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Specs and Standards: 2D Footage

Updated over 2 months ago

This document is created to provide clarity to all contributors submitting 2D footage based assets (e.g. filmed, real-world assets acquired via camera) for review by ActionVFX. The goal is to ensure all contributors are following the standards we hold for our own products, thus eliminating many rounds of review or rejection of a collection.

Important:

  • Not all guidelines will pertain to every collection that is being created.

  • This document will be updated from time to time.

Submission Checklist

Keying

  • Ensure the background is clean and 100% transparent

  • Spill is minimized around the edges of the asset

  • There is no haloing around the asset

  • There are no jittery edges in the asset

  • Small details are being retained

  • Translucency is retained where applicable

  • There are no dark edges when tested on a light background

Framing

  • The assets utilize as much of the frame as possible

  • Assets are centered horizontally and vertically in the frame

  • Consistent framing across the collection

  • The asset isn’t breaking frame

  • The first frame is black if the effect is entering the frame or has a clear first frame such as with an explosion

Exposure

  • The asset is not overexposed or underexposed

  • Highlight details are retained

    Lighting is consistent across all assets

Denoising

  • The assets are noise free

  • Denoised clips are not over-smoothed and losing detail

  • There is no motion related artifacts like ghosting from noise reduction

File Size

Render Specs

File Uploading

Quality Control Criteria

Keying

This section covers the typical keying practices we take when creating a product.

Avoid the Halo Effect

Few things ruin the illusion that an asset seamlessly belongs to a shot than having an outline around the edges. This is sometimes called a “green screen halo”. Your goal should be to minimize the appearance of a halo around your asset as much as possible.

Tips to avoid haloing:

  • Most of this can be fixed on set with good lighting. Be sure to have an evenly lit screen, and light your element in a way that helps separate it from the green screen. A subtle backlight on your element can work wonders.

  • Don’t put your element/subject too close to the screen. That will help reduce the amount of spill from the screen that hits your element. This is another way to keep your element separate from the screen.

Avoid Jittery Edges

Having jittery/wobbly/flickering edges in your alpha is another common issue of low-quality keys. Sometimes getting completely rid of it is impossible, but you should aim to reduce the effect as much as possible.

Tips to avoid jittery edges:

  • Most of the time jittery edges happen due to too much noise in the footage. Denoising the clip, or shooting in a way that prevents a noisy image (more light, lower ISO), will usually address this.

  • Like anything related to keying, proper lighting plays a big role in helping you avoid problems. Jittery edges can be the result of too much spill from the screen landing on your subject, so proper lighting and positioning will help you.

  • Sometimes the only way to fully fix this issue is to use a de-flicker plugin. This is mostly common for smoke/dust assets that are shot on a green/blue screen.

In this example, the alpha contains many holes that flicker constantly, instead of being stable.

Don’t Erase Small Details

Sometimes in an effort to completely remove the background of a clip, it can go too far and erase some important details. One sign of a great key is having the background be 100% transparent while still retaining the smaller details that are very thin or semi-transparent.

This can be crucial to elements that include a lot of thin smoke or small particles. Keying out too much detail can make the element look spotty.

Tips for retaining the small details:

  • For black background assets, keep the background as dark and as wrinkle-free as you can when filming.

  • Don’t blindly copy/paste the same Keyer settings on all clips. Double-check clips and try to keep all the details you can.

  • Use masks when keying to target different areas of the clip with different keying intensities.

Keep Translucent Areas Translucent

When something is fully transparent the alpha channel is black, and when it’s fully opaque the alpha channel is white. Translucent (semi-transparent) areas, however, are usually various shades of gray. The more you can keep translucent areas translucent, the more natural the element will look when comped in the user’s shot.

Tips to keep translucency:

  • As with everything keying-related, having good lighting will go a long way toward helping you get the results you want.

  • Different keying effects handle translucency differently, so being familiar with more than one effect will position you better for success.

Keying Fire

When keying fire, it’s important to understand that translucency is important to keep in mind. You don’t want your fire to be too opaque or too translucent. Keep the hottest, thickest part of the flame opaque, and the dissipating, less hot parts of the fire semi-transparent.

An example of a great RGB key of a fire.

However, the alpha channel is too opaque, causing it to look like this when comped over a background:

With the alpha channel being too opaque, you get nasty black edges around the flames. The dissipating flames at the top should be semi-transparent as well.

A correct example of a keyed alpha channel for fire elements. The hottest parts of the fire are opaque, and the less hot, dissipating areas are translucent.

Framing

This section covers the typical framing practices we take when creating a product. Good framing for 2D VFX assets is characterized by a clear, balanced composition that emphasizes the main elements while being centered vertically and horizontally in the frame. The assets should utilize as much as the frame as possible. For example, nobody wants to purchase a clip of an explosion that only fills less than half of the frame.

Tips for framing:

  • Not all assets are meant to stay in frame. Sometimes it makes sense for assets to break frame. Think about what would be the most useful to a compositor when considering framing. For example, some elements such as Falling Snow or Rain make sense to break frame because they are most useful that way.

Good Framing

The asset is not breaking frame but is filling the frame.

Bad Framing

The asset is getting cut off due to breaking frame at the bottom of the frame. The asset should be centered horizontally and vertically.

Good Framing

The asset is centered vertically and horizontally in the frame

Bad Framing

While the top this explosion will eventually rise up and fill the frame it is not centered left to right. It should be moved to the right so it is centered horizontally.

  • If your asset moves across the frame or expands like an explosion, be sure to frame the final render in a way that captures the full element. This prevents the assets from being cut off by the edges of the frame.

  • Some assets need to break the frame like those in the Falling Dust collection. If your asset must start off-frame and enter the frame, or start in frame and exit; keep it consistent throughout the collection.

Exposure

This section covers the typical exposure practices we take when creating a product. Typical exposure practices involve adjusting the brightness and contrast to achieve a balanced look that neither washes out details (overexposure) nor hides them in shadows (underexposure).

Tips for properly exposing:

  • The goal is to produce assets with proper exposure that can be easily modified or color corrected in post-production. This includes preserving highlights and shadow details to maximize the dynamic range and versatility of the asset. Proper exposure ensures that the VFX elements can be integrated into scenes with different lighting conditions without requiring extensive adjustments.

Pro Tip:

If you have trouble keeping the whites of Muzzle Flashes or certain Fires from clipping no matter how much you lower the exposure, that means that element is so bright that it would still be overexposed when shot in daylight. In that case, just shoot at a balanced daylight exposure and move on instead of decreasing exposure so much that the asset is ruined.

Example of an underexposed asset.

Denoising

This section covers the typical exposure practices we take when creating a product. Typical denoising practices involve using software tools to remove or reduce noise while preserving important details and textures.

Tips for denoising:

  • ActionVFX uses NeatVideo’s reduce noise plugin to denoise footage. There are also free Reduce Noise effects inside After Effects, Nuke, etc. but they rarely work as well as NeatVideo.

  • Carefully adjust settings to balance noise reduction and detail retention. Over-smoothing can result in a loss of detail.

This example below shows a clip that was denoised too much and is losing detail. You can really see the difference in the edges of the dissipating flames.

Before Being Denoised

After Denoising

The fine details in the flames are gone and look blurred.

File Size Guidelines

Keep file sizes as low as possible while still delivering a high-quality product. File size is a very important aspect and should be top of mind when delivering assets for the Marketplace. If your files are too large, look into ways to reduce file size such as shortening the clip or removing uncommon render passes.

Refer to this chart to adhere to our file size guidelines.

Render Specifications

Video assets should be delivered to ActionVFX in the following formats:

4K Resolution: 16-bit OpenEXR (final high-quality render)

2K Resolution: ProRes LT (for quick previewing purposes of samples and drafts) or 16-bit OpenEXR (final high-quality render if applicable)

OpenEXR Render Settings

File Type

OpenEXR

File Extension

.exr

File Name Format

Clip_Name.####.exr

Compression Type

ZIP-1

Bit Depth

16-bit half float

Color Space/Output Transform

ACES scene_linear (ACES - ACEScg)

ACES is always preferred, but if the assets are not available in ACES then you should clearly state what color space the assets are delivered in when submitting them.

Alpha Channel

Premultiplied Alpha if an alpha channel is available.

Resolution

4K DCI (4096x2160). This is the preferred delivery resolution, but we understand this may need to vary in some cases. Here are some other popular resolutions:

  • 4K Portrait (2160x4096) - Some assets are better delivered in portrait mode instead of the usual landscape mode. We usually do this when we want to maximize vertical space without sacrificing resolution.

  • 4K UHD (3840x2160) - While this resolution isn’t usually our go-to, it’s acceptable if that’s all you can deliver.

  • Higher than 4K - In some cases, you might deliver assets to us at resolutions higher than 4K, like 5K or 6K, because that will result in a better product for the user. That’s OK! Simply confirm with us prior to doing that.

2K ProRes LT Preview Render Settings

These renders will be used solely for preview purposes by our internal team. It will help us preview and review your assets faster than if we only had access to the final EXR files.

File Type

MOV

File Extension

.mov

File Name Format

Clip_Name.mov

Codec

Apple ProRes LT

Color Space/Output Transform

Rec.709 (ACES Output - Rec.709)

If the assets were not processed in ACES, then they should be delivered in Rec.709 or sRGB for the 2K ProRes LT preview.

Resolution

2K (2048x1080) will be the most common and is preferred, but HD (1920x1080) will be fine too if the resolution of your high-res version is 4K UHD.

The orientation of the preview renders should match your final renders. If your final renders are Portrait then your preview renders should be also.

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