04 - 追蹤 (Tracking)
001 2D追蹤。 (2D Tracking).mp4
001 2D追蹤。 (2D Tracking).srt
001 2D追蹤。 (2D Tracking).srt
001 Video.url
002 平面追蹤。 (Planar Tracking).mp4
002 平面追蹤。 (Planar Tracking).srt
002 平面追蹤。 (Planar Tracking).srt
003 0303-final-FIX.mp4
003 3D攝影機追蹤。 (3D Camera Tracking).mp4
003 3D攝影機追蹤。 (3D Camera Tracking).srt
003 3D攝影機追蹤。 (3D Camera Tracking).srt
004 3D攝影機追蹤的進階用法:追蹤物件。(Advanced usage of 3D camera tracking:Tracking objects.).mp4
004 3D攝影機追蹤的進階用法:追蹤物件。(Advanced usage of 3D camera tracking:Tracking objects.).srt
004 3D攝影機追蹤的進階用法:追蹤物件。(Advanced usage of 3D camera tracking:Tracking objects.).srt
005 追蹤的概念與前期準備。(Tracking principle and Preliminary preparation.).mp4
005 追蹤的概念與前期準備。(Tracking principle and Preliminary preparation.).srt
005 追蹤的概念與前期準備。(Tracking principle and Preliminary preparation.).srt
external-links.txt
05 - 基礎專案練習(03):沒有追蹤點的綠幕 (Green screen without tracking markers)
001 Hollywood camera work.mp4
001 Hollywood camera work.srt
001 Hollywood camera work.srt
001 hollywood-camera-work.url
002 Keylight - Green Screen.mp4
002 Keylight - Green Screen.srt
002 Keylight - Green Screen.srt
003 轉換通道資訊(方法1):Shift Channels (Convert channels).mp4
003 轉換通道資訊(方法1):Shift Channels (Convert channels).srt
003 轉換通道資訊(方法1):Shift Channels (Convert channels).srt
004 轉換通道資訊(方法2) – Channel Combiner (Convert channels).mp4
004 轉換通道資訊(方法2) – Channel Combiner (Convert channels).srt
004 轉換通道資訊(方法2) – Channel Combiner (Convert channels).srt
005 去溢色(Spill Suppression).mp4
005 去溢色(Spill Suppression).srt
005 去溢色(Spill Suppression).srt
006 攝影機追蹤 (Camera Tracking).mp4
006 攝影機追蹤 (Camera Tracking).srt
006 攝影機追蹤 (Camera Tracking).srt
external-links.txt
06 - 色彩管理概論 (Introduction to Color Management)
001 什麼是色彩管理? (What is color management).mp4
001 什麼是色彩管理? (What is color management).srt
001 什麼是色彩管理? (What is color management).srt
002 為什麼需要色彩管理?(Why need color management).mp4
002 為什麼需要色彩管理?(Why need color management).srt
002 為什麼需要色彩管理?(Why need color management).srt
003 為什麼會有不同的色彩?(Why are there different colors).mp4
003 為什麼會有不同的色彩?(Why are there different colors).srt
003 為什麼會有不同的色彩?(Why are there different colors).srt
004 什麼是色彩空間?(What is color space).mp4
004 什麼是色彩空間?(What is color space).srt
004 什麼是色彩空間?(What is color space).srt
005 什麼是人類視覺色域CIE?(What is the Human Color Vision and CIE).mp4
005 什麼是人類視覺色域CIE?(What is the Human Color Vision and CIE).srt
005 什麼是人類視覺色域CIE?(What is the Human Color Vision and CIE).srt
006 什麼是色域?(What is Gamut).mp4
006 什麼是色域?(What is Gamut).srt
006 什麼是色域?(What is Gamut).srt
007 色彩空間的組成。(What Color Space consists of?).mp4
007 色彩空間的組成。(What Color Space consists of?).srt
007 色彩空間的組成。(What Color Space consists of?).srt
008 查找表(Look Up Table).mp4
008 查找表(Look Up Table).srt
008 查找表(Look Up Table).srt
009 什麼是Gamma校正?(What is Gamma Correction?).mp4
009 什麼是Gamma校正?(What is Gamma Correction?).srt
009 什麼是Gamma校正?(What is Gamma Correction?).srt
010 人眼到底和Gamma有沒有關係? (Does the human eye have anything to do with Gamma).mp4
010 人眼到底和Gamma有沒有關係? (Does the human eye have anything to do with Gamma).srt
010 人眼到底和Gamma有沒有關係? (Does the human eye have anything to do with Gamma).srt
011 視覺的韋伯定律 (Weber-Fechner law).mp4
011 視覺的韋伯定律 (Weber-Fechner law).srt
011 視覺的韋伯定律 (Weber-Fechner law).srt
012 線性流程的差異 (What is linear workflow difference?).mp4
012 線性流程的差異 (What is linear workflow difference?).srt
012 線性流程的差異 (What is linear workflow difference?).srt
013 預乘和預除 (Premult & Unpremult).mp4
013 預乘和預除 (Premult & Unpremult).srt
013 預乘和預除 (Premult & Unpremult).srt
014 顯示為參考(Display Referred Workflow).mp4
014 顯示為參考(Display Referred Workflow).srt
014 顯示為參考(Display Referred Workflow).srt
015 場景為參考(Scene Referred Workflow).mp4
015 場景為參考(Scene Referred Workflow).srt
015 場景為參考(Scene Referred Workflow).srt
016 OCIO-for-After-Effects.url
016 OpenColorIO-configuration.url
016 在AE內實現ACES (Using ACES in AE).mp4
016 在AE內實現ACES (Using ACES in AE).srt
016 在AE內實現ACES (Using ACES in AE).srt
external-links.txt
13 - 基礎專案練習(05):標題字視覺包裝 (Title Design)
001 11-title.ai
001 Video.url
001 點陣和向量的差別。 (Difference between bitmap and vector.).mp4
001 點陣和向量的差別。 (Difference between bitmap and vector.).srt
001 點陣和向量的差別。 (Difference between bitmap and vector.).srt
002 Vector Layer to Shape Layer.mp4
002 Vector Layer to Shape Layer.srt
002 Vector Layer to Shape Layer.srt
003 Drop Shadow、投射陰影.mp4
003 Drop Shadow、投射陰影.srt
003 Drop Shadow、投射陰影.srt
004 Light Sweep、掃光效果.mp4
004 Light Sweep、掃光效果.srt
004 Light Sweep、掃光效果.srt
005 loopOut表達式語法 (Epression loopOut).mp4
005 loopOut表達式語法 (Epression loopOut).srt
005 loopOut表達式語法 (Epression loopOut).srt
006 合成 (Compositing).mp4
006 合成 (Compositing).srt
006 合成 (Compositing).srt
007 Shape Layer 動畫裝飾.mp4
007 Shape Layer 動畫裝飾.srt
007 Shape Layer 動畫裝飾.srt
008 曲線編輯器 (Graph Editor).mp4
008 曲線編輯器 (Graph Editor).srt
008 曲線編輯器 (Graph Editor).srt
external-links.txt
14 - 基礎專案練習(06) – 螢幕合成 (Mobile Phone Screen Compositing)
001 12-calling.ai
001 Video.url
001 簡單的手機螢幕追蹤 (Simple phone screen tracking).mp4
001 簡單的手機螢幕追蹤 (Simple phone screen tracking).srt
001 簡單的手機螢幕追蹤 (Simple phone screen tracking).srt
002 細節修飾、讓效果只作用在遮罩上 (Detail adjustment, make the effects only works on the mask).mp4
002 細節修飾、讓效果只作用在遮罩上 (Detail adjustment, make the effects only works on the mask).srt
002 細節修飾、讓效果只作用在遮罩上 (Detail adjustment, make the effects only works on the mask).srt
003 螢幕反射 (screen reflection).mp4
003 螢幕反射 (screen reflection).srt
003 螢幕反射 (screen reflection).srt
external-links.txt
16 - 基礎專案練習(08) – 天空置換 (Replace Sky)
001 Sky-Footage.url
001 Video.url
001 取出天空 (take out the sky).mp4
001 取出天空 (take out the sky).srt
001 取出天空 (take out the sky).srt
002 Set Matte with Camera Tracking.mp4
002 Set Matte with Camera Tracking.srt
002 Set Matte with Camera Tracking.srt
003 Set Matte with Planar Tracking.mp4
003 Set Matte with Planar Tracking.srt
003 Set Matte with Planar Tracking.srt
004 合成 (Compositing).mp4
004 合成 (Compositing).srt
004 合成 (Compositing).srt
external-links.txt