwrite and replace functions, but also some newer ones, like append and prepend. Ripple and snapping are simple on/off toggles.

While editing is solid, I would still categorize Smoke 2013 as a finishing tool. You could edit a long-form project from scratch in Smoke, but you certainly wouldn’t want to. It lacks the control needed for narrative long-form, like detailed custom bin columns, a trim tool, multi-camera editing and more. On the other hand, a scripted short-form project, like a TV commercial – especially one requiring Smoke’s visual effects tools – could be edited exclusively within Smoke.

df_smoke_7_smThe better approach is to do your rough cuts in another desktop NLE and then send it to Smoke for the remainder. You can import various edit list formats – EDL, XML, FCPXML and AAF. Cut on Final Cut Pro 7/X, Premiere Pro or Media Composer and export an edit decision list in one of these formats for the sequence. Then import and link files in Smoke and you are ready to go. In my testing, XMLs from both FCP 7 and FCP X worked really well, but AAFs from Media Composer were problematic.  Typically Smoke had difficulty in relinking media files when it was an Avid project, most likely due to issues in the AAF.

Come for the effects

The visual effects tools are the big reason most editors would use Smoke 2013 over another NLE. There are four ways to apply effects. The first and easiest is the effects “ribbon” that flies out between the viewers and the timeline. It contains eight standard effects groups – Timewarp, Resize, Text, Color Correction, Spark, Blend, Wipe and Axis. (Spark is the API for third party filters. GenArts Sapphire is the first effects package for Smoke 2013.) The “ribbon” effects are always applied in the same order and some are multiple purpose tools. For instance, the Resize effect is automatically applied for format correction, such as a ProRes4444 clip in a ProResHQ timeline. When these effects are added to a clip on the timeline, a reduced set of parameters appears in a fly-out panel at the top of the timeline. You can immediately apply and adjust effects in the timeline without the need to step deeper until you’ve mastered the simpler methods.

df_smoke_11_smThe last effect, Axis, is a “super tool”. It’s the 2.5/3D DVE effect, but you can enter its effects editor and do a whole lot more. Axis lets you add text, lighting, 3D cameras, plus adjust surface properties and surface deformations. Once you enter any of the effects editors, the mode changes and you are in a new user interface specific to the context of that effect. The controls flow left to right and change options according to the selections made. For instance, picking “object” within the Axis effect editor gives you controls to adjust the scale, position and rotation of the clip. Pick “lights” and the control parameters change to those appropriate for lighting.

The third way to build an effect is to select ConnectFX. This brings you into Smoke’s world of node-based composting, where you are presented with a flow chart schematic, a viewer and a set of filter tools. An effect like Color Correction may be applied directly to the timeline as a single filter or as a filter within a ConnectFX build. It’s entirely up to the comfort level of the editor and how many additional effects will be applied to that clip for the final look.

df_smoke_12_smOne of available tools within the set is Action, which is a separate compositing method. It forms the fourth way to build effects. You can composite multiple media clips in an Action node, such as a title over a background. Once you step into an Action node, you are presented with its own schematic. Instead of a flowchart, the Action schematic shows parent-child links between layers of the composite, such as a light that is attached to a media clip. Action is where you would make adjustments in 3D camera space. Some tools, like the 3D lens flare effect are only available in Action.

df_smoke_9_smSmoke detractors make a big deal out of the need to render everything. While this is true, I found that a single effect applied from the FX “ribbon” menu to a clip on the timeline will play in real time. If you’ve applied more than one effect to a clip, then usually the last one in this string will be displayed live during playback. When rendering is required, the processing speed is pretty quick. If you export a sequence with unrendered effects, then all effects are first processed (rendered) before the finished, flattened master file is exported.

Conclusion

df_smoke_14_smSmoke 2013 is likely to be one of the deepest, but powerful, editing applications you will ever encounter. It’s deceptively simple to start, but takes a concentrated effort to master the inner workings of its integrated, node-based compositors. Nevertheless, you can start to be productive without having to tackle those until you are ready. In an editing world that’s gravitating towards an ever-growing number of canned, one-button preset effects, Smoke 2013 unabashedly gives you the building blocks needed for that last 5% of finesse, not available from a preset effect. You can even build your own complex presets to be applied on future projects. That takes time and talent to master. Fortunately Autodesk has gone the extra mile with good tutorials available on their Area community site and the Smoke Learning Channel on YouTube.

df_smoke_10_smSmoke is ideal as a finishing tool in a multi-suite facility, the main system in a creative media shop or the go-to system for broadcast promotion production. It is designed to fulfill the “hero” role and is targeted squarely at the Adobe suite of tools. The sales pitch is to stay within Smoke’s integrated environment rather than bounce among several applications. While Smoke 2013 largely meets that objective, it still gets down to personal preferences – compositing in nodes versus a track-based tool like After Effects.

Installation is easier than it was, but I’d still like to see Autodesk improve on the activation process – especially for those interested in using more than one machine. Smoke uses a Unix-style file structure, so project files (other than media index and render files) are hidden from the user. This makes it difficult to move projects from one computer to the next. Smoke 2013 lives up to the commitment made at NAB 2012, but now that it’s a released product, Autodesk has a chance to hone the tool to be more in line with the needs of the target user.

Originally written for Digital Video magazine

©2013 Oliver Peters

Phil Spector

df_philspector_3Phil Spector became famous as a music industry icon. The legendary producer, who originated the “wall of sound” production technique of densely-layered arrangements, worked with a wide range of acts, including the Ronettes, the Righteous Brothers and the Beatles. Unfortunately, fame can also have its infamous side. Spector abruptly came back into public notice through the circumstances of the 2003 death of actress Lana Clarkson and his subsequent criminal trials, culminating in a 2009 conviction for second-degree murder.

The story of his first murder trial and the relationship between Spector (Al Pacino) and defense attorney Linda Kenney Baden (Helen Mirren) form the basis for the new film by HBO Films. Phil Spector, which is executive produced by Barry Levinson (Rain Man), was directed by celebrated screenwriter/director David Mamet (The Unit, The Shield, Hannibal, Wag the Dog). Rather than treat it as a biopic or news story, Mamet chose to take a fictionalized approach that chronicles Spector’s legal troubles as a fall from grace.

One key member of the production team was editor Barbara Tulliver (Too Big to Fail, Lady in the Water, Signs), who has previously collaborated with Mamet. She started as a film editor working on commercials in New York, but quickly transitioned into features. According to Tulliver, “I assisted on David’s first two films and then cut my first feature as an editor with him, so we have established a relationship. I also cut Too Big to Fail for HBO and brought a lot of the same editorial crew for this one, so it was like a big family.”

df_philspector_4As with most television schedules, Phil Spector was shot and completed in a time frame and with a budget more akin to a well-funded independent feature, rather than a typical studio film. Tulliver explained, “Our schedule to complete this film was between that of a standard TV project and a feature. If a studio film has six weeks to complete a mix, a film like this would have three. The steps are the same, but the schedule is shrunk. I was cutting during the thirty-day production phase, so I had a cut ready for David a week after he wrapped. HBO likes to see things early, so David had his initial cut done after five weeks, instead of the typical ten-week time frame. Like any studio, HBO will give us notes, but they are very respectful of the filmmakers, which is why they can attract the caliber of talent that they do for these films. At that point we went into a bit of a hold, because David wanted some additional photography and that took awhile until HBO approved it.”

The production itself was handled like a film shoot using ARRI Alexa cameras in a single-camera style. An on-set DIT generated the dailies used for the edit. Although you wouldn’t consider this a visual effects film, it still had its share of shots. Tulliver said, “There were a lot of comps that are meat-and-potatoes effects these days. For instance, the film was shot in New York, so in scenes when Spector arrives at the courthouse in Los Angeles, the visual effects department had to build up all of the exteriors to look like LA. There are a number of TV and computer screens, which were all completed in post. Plus a certain amount of frame clean-ups, like removing unwanted elements from a shot.”

df_philspector_2Mamet wrote a very lean screenplay, so the length of the cut didn’t present any creative challenges for Tulliver. She continued, “David’s scripts are beautifully crafted, so there was no need to re-arrange scenes. We might have deleted one scene. David makes decisions quickly and doesn’t overshoot. Like any director, he is open to changes in performance; but, the actors have such respect for his script, that there isn’t a lot of embellishment that might pose editing challenges in another film. Naturally with a cast like this, the performances were all good. The main challenge we had, was to find ways to integrate Spector’s songs into the story. How to use the music to open up scenes in the film and add montages. This meant all of the songs had to be cleared. We were largely successful, except with John Lennon’s Imagine, where Yoko Ono had the final say. Although she was open to our using the song, ultimately she and David couldn’t agree to how it would be integrated creatively into the film.”

Phil Spector was cut digitally on an Avid Media Composer. Like many feature editors, Barbara Tulliver started her career cutting film. She said, “I’m one of the last editors to embrace digital editing. I went into it kicking and screaming, but so did the directors I was working with at the time. When I finally moved over to Avid, they were pretty well established as the dominant nonlinear edit system for films. I do miss some things about editing on film, though. There’s a tactile sense of the film that’s almost romantic. Because it takes longer to make changes, film editing is more reflective. You talk about it more and often in the course of these discussions, you discover better solutions than if you simply tried a lot of variations. In the film days, you talked about the dramatic and emotional impact of these options. This is still the case, but one has to be more vigilant about making that happen – as opposed to just re-cutting a scene twenty different ways, because it is easy and fast – and then not know what you are looking at anymore.”

df_philspector_1“Today, I cut the same way I did when I was cutting film. I like to lay out my cut as a road map. I’ll build it rough to get a sense of the whole scene, rather than finesse each single cut as I go. After I’ve built the scene that way, I’ll go back and tweak and trim to fine-tune the cut. Digital editing for me is not all about the bells-and-whistles. I don’t use some of the Avid features, like multi-camera editing or Script Sync. While these are great features, some are labor-intensive to prepare. When you have a minimal crew without a lot of assistants, I prefer to work in a more straightforward fashion.”

Tulliver concluded with this thought, “Although I may be nostalgic about the days of film editing, it would be a complete nightmare to go back to that. In fact, several years ago one director was interested in trying it, so I investigated what it would take. It’s hard to find the gear anymore and when you do, it hasn’t been properly maintained, because no one has been using it. Not to mention finding mag stripe and other materials that you would need. The list of people and labs that actually know how to handle a complete film project is getting smaller each year, so going back would just about be impossible. While film might not be dead as a production medium, it has passed that point in post.”

Originally written for Digital Video magazine.

©2013 Oliver Peters

Road Warrior Bags

df_ecbc_2I usually don’t write these types of product reviews. Most of my entries focus on post production software and techniques, but in a way this is related. As more and more editors ply their trade with the aid of portable devices, such as laptops, an important tool is your backpack or laptop bag. I generally freelance at other facilities; but, I have done the occasional on-site editing gig, too. Airline travel and stowing extras like headphones, small speakers and i/o devices are considerations. There are plenty of options on the market, but one company that was recently brought to my attention was ECBC, a vendor for backpacks, messenger bags, tote bags and notebook sleeves.

df_ecbc_1I have my share of NLE manufacturers’ swag bags from meetings, conferences and conventions. It just so happened that my favorite bag was giving out at about the time that ECBC’s rep contacted me about testing out their new K7 line. This gave me a chance to check out both the K7 Zeus messenger bag and K7 Hercules laptop backpack.

The K7 line is made from Kodra Nylon, which is lightweight material designed to be abrasion and water resistant. It’s a bit more like cloth than a standard ballistic nylon, such as they use in their B7 line. This makes the bags more lightweight. Secondly, the K7 series comes in smaller sizes, which befits the popularity of 13” and 15” MacBook Pros, small Windows laptops and tablets like Surface and the iPad. Both the backpacks and messenger bags use a spacer in the laptop compartment, so the same bag will fit 13” and 15” laptops, simply by using or removing the spacer.

I tend to run around town these days with only my iPad, which I use to surf the web, write, check e-mail and keep track of the calendar and contacts. I tested the Zeus messenger bag, which was perfect for the iPad, along with a collection of USB sticks, keys, umbrella and other run-around necessities. If I need the laptop for on-site, local production, then there’s plenty of room for the 15” MacBook Pro plus the iPad if I want to bring both. Traveling out of town? That’s where the Hercules backpack is just right.

df_ecbc_3Overall, I liked the construction quality of these bags. They use YKK zippers for a nice type fit and the front compartment zippers are specially designed to be more water resistant. Compartments are well designed and sewn in, with extra pockets for water bottles and all the organizational areas you need. The interior is nicely lined with padded nylon and the laptop compartments use a felt liner to “baby” your computer. That’s a cut above most cheaper bags. For example, my previous swag bag had a plastic inner liner, which started to crack and flake with age. That would never happen with the ECBC liner material.

An interesting feature on the backpacks is what is called a TSA-Compliant compartment. ECBC calls this their FastPass system. The laptop compartment of the backpack is the entire back panel of the bag. It zips completely open so that the laptop compartment lays flat going through the X-ray machine without the need to remove the laptop itself from the backpack. With a MacBook Pro in the back panel, you still have plenty of interior bag room for power supply, headphones, external drives and more. One last nice touch to point out is that the handles are padded. That doesn’t seem like a big deal, but if you’ve hauled around a heavy bag with just a thin nylon handle to hold it, you’ll appreciate the padding. This prevents the cloth of the handle from cutting into your fingers.

df_ecbc_4My only quibble is that the messenger bag does not have a zipper to seal across the top the interior compartment. I presume that’s so you can easily remove a laptop and quickly go through security. It’s unlikely that you’d lose anything. The internal pockets are tight and closed. The top flap, which covers this access, closes snugly with heavy-duty plastic clasps and some of the most robust Velcro you’ve ever seen.

While there are plenty of top notch bags and packs on the market, the ones that ECBC sent for my review are worthy of the editor turned road warrior. Top flight construction that will protect your gear on the road. Not much more you can ask from a bag or backpack.

©2013 Oliver Peters

NAB 2013 Distilled

df_nab2013_1Another year – another NAB exhibition. A lot of fun stuff to see. Plenty of innovation and advances, but no single “shocker” like last year’s introduction of the Blackmagic Cinema Camera. Here are some observations based on this past week in Las Vegas.

4K

Yes, 4K was all over. I was a bit surprised that many of the pieces for a complete end-to-end solution are in place. The term 4K refers to the horizontal pixel width of the image, but two common specs are used – the DCI (film) standard of 4096 and the UltraHD (aka QuadHD) standard of 3840. Both are “4K”. Forgotten in the discussion is frame rate. Many displays were showing higher frame rates, such as 4K at 60fps. 120fps is also being discussed.

4K (and higher) cameras were there from Canon, Sony, RED, JVC, GoPro and now Blackmagic Design. Stereo3D was there, too, in pockets; but, it’s all but dead (again). 4K, though, will have legs. The TV sets and distribution methods are coming into position and this is a nonintrusive experience for the viewer. SD to HD was an obvious “in your face” difference. 4K is noticeably better, but not as much as SD to HD. More like 720p versus 1080p. This means that consumer prices will have to continue to drop (as they will) for 4K to really catch hold, except for special venue applications. Right now, it’s pretty obvious how gorgeous 4K is when standing a few feet away from an 84” screen, but few folks can afford that yet.

Interestingly enough, you can even do live 4K broadcasts, using 4K cameras and production products from Astro Designs. This will have value in live venues like sporting events and large corporate meetings. A new factor – “region of interest” – comes into play. This means you can shoot 4K and then scale/crop the portion of the image that interests you. Naturally there was also 8K by NHK and also Quantel. Both have been on the forefront of HD and then 4K. Quantel was demonstrating 8K (downsampled to a 4K monitor) just to show their systems have the headroom for the future.

ARRI did not have a 4K camera, but the 4 x 3 sensor of the ALEXA XT model features 2880 x 2160 photosites. When you use an anamorphic 2:1 lens and record ARRIRAW, you effectively end up with an unsqueezed image of 5760 x 2160 pixels. Downsample that to a widescreen 2.4:1 image inside a 4096 DCI frame and you have visually similar results as with a Sony or RED camera delivering in 4K. This was demonstrated in the booth and the results were quite pleasing. The ALEXA looked a bit softer than comparable displays at the Sony and RED booths, but most cinematographers would probably opt for the ARRI image, since it appears a lot closer to the look of scanned film at 4K. Part of this is inherent with ARRI’s sensor array, which includes optical filtering in-camera. Sony was showing clips from the upcoming Oblivion feature film, which was shot with an F65. To many attendees these clips looked almost too crisp.

In practical terms, most commercial, corporate, television or indie film users of 4K cameras want an easy workflow. If that’s your goal, then the best “true” 4K paths are to shoot with the Canon C500 or the Sony F55. The C500 can be paired with the (now shipping) AJA KiPro Quad to record 4K ProRes files. The Sony records in the XAVC codec (a variant of AVC-Intra). Both are ready to edit (importer plug-ins may be required) without conversions.

You can also record ARRI 2K ProRes in an ALEXA or use one of the various raw workflows (RED, Canon, Blackmagic, Sony, ARRI). Raw is nice, but adds extra steps to the process – often with little benefit over log-profile recording to an encoded file format.

Edit systems

With the shake-up that Apple’s introduction of Final Cut Pro X has brought to the market, brand dominance has been up for grabs. Apple wasn’t officially at the show, but did have some off-site presence, as well as a few staffers at demo pods. For example, they were showing the XAVC integration in an area of the Sony booth. FCP X was well-represented as part of other displays all over the floor. An interesting metric I noticed, was that all press covering the show on video, were cutting their reports on laptops using FCP X. That is a sweet spot for use of the application. No new FCP X news (beyond the features released with 10.0.8) was announced.

Adobe is currently the most aggressive in trying to earn the hearts of editors. The “next” versions of Premiere Pro, SpeedGrade, Audition and After Effects have a ton of features that respond to customer requests and will speed workflows. Adobe’s main stage demos were packed and the general consensus of most editors discussing a move away from FCP 7 (and even Avid) was a move to Adobe. In early press, Adobe mentioned working with the Coen brothers, who have committed to cutting their next film with Premiere.

The big push was for Adobe Anywhere – their answer for cloud-based editing. Although a very interesting product, it will compete in the same space as Quantel Qtube and Avid Interplay Sphere. These are enterprise solutions that require servers, storage, software and support. While it’s an interesting technology, it will tend to be of more interest to larger news operations and educational facilities than smaller post shops.

Avid came on with Media Composer 7 at a new price, with Symphony as an add-on option to Media Composer. The biggest features were the ability to edit with larger-than-HD video sources (output is still limited to HD), LUT support, improved media management of AMA files and background transcoding using managed folders (watch folders). In addition, Pro Tools goes to 11, with a new video engine – it can natively run Avid sequences from AAF imports – and faster-than-real-time bounce. The MC background transcode and the PT11 bounce will be time savers for Avid users and that translates into money saved.

Avid Interplay Sphere (announced last year) now works on Macs, but its main benefit is remote editing for stations that have invested in Interplay solutions. Avid is also bundling packages of ISIS storage, Interplay asset management and seats of Media Composer at even lower price points. Although still premium solutions, they are finally in a range that may be attractive to some small edit facilities and broadcasters, given that it includes installation and support.

The other NLE players include Avid DS (not shown), Quantel Pablo Rio, Autodesk Smoke 2013, Grass Valley EDIUS, Sony Vegas, Media 100 (not shown) and Lightworks. Most of these have no bearing in my market. Smoke 2013 is getting traction. Autodesk is working to get user feedback to improve the application, as it moves deeper into a market segment that is new to them. EditShare is forging ahead with Lightworks on the Mac. It looked pretty solid at the show, but expect something that’s ready for users towards the end of the year. It’s got the film credits to back it up, so a free (or near free) Mac version should shake things up even further.

One interesting addition to the market is DaVinci Resolve 10 gaining editing features. Right now the editing bells-and-whistles are still rudimentary, though all of the standard functions are there. Plus there are titles, speed changes with optical flow and a plug-in API (OpenFX). You can already apply GenArts Sapphire filters to your clips. These are applied in the color correction timeline as nodes, rather than effects added to an editing timeline. This means the Sapphire filters can be baked into any clip renders. The positioning of Resolve 10 is as an online editing tool. That means conforming, titling and trims/tweaks after grading. You now have even greater editing capabilities at the grading stage without having to return to an NLE. Ultimately the best synergy will be between FCP X and Resolve. Together the two apps make for a very interesting package and Apple seems to be working closely with Blackmagic Design to make this happen. Ironically the editing mode page looks a lot like FCP X would have looked with tracks and dual viewers.

Final thoughts

I was reading John Buck’s Timeline on the plane. Even though we think of the linear days as having been dominated by CMX, the reality was that there were many systems, including Mach One, Epic, ISC, Strassner, Convergence, Datatron, Sony, RCA and Ampex. In Hollywood, the TV industry was split among them, which is why a common interchange standard of the EDL was developed. For awhile, Avid became the dominant tool in the nonlinear era, but the truth is that hasn’t always been the norm – nor should it be. The design dilemma of engineering versus creative was a factor from the beginning of video editing. Should a system be simple enough that producers, directors and non-technical editors can run it? Sound familiar?

When I look at the show I am struck at how one makes their buying choices. To use the dreaded car analogy, FCP X is the sports car and Avid is the truck. But the sports car is a temperamental Ferrari that does some things very well , but isn’t appropriate for others. The truck is a Tundra with all the built-in, office-on-the-road niceties.

If I were a facility manager, making a purchase for a large scale facility, it would probably still be Avid. It’s the safe bet – the “you don’t get fired for buying IBM” bet. Their innovations at the show were conservative, but meet the practical needs of their current customers. There simply is no other system with a proven track record across all types of productions that scales from one user to massive installations. But offering conservative innovation isn’t a growth strategy. You don’t get new users that way. Media Composer has become truly complex in ways that only veteran users can accept and that has to change fast.

Apple FCP X is the wild card, of course. Apple is playing the long game looking for the next generation of users. If FCP X weren’t an Apple product, it would receive the same level of attention as Vegas Pro, at best. Also a great tool with a passionate user base, but nothing that has the potential of dominating market share. The trouble is Apple gets in its own way due to corporate secrecy. I’ve been using FCP X for awhile and it certainly is a professional product. But to use it effectively, you have to change your workflow. In a multi-editor, multi-production facility, this means changing a lot of practices and retraining staff. It also means augmenting the software with a host of other applications to fix the short-comings.

Broadening the appeal of FCP X beyond the one-man-band operations may be tough for that reason. It’s too non-standard and no one has any idea of where it’s headed. On the other hand, as an editor who’s willing to deal with new challenges, I like the fast, creative cutting performance of FCP X. This makes it a great offline editing tool in my book. I find a “start in X, finish in Resolve” approach quite intriguing.

Right now, Adobe feels like the horse to beat. They have the ear of the users and an outreach reminiscent of when Apple was in the early FCP “legacy” era. Adobe is working hard to build a community and the interoperability between applications is the best in the industry. They are only hampered by the past indifference towards Premiere that many pro users have. But that seems to be changing, with many new converts. Although Premiere Pro “next” feels like FCP 7.5, that appears to be what users really want. The direction, at least, feels right. Apple may have been “skating to where the puck will be”, but it could be that no one is following or the puck simply wasn’t going there in the first place.

©2013 Oliver Peters

FCP X Color Board Presets

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Apple’s Final Cut Pro X includes a deceptively simply – often confusing – yet extremely powerful color correction tool, commonly known as the Color Board. Custom grading “looks” are all the rage and FCP X includes a number of ways to stylize an image, including a selection of presets that can be applied in the Color Board. df_fcpxcb_2_smIn addition, users can create and store their own presets, simply by saving a correction that they particularly like or want to re-use on other shots.

df_fcpxcb_3_smWhen you save a preset, that creates a .cboard file, which is saved into the Color Presets folder located in the User / Movies / Final Cut Events folder. These files can be copied and pasted to other systems at that same location and thus become available for use within Final Cut Pro X on another machine.

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I’ve created a set of simple, primary-grade presets that you can download and use if you like. df_fcpxcb_5_smThese are based on the sample image of a woman that I have used in other posts. All you have to do to use these is download and install them and they will show up in the Color Board presets menu of your system. As with any software, proceed at your own risk, as I haven’t done any extensive testing. Once you install the presets and launch FCP X, the app may require a restart in order to update the Event.

These presets are primary grades that were built upon the look of the sample image as a starting point. It’s fairly neutral, so if the tonal range of your clip differs widely, you’ll obviously have to tweak the sliders to get the look that’s appropriate to your footage. One suggestion is to apply the correction in stages.

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In this example, I have taken a log profile image from a Blackmagic Cinema Camera and applied three color correction settings (click the image to see an expanded view). The first is to correct for the log profile and get the image into a contrast and saturation range that is similar to my sample. On the next correction, I have applied one of my custom grades as a full screen secondary correction. Since none of these presets include shapes or color isolation, there is a third layer with a shape mask. I have used this to darken the exposure outside of the mask, thus creating a vignette effect.

Click here to download a .zip archive file containing these presets.

Click on any of these images for a slide show of the various presets.

©2013 Oliver Peters