Overview
SynthEyes has been helping VFX artists since 2003 in more than 90 countries. Whether you’re starting out, or need to step up to real tracking power and performance, put SynthEyes to work today! |
What can SynthEyes help you do?
You can use SynthEyes to help insert animated creatures or vehicles; stabilize shaky conventional or 360°VR shots; extend or fix a set; add virtual sets to green-screen shoots; replace signs or insert monitor images; remove unwanted objects from shots; produce 360° virtual reality or 3D stereoscopic films; create architectural previews; reconstruct accidents or crashes; do product placements after the shoot; move imagery from one shot to another; add 3D cybernetic implants, cosmetic effects, or injuries to actors; produce panoramic backdrops or clean plates; build textured 3-D meshes from images; add 3-D particle effects; or capture body motion to drive computer-generated characters. And those are just the more common uses; we’re sure you can think of more.
Features
The Latest SynthEyes 2024 Features
- Official release of the “Maya ASCII Updated exporter, a full feature exporter including embedded meshes, workarea controls, distortion projection screens, Arnold or native renderers, etc etc. Includes support for uncentered lenses in zero-pass workflows, in conjunction with new Maya pipes in the Nuke and Fusion exports. Improved in SynthEyes 2024 with fast generation of high-quality edge lists and new documentation.
- Official release of the “TDE4 Data File Export” to 3D Equalizer (with included python script), so that finished scenes may be exported from SynthEyes to Science-D-Vision’s 3D Equalizer for use at facilities with 3DE-specific pipelines. Now updated to operate with 3DE versions 5-7 and documented.
- New “Lens/Grid Calibration Setup” script for solving for lens grid distortions using any lens model. See the writeup in the Camera Calibration manual.
- Nuke and Fusion exporter upgrades for zero-pass workflows, in conjunction with the Maya ASCII Updated exporter.
- New Vertex Cache Control Panel with new frame# offset control to time-shift the vertex cache. Launched from the 3-D panel with a mesh selected. It also includes the file and axis mode setting.
- New “Mesh/Alembic Single Mesh” exporter, which exports just a single (typically deforming) mesh in alembic format, for use as a vertex cache in other apps.
- Refinements to pinning logic so that when a mesh is parented to a moving object, you can adjust the mesh OR the object.
- Helper points now have color, lock, show/hide, and exportable attributes like other object types, accessed from the Hierarchy View and 3-D panel.
Scene Exports
- Included exporters for:
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- Animated stabilization and distortion maps can be exported using distortion maps, for packages supporting them.
- Similarly, animated lens distortion projection screens are written by various exporters.
- SynthEyes’s Multiple-export system can write several different output formats in a single step, placing them in different subfolders if desired.
- Flexible generic ASCII text exporters for tracker 2-D paths and 3-D positions, camera/object paths, animated illumination.
- Features vary from exporter to exporter.
- Certain older exporters are found in the File/Export/Older submenu; look there if you can’t find a listed export.
Types of Shots
- Camera tracking
- Moving-object tracking (of geometry or via trackers, singly or in hierarchies, with or without a known mesh)
- Stereoscopic tracking (stereo features not available in Intro version)
- Fully automatic match-moving for straightforward shots
- Rapid supervised tracking for difficult tracks.
- Fixed (known or unknown) or zooming lens field of view
- Manual or automated lens distortion calculation
- Nodal solving: compute camera pan/tilt and tracker directions when camera was mounted on a tripod (ie computes a ~2½-D track because 3-D is not possible)
- Nodal shots down to a single tracker in whole in part, with automatic roll lock.
- Mixed nodal and translating shots
- Nodal “all-far” stereoscopic shots
- 360° Virtual Reality shots (spherical equirectangular)
- Multiple cameras and moving objects with simultaneous solving, including mixes such as tripod-mounted camera(2½-D) with moving object(3-D), or a video shot plus digital camera reference stills
- Survey shots: multiple stills taken from different locations, possibly with different image formats and zoom.
- Motion Capture — for faces or whole bodies, using multiple cameras. Single-camera mixed rigid- and deforming- facial mocap. Conversion to joint angles for BVH export.
Image Preprocessor
- Flexible image preprocessing engine for easier tracking and RAM storage of large film-resolution shots (Intro version: RAM cache limited to 1.25 GB).
- Disk Caching complements RAM caching (Pro only).
- Image stabilization engine, directable by user, integrated with 3-D tracking.
- Image format re-sampling and aspect changes.
- Kurves spline-based color correction (Y, R, G, B, S).
- Traditional hue/saturation and animated level adjustments.
- 1D and 3D Color LUTs: .3dl .cube .csp .ilut .olut .1dlut
- Color adjustment settings can be written as a .cube 3D LUT for reuse in SynthEyes or other applications.
- R/G/B channel selection and inversion.
- Blur to remove film grain and compression artifacts.
- Additional Noise Reduction algorithm.
- Additional separate luma and chroma blurs for DNG noise reduction.
- High-pass filter for varying lighting, such as strobes and explosions.
- Lens distortion removal—animate for zooms with distortion.
- Classic (quadratic/cubic/quartic), advanced (radial-4, anamorphic-6, fisheye), image-based, or table-based distortion models.
- Import and Export lens distortion as color-coded image maps for standardized interchange with other applications.
- Optic axis re-centering.
- DeRez to maximize RAM cache.
- Mirror imaging for mirror-based stereo rigs.
- Create and restore image preprocessor presets; presets can affect some or all image preprocessor controls.
- Save processed image sequence to disk (see Scene Exports).
- For QC checks of 2-pass lens distortion workflows, render meshes with distortion matching the original footage, overlaid on the raw imagery or over black for external compositing.
- Reapply lens distortion and cropping for total lens distortion workflow.
- Conversion back and forth between normal perspective and 360° spherical virtual reality shots.
- Selectable resampling filter.
- 8-bit, 16-bit fixed, 32-bit float processing available, storage in those formats plus 16-bit float.
- Separate alpha image sequences can be attached.
- Use for geometric conform of stereo shots.
- PrepSet Manager so configurations can be saved and reused from shot to shot or project.
- Animated Region of Interest to reduce RAM on object-tracking shots.
- Multi-threaded image fetch for high performance.
Lens Calibration
- Rectify Lens Grid for “just fix it” unmodeled lens distortion correction, especially for complex lens types. Tilt detection and correction if grid spacing and camera-to-grid measurements are available.
- Lens Master Calibration system handles linear, inverse linear, anamorphic lenses (except in SynthEyes Intro), and four fisheye lens variants.
- Quadratic, cubic, and quartic distortions on top of those lens types.
- Calibration based on arrays of dots, checkerboards, straight-line features, or XYZ data.
- Remarkable “zero-knowledge” Random-Dot calibration method produces rich dataset for accurate reference calibrations.
- Calibration can produce presets for 1-pass (deliver undistorted), 2-pass (deliver original distortion), and 360VR conversion workflows.
- Calibration can produce preset files for use with SynthEyes, or image distortion maps for use by other applications (as well as SynthEyes).
- Two types of projection screen can be created for image undistortion or redistortion in 3-D applications.
- Image preprocessor can remove distortion, or apply distortion to external renders, so they can be composited with the original shots.
- Solver can compute quadratic, cubic, and quartic distortions to a normal perspective lens during the solve of a “real” shot, ie without any calibration grid. Can handle well-behaved anamorphic lenses, including barrel-pincushion.
- Line-based manual adjustment.
Object Separation
- Automatically select trackers only within a green-screen region
- Set up regions for each moving object or garbage mattes for actors, for example
- Keyframe-animated splines to define regions
- Quick square and circle spline setup
- Import spline control points from tracker paths for rapid setup
- Animated enables for splines
- Use a rotoscoped alpha-channel
- Show roto-spline or greenscreen results in the camera view as a checkerboard or binary matte.
- Can store roto-spline and green-screen mattes to disk
Geometric Hierarchy Tracking
- Powerful and flexible toolset for tracking hierarchies of moving parts in 3D. For example, kinematic chains such as articulated arms, car doors, or pizza boxes; or secondary tracking such as jaws, eyebrows, and bellies.
- Directly tracks supplied meshes, or works from normal (supervised) trackers
- Creates animated deformations of a single mesh, or animated assemblies of individual meshes, or both
- Multi-level hierarchies, such as hands to forearm to upper arm to shoulder…
- Tool to automatically generate weight maps for a rig.
- Tools to split bones and rearrange rigs to make a specified bone the root
- Can layer on top of conventional moving-object tracks to add secondary animation
- Integrates with motion capture shots for conversion to joint angles, ie for export to BVH
- Quick mesh pinning tool for setup and field of view determination
- Filmbox FBX import and export of animated FbxSkin deforming rigs, including vertex weight maps
- BVH import for rapid setup from existing rigs in other applications
- Vertex weight setup with surface lasso, through lasso, paint, airbrush, blur, and checking tools, or imported images
- Mesh smudge and relax tools for manipulating reference meshes to match a shot for subsequent tracking etc
- Can write an “unwrapped mesh” image to guide external painting
- Animated joint locking for editing paths, even changing kinematics during a shot
- Distance lock for low-perspective shots
- Self-occlusion and occlusion from other meshes
- Garbage and alpha masks
- Error curve mini-view shows tracking figure of merit while tracking
- Pass-through vertex numbering available to match vertex caches in other applications.
- Mesh replacement tool preserves vertex weight painting even when changing to a substantially different revised mesh.
Solving
- High performance to accommodate shots with many thousands of frames and trackers (on suitable computers)
- Fixed or zooming lenses with no requirement for on-set information
- Multiple advanced lens models, including Radial-4, Anamorphic-6 (pro version), and fisheye types (cropped fisheye lenses are typical for action cams, drones, and surveillance cameras).
- Native 360VR solving — see the 360 VR section.
- Can solve for the rolling-shutter value, or compensate for a known one, to produce an idealized solve for a non-rolling camera.
- Per-axis animated soft or hard locks for cameras or moving objects
- Animated soft or hard field of view (FOV, ie zoom) locking
- Animated lens distortion parameters, especially keyed-frame animation with linear interpolation, for generating smooth solves without distortion-induced jitter.
- Anamorphic distance solving, to address this challenging issue, which can’t be described with a traditional 2-D distortion.
- Flexible camera/camera locking controls for stereo—work with varying IOD and vergence
- “Overall distance” constraint for camera/origin or object/camera distance allows smooth control over this jittery direction, especially for low-perspective object tracks.
- Solver controls to emphasize rapidly stopping the solve for operator intervention and repair (or for continuing as best possible)
- Tracker monitoring during solving for increased robustness
- Object and tracker weighting
- Zero-weighted trackers: 3-D positions without affecting the camera path. Used for instant position calculation during tracking. Stereo version also
- Zero-weighted frames: marginal frames (for example with high blur) can be prevented from compromising the rest of the solve
- Skip-frame track for auto-tracking and solving
- Frame-decimated solves
- Controlled post-solve camera/object path filtering
- Post-solve tracker clean-up tool, can be run automatically
- Refine previously-computed solutions, for rapid tweaking
- Rapidly create additional trackers with specified accuracies after initial solve
- Coalesce co-located trackers: trackers on the same image feature, but typically during different sections of the shot
- Light solver to determine light position or direction from ray or planar geometry, or from a reflection from a mesh
- Unsolve tool, to remove compromised portions of a long solve before restarting it
- PHASES for controllable and repeatable node-based solver strategy setup, documentation, and re-use. (Phases not supported in Intro version)
- Phase-based methods to set up a coordinate system, including Set Horizon or Set Heading, Linearize to any straight line for dolly shots, and easy scene scaling from camera height or distance to tracker.
- Novel phase-based techniques for setting relative scale of shots with moving cameras AND moving objects.
- Phase view and panel, graph editor interface, and Sizzle scripting interface. Phase configuration copy/paste, open/save, and a user phase library.
360° Virtual Reality
SynthEyes supports an entire workflow for stabilizing 360VR shots and inserting 3D objects into them. See the 12-part 2-hour 360VR tutorial and the follow-on when we added native 360VR solving.
- Supports standard monocular 360°x180° spherical equirectangular images. (Smaller formats such as 360×120 can be padded to the nominal size.) Read about stereo 360VR.
- Can use image maps for easy fisheye to 360VR conversion. Generate maps via calibration or from detailed manufacturer data (esp. Entaniya).
- Workflow for simple VR stabilization.
- Direct omnidirectional native 360VR solving.
- Or, convert 360VR shots to linear for tracking.
- Absolute world stabilization from a 3D solve, so the viewer sees an easy-to-understand consistent relationship between the virtual world and their real world.
- Many ways to do horizon alignment, for example based on a 3D coordinate setup or a golden frame.
- 360VR integrated into full 3D scene exports to After Effects, Blender, Fusion, Lightwave, and Modo.
- Export numeric 360° VR stabilization information to After Effects; use an included SynthEyes effect plugin, or those built into AE CC2018 and later, to stabilize the images within After Effects (ie with no SynthEyes render).
- Similar 360° VR stabilization exports for Fusion (including free) and Hitfilm. These do not require any extra plugins.
- 360VR object tracking: independently-moving cars, boats, planes, etc visible in the camera image.
- Zero-weighted trackers solved directly from 360 VR tracks.
- Add Many, Tracker Cleanup, Coalesce in 3-D, Drop on Mesh, Error View, Texture Extraction, Tracker Radar all support 360VR.
- Able to align the VR camera relative the camera path if desired.
- Generate additional perspective cameras that closely track inserted meshes, for fast and efficient rendering even by conventional non-360° rendering applications.
- Able to convert those conventional rendered images into 360° VR.
- Display of meshes correctly over 360VR images in the camera view.
- Able to generate quick 360VR preview movies from the camera view.
- Built-in a spherical screen for viewing 360° VR shots in the perspective view, and for export to other applications.
- Can create a spherical screen for exporting 360° VR shots for viewing in other applications.
- Export 360° VR stabilization information as image distortion map sequences for use in other applications supporting distortion maps.
ViewShift System
- Advanced integrated camera mapping and rendering system takes advantage of match-moved 3D camera paths and set models.
- Object removals against arbitrary reflector meshes, not just planes (texture coordinates not required).
- Combine split takes to a single shot.
- Quick setup tools for working from a single clean plate, instead of an entire (same or different) shot.
- Integrated illumination compensation for better matching, based on measured scene illumination.
- Multiple timing modes including automated source-frame determination to avoid overlap conflicts.
- Same-direction mode for split tripod shots.
- Control via animated splines or mesh outlines.
- Multiple output modes for quick previews, downstream compositing, or downstream resampling (via STMap-type distortion maps).
- Integrated anti-aliased matte generation with contracted and/or expanded softening.
- Produce animated texture maps from arbitrary meshes (with texture coordinates).
- Set up multiple independent ViewShift outputs, or daisy-chain especially for previews.
Stabilization
- Stabilization capabilities are built into the image preprocessor including normal (with lens distortion) and 360VR shots
- Stabilization driven by full 3D solves, or approximate 2D tracking data
- Manual adjustments as needed
- Automatic “zoom” determination for normal shots (multiple modes)
- Stabilization rig creator for non-360VR shots creates a “physical” equivalent for the stabilization, so downstream 3D packages can perform the actual stabilization
- Export of 360VR stabilization data directly to supported packages including After Effects, Fusion, and Hitfilm
- Setup of 360VR stabilization as an animated textured sphere for alternative export.
- Integrated resampling to other output resolutions and aspects
Coordinate System Setup
- Auto-placement tool analyzes scene structure to create a good initial scene coordinate system
- Quick precision setup wizard — click 3 trackers, then realign
- Easy manual complete-scene re-positioning and scaling
- Line-based alignment system for nodal-tripod and lock-off shots, or use the mesh pinning tool in its camera setting
- Flexible coordinate system alignment controls for complex situations
- Constrained Points (Axis Control) view for quickly examining coordinate system settings of all trackers at once, with right-click menu for modifications
- Coordinate placement methods based on camera positioning
- Select the desired solution using coordinate polarity controls when several solutions are possible
- Exact constraints for survey data, including infrequent GPS waypoints
- Distance constraints to utilize on-set sizing measurements
- Coordinate system setup before or after solving
Set Reconstruction
- Texture-extraction subsystem uses all (or specified) images in the sequence for high-quality results.
- Multiple extraction modes suitable for different shot types.
- Supports 360VR input, including quick conversion from fisheye to 360VR: wide field of view makes on-set photography coverage easier.
- Intro version: extract textures to a maximum resolution of 2048×2048
- Mesh-to-mesh blocking of textures
- Garbage matting for textures
- Automatic alpha-channel creation for extracted textures
- Alpha channel painting
- Add-Card with lasso and robust automatic plane-fitting
- Light direction and position determination from ray or planar geometry, or even a reflection from a mesh
- Light illumination level measurement for shots with rapidly-varying lighting
- Mesh-building commands to turn a collection of trackers into an exportable 3-D mesh, to build shadow catchers and proxy geometry
- Assemble-mesh mode for quick mesh building
- “Far meshes” allow reasonable-size meshes to hold distant backdrops
- “Punch-in” tool for adding trackers to meshes
- Smudge and relax tools for adjusting meshes to better match imagery.
- Linkage system between trackers and the vertices they create in meshes
- Pinning tool for aligning meshes to single frames
- Alignment tools for aligning meshes to trackers, or the entire scene to a mesh
Graph Editor
- Graph and track editing for monitoring and cleanup
- Works on trackers, cameras, moving objects, image preprocessor
- Sort trackers alphabetically, by error, by history, or by lifespan
- Advanced multi-curve display
- Squished-track view and other features to learn about the entire shot at a glance
- “Number zone” showing changable numeric channel values for the current frame.
- Quick glitch fixing and tracker splitting
- Bake animation to keys, or decimate keys to spline
- Embed in viewport, or floating; any number at once
- Separate mini-view shows a color-coded error curve and numeric value for the selected tracker(s), the overall total error curve, or the tracking figure of merit for an individual tracker while tracking.
Perspective Window
- Navigate the 3-D scene independent of the solved camera. Native or Maya-style navigation.
- Projection screens with green-screen or alpha keying permit better previewing of scenes. Can lock to a specific location in 3D.
- Projection screens can dynamically remove distortion or convert 360VR to linear.
- Place seed points on imported meshes/lidar to aid tough object tracks.
- Use mesh planes for clipping lidar data vertex selection.
- Anaglyph, Interlaced, and Left-over-Right stereo display in perspective views (including for 3-D viewing of non-stereo shots).
- Create preview movies from the tracked camera for real-time playback, including antialiasing and motion blur, plus timecode, timestamp, or frame number burn-in.
- Create separate non-tracked render cameras to show the 3-D environment from a separate viewpoint, with or without hand camera animation.
- Preview movies can be written as sequences with alpha for downstream compositing (useful for dynamic texturing effects).
- Lit or unlit texture display with alpha and alpha only and front-projection onto meshes.
- Shaded, outlined shaded, wireframe, occluded wireframe, or cartoon outline wireframe display modes.
- Depth map outputs.
- Shadow-casting onto the ground plane or constructed mesh(es). Can create a shadow map texture for a mesh that can be written to disk for use in other applications.
- Object-manipulation handles.
Images In/Out
- Image Input: ARRIRAW (.ARI or .MXF), AVI*, Blackmagic RAW .BRAW, BMP, Cineon, CinemaDNG/DNG**, DPX, DV*, JPEG, MPEG, QuickTime™ (Apple) MOV*, MP4*, OpenEXR, Photoshop PSD, PNG, Apple ProRes™ (.mov, all platforms), RED R3D (GPU-accelerated), SGI RGB, Targa, TIFF, WMV (Win). RED SDK 8.0.0 support includes Komodo, Helium, Dragon, HDR and RED ROCKET and OpenCL/CUDA decoding. Lidar .XYZ import including per-vertex RGB.
- Apple ProRes™ movies may be read and written on Windows and Linux SynthEyes versions, in addition to macOS, with all codecs from ProRes Proxy to full ProRes 4444 XQ, including 16-bit/channel data and an alpha channel.
- Reading and writing HEVC/H.265 requires Win 10 Creator’s Edition (1703), macOS 10.13 (High Sierra), or later.
- Important Note for reading HEVC/H.265 .mp4 files on Windows 10: Microsoft has (re)moved HEVC/H.265 support for some users to an optional Windows Store Download, due to some licensing issue. Try HEVC Video Extensions from Device Manufacturer (Free) or HEVC Video Extensions ($0.99). See also the note below.
- Image Output: ASF (Win), AVI (Win), BMP, Cineon, DPX, JPEG, MOV*, MP4 (Win), OpenEXR, PNG, Apple ProRes™ (.mov, all platforms), SGI, Targa, TIFF, WMV (Win).
- Pro version: Any practical resolution, image or pixel aspect ratio (no resolution limits), ie SD, HD, 2K, 3K, 4K, 5K, 6K, 8K, ….
- Intro version: maximum of 1920×1080 HD.
- 8 bits/channel, 16 bits/channel, “half” (16 bit) floating, and 32-bit floating-point. Availability varies based on image type.
- Metadata extraction and writing for select image types. Ability to use a tandem file for metadata.
- Timecode extraction with burn-in to camera and perspective views, and on Save Sequence and Preview Movies.
Meshes In/Out
- Import and export 3-D mesh formats: OBJ, Filmbox 2018.1, Lightwave Object(LWO), COLLADA(DAE), DXF, PTS and XYZ Lidar, SynthEyes SBM, 3DS (import only).
- Meshes can be placed in a per-user or system-wide Custom Meshes folder, for quick insertion into SynthEyes scenes on par with basic cubes, spheres, etc.
- Vertex caches in/out: Alembic .abc, Maya .mcx, Lightwave .mdd, 3dsmax .pc2 (Not in Intro version). Also: output embedded in USD files.
Scripting
- Synthia, our revolutionary natural language intelligent assistant with spoken and typed input.
- SIZZLE™ scripting language, so you can modify existing exporters, or add new importers, tools, or exporters. (Some functions limited in Intro version).
- Python API/SDK (Pro Version) Versions for Python 2 and Python 3.
- Extensive Sizzle script access to the scene, including image preprocessor system.
- Detachable free-floating Sizzle script user-interfaces. Scripts and Synthia commands on toolbars, with keyboard accelerators.
- Start-up, File/New, and Post-solve Python, Sizzle, or Synthia scripts.
- Directory paths for studio- and project-specific scripts.
- JSON, XML and YAML reading and writing functions for accessing shot metadata and communicating with other tools.
- HTTP Get/Post.
- Access and pass ‘global’ variables from one Sizzle script to another.
- “System” call to interact with other applications and shell scripts.
Workflow and User Interface
- Stand-alone 64-bit application for Windows, Mac, or Linux. See system recommendations.
- Extensive multi-threaded/multi-core and AVX optimization throughout the application; tuned for efficient operation on machines with many cores.
- Multi-shot batch processing for unattended track/solve or sequence writing
- Scene summary generator and “Notes” for communication between tracking artists and supervisors
- Multi-way Branching Undo capability allows you to try and get back to different alternatives
- File-information dialog for comments and image and mesh version tracking
- Merge tracked files
- Scrubbable and real-time RAM Buffer Playback with 3-D CG object overlays
- “Rooms”-based approach for quick and flexible view configuration
- High-DPI per-monitor support on Windows, Retina mode support on macOS. Linux version supports a system-wide high-DPI adjustment.
- User-alterable layout specification language (XML-based). Option for panel on the right, for example.
- Handy free-floating toolbars and manager
- Configurable keyboard mapping
- Configurable viewport layouts
- Configurable shot presets
- Configurable coordinate system definition (Max, Maya, Lightwave)
- All views and control panels can be floated, if desired.
- Hierarchy view for examining, cloning, and changing parenting etc
- Extensive preferences panel with many user-alterable parameters and colors. Able to save preferences to a file and reload on the same or different machine.
- PrepSet Manager to save your standardized image preprocessor presets for reuse in other shots or projects.
- File re-finding after projects have been moved.
- Highly configurable file auto-save and auto-increment for versioning
- Interface can be slimmed down as a RAM player, including user-configurable safe area display
- Customer care center featuring automatic downloads of new versions, messaging system, and feature suggestion system
- Translated hover-over tooltips for 25 different languages, to facilitate usage by non-native-English users.
- Unicode UTF-8 support in files, tracker/mesh/object/etc names, user-written notes, etc. OpenGL-based windows (vary by OS) can display only latin/roman-based character sets, unless specialized font data is available (currently available only for Hiragana).
HW Suggestions
Recommended System Specification
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