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The Solver Pipeline

The pipeline carries information about the shots, cameras, moving objects, and trackers from one phase to the next during solving. The pipeline never modifies the number of shots, cameras, moving objects, or trackers. Information flows into the pipeline initially from the main SynthEyes scene, through each/any unconnected phase input.

Some phases operate solely by modifying information as it passes through the pipe, for example to change the solved coordinates of a tracker. Other phases cause the main SynthEyes solver to run, iteratively optimizing the cameras, moving objects, and trackers jointly to find the best solution to the task presented at the input to that phase.

At the end of the solver pipeline, the pipeline's output from the root phase is stored back into the scene. The information from other phases can also be written back to the scene upon user request from the phase view's right-click menu.

IMPORTANT : information flows from the scene, through the phases, and back to the scene. That loop means you must pay some attention to ensure that multiple repeated overall solves start from an initial neutral unsolved state, and that critical solve setup information is not inadvertently overwritten at the end of the solve.

SynthEyes cannot guess what you are attempting to do, it is up to you to manage. We provide this information here so you can do that in an informed manner.

If you are going to be doing a substantial setup using phases, we strongly urge you to use Clean Start phase and other support nodes to repeatably configure exactly what you want.

While the nodal presentation mimics that of nodal compositing software, it's our experience that the vast majority of 3-D solving setups are best handled as a strict linear pipeline, and the phases support that. (By best handled, we mean you can do something both you and SynthEyes can understand.)

You can use the Phases area of the graph editor to examine and modify both the animated parameters of individual phase parameters (including changing the key types), and also to monitor the animated pipeline output data for shots, objects, and trackers as seen at the output of each phase.

Warning : Frame# spinners on a phase’s can require special care, as the spinner doesn’t “know” which shot to use for an offset if the shot’s Match Frame Numbers is turned on. Spinners always use the offset of the active object, which might be different than the object set on the phase’s control panel in a multi-shot setup. Either set the active object (tracker host) to match the phase before adjusting those frame numbers, or stay out of Match Frame Numbers mode to avoid confusion..

 

ShotsObjects Trackers

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