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Here is an overview of the available nodes.
Optical Flow Nodes
— Optical Flow > OpticalFlow: Analyzes motion between neighboring frames in a sequence to generate motion vectors, which can then be used by other nodes for retiming, motion blur, and other effects.
— Miscellaneous > TimeSpeed: Retimes a clip at a constant speed using Flow Interpolation mode.
— Miscellaneous > TimeStretcher: Retimes a clip at variable speeds using Flow Interpolation mode.
— Optical Flow > RepairFrame: Generates a new frame using the motion vectors between two neighboring frames.
— Optical Flow > SmoothMotion: Smoothes the color or aux channels using motion vectors.
— Optical Flow > Tween: Interpolates between two non-sequential images to generate a new frame.
— Color > CopyAux: Copies aux channels, including motion vectors, into RGBA more efficiently than Channel Booleans.
Stereoscopic Nodes
— Stereo > Anaglyph: Combines stereo images to create a single anaglyph image for viewing.
— Stereo > Combiner: sStacks a separate stereo images into a single stacked pair, so they can be processed together.
— Stereo > Disparity: Generates disparity between left/right images.
— Stereo > DisparityToZ: Converts disparity to Z-depth.
— Stereo > Global Align: Shifts each stereo eye manually to do basic alignment of stereo images.
— Stereo > NewEye: Replaces left and/or right eye with interpolated eyes.
— Stereo > Splitter: Separates a stacked stereo image into to left and right images.
— Stereo > StereoAlign: Adjusts vertical alignment, convergence, and eye separation.
— Stereo > ZToDisparity: Converts Z-depth to disparity.
Working with Aux Deep Channels
Certain image formats can contain channels other than RGBA color, called aux deep channels. Stereo Disparity and OpticalFlow deal directly with auxiliary deep channels.
— RGBA: These are the standard colors.
— Z: The eyespace Z coordinate is almost always negative because in eyespace, Fusion’s camera sits at (0, 0, 0) looking down the Z-axis. Z values start at Z = 0 at the camera focal point and progressively become more negative for objects deeper in the scene.
— Coverage: The percentage of the pixel covered by the frontmost pixel, used for antialiased Z-compositing.
— Object ID: These are user-assigned integers to meshes.