It's starting to get there but still has a way to go.įor me rendering is on the list but way down from multicam, analog audio scrub in jkl trim mode, assumetrical trimming on multichannel, functions such as show media orphans and power user functions from plugins such as phrase find, script based editing and plural eyes audio syncing.
I'm afraid that for me smoke 2013 as it stands is not really any more ready for long form editorial work than 2012 was. I don't want Smoke to lose out on what it does well, but if you really want Smoke to be an off-line editor then you are going to have to do what they do. This is this", which I take to mean in this regrafted context that you cannot wish yourself into a category that you wish to take a firm part in by saying that this is just how we do things. If you are going to do something you have to do it, or to quote from 'The Deer Hunter' "This is this this ain't something else. You will perhaps get the floating voters but not a significant slice of the editors, which is what Smoke is supposed to be going after. If realtime is left at the present timeline level and CFX has no degraded preview and no background rendering then you will put people off. I still think that some sort of quality or 'mode switch' needs to be implemented. There needs to be some lateral thinking (i.e.
#Autodesk flame linux wacom bamboo software#
The timeline effects go into 'unrendered frame' mode if you have much more than one effect placed on them while other software can have effect after effect and have adaptive degradation.
If Autodesk want to expand the use of Smoke you cannot simply leave it at using proxies. I remember pointing out that many users would not want to use this bandwidth to render in (especially not students with laptops, etc.). It's a little like you were saying when 2012 had DPXs and not ProRes as the render format. I don't think this is the sort of responsiveness that new users are after and would smack of complacency if Smoke was just left at this state.