QTAKE LITE USER GUIDE 3.0
About
QTAKE Pro is the most advanced software designed and developed for video assist and DIT professionals. It logs, captures, plays, edits, and processes digital cinema camera’s video output and RAW recording. The main purpose of any video assist system is to provide immediate playback for the crew, but QTAKE Pro goes far beyond that. It provides a unique database, customizable to fit any project, real-time image processing up to 8K resolution, multi-camera support, on-set color grading, live editing, and much more.
The ability to capture metadata from a camera and other on-set devices makes QTAKE Pro an essential part of the workflow that fills the gap between production and postproduction. VFX supervisors around the world rely on QTAKE Pro to perform real-time on-set compositing with support for motion control and motion-tracking systems, GPI triggering, and CGI integration. QTAKE Pro offers unique stereoscopy support with industry-standard 3D output in live or playback mode and various 3D alignment modes using PLUS 3D View.
After the magazine is ejected from the camera, you can import RAW files into QTAKE Pro and match them to video recordings to preserve all metadata and on-set color grading. QTAKE Pro then provides the fastest and most effortless dailies export and sharing. The QTAKE ecosystem also includes QTAKE Sync (formerly QTAKE Server) and QTAKE Monitor for on-set and cloud-based collaboration. QTAKE Pro provides low-latency streaming and talkback to QTAKE Monitor, while QTAKE Sync provides project and media synchronization, independent playback, and metadata collaboration rather than streaming.
Thank you for taking your on-set video services to a new level.
New in 3.0
QTAKE Pro 3.0 introduces major enhancements to project management, synchronization, monitoring, and output routing, alongside a more customizable user interface and streamlined everyday workflows.
The release integrates project and access management directly into QTAKE, adds I/O monitoring sidebars, and expands source routing flexibility across GPU, SDI, and stream outputs. A dedicated UI toolbar and right-click support provide additional control over the user experience.
- New Project Window
- Integrated QTAKE Sync
- ThunderFace 4K Duo+
- I/O Sidebars
- Stream & Sync in QTAKE Lite
- Project Migration
- SRT Stream Input
- OSD Auto-record
- OSD Scan
- Slate Scan
- 6DOF Camera Tracking
- License Update
- UI Update
- Right-click Control
New in 2.5
QTAKE Pro 2.5 introduces a set of enhancements designed to help you move at the speed of film set. It brings more control to your fingertips and strengthens QTAKE as a single, efficient solution for lean productions. With highly anticipated Stream Deck integration, precise motion control playback, and an all-in-one approach to dailies, this update simplifies complex tasks and expands what a single operator can achieve on set.
- Stream Deck Integration
- Editor’s Timeline STRIP Mode
- TechnoDolly Updated Support
- Merge & Un-Merge Clips
- Match Method During Import/Link
- Media Type During Import/Link
- Intermediate LQ and Proxy HQ media types
- Garbage Matte Animation
- Multi-Line OSD
New in 2.4
QTAKE Pro 2.4 introduces major advancements in on-set creative workflows and interactive learning. This release features the new Multitrack Editor, enabling sophisticated on-set assembly with multi-layered blended sequences and more.
Additionally, version 2.4 introduces QTAKE Academy for integrated step-by-step training, expands immersive workflows for the Apple Vision Pro ecosystem, and implements NDI® 6 ADVANCED support for high-performance IP video integration.
- Multitrack Editor
- FX Animation
- Script Coverage
- QTAKE Academy
- Immersive Stream
- False Color FX
- STMap FX
- ILPD FX
- Wipe FX
- Conditional FX Groups
- HFR Support
- NDI® 6 Advanced Support
- Import QuickTime Metadata
- Export QuickTime Metadata
- AVID Export
- AUTO EXPORT Update
- DOCK Gesture Support
- Ovide Smart Antenna
- LUT FX Name in OSD
- Custom Bitrate for HEVC Export
- Shot Letter Increment Shortcut
- Ignore Record State
- View FX Auto-Enable Option
- Thumbnails Selector for EDIT’s Timeline
New in 2.3
QTAKE Pro 2.3 introduced powerful new features and enhanced functionality to streamline production workflows. A major milestone in this release is the integration of support for the new ThunderFace 4K Duo, enabling superior GPU-driven SDI output.
Version 2.3 introduces a range of significant enhancements, including:
- ThunderFace 4K Duo Support
- GPU OUT iCMU Output
- Dolby Vision® Trims Target Monitor
- Stereoscopic 3D Stream
- Stereoscopic 3D Export to MV-HEVC
- Overlapping Videohub Groups
- MRMC Flair Motion Control
- Garbage Matte Comp Mode
- FSI BoxIO Support
- Biometric Login
- Day For Night
- QTAKE Rehearsal Recording Indication
- Use IN2CORE Devices Only Preference in GPU Group
- Customizable FX Names
- Stream Authentication Requirements
- New LOAD Function
- Growing Files
- New Range Between Existing Ones
New in 2.2
Version 2.2 introduces a new set of industry-first features to redefine the standards of video assist tools and empower QTAKE Pro users with new, innovative capabilities and other enhancements.
- Dolby Vision® iCMU Output
- Dolby Vision® iCMU Preview
- Forensic Watermarking
- Interpolated Off-Speed Playback
- AJA ColorBox Support
- Export to Dolby Vision® HEVC
- Canvas Settings
- Right-Click Fast Clip Selection
- New LOOP/PONG Playback Options
- Individual Audio Gain Control
- MUTE LIVE Based on Recording
- MUTE LIVE Options per Input
- Permanent Delete
- New LIVE PASS Mode
- False Color Log
- QTAKE Monitor Nine Views Support
- UI Output to Views
- GPU OUT Full area mode
- Video Window Mode when Hiding
New in 2.1
Version 2.1 brings another major update to QTAKE Video Assist software, this time focused on performance. With the increasing demand for multi-camera 4K capture and playback as well as High Dynamic Range support, real-time rendering requires every bit of processing power from available hardware.
The most important new features in QTAKE Pro v2.1 are listed below:
- Metal Support
- Unlimited DOCK Slots
- QOD HDR Output
- UI HDR Support
- Local Media Management
- Clip List Selection
- Mono Audio Support
- Blackmagic Design URSA Auto Recording
- NDI v5
- Pipeline Update
- GPU OUT Orientation
- Task Progress
New in 2.0
Version 2.0 marks an immense milestone in the development of QTAKE, with the new licensing model and substantial under-the-hood improvements. The application name has been changed to QTAKE Pro not just to emphasize its dedication to filmmaking professionals, but also to mark the beginning of the tighter collaboration with its user base, in the form of a public roadmap, features voting, educational webinars as well as premium technical support, which is essential to any flawless product use.
Following is the list of the most important features:
- Installation
- Licensing
- License Activation
- Custom Bundles
- Integrated QTAKE Lite
- Apple Silicon Support
- Unlimited Streaming
- Instant Playback
- Blackmagic Design RAW
- SAML Integration
Software Requirements
The change log for the latest release of QTAKE Pro can be found here. The following requirements may differ if you run an older version of a newer beta build.
QTAKE Pro requires macOS 14.6 or newer.
- Recommended AJA video cards driver version is 17.6 or newer (including version 18).
- Avoid using UFC firmware on cards that support it.
- Supported Blackmagic Design video cards driver version is 16 or newer.
- Recommended Deltacast video cards driver version is 6.18 or newer.
Upgrading from QTAKE 1.6
There is a major change to QTAKE installation starting with version 2.0. To support multiple macOS system users without permission conflicts, the database and other supporting files are stored inside the home folder of each system user. Existing users will be prompted with the migration offer on the first run of QTAKE Pro 2.0.

If you want to keep your old projects, click the MIGRATE USERS AND PROJECTS button. This will copy the complete database to keep all data intact. Required media files will be copied to a new QTAKE PRO STORAGE folder on all your media drives using the hard-link method which doesn’t require additional disk space because it is just referring to original files. This way you can still access media through the old QTAKE version, but keep in mind any change made there will not be propagated to QTAKE Pro 2.0, or vice-versa.
The migration prompt will appear only once at the first run of QTAKE Pro or QTAKE Pro NFR.
If you need to migrate legacy QTAKE project(s), use QTAKE Sync, XML Export & Import options, or contact us.
Live clip FX
After migration from QTAKE 1.6 to QTAKE Pro 2.0 you will notice that clip effects are missing from live clips. This is unfriendly, but expected behavior. In most cases, your live clip effects will be the same as the ones on the last recorded clips, so you can simply copy them from the previous recording.
Automatic Updates
In addition to manual installation, there is an automated update process available in QTAKE Pro. As soon as a new version is released, you will be notified using a red badge in the Status Bar. When you click on it, the list of NOTIFICATIONS will open, displaying what update is available:

Here you can DISMISS the notification or SHOW the update. If you decide to proceed, a dialog with update details will pop up:

Based on the notes, you can decide whether to proceed with the update using the DOWNLOAD button. In case you want to do the update later, click the DISMISS button and you will be presented with the same update on the next run of QTAKE Pro. If you want to skip all minor updates and wait until the version number is changed, click the SKIP THIS VERSION button. It is always recommended to keep your app up-to-date.
Network Requirements
Networking has become a significant part of the video assist and DIT profession. Whether you are connecting multiple QTAKE Pro systems to provide master/slave control, or streaming video to on-set and remote clients, or just connecting external devices to your computer, a network connection is inevitable.
Bandwidth
Required network bandwidth depends on the use case. The most demanding functionality is video streaming, which can average around 3-4Mbps per client per camera for high-quality HD feeds. A single access point can handle around 10 wireless streaming clients, so you should scale your network accordingly. Use a Wi-Fi scanner and manually select radio channels to avoid dropped network packets caused by interference. When possible, use an ethernet cable instead of wireless connectivity.
Ports
In most cases, no additional configuration is necessary to use QTAKE Pro on your network. However, users on restrictive networks may need to allow traffic on specific ports depending on the QTAKE functionality they want to use.
License activation
To activate and deactivate an existing license package, the following port must be enabled:
- shop.qtakehd.com, TCP port 443
QTAKE Stream
To stream over the local network, enable traffic to and from the following ports on the QTAKE Pro Video Assist System:
- TCP 8560
- UDP 8567 – 8570
For QTAKE Cloud Stream, enable traffic for the following:
- api.qtake.cloud, TCP 443
- sync.qtake.cloud, TCP 8500
- stream.qtake.live, UDP 8550 – 8551
Do not rely on any particular IP address these currently resolve to. The stream.qtake.live record is updated on each new deployment of QTAKE Cloud service instances, which may happen at any time. If you use it to configure your firewall, ensure it polls for changes every few minutes.
Due to enhanced security updates and the discontinuation of new features and bug-fix support for QTAKE 1.6, local streaming from QTAKE Pro to QTAKE 1.6 is no longer supported. However, Cloud stream functionality is not affected.
Additionally, QTAKE Pro remains backward compatible with QTAKE 1.6 and can receive its stream.
QTAKE Sync (formerly QTAKE Server)
To access independent playback over the local network, enable traffic to and from the following ports on the QTAKE Sync system:
- TCP 8500 – 8600
- TCP 44443
For QTAKE Cloud Sync, enable traffic for the following:
- api.qtake.cloud, TCP 443, 44443
- sync.qtake.cloud, TCP 8500, 8501, 443 and 44443
- storage.googleapis.com, TCP 443
- qtake.storage.googleapis.com, TCP 443
Hardware Requirements
The basic configuration of a working QTAKE system consists of a computer, a video capture card for input (and optionally output), storage for the recorded and imported media, a GPU output device, and optionally external audio device. Recording, processing, and outputting multi-channel HD and 4K video is taxing these components, and some older computers will work with standard playback requirements. Adding image processing, compositing, or higher-quality codecs could result in dropped frames if the system is not up to the task.
QTAKE LITE is a self-contained, entry-level, dual-channel software built on the same technology as QTAKE Pro. It works with a multitude of Apple Mac computers, video cards, and audio devices. Listed below is a recommended hardware configuration for the LITE version.
Apple Silicon Support
Apple Silicon has brought the next level of performance and thermal management to Mac computers. With QTAKE Pro, which runs natively on Apple Silicon machines using universal binary code, this new, powerful platform can be used to its full extent, eliminating the limitations imposed by the previous architecture.
Secure Enclave
To fully support flexible QTAKE Pro licensing, which allows you to easily transfer licenses between computers, Mac with T1, T2, or Apple Silicon is required. Without Secure Enclave contained in these chips, you will not be able to deactivate the license. The activated license will be locked to a single computer until it expires.
Apple Metal Support
The METAL framework provides unparalleled graphics performance on Apple hardware. Using this modern programming interface QTAKE can perform real-time image processing of multiple 4K streams in high color fidelity. In addition to accelerating video and CGI rendering it is also essential in producing HDR image representation in QTAKE UI.
SECURITY NOTICE
USE OF LEGACY SOFTWARE
The use of legacy software is strongly discouraged, particularly in environments with security, data integrity, or compliance requirements. Although some components may remain technically compatible, legacy software such as QTAKE 1.6 lacks critical controls to ensure data consistency and prevent undetected transfer errors.
Moreover, legacy software no longer receives security updates and has not been validated against recent security assessments. Known issues affecting database consistency and synchronization remain unresolved. For security-focused workflows, use of the currently maintained applications, such as QTAKE Pro and QTAKE Sync, is strongly recommended.
Configurations
The following configurations are recommended to achieve optimal performance across QTAKE versions. Performance varies greatly depending on the selected video codecs and image processing requirements. Generally, we recommend getting top-of-the-line Mac models to allow enough headroom for complex projects.
QTAKE Lite
QTAKE LITE is a lightweight, dual-camera version of QTAKE. It can run on less powerful hardware because it lacks advanced image processing, proxy recording, and other CPU and GPU-intensive features.
CPU
M1 (or Intel quad-core i7)
RAM
8GB memory or more
GPU
M1 (or AMD Radeon Pro)
MEDIA STORAGE (recommended read/write speed of 150 MB/s)
External USB 3 or Thunderbolt Drive
VIDEO CARD I/O
Two 1-channel or one 2-channel video card.
In the case of live processing, either two full-duplex or two 2-channel cards are required.
ANALOG AUDIO IO
Focusrite Scarlett 2i2 (or any other external audio card with Core Audio driver)
VIDEO OUT AND GPU OUT
The LITE version is designed to be a simple but powerful 2-channel recorder. QTAKE Lite supports VIDEO OUT through supported video I/O cards, including processed output and hardware passthrough where supported. It also supports GPU OUT through compatible ThunderFace 4K Duo+, ThunderFace 4K Duo, and QOD+ devices. Output functionality is included in QTAKE Lite and is not activated through an additional OUTPUT module.
VIDEO CARDS
Following SDI video cards are natively supported in QTAKE. Additionally, QTAKE can capture video coming from NDI®, RTSP (Teradek Cube), QLS (QTAKE Live Stream), or video cards supported by the macOS system, such as USB-3 connected Teradek Bolt Receiver.
SDI Format |
SDI Inputs/Outputs |
Full-duplex Channels |
SDI Passthrough |
HDMI Inputs/Outputs |
4K Support |
Independent Inputs |
Independent Outputs |
ARRI/Sony Record Flag |
ARRI/Sony/Canon Metadata |
Timecode |
Interface |
|
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| AJA Corvid 88 | 3G | 8 | 4 | ●1 | 0/0 | ● | ● | ● | ● | ● | PCIe | |
| AJA Corvid 44 | 3G | 4 | 2 | ●1 | 0/0 | ● | ● | ● | ● | ● | PCIe | |
| AJA Corvid 44 12G | 12G | 4 | 2 | ●1 | 0/0 | ● | ● | ● | ● | ● | PCIe | |
| AJA T-Tap Pro | 12G | 0/1 | n/a | n/a | 0/1 | ● | n/a | n/a | n/a | ● | TB3 | |
| AJA Io 4K | 3G | 4 | 2 | ●1 | 1/1 | ● | ● | ● | ● | ● | TB | |
| AJA Io 4K Plus | 12G | 4 | 2 | ●1 | 1/1 | ● | ● | ● | ● | ● | TB3 | |
| AJA Io X3 | 3G | 4 | 2 | ●1 | 1/1 | ● | ● | ● | ● | TB3 | ||
| AJA Kona 5 | 12G | 4 | 2 | ●1 | 0/1 | ● | ● | ● | ● | ● | PCIe | |
| AJA Kona 4 | 3G | 4 | 2 | ●1 | 0/1 | ● | ● | ● | ● | ● | PCIe | |
| BMD Decklink Duo | HD | 2/2 | 1 | ●2 | 0/0 | ● | ● | ●4 | ●5 | PCIe | ||
| BMD Decklink Duo 2 | 3G | 4 | 2 | ●3 | 0/0 | ● | ● | ●4 | ●5 | PCIe | ||
| BMD Decklink Quad | HD | 4/4 | 2 | ●2 | 0/0 | ● | ● | ●4 | ●5 | PCIe | ||
| BMD Decklink Quad 2 | 3G | 8 | 4 | ●3 | 0/0 | ● | ● | ●4 | ●5 | PCIe | ||
| BMD Decklink 8K Pro | 12G | 4 | 2 | ●2 | 0/0 | ● | ● | ● | ●4 | ●5 | PCIe | |
| BMD DeckLink 8K Pro G2 | 12G | 4 | 2 | ●2 | 1/1 | ● | ● | ● | ●4 | ●5 | PCIe | |
| BMD UltraStudio Recorder 3G | 3G | 1/0 | n/a | n/a | 0/0 | n/a | n/a | ●4 | ●5 | TB3 | ||
| BMD UltraStudio Monitor 3G | 3G | 0/1 | n/a | n/a | 0/1 | n/a | n/a | n/a | n/a | ●5 | TB3 | |
| BMD UltraStudio HD Mini | 3G | 1/1 | 1 | ●2 | 0/1 | ● | ● | ●4 | ●5 | TB3 | ||
| BMD UltraStudio 4K Mini | 12G | 1/1 | 1 | ●2 | 1/1 | ● | ● | ● | ●4 | ●5 | TB3 | |
| Deltacast DELTA-12G-elp-h 1c | 12G | 1 | n/a | 0/0 | ● | ● | ● | ● | ● | ● | PCIe | |
| 3G | 4 | 2 | ||||||||||
| Deltacast DELTA-12G-elp-h 2c | 12G | 2 | 1 | 0/0 | ● | ● | ● | ● | ● | ● | PCIe | |
| 3G | 8 | 4 | ||||||||||
| Deltacast DELTA-12G-elp-h 4c | 12G | 4 | 2 | 0/0 | ● | ● | ● | ● | ● | ● | PCIe | |
| 3G | 8 | 4 | ||||||||||
| Deltacast DELTA-12G-elp 4c | 12G | 4 | 2 | 0/0 | ● | ● | ● | ● | ● | ● | PCIe | |
| 3G | ||||||||||||
| Deltacast DELTA-12G-elp-h 40 | 12G | 4/0 | n/a | n/a | 0/0 | ● | ● | ● | ● | ● | ● | PCIe |
| 3G | ||||||||||||
| Deltacast DELTA-12G-e-h 2i1c | 12G | 2 | 1 | 0/0 | ● | ● | ● | ● | ● | ● | PCIe | |
| 3G | 4/4 | 4 | ||||||||||
| Deltacast DELTA-12G-e-h 4i2c | 12G | 4 | 2 | 0/0 | ● | ● | ● | ● | ● | ● | PCIe | |
| 3G | 4/4 | 4 | ||||||||||
| Deltacast DELTA 12G-e-h 8c | 12G (8K) | 2 | 1 | 0/0 | ● | ● | ● | ● | ● | ● | PCIe | |
| 12G (4K) | 8 | 4 | ||||||||||
| 3G | 8 | 4 | ||||||||||
| Deltacast DELTA-3G-elp-d 8c | 3G | 8 | 4 | 0/0 | ● | ● | ● | ● | ● | ● | PCIe | |
| Deltacast DELTA-3G-elp-d 4c | 3G | 4 | 2 | 0/0 | ● | ● | ● | ● | ● | ● | PCIe | |
| Deltacast DELTA-3G-elp 40 | 3G | 4/0 | n/a | n/a | 0/0 | ● | ● | n/a | ● | ● | ● | PCIe |
| Deltacast DELTA-3G-elp-d 40 | 3G | 4/0 | n/a | n/a | 0/0 | ● | ● | n/a | ● | ● | ● | PCIe |
| Deltacast DELTA-3G-elp-d 22 | 3G | 2/2 | 2 | 0/0 | ● | ● | ● | ● | ● | PCIe | ||
| IN2CORE ThunderFace 4K Duo+ | 12G (4K) | 1/2 | 1 | n/a | 0/0 | ● | ● | ● | ● | TB3 | ||
| 3G | 8 | 4 | ||||||||||
| IN2CORE ScreenPort SDI | 3G | 1/0 | n/a | ● | 0/0 | n/a | n/a | ● | ● | ● | USB | |
| IN2CORE MetaCoder | 3G | 1/0 | n/a | ● | 0/0 | n/a | n/a | ● | ● | ● | USB |
- Multi-channel SDI Passthrough requires frame-synced inputs.
- Not possible to mute SDI passthrough audio.
- Passthrough video has 2 frames of delay.
- Only available in 10bit mode.
- Does not support VITC1 timecode.
What if I use more than one video card?
The information in the table is only valid as a comparison between single cards. Multiple video cards can be used to allow for up to eight HD or four 4K inputs and outputs.
Output
The term “output” in this chart only refers to SDI output from the video card. GPU output from ThunderFace 4K Duo+, ThunderFace 4K Duo and QOD+ is independent of video card outputs.
Installation
Installer places the QTAKE Pro application into the Applications folder to make it available to all system users. With each new release, you will get an email with a link to download Installer containing the latest build of QTAKE Pro. Running this Installer will update your system without affecting your settings or projects. If you prefer an automatic update process, see more details in the Automatic Updates section.
System User Accounts
Starting with version 2.0, the QTAKE Pro application can be used by multiple system user accounts. However note, that each system user will have their own database, which means his own set of projects. If you want multiple users to share the same projects, use a single system account and multiple QTAKE users.
Before you start
For performance reasons, make sure to UNCHECK the following features in the macOS System Preferences:
- Energy Saver - Put hard disk(s) to sleep when possible
- Energy Saver - Automatic graphics switching (in case you are running a computer with this option)
It is also recommended to set the Computer sleep and Monitor sleep to NEVER and disable any screen saver. Turn off the Spotlight indexing service for your media drives in the System Preferences by putting the hard drive into the Privacy section.
We recommend using static refresh rate of 60Hz on GUI or External monitors to prevent unexpected screen flashing. Variable refresh rate or Apple’s ProMotion is not recommended as it can create excessive screen refresh or black frames.
EULA
QTAKE Pro will present an End User License Agreement on the first start. Enter your LICENSEE NAME, LICENSEE COMPANY, LICENSEE EMAIL, and LICENSEE ADDRESS into corresponding fields and agree to the terms of the agreement if you want to proceed.
Migration
If you are an existing QTAKE user and you want to preserve current projects, refer to the Upgrading from QTAKE 1.6 section.
Custom Logo for No Video Signal Screen
To use a custom logo for the NO VIDEO DETECTED screen in QTAKE Pro View, drag and drop a PNG file named QTAKE_View_Logo.png onto the QTAKE Pro application icon in the macOS Dock. QTAKE will confirm the successful application with a SYSTEM INFO message saying Stored New QTAKE View Logo.
Features
The following sections describe the available QTAKE versions, their operational modes, feature availability, and module requirements.
Version Selector
Switching between various operational modes of the app is done via the QTAKE VERSION dialog, where you can specify PRO, LIVE or LITE version, number of VIDEO CHANNELS (cameras) and switch between HD and 4K modes. Long-click the QUIT button to open the version selector:

After selecting the required version, click the CLOSE button to restart the application using the new configuration. The selected version, number of cameras, and HD or 4K version determine the available input and output configuration. Assign video input devices and connectors in Project Settings > Video Input, and configure video-card outputs in Project Settings > AV Output. See Simultaneous SDI Input & Output for related output behavior.
QTAKE Pro
QTAKE Pro is the full version of the app, licensed by an extensive range of modules. This provides the most flexible configuration to fit any project requirements.
See QTAKE Modules and Common Modules sections to see what licenses are available for QTAKE Pro.
QTAKE Live
In this stream-only mode, recording, playback, editing, compositing, and all other video-assist-related features are disabled. QTAKE Live is designed to offer a simplified interface and more affordable licensing for productions that require only local or cloud streaming.
See QTAKE Live Modules and Common Modules sections to see what licenses are available for QTAKE Live.
QTAKE Lite
This is the most affordable QTAKE Pro version, providing essential functionality with dual camera support. QTAKE Lite supports VIDEO OUT through supported video I/O cards and GPU OUT through compatible ThunderFace 4K Duo+, ThunderFace 4K Duo, and QOD+ devices.
QTAKE Lite does not support additional license modules. Its VIDEO OUT and GPU OUT functionality is included without requiring a separate OUTPUT module.
Stream & Sync in QTAKE Lite
QTAKE Lite v3.0 includes limited STREAM and SYNC functionality.
QTAKE Lite can stream to up to eight devices concurrently. This capacity is shared across all approved users and is allocated to devices on a first-come, first-served basis. It is not a limit of eight approved user accounts: more than eight users may be approved, but no more than eight devices can stream at the same time. A single approved user can occupy all eight available streaming places by using eight devices. When a device stops streaming, its place becomes available to another device.
Use Device Limit in the ADMIN selected-user settings to restrict how many devices each approved user may use simultaneously and help distribute the shared capacity. Per-user device limits are available in both QTAKE Lite and QTAKE Pro.
QTAKE Lite supports upstream-only project synchronization (SYNC), allowing project metadata and media to be synchronized to QTAKE Sync, QTAKE Pro with CENTRAL, or QTAKE Cloud.
Unlike QTAKE Pro with its SYNC module, QTAKE Lite cannot act as a local SYNC server for other clients on a network. It can only contribute project data upstream to an existing synchronization destination.
These QTAKE Lite limits do not imply availability of the full QTAKE Pro STREAM or SYNC feature set.
Feature Details
Input
QTAKE Lite |
QTAKE Live |
QTAKE Pro |
|
|---|---|---|---|
| Single channel SD/HD input | ● | LIVE2 | BASE |
| Dual channel SD/HD input | ● | LIVE2 | X2 |
| Four channel SD/HD (or 1x 4K) input | LIVE4 | X4 | |
| Eight channel SD/HD (or 2x 4K) input | LIVE8 | X8 | |
| Four channel 4K input | 4KX4 | ||
| Teradek Cube network input | ● | LIVE2 | STREAM |
| NDI® network input | ● | LIVE2 | BASE |
| QTAKE Stream input | ● | LIVE2 | BASE |
| SRT Stream input | ● | LIVE2 | BASE |
| USB AV Device input | ● | LIVE2 | BASE |
Recording
QTAKE Lite |
QTAKE Live |
QTAKE Pro |
|
|---|---|---|---|
| Single channel SD/HD recording | ● | BASE | |
| Dual channel SD/HD recording | ● | X2 | |
| Four channel SD/HD (or 1x 4K) recording | X4 | ||
| Eight channel SD/HD (or 2x 4K) recording | X8 | ||
| Four channel 4K recording | 4KX4 | ||
| Recording discrete 3D feeds to SBS clips | MUXER | ||
| Camera triggered auto-record | ● | BASE | |
| Camera metadata recording | ● | BASE | |
| 3D Rig metadata recording | BASE | ||
| SDI positioning data recording | BASE | ||
| Frame by frame recording | BASE | ||
| Timelapse recording | BASE |
Proxy
QTAKE Lite |
QTAKE Live |
QTAKE Pro |
|
|---|---|---|---|
| Recording processed H264/HEVC proxy | BASE | ||
| Rendering processed Proxy | BASE |
Streaming
QTAKE Lite |
QTAKE Live |
QTAKE Pro |
|
|---|---|---|---|
| Local network streaming | ●1 | LIVE2 | STREAM |
| Cloud Streaming | ●1 | LIVE2 + Credits | STREAM + Credits |
| Dolby Vision® metadata streaming | STREAM | STREAM | |
| Forensic watermark | FORENSIC | FORENSIC | |
| QTAKE Monitor Remote Control | ● | LIVE2 | STREAM |
- Up to eight devices can stream concurrently in QTAKE Lite.
Playback
QTAKE Lite |
QTAKE Live |
QTAKE Pro |
|
|---|---|---|---|
| Synced playback of two clips | ● | BASE | |
| Synced playback of four clips | X4 | ||
| Synced playback of eight clips | X8 | ||
| Reverse playback | ● | BASE | |
| Frame-by-frame playback | ● | BASE | |
| Variable speed playback | ● | BASE | |
| Instant speed-ramp playback | BASE | ||
| 3D playback | BASE | ||
| Single 4K channel playback | X4 | ||
| Two 4K channel playback | X8 | ||
| Four 4K channel playback | 4KX4 | ||
| RAW media playback | RAW |
Clip Navigation
QTAKE Lite |
QTAKE Live |
QTAKE Pro |
|
|---|---|---|---|
| Multiple IN/OUT markers | ● | BASE | |
| Chapter markers with titles | ● | BASE | |
| Subclips | BASE | ||
| Shuttle control | BASE |
Database
QTAKE Lite |
QTAKE Live |
QTAKE Pro |
|
|---|---|---|---|
| Tree-based visual clip browser | ● | BASE | |
| Table-based clip list browser | ● | BASE | |
| Clip Metadata | ● | BASE | |
| Camera Metadata | ● | BASE | |
| Shot Metadata | ● | BASE | |
| Clip Notes | ● | BASE | |
| Camera Media Filename | ● | BASE |
Import
QTAKE Lite |
QTAKE Live |
QTAKE Pro |
|
|---|---|---|---|
| Import Quicktime video files | ● | BASE | |
| Import Quicktime metadata | BASE | ||
| Import WAV audio files | ● | BASE | |
| Import JPG, PNG, TGA, TIFF image files | ● | BASE | |
| Import EDL files | EDIT | ||
| Import CDL files | BASE | ||
| Import 1D & 3D LUT files | BASE | ||
| Import QTAKE XML files | BASE | ||
| Import ALE files | BASE | ||
| Import RAW media files | RAW |
Export
QTAKE Lite |
QTAKE Live |
QTAKE Pro |
|
|---|---|---|---|
| Export to Final Cut Pro | EXPORT | ||
| Export to FCPX | EXPORT | ||
| Export to AVID Media Composer | AVID | ||
| Export EDL | EXPORT | ||
| Export QTAKE XML | EXPORT | ||
| Export PDF Report | ● | BASE | |
| Screenshots | ● | BASE | |
| Export to File | EXPORT | ||
| Export Metadata | EXPORT | ||
| Export Looks | GRADE | ||
| Export QuickTime Metadata | EXPORT | ||
| Export to Dolby Vision® HEVC | GRADE+DOLBY |
View FX
QTAKE Lite |
QTAKE Live |
QTAKE Pro |
|
|---|---|---|---|
| Basic Color Correction | BASE | ||
| DVE | ● | LIVE2 | BASE |
| Crop | ● | LIVE2 | BASE |
| Mask | BASE | ||
| Grid | BASE | ||
| OSD | ● | LIVE2 | BASE |
| Still Mix | ● | BASE | |
| Demux & Quad | ● | BASE | |
| Dolby Vision® iCMU PREVIEW | GRADE+DOLBY | GRADE+DOLBY | GRADE+DOLBY |
Clip FX
QTAKE Lite |
QTAKE Live |
QTAKE Pro |
|
|---|---|---|---|
| Blur & Sharpen FX Group | LIVE2 | BASE | |
| Transform FX Group | LIVE2 | BASE | |
| Matte FX Group | LIVE2 | BASE | |
| Stylize FX Group | LIVE2 | BASE |
Color Grading
QTAKE Lite |
QTAKE Live |
QTAKE Pro |
|
|---|---|---|---|
| Dolby Vision® | GRADE | GRADE | |
| CDL | LIVE2 | BASE | |
| LUT | LIVE2 | BASE | |
| LOOK - Pomfort Integration | LIVE2 | BASE | |
| Advanced Color Correction | GRADE | GRADE | |
| External LUT box support | GRADE | GRADE | |
| ACES Color Management | GRADE | GRADE | |
| Dolby Vision® Trim controls | GRADE+DOLBY | GRADE+DOLBY |
Stereoscopy
QTAKE Lite |
QTAKE Live |
QTAKE Pro |
|
|---|---|---|---|
| 3D capture and playback | BASE | ||
| 3D HIT control | BASE | ||
| 3D timeline playback | BASE | ||
| Side-by-side video support | MUXER | ||
| Demux & remux | MUXER |
Editing
QTAKE Lite |
QTAKE Live |
QTAKE Pro |
|
|---|---|---|---|
| Dualtrack editing | EDIT | ||
| Multitrack editing | EDIT+COMPOSITE | ||
| LIVE track editing | EDIT+COMPOSITE | ||
| Multiview trimming | EDIT | ||
| Sequence-specific FX effects | EDIT | ||
| Dualtrack timeline | EDIT | ||
| Multitrack timeline with LIVE track | EDIT+COMPOSITE | ||
| EDL export | EDIT | ||
| Live editing of four HD channels | X4 | ||
| Live editing of eight HD channels | X8 | ||
| Live editing of four 4K channels | 4KX4 |
Compositing
QTAKE Lite |
QTAKE Live |
QTAKE Pro |
|
|---|---|---|---|
| Real-time two-layer composite | COMPOSITE | ||
| Blend modes | COMPOSITE | ||
| Wipe with angle and smoothing | COMPOSITE | ||
| High quality chroma key with despill | COMPOSITE | ||
| Luma key | COMPOSITE | ||
| Alpha channel overlay | COMPOSITE | ||
| Render composite | COMPOSITE | ||
| Still mix | ● | BASE |
CGI
QTAKE Lite |
QTAKE Live |
QTAKE Pro |
|
|---|---|---|---|
| Import Collada CGI scenes | CGI | ||
| Playback animated CGI scenes | CGI | ||
| Control multiple virtual cameras | CGI | ||
| External motion data | BASE | ||
| iPhone's orientation data | LIVE2 | STREAM | |
| Stereoscopic CGI output | CGI |
Output
QTAKE Lite |
QTAKE Live |
QTAKE Pro |
|
|---|---|---|---|
| VIDEO OUT using a video I/O card | ● | LIVE2 | BASE |
| Processed live VIDEO OUT using a video I/O card | ● | LIVE2 | BASE |
| Low-latency processed GPU output (e.g. QOD+) | TF & QOD only | OUTPUT | OUTPUT |
| Multi-view output | OUTPUT | ||
| 3D muxed output | OUTPUT | ||
| Full-range or legal color output | OUTPUT | ||
| NDI® output | STREAM | ||
| NDI® HDR output | NDI | ||
| Dolby Vision® iCMU SDI output | GRADE+DOLBY |
Scopes
QTAKE Lite |
QTAKE Live |
QTAKE Pro |
|
|---|---|---|---|
| Waveform | SCOPES | ||
| Vectorscope | SCOPES | ||
| Histogram | SCOPES | ||
| False Color | SCOPES | ||
| False Color V2 | SCOPES | ||
| Focus peaking | SCOPES |
Network
QTAKE Lite |
QTAKE Live |
QTAKE Pro |
|
|---|---|---|---|
| Slave system | ● | LINK | |
| Master control of 8 systems | LINK |
Integrations
QTAKE Lite |
QTAKE Live |
QTAKE Pro |
|
|---|---|---|---|
| GPI input triggers | BASE | ||
| GPI output triggers | BASE | ||
| AJA Kumo or BMD Videohub Control | ● | LIVE2 | BASE |
| AJA Kumo or BMD Videohub Presets | ● | LIVE2 | BASE |
| Tangent control surface | LIVE2 | BASE | |
| Pomfort LiveGrade | LIVE2 | BASE | |
| MRMC, Cmocos motion control | BASE | ||
| MoSys, nCam, Stype motion tracking | BASE | ||
| Moxion, ShotGrid cloud (QTAKE Sync (formerly QTAKE Server)) | BASE |
Licensing
To provide sustainable development with frequent updates and premium technical support, there is no permanent licensing possible starting with QTAKE Pro 2.0. In addition to daily, weekly, and monthly rates available in the online shop, new 1-year and 3-year license pool options are offered exclusively through the sales network. Contact your dealer for more info.
QTAKE Rental Shop
Licenses for QTAKE applications are ordered through the online QTAKE Rental Shop. When creating a rental, select the intended application as well as the required MODULES, DATE RANGE, and OPERATORS, and enter a RENTAL NAME, which is used as an identifier of the license. Only selected operators will be able to activate or deactivate the license in the application for which it was created. To access the online shop and order rentals you will need to create an OWNER shop account.
You can access QTAKE Rental Shop directly from the QTAKE Pro user interface. See the LICENSE section for more information.
To create a shop account and rent modules visit: QTAKE Rental shop
For instructions on how to use the shop, see: QTAKE Rental Shop User Guide
Custom Bundles
Unlike previous versions of QTAKE, where discounted bundles were locked to a specific set of modules, with QTAKE Pro you can create any combination of modules, and each additional module will increase the discount percentage. A similar policy is available for customers with multiple licenses. Contact your dealer for more info.
License Pool
All QTAKE owners registered in the online shop have a pool of licenses associated with their accounts. When a long-term license is purchased, it will be added to this pool. Subsequently, creating a new rental will result in a free license for modules that are available in the license pool for the specified date range. You can combine free modules with paid modules at will. Usually, your license pool will contain long-term licenses with the most commonly used modules. However, if your current job requires some special module, which is not part of your long-term license, you can simply add it to your rental and pay for it on a need-to-use basis.
The SYNC module pool is shared between QTAKE Pro and QTAKE Sync, and the CENTRAL module pool is shared in the same way. Using either module to create a license for one application reduces the available capacity of the corresponding shared module pool.
A shared module pool does not make application licenses interchangeable. A license is created for either QTAKE Pro or QTAKE Sync and appears only in that application’s activation window.
License Activation
Each license for QTAKE Pro is created in the online shop using the NEW RENTAL page, whether it is a paid rental or a free one created from your license pool. However, instead of specifying a machine, you will now select operators who can activate the license. Activation is performed directly in the QTAKE Pro application to avoid misconfiguration. Each license can be deactivated at any time to provide seamless transfer to another computer, effectively replacing USB dongles. This transfers the license between computers for the same application; it does not change the application for which the license was created.
Select the intended application when creating the license in QTAKE Rental Shop. A license created for QTAKE Pro is not displayed in the QTAKE Sync activation window, and a license created for QTAKE Sync is not displayed in the QTAKE Pro activation window, even when its SYNC or CENTRAL module was drawn from a shared pool.
An internet connection is required at the time of activation for necessary communication with the License server. When connected to a restrictive network at the time of activation, refer to the firewall ports section.
See ACTIVATE LICENSE for instructions on activating a license and interpreting its activation status.
When upgrading an existing QTAKE Pro 2.x installation to QTAKE Pro 3.x, see Reactivating a QTAKE Pro 2.x License.
QTAKE CREDITS
Unlike other QTAKE functionality, which requires a license file with specific modules, QTAKE Cloud Stream and QTAKE Cloud SYNC services uses consumable CREDITS.
See more info in the
- Cloud Stream section,
- Cloud SYNC section of the QTAKE Sync User Guide (formerly QTAKE Server).
Workflow
Originally designed as a feature-rich video assist tool, QTAKE now goes way beyond its roots. It offers complete on-set workflow, from recording camera output to exporting RAW-based dailies. Using a single tool for all these tasks saves a lot of time because there is no need to export, import, and convert projects between various 3rd party apps.
For example, you can apply the same look to RAW files you used during live monitoring. It simplifies rendering dailies to a single-click action.
Core Concepts
Before working with recording, playback, metadata, and exports, it is helpful to understand a few core concepts used throughout QTAKE Pro and the whole ecosystem.
Clip
A Clip is the central container used to organize media throughout the production workflow.
Rather than representing a single media file, a Clip groups all related media, metadata, and visual effects into a single entity. This allows different media representations of the same content to remain associated with a single Clip throughout the project.
Depending on the workflow, a Clip may contain one or more media types, including Recorded, Proxy, Intermediate, RAW, or other supported media types.
Metadata is stored at the Clip level and is shared across all associated media.
LIVE Clip
A LIVE Clip represents the current LIVE input from the selected source.
It is used while working with a LIVE signal for monitoring, live image processing, metadata entry, and recording.
When recording finishes, QTAKE creates a new Clip and associates it with the recorded media together with all metadata collected during recording.
While working with a LIVE signal, the LIVE Clip uses a temporary internal representation. A permanent Clip ID is assigned automatically when a new Clip is created by recording.
INPUTS AND RECORDING
QTAKE can record video, audio, and metadata from various sources. It usually captures uncompressed signals using the SDI video card, encoding it to the efficient Apple ProRes codec and storing it in Apple QuickTime file format. See the PROJECT Menu section for more details about the Project setup.
Following is an overview of the recording features:
- Recording 8 camera feeds with up to 16 channels of audio
- Video, audio, and metadata mixed from different sources
- Adjustable delay for video, audio, and timecode
- Pulldown removal recording mode
- Manual or automatic record start and stop
- Setting multiple ranges during recording
- Thumbnail frame selection during recording
- Full-resolution screenshots
- Entering metadata during live monitoring or recording
- Automatic incrementation of the take number
- Capturing metadata from SDI signal or network interface
- Simultaneously recording processed PROXY media files
- Recording live composites if quick export is needed
For more details about recording, see the RECORD Menu section.
PLAYBACK
There are numerous playback options available in QTAKE to provide the best possible navigation through clips, which sometimes contain multiple takes recorded in a single run.
- Regular speed forward and reverse playback
- Variable speed forward and reverse playback
- Speed ramping with multiple keyframes
- Frame-by-frame and custom time skip function
- Jump to IN or OUT mark
- Jog and shuttle playback
- Time slider
- Multiple IN/OUT ranges with multiple groups
- Chapter markers with conversion to ranges
- Loop single range or all ranges
- Timecode or frame count display
- Slave playback with custom offset
- Synced playback with custom offset for each View
- GPI-triggered playback
For more details about playback see the PLAY Menu section.
Instant Playback
All video assist operators know how frustrating it is to wait for the camera to cut to provide playback. With the Instant Playback feature, you can start playback as soon as the director asks for it, even if the camera is still rolling. QTAKE will record the rest of the take in the background so you can have edit-ready proxy files exactly matching the camera recording, including off-speed shots up to 60 fps.
To use this feature, set the Enable Instant Playback preference to YES.
PLAY command activates the feature.
It’s triggered by using the keyboard shortcut or clicking the PLAY button in the PLAY toolbar.
You can continue monitoring the LIVE signal by clicking on the LIVE clip from the LIST or clicking the LIVE button in the PATCH toolbar. Instant playback clip is available during the whole recording process.
Note that PATCH to DISK always loads the last played clip in the View. It might be the Instant Playback clip during recording or an already recorded clip.
Instant Playback mode uses a fragmented recording method that puts additional strain on the media drive. Consider using faster drives if you wish to enable this feature.
Personal Playback
Traditionally, the video assist operator has provided playback for the director. The big downside of this centralized playback concept is that all on-set monitors show the same clip. However, sometimes it is required to show a different clip to the producer, script supervisor, VFX supervisor, etc.
QTAKE Sync application (formerly QTAKE Server) solves this problem by providing independent playback for any authorized crew member. You can access a QTAKE project through the QTAKE MONITOR app on personal portable devices such as iPhones and iPads. In addition to clip browsing and playback, crew members can enter metadata values independently of the QTAKE operator.
All data is automatically synchronized so you can share all information, while QTAKE Sync will not allow duplicate value entries. For example, the script supervisor doesn’t need to enter lens info because it has already been entered by the assistant camera or extracted directly from the SDI camera feed.
OUTPUTS AND STREAMING
The most common output from QTAKE is over the SDI interface. You can achieve this using a video card output, or you can also use a dedicated ThunderFace 4K Duo+, ThunderFace 4K Duo or QOD+ (QTAKE Output Device), which offers lower latency and more advanced output options, such as multi-view, stereoscopic output, etc. In addition to traditional SDI, you can use the NDI® interface, which provides high-quality output over standard network infrastructure. NDI input and output require STREAM module license.
WIRELESS STREAMING
One of the many powerful features of QTAKE is wireless streaming to iOS devices. Using a custom streaming protocol, QTAKE provides secure, ultra-low latency output of the processed image for up to 160 clients. Streaming can work over a local Wi-Fi network, but it can use QTAKE Cloud to establish a remote session over the Internet. See more details in the STREAM Menu section.
Dolby Vision®
QTAKE integrates support for the Dolby Vision set of technologies for HDR mastering and delivery, developed by Dolby Laboratories. One of the most important use cases this integration enables is remote color-grading. There are many cases when clients can not attend editing or color-grading session in person and can not rely on exported clips because of the slow turn-around. QTAKE offers a solution for interactive and effective remote grading thanks to its high-quality, low-latency streaming of Dolby Vision-enabled content. Current Dolby Vision functionality is included in the GRADE Module.
10-bit color depth required
Dolby Vision integration in QTAKE was designed for the 10-bit QTAKE version to provide the best experience. Most of the features work only with a project set to 10-bit color depth. If COLOR DEPTH is set to 8-bit and you try to switch the project HDR mode to Dolby Vision, you will be prompted to switch to 10-bit or revert to HDR10 mode. The same prompt requires action if the project is already set to Dolby Vision and you attempt to lower COLOR DEPTH to 8-bit in the COLOR tab of the Project Settings > Project Area Detail View.

Setup
Set HDR MODE to Dolby Vision® 2.9 or 4.0 in the HDR tab of the Project Settings > Project Area Detail View.

Next, select the MASTERING and TARGET monitors from the available presets.


Alternatively, turn on CUSTOM to manually set PRIMARIES, WHITE POINT, MINIMUM LUMINANCE, and MAXIMUM LUMINANCE according to your monitor specifications.
Analysis Tuning
When HDR MODE is set to Dolby Vision® 4.0, the HDR tab also provides ANALYSIS TUNING.
Analysis Tuning controls the balance between highlight detail and content mapping used by Dolby Vision analysis. The tuning applies different spatial filtering to less relevant highlight detail such as small speculars, noise, and compression artifacts, providing different starting points for content mapping and trimming. Depending on the selected tuning, L1 metadata values for the same image may vary.
The following Analysis Tuning options are available:
- Legacy CM4 L1 matches the analysis of the original, very conservative CMv4.0 algorithm.
- Most Highlight Detail / Most Mapping uses the lowest-strength filter of the new analysis options. It retains the most highlight detail and should result in no visible clipping, but requires the most mapping and produces the darkest starting point of the new analysis options. Clipping should be restricted to detail-less speculars, noise, and artifacts. Compared with Legacy CM4 L1, this filtering is substantially stronger and more tolerant of speculars, artifacts, and noise.
- More Highlight Detail / More Mapping
- Balanced permits some clipping to reduce the strength of mapping while keeping clipping minimized to preserve highlight detail.
- Less Highlight Detail / Less Mapping
- Least Highlight Detail / Least Mapping uses the highest-strength filter. It can result in visibly clipped highlights but requires the least mapping, producing the brightest mapped image. This can provide a brighter overall image when mapping to SDR 100 nits.
The selected Analysis Tuning also determines which analysis modes are available in the DOLBY VISION Menu.
Input
If available, QTAKE will extract frame-based Dolby Vision® metadata when capturing live HDMI signal using a compatible video card. In the case of SDI, QTAKE will extract Dolby Vision metadata if the signal was generated by another QTAKE system. In addition to live input, QTAKE can also import video files with metadata contained in the external XML file.
Output
When using HDMI output, Dolby Vision® metadata is embedded into the signal using the “tunneling” method, compatible with Dolby Vision TV devices. Additionally, QTAKE can output Dolby Vision-enabled content over SDI output. In this case, metadata is embedded into the SDI signal to provide a connection to another QTAKE system. When remote monitoring is required, QTAKE will embed Dolby Vision metadata into QTAKE Cloud Stream. See more info in the Live Stream section below.
Live Analysis
When Dolby Vision® output is enabled and no metadata is detected in the input signal, QTAKE will automatically perform Dolby Vision Live Analysis in real-time. The result of this analysis is the L1 metadata, used to provide Dolby Vision enabled output to supported systems, such as Dolby Vision TV devices or another QTAKE system.
PAUSE DOLBY VISION® LIVE ANALYSIS
To pause real-time image analysis performed by the Dolby Vision processing use the HERO FRAME mode for the LIVE clip. It will keep the Dolby Vision metadata set to the HERO FRAME value. This function is useful when performing live color grading that would otherwise be dynamically compensated by the Dolby Vision processing. When you finish live color adjustments, you can switch the Dolby Vision mode to Live Analysis to resume dynamic processing.
Live Stream
As mentioned, the most common use case empowered by Dolby Vision® support in QTAKE is the remote color grading or editing session. This setup requires two QTAKE systems:
SENDER - QTAKE System residing in the color-grading or editing suite, capturing color-graded Dolby Vision output and streaming it over the QTAKE Cloud.
RECEIVER - client-side QTAKE system responsible for receiving QTAKE Stream and providing output to Dolby Vision-enabled HDMI monitor or a TV device.

To enable Dolby Vision metadata in QTAKE Stream, open the connected-devices interface on the sender QTAKE system, reveal the secondary device options, and set HDR to Dolby Vision for the required stream. On the receiver system, enable Dolby Vision output as described in the Dolby Vision output section.
iCMU
QTAKE can perform real-time Dolby Vision® analysis, output Dolby Vision over SDI and HDMI, and stream from QTAKE to QTAKE. It supports the Dolby Vision modes available for the selected Analysis Tuning and an Internal Content Mapping Unit (iCMU) with Trim Controls. The Dolby Vision Content Mapping Unit (CMU) enables real-time Content Mapping processing for Dolby Vision-mastered content to move color grading in QTAKE Pro to the next level. During the content creation, the Dolby Vision Content Mapping also enables HDMI Tunneling, allowing you to preview the Dolby Vision work on a Dolby Vision consumer television.
HDR to SDR Mapping
If there are both HDR and SDR monitors on set, QTAKE can convert the HDR content to SDR using precise Dolby Vision tone mapping.
Note that the DOLBY module is required.
Workflow
1) Set HDR Project settings to Dolby Vision® 4.0.
2) Set the MASTERING monitor type according to the source HDR signal.

3) Set the TARGET monitor type according to the monitoring display.

4) If the camera supports HDR color space, set COLORSPACE to AUTO in Project Settings > Video Source, or select the color space manually.

5) To Allow iCMU mapping, go to SHOOT room -> VIDEO OUT menu -> Double arrow (») -> Set Dolby Vision® iCMU on desired View.

To customize Dolby Vision iCMU even further, check Dolby Vision Trim Controls.
Note that when using HDMI OUT and V-OUT simultaneously, QTAKE reserves the channel selected in the HDMI OUT menu for HDMI output, and you cannot set it for HDR to SDR mapping.
Simultaneous HDR and SDR output
With the introduction of iCMU, you can create a preview of Dolby Vision on HDR TV via HDMI Tunneling and simultaneously have Dolby Vision Tone Mapped output on your SDI Monitor (Rec.709) via iCMU Content Mapping.
Note that the DOLBY module is required.
Workflow
1) Set HDR Project settings to Dolby Vision® 4.0.
2) Set the MASTERING monitor type according to the source HDR signal.

3) Set the TARGET monitor type according to the monitoring display.

4) In Project Settings > Video Source, set COLORSPACE to AUTO or select the color space manually.

5) To activate HDMI tunneling, go to SHOOT room -> HDMI OUT menu -> Activate the HDMI OUT button and select the source View. Then click the double arrow (») and select Dolby Vision® 4.0 HDR Mode.


6) To allow iCMU mapping, go to SHOOT room -> VIDEO OUT menu -> Double arrows -> Set Dolby Vision® iCMU on desired View. Note that the channel selected in the HDMI OUT menu is reserved for HDMI output and cannot be used for iCMU mapping.

To customize Dolby Vision iCMU even further, check Dolby Vision Trim Controls.
iCMU PREVIEW
This feature allows you to see the iCMU output in the View. Since the Views are HDR capable, this is their default display setting when the HDR content is detected. If your workflow contains HDR content, but on-set monitors are not HDR capable, you can use iCMU output to map HDR to SDR. To check the output for non-HDR monitors, you can switch View to display iCMU PREVIEW.
- Make sure to follow the steps to set up HDR to SDR Mapping correctly.
- In the
VIEWtoolbar, select the desired View. - Click the double arrow (»).
- Enable the iCMU PREVIEW button.

METADATA
QTAKE is second to none when it comes to metadata. Projects and clips contain pre-defined metadata fields to store the most common information, but you can create additional custom metadata to fit any production type. Following is an overview of the metadata features:
- Fast metadata entry using choices and keywords
- Selection of the metadata source per field
- Metadata synchronization between cameras
- Automatic copy of value for Shot, Scene, or Episode
- Custom metadata fields with different value types
- Support for regional settings and units
- Access permissions using metadata groups
- Synchronization over local network or cloud
- Static and dynamic (frame-based) metadata support
See the META section for more details about metadata.
ALE
Avid Log Exchange is the most popular format for metadata exchange between 3rd party systems. QTAKE provides custom mapping for both the import and export of ALE files. You can find more details in the Import ALE and Export METADATA sections.
RAW
RAW module enables import, playback, and processing of RAW camera media. It is the highest quality media, comparable to analog negative stock. Usually, it is an uncompressed or slightly compressed read-out of the bayer sensor, which means it needs heavy-duty computing to transform it into a regular RGB image suitable for viewing. Each camera vendor has a different format and color science. QTAKE supports the following RAW file formats:
- ARRI RAW (.ari) and ARRI MXF (.mxf), including HDE
- SONY RAW and SONY X-OCN (.mxf)
- RED RAW (.r3d)
- CANON RAW MXF (.mxf)
- Blackmagic Design RAW (.braw)
- DMG (.dmg)
MATCHER
The Matcher compares imported or linked media with existing QTAKE clips to identify matching clips automatically.
Matching can be performed during importing or linking, or later using Merge Clips.
QTAKE supports multiple matching methods that use different combinations of clip metadata to determine the best match.
Since QTAKE is used to record camera output for video assist purposes, it contains all clips captured by the camera. However, the SDI interface used on most professional cameras limits the media resolution, frame rate, and color fidelity. To provide full-quality dailies, you can import or link original camera media.
After importing or linking camera media, QTAKE attempts to match the media with existing clips to preserve metadata, live grading, clip effects, ranges, and other clip information. The best matching method is based on CMF (Camera Media Filename) because it is 100% accurate. If no CMF is recorded, timecode, date, and camera letter is used instead. If the result is not 100% accurate, QTAKE will show all hits and let you decide which clip new media should link to.

Each imported or linked file will be represented by one row in the matching table. Clicking the row will toggle its color. If the row is discolored, it will be skipped, and only colored files will be imported. You can expand each row to select the import method. There are 4 options available based on the result of the matching process:
- CREATE - media file will be imported and stored as a new clip
- USE - media file will be attached to existing matched clip as respective media type
- CLONE - media file will be imported and stored as a new clip, but QTAKE will clone existing matched clip metadata
- AV SYNC - new audio clip will be created, and audio media will be attached to matching video clips
If imported or linked media is not attached to an existing clip using USE, QTAKE creates a new clip for that media. This can happen when no suitable match is found, or when you manually choose CREATE instead of USE. These newly created clips can be matched later with respective existing clips using Merge Clips from the LIST’s FUNCTION menu.
In some cases, you may need to narrow down the number of clips that QTAKE is trying to match to avoid false matches. You can do this using UNIT and SHOOT DAY filters, which will match import only to clips from the specific unit or shoot day. Additionally, you can easily discard the import of the MATCHED or UNMATCHED clips using the SKIP filter.
NOTE:
Matching identifies corresponding clips only.
It does not determine how imported media are classified.
Media classification is controlled by Media Type during Import or Link.

AUDIO SYNC
After matching and importing audio media, QTAKE will automatically synchronize it to video media, based on timecode. If the timecode is off, you use MEDIA Toolbar to adjust AV sync manually in 1/4 frame increments, providing sufficient precision even for the most demanding audio synchronization tasks.
RAW PROCESSING
Unlike video files, which are stored as RGB or YCbCr pixel data, RAW files are usually representing Bayer-type sensor readout that needs de-compression, de-mosaic, sharpening, color correction, and other image processing techniques applied to be visualized. This work is usually done by the vendor-supplied processing engine, which is mostly automated, but certain aspects of the process can be modified. QTAKE is using the INPUT FX page of the FX panel to present you with available options for each RAW format.
QUALITY CONTROL
Using RAW media playback and multiple in-out ranges, QTAKE can be used to create frame-based metadata, passing the QC info about image imperfections to post-production. For more information on how to create a new set of in-out ranges, see the RANGES section.
ON-SET DAILIES
During production, the first role of QTAKE is the video assist role, automatically recording the camera video output, while the camera is recording its full-quality original media files. After filling out the magazine, it is taken out of the camera to create backup copies and export dailies for editorial. This is where the second, DIT role of QTAKE comes into play. Having all the metadata and color decisions collected during recording, QTAKE can automatically use this extensive information to process RAW media into edit-friendly Apple ProRes, Avid DNxHD, or any other supported file format and codec, saving production time and issues caused by data transfers between different systems. See the Automated Pipeline Export section for more details.
REAL-TIME IMAGE PROCESSING
All image processing is executed in real-time, which means it can be used both for live feed and recorded clips. It is recommended to always record clean log image without LUTs or overlays applied. This non-destructive workflow will allow you to tweak any aspect of the final image at any time during the life cycle of each clip.
COLOR GRADING
Most professional cameras will record and output flat signal with a wide gamut color space to provide as much dynamic range as possible. For on-set monitoring, you can just apply a simple Log to Rec.709 conversion using pre-defined LUTs to provide a standard contrast image. But filmmakers often want to establish a specific look when preparing and lighting the scene.
QTAKE offers professional color correction tools. In addition to internal processing, QTAKE can send live color grading data to an external LUT box to provide zero-delay processing. For more details on color correction see COLOR CATEGORY section.
LIVE VFX COMPOSITING
QTAKE has a dedicated room for compositing. It uses two video channels to perform real-time dual-layer composite using Chroma Key, Luma Key, Wipe, and various blending modes. Each layer can have an unlimited number of effects, such as transformation, masking, color correction, blur, etc. If more layers are required, the composite can be rendered and used as a single layer while adding a new one. QTAKE has full control over the timing of each layer, so compositing can be used for stacking motion control passes.
In addition to GPI triggering, QTAKE provides Slave Playback for synchronizing playback with an external source.
Depending on the workflow, Slave Playback can synchronize to an external timecode (TC Slave Playback) or to incoming motion-control rig data (Rig Slave Playback), allowing accurate synchronization of prerecorded background plates during motion-control compositing.
CGI
When the pre-recorded or pre-rendered background is not good enough, there is an option to import a 3D CGI scene. In combination with capturing motion control or motion tracking data, QTAKE can create a virtual 2D or stereoscopic camera to render a CGI background and composite it with a live or playback image. You can place a live layer at a certain 3D depth to have CGI elements appear in the foreground and background.
ON-SET EDITING
A simple built-in editor helps the director quickly check continuity. Fast trimming with all popular trimming types works both with precision frame-by-frame and view-drag modes. After switching back from the EDIT room, the sequence is accessible inside the SHOOT or COMPOSITE room as a regular clip.
AUTOMATED PIPELINE EXPORT
One of the most powerful features of QTAKE Pro is file export. After selecting clips in the LIST, click the FUNCTION button and choose EXPORT TO FILE.
Pipeline Export organizes export processing into reusable workflows.
Each Pipeline defines how source media are processed into the final deliverables. By combining processing nodes into connected workflows, a single Pipeline can automate grading, overlays, encoding, and delivery, making it easy to create consistent exports for different production workflows.
Pipeline Workflow
A Pipeline is organized into a series of processing stages. Each stage can contain one or more processing nodes that define how the media continues through the export workflow.
The workflow can branch at any stage, allowing multiple versions of the same source media to be processed simultaneously.
For example, a single Pipeline can:
- create both clean and processed versions of the same source media,
- apply different overlays or watermarks to different outputs,
- generate multiple output formats or codecs in a single export,
- export one version to an external location while storing another as a QTAKE-managed media file.
This allows all required deliverables to be created automatically during a single export operation.

The export dialog lets you choose the PIPELINE used for the export.
Click EDIT PIPELINE to create or modify the selected Pipeline.
Enable OVERWRITE if previously exported files should be replaced.
PIPELINE
The PIPELINE editor organizes the export workflow into five processing stages:
- READ – selects the source media.
- PROCESS – applies media processing and clip effects.
- OVERLAY – adds overlays, burn-ins, masks, or watermarking.
- ENCODE – defines the output format and codec.
- WRITE – determines where the generated media will be stored.
Each stage can contain multiple processing nodes, allowing the workflow to branch into one or more processing paths.
By branching the workflow, a single Pipeline can create multiple deliverables from the same source media while applying different processing, overlays, encoding settings, or storage destinations to each output.

READ
The READ node is used to specify the rendering source. Set the SOURCE MEDIA TYPE to define what type of media will be used to process selected clips. The AUDIO option is used to select if embedded or external audio should be used. IN/OUT RANGE defines if the whole clip duration is rendered or only part of it. In case of RAW media, you can select FILE-based or QTAKE-based INPUT FX RAW SETTINGS as well as RAW DEBAYER QUALITY. If set to AUTO, it will use quality settings from the playback interface. Read node can branch into multiple process nodes to speed up the rendering of multiple look versions.
PROCESS
Process node is used to apply MEDIA FX and CLIP FX.
- You can choose to render selected clips with all media effects stored for a specified media type or no media effects.
- You can choose to render selected clips with all effects stored for specified media type or only the LUT effect.
By default, the processing is done in the NATIVE resolution of the incoming frames, but you can select CUSTOM working resolution to automatically scale incoming frames to selected WIDTH and HEIGHT, using the selected FITTING method. Process nodes can branch into multiple overlay nodes to speed up the rendering of multiple deliverables using different overlays.
OVERLAY
The overlay node is used to apply FRAME LINES and BURN IN. Both of these functions are using templates, which can be customized by clicking the EDIT button. Overlay nodes can branch into multiple encode nodes to speed up exporting of multiple deliverables using different file formats and codecs.


ENCODE
Encode node is used to specify the output file format using MEDIA FILE TEMPLATE. Click the EDIT button to create new templates. Encode nodes can branch into multiple write nodes to provide multiple file copies in a single pass.

No Encode
When you choose to disable the ENCODE node, PIPELINE will effectively process only the READ and WRITE nodes.
This will be the case in a situation like demonstrated in the screenshot below, where the PROCESS node is checked.
Since no transcoding will take place, it will be ignored.
WRITE node will create hard link copies of clips to be processed, based on the criteria defined in the READ node, and name the files per FILENAME TEMPLATE selected.
Hard-linked files do not occupy extra disk space.
If hard links are not an option, e.g., the TARGET FOLDER is located on a different volume than the QTAKE Storage folder resides, the PIPELINE will copy
clips and name them per FILENAME TEMPLATE selected.

Export to Dolby Vision® HEVC
Dolby Impact is a software encoder for the international H.265(HEVC) video compression standard, designed to create streams with the highest coding efficiency. The resulting output proudly delivers superior quality and lower bitrates, with the codec aiming to optimize content for the human eye.
To ensure correct export settings, users are advised to check the following:
- Dolby Vision Profile - 5 / 8.1 / 8.4
- OVERWRITE HDR10 Data - NO / YES
- Video Codec Quality
- Video Resolution
- Include Metadata
- Color Space - Source / Project
Files generated using Dolby Impact are compatible with playback on any device or software player equipped with a standard H.265 (HEVC) decoder.

Stereoscopic 3D Export to MV-HEVC
For correct stereoscopic export, clips being exported must be tagged as left or right eye.
You can tag a clip in two ways:
- Before recording, select the input’s Video Source cell in Project Settings and use the STEREO 3D selector
- On an existing clip, set the tag using the STEREO 3D selector on the second page (») of the
MEDIAtoolbar
The tag is also visible in the LIST’s CAM column next to the camera letter in brackets, which helps you identify a stereoscopic clip.
Initiating EXPORT TO FILE (or AUTO EXPORT) with a stereoscopic template will create a new type of EXPORT TASK, which handles 3D export. It reads buffers from the left eye and right eye clips and processes both buffers in sync to allow storing inside 3D capable media files.
CLIP SELECTION
When exporting stereoscopic clips, the exporter scans through the selected clips and checks if each of them has a 3D pair. You can select only left-eye clips, or only right-eye clips, or both. The exporter handles all these cases and informs you about the result before an export task is created.
To set up the PIPELINE, start by choosing 3D MODE in the READ node. PROCESS and OVERLAY nodes are optional, and you may set them according to your needs.
ENCODING
Define a new MEDIA FILE TEMPLATE of the ENCODE node and choose HEVC/H.265 video codec. There are three 3D modes available automatically enabled when the 3D mode is set in the READ node:
- 3D - stereoscopic
- LEFT eye
- RIGHT eye
In case ENCODE NODE has 3D MODE set to LEFT or RIGHT, the other eye will be dropped, and only the selected eye will be encoded and stored. In case you want to store both eyes, create two ENCODE and two WRITE nodes, each for one eye, where you can specify separate filenames.

Custom Bitrate for HEVC Export
For HEVC (H.265) exports, the interface now provides the option to set a precise, custom bitrate, which is essential for professional delivery, editing and quality control.
Previously, users were limited to seven pre-defined quality presets (ranging from Ultra Low to Ultra High). Now, you can override these general presets by selecting the Custom quality option and manually entering a desired bitrate value in kilobits per second (kbps).
The available range for the custom bitrate is highly flexible, supporting values from 100 kbps up to 800,000 kbps. This control ensures you can meet specific technical requirements for file size and quality demanded by external NLEs.

WRITE
Write nodes are used to write the resulting file to TARGET STORAGE.
- INTERNAL
Media file will be attached to the source clip with specified TARGET MEDIA TYPE and will use internal storage, just as if it was recorded or imported. It is limited to full duration because each media type for the clip should have the same duration. You can export clip as Proxy, Intermediate and Proxy Transcoded media type.
Note that one media type can store only one media file. If you are exporting a clip to INTERNAL storage and the clip already has a media file of the selected type, you have to use the OVERWRITE option. - EXTERNAL
Used when exporting to 3rd party systems, so clips can be rendered with any duration and written to any destination using a FILENAME TEMPLATE. The filename can be customized using different metadata values as well as static text. In addition to media, you can export metadata in XML or use metadata TEMPLATE. While XML contains complete QTAKE metadata, metadata TEMPLATE export can be customized using EXPORT METADATA.
It is possible that, depending on the selected criteria, the FILENAME TEMPLATE could generate duplicate filenames for different clips. In this case, QTAKE won’t overwrite the files, but an incremented suffix will be added automatically at the end of each duplicated name.

Touchscreen UI
QTAKE is primarily designed for use with a touchscreen monitor. This provides you with a high level of interactivity, comfort, and speed. However, the software can be easily used with standard input peripherals, like a keyboard and mouse. Almost every control has its dedicated keyboard shortcut to make your work faster using the keyboard. While QTAKE allows you to customize these shortcuts this document will refer to the default values.
USER INTERFACE
The application does not use standard OS controls. We have designed custom, finger-sized controls to accommodate the touch nature of the UI as well as resolution independence.
BUTTON is a basic element of the UI. By pressing and releasing a button you activate a specific command. Some buttons have a secondary function, activated by a “long click” (hold the button pressed for 1 second). Buttons that contain secondary function are marked by a little dot in their lower right corner.
Right-clicking a control (not limited to buttons) that supports long-click invokes its long-click action, provided the control does not already have its own native right-click function. Long-click remains available for touchscreen operation; right-click is an alternative for mouse operation.

SEGMENTED BUTTON is a set of buttons used to select one out of two or more options. By selecting one segment of this button you automatically deselect a previously selected option.

INPUT FIELD is used to enter numeric or alphanumeric values for various data fields. By pressing this button you invoke the on-screen keyboard used to enter characters in the touch-screen application. Note that you can also use a physical keyboard to enter values. Some input fields act as toggle switches where each click cycles through the available options.

SLIDER is a special-purpose control used to adjust numeric values. Dragging the slider knob to the left side decrements the value. By dragging to the right side you increment the value. The filled area of the slider bar indicates where the selected value falls within the range of values. Most sliders also have an associated input field next to it that lets you enter an exact value.

Some sliders can be set into AUTO mode. In auto mode, the slider will transition between the START and END values with no interaction necessary. To enable auto mode click on the associated input field and toggle AUTO to YES. In case the SHOW KEYBOARD option (FILE room -> OPTIONS -> double arrow (»)) is set to NO, the dot in the top left corner of associated input field will be missing and you will have to click on the input field name to be able to set AUTO mode. Alternatively, double-click the slider to start auto mode without entering the on-screen keyboard. The LOOP MODE changes how the slider moves and it can be set to LOOP (from start to end), PONG(from start to end, then back to start), and A/B (alternates between start and end values). TIME INTERVAL sets the interval between transitions.

User interface controls are disabled (greyed out) for the commands that can not be executed in the current context.
ENHANCED INPUT FIELD is used to enter numerical values. The button has three separate functions. By pressing the buttons left side (where the value is displayed) you invoke an on-screen keyboard similar to a regular input field. By long-clicking the left side of the button you reset the field to its default value. And finally, by pressing and holding the right side of the button you invoke a RADIAL SLIDER that lets you input values by moving the cursor or your finger around its center. The radial slider lets you return to the previous value by moving the cursor or your finger to its center.

LABEL is used to display various states/values of the system. By clicking on some labels you can cycle through various display options.

TOOLBAR is a set of buttons grouped to form a complex function, like PLAYBACK. Sometimes it features a double arrow (») icon to provide access to 2nd set of controls.

MENU BUTTONS are used to toggle the display of toolbars. They can be locked to disallow accidental clicks.

User interface uses 4 horizontal blocks by default, which provides good readability even on smaller MacBook Pro screens. Increase SCREEN BLOCKS in the FILE room
UItoolbar to scale the interface down and fit more content on bigger or wider screens.
CONTROL SURFACES
In addition to keyboard, mouse, and touchscreen control, QTAKE can also be controlled by various third-party hardware controllers. Any controller that emulates keyboard key presses will work in QTAKE. See the section called KEYBOARD SHORTCUTS for more information on assigning button functionality. Native support also exists for the following devices:
STREAM DECK
Stream Deck integration is available in both QTAKE Pro and QTAKE Lite. QTAKE Pro provides full integration with Elgato Stream Deck, allowing supported Stream Deck devices to control QTAKE using dedicated actions, custom buttons, and dials. QTAKE Pro supports all Stream Deck models, including the Stream Deck mobile app.
The Stream Deck interface automatically reflects the current state of QTAKE Pro. For example, action buttons update automatically when the active Room changes, even if the change was initiated directly from the QTAKE user interface.
Stream Deck can be used to control playback, recording, room navigation, transport controls, and many other QTAKE workflows using fully customizable layouts. Layouts can be freely customized, allowing operators to build control surfaces tailored to their own workflows.
Stream Deck Installation
To use Stream Deck with QTAKE Pro, install the official Elgato Stream Deck application.
When QTAKE Pro starts, it automatically checks whether the Stream Deck application is installed. If necessary, QTAKE installs or updates the bundled QTAKE Stream Deck plug-in. When QTAKE Pro is connected, the Stream Deck application displays the connection status and provides immediate feedback for supported actions.
If the Stream Deck application is running during the update, it may be restarted automatically so the updated plug-in can be loaded.
QTAKE Pro installs only the QTAKE Stream Deck plug-in. The Stream Deck application itself must already be installed.
After the installation completes successfully, the QTAKE action group becomes available in the Stream Deck application.
To resolve a port conflict with another application, change the port used for communication between QTAKE and the Stream Deck application using the Stream Deck Port preference.
Changes take effect immediately without restarting QTAKE.
Stream Deck Actions
The QTAKE Stream Deck plug-in provides a collection of dedicated Stream Deck actions that can be assigned to Stream Deck keys or dials.
Actions are grouped according to the supported Stream Deck control type:
- Keys – actions assigned to Stream Deck buttons.
- Dials – actions assigned to rotary controls available on supported Stream Deck devices.
To assign an action, drag it from the QTAKE action group onto a key or dial in the Stream Deck application.
After assigning an action, its properties can be configured in the lower part of the Stream Deck window.
Many predefined actions require selecting a QTAKE object, such as a Room or View.
For example, the Room action automatically indicates that the defined Room is currently active in QTAKE. If you leave the Room, either using a different Room action or directly in QTAKE, the indication changes to reflect that the Room is no longer active.
Stream Deck dial actions use different display layouts depending on the type of function being controlled.
When supported by the controlled function, the layout also includes a visual indicator showing the current value within its available range.

Predefined RECORD Key
The predefined RECORD action uses its own RECORD icon and displays live status information for the configured camera input. Configure the action for the required camera input. The key displays RECORD with the configured camera letter, such as A, B, C, or D, together with the detected input format, for example 1080p 25. This format information reflects the corresponding information shown by the QTAKE RECORD button:
- GREEN – the detected format matches the format configured for that input in Project Settings.
- GRAY – the detected signal format differs from the format configured for that input. This can occur when AUTO CHANGE is disabled for the input.
- RED – a record trigger is detected in the incoming signal.
Ovide Smart Keys
When any OVIDE SMART MODE is enabled in QTAKE Preferences > GUI group, the QTAKE Stream Deck plugin automatically provides three additional predefined Keys actions:
- Ovide Output Group
- Ovide Output Preset
- Ovide Live Pass
These actions provide direct access to controls specific to Ovide Smart Assists, which use a dedicated output panel for their integrated video-routing hardware.
They are available only when QTAKE is running in an Ovide Smart Mode.
Stream Deck Active Field Dial
The Active Field Dial automatically controls the currently active compatible field.
For example, the dial can adjust numeric fields such as CAM SPEED or increment and decrement the SHOT field. See Shot Number for more information about its increment and decrement options.
Turning the dial changes the value of the active field. The change takes effect immediately while the field remains active. For supported numeric fields, the adjustment respects the minimum and maximum values defined by the field.
- Short-click ACTIVE DIAL to keep the current value and deactivate the active field.
- Long-click ACTIVE DIAL to reset the field to its defined default value, if it has one, and deactivate the active field.
This behavior applies whether the field was activated directly in the QTAKE User Interface or using a CUSTOM BUTTON.
The Stream Deck displays the title of the currently active field. If no compatible field is active, it displays No Active Field.
- To adjust a QTAKE input field from Stream Deck, assign its Action ID to a CUSTOM BUTTON and press the key to activate the field in QTAKE.
- Rotate ACTIVE DIAL to adjust the value. Press the CUSTOM BUTTON again to keep the current value and deactivate the field.
If the corresponding input field is not currently visible in the QTAKE User Interface—for example, because its toolbar is not active or the currently active Room does not offer the toolbar—QTAKE presents the field in a modal manual-input popover. The modal input is also used when SHOW KEYBOARD is enabled.
When the modal input is displayed, ACTIVE DIAL can adjust the field value.
Both the CUSTOM BUTTON and ACTIVE DIAL reflect the current value as it changes and also update when the value is changed directly in QTAKE.
Predefined Stream Deck Keys and Dials that directly operate a parameter do not require the corresponding QTAKE input field to be activated first; they change the value directly.
Active Dial for Picker Fields
The predefined ACTIVE DIAL action in QTAKE Dials can be used to navigate items in picker fields, such as drop-down menus.
When a picker is open, rotate the dial to move through the available items and press the dial to select the current item.
To use a picker with a CUSTOM BUTTON and ACTIVE DIAL:
- Assign the picker control’s Action ID to a CUSTOM BUTTON.
- Press the CUSTOM BUTTON to activate and open the picker in QTAKE.
- Rotate ACTIVE DIAL to move through the available choices.
- Press the dial to select the desired choice.
- The CUSTOM BUTTON reflects the selected value. If the value is later changed directly in QTAKE, the key updates as well.
For example, you can assign the ACTIVE MEDIA selector in the MEDIA toolbar to a CUSTOM BUTTON, then use ACTIVE DIAL to navigate and select its items.
Stream Deck Custom Buttons
Custom Buttons provide access to any QTAKE control that has its own Action ID and can be assigned as a QTAKE Global Shortcut.
Instead of selecting one of the predefined actions, you can specify the identifier of any supported QTAKE control.
Click the Action ID field to display the complete list of available control identifiers.
The list is searchable. As you type, the list is automatically filtered to match identifiers, making it easy to locate a specific control even when a great number of identifiers are available.
For example, entering rev filters the list to identifiers such as Menu.Play.Reverse.
Selecting an identifier assigns the corresponding QTAKE control to the Stream Deck button.
The CUSTOM BUTTON operates the assigned control and displays relevant current information received from QTAKE. Depending on the control, the key can display its title, such as for buttons and segmented buttons, or its current value, such as for input fields and multi-choice selectors.
When the represented value or state changes, the key display updates accordingly. This also applies when the control is changed directly in QTAKE rather than from Stream Deck.
For workflows that use CUSTOM BUTTON to activate a field and ACTIVE DIAL to change it, see Stream Deck Active Field Dial and Active Dial for Picker Fields.
Cycling Through Segmented Buttons
A CUSTOM BUTTON can cycle through the enabled segments of a QTAKE segmented button using a single Stream Deck key.
Assign the Action ID of the segmented button rather than the identifier of one of its individual segments. Each press of the CUSTOM BUTTON advances to the next enabled segment in the button’s order and, after the last enabled segment, cycles back to the first.
For example, List.Clip.Size identifies the complete segmented button, while List.Clip.Size.3, List.Clip.Size.2, and List.Clip.Size.1 identify its individual segments. Assign List.Clip.Size to a CUSTOM BUTTON to cycle through the currently available LIST size options.
Disabled segments are skipped automatically. For example, if the largest LIST size is unavailable because the current UI layout does not have enough space for it, the CUSTOM BUTTON cycles only through the remaining enabled sizes.
This behavior is available for segmented buttons generally and is especially useful for controls with a small number of segments.
Global Shortcut identifiers, including how to assign a shortcut to a segmented button, are described in the Global Shortcuts section.

Stream Deck Custom Dials
Custom Dials work similarly to Custom Buttons but are intended for rotary controls available on supported Stream Deck devices.
Specify the identifier of a QTAKE field that supports continuous adjustment.
The searchable Action ID field works the same way as for Custom Buttons, making it easy to locate compatible controls.
CUSTOM UI LAYOUT
By pressing a MENU button you enable or disable the corresponding toolbar. The button will change its background color from grey to green. If you press the MENU button again you will hide its toolbar. You can arrange toolbars for each room simply by displaying them in the correct order.
Toolbars always appear from left to right. If you hide any toolbar, all other boxes are moved to fill the gap. There is an arrow on top of each Menu title that indicates if the toolbar will appear in the upper or lower zone. You can toggle the arrow direction with a long-click on the MENU button.
You can prevent Menu Boxes from accidentally hiding by pressing the LOCK button.
Each ROOM in the application can have its own layout. The orange LAYOUT button allows you to save and recall up to eight different layouts. Click the LAYOUT button to reveal the current layout and the eight slots where you can store layouts, by default named LAYOUT 1 - LAYOUT 8. The currently selected layout is highlighted in orange. The first, - (dash) layout, will become active when you modify a saved layout. To store the current layout long-click one of the slots, now you can rename your layout and save it. On the right side of the bar, you can CLEAR or RESET the currently configured layout to the default state of the current room.

Fast keyboard access to layouts
You can bind keyboard shortcuts to your layouts for quick access (default shortcuts Alt+1-8)
VISUAL KEYBOARDS
Visual keyboards are used for data input. They are displayed by pressing the data input fields. Above the input field, there is a set of keyword buttons containing commonly used values, words, or phrases. These buttons can be customized by entering the desired phrase in the input field and long-clicking on the button you wish to change. When using a physical keyboard you can disable visual keyboards by turning off the SHOW KEYBOARD setting. You still have access to keywords by right-clicking on the field you are editing.

KEYBOARD SHORTCUTS
Hotkeys (or keyboard shortcuts) in QTAKE are configurable and saved per user allowing each user to customize their work environment. Reveal hotkeys for each control element by pressing the Fn key on your keyboard. While holding this key each command TITLE is temporarily replaced by its keyboard shortcut representation.
If you click a button while holding down your Fn key a popup window will appear that lets you define a new keyboard shortcut for that button. In this window you also can CLEAR (remove any existing shortcut from that button), RESET (set default shortcut for that button) / RESET ALL (set default shortcuts for all buttons).
Cycle through Segmented buttons
For segmented buttons, hold Fn+Option (Alt) while assigning a shortcut to use the identifier of the segmented button instead of an individual segment. Pressing the resulting shortcut cycles through the enabled segments in the button’s order and, after the last enabled segment, returns to the first. Disabled segments are skipped automatically.
Global Shortcut identifiers are also used to assign QTAKE controls to Stream Deck Custom Buttons and Custom Dials.

Keyboard shortcuts context
Keyboard shortcuts have to be unique for each button in each room because all rooms make up a single context. Exceptions are windows that appear on top of the standard UI. Windows are modal and therefore allow the hotkeys from the main context to be re-used.
SCREEN ZONES
Screen area is divided into seven zones.

-
ROOM BUTTONS ZONE
This is the zone where you choose what part of the application (ROOM) you want to work in. -
STATUS BAR ZONE
System status and log messages are displayed in this zone. -
SPECIAL BUTTONS ZONE
This zone contains the most commonly used commands, such as toggling the display of panels or hiding the application. -
UPPER TOOLBARS ZONE
This is the zone where toolbars appear when you click MENU buttons set to top mode. -
VIEWS ZONE
This zone is used to display video content, as well as panels. -
LOWER TOOLBARS ZONE
This is the zone where toolbars appear when you click MENU buttons set to bottom mode. -
MENU BUTTONS ZONE
The green and black Menu buttons control what UI elements are displayed in each room.
UI Output to Views
This feature provides a unique set of functions, enabling you to output specific elements of the user interface to external monitors. Displaying elements such as the Clip Browser or META panel can significantly improve communication with other crew members on set.
For example, if the director is not located near the QTAKE rig, you can display the Visual Clip Browser directly on their monitor for more effective collaboration.
Operation
UI elements that contain a circle icon (UI Output indicator) in the bottom right corner can be sent to output by displaying them within the QTAKE Pro Views.
- View Assignment (LONG-CLICK): To specify which video View will be used for the output, perform a long-click on the circle icon. The number inside the circle reflects the ID of the assigned View.
- Activating Output (REGULAR CLICK): A single click on the circle icon activates the output, and the icon turns blue. The UI element is then immediately routed to the assigned View.
- Deactivating Output: Another click on the blue icon deactivates the output and restores the standard View PATCH. UI Output is also automatically deactivated if the source window is closed or if a different UI element is activated for the same View.
Sub-window Support
This feature supports the output of sub-windows originating from windows already sent to Views as a UI Output.
To deactivate UI Output when a sub-window has been opened, use one of the following methods:
- Click the circle button on the sub-window (if available).
- Click the circle button on the original UI element.
- Send a different UI element to the View.

TOP BAR
The Top Bar menu contains the most frequently used global commands in QTAKE Pro.
HELP / QTAKE ACADEMY
The HELP button (identified by the ? icon) operates in two distinct modes: HELP and QTAKE ACADEMY.
- Switching Modes: To toggle between HELP and QTAKE ACADEMY, long-click the ? button.
- Activation: A single click on the button opens the panel for the currently selected mode.
HELP |
QTAKE ACADEMY |
|
|
HELP
The HELP displays the QTAKE Pro User Guide directly within the application interface. When activated, the main UI scales down to accommodate its panel.
- Navigation: Use the PREVIOUS and NEXT buttons at the bottom of the panel to jump between sections.
- Table of Contents: The top rounded button displays your current position in the manual. Clicking it opens the Table of Contents for direct access to sections.
- History: Use the BACK and FORWARD buttons to navigate through the history of previously visited manual pages.
UI MODE
Enable UI MODE to activate context-sensitive help. When active, clicking any button in the QTAKE Pro interface will automatically highlight the corresponding explanation in the manual.
Pro Tip: To view help for a button without triggering its primary function, right-click the button (or left-click and drag the cursor outside the button area).
QTAKE ACADEMY
QTAKE Academy provides interactive knowledge-base sessions that demonstrate specific application features by directly interacting with the application’s UI elements. These sessions are designed to guide you step-by-step through the use of a demonstrated feature.
Accessing and Activating Sessions: The QTAKE Academy panel presents a structured list of topics, each demonstrating a particular application functionality. To activate an Academy session, click on the desired topic from this list. The interactive demonstration will then begin within the application’s user interface. Clicking the active topic again will stop the current Academy session.
Academy Session Controls: When in QTAKE Academy mode, the panel allows you to manage the interactive session through the following controls:
- Visual Representation (Eye Icon): By default, the Eye icon button is active, meaning the Academy session will include a visual representation (a yellow bubble with script text) guiding you through the steps. Click the Eye icon to disable or re-enable this visual guide.
- Voice Over (Speaker Icon): By default, the Speaker icon button is active, meaning the Academy session will include a voice-over for audible instructions. Click the Speaker icon to disable or re-enable the voice-over.
You can customize your Academy experience by disabling the visual guide, the voice-over, or both, allowing you to learn at your own pace and preference.

ROOMS
The main menu of QTAKE Pro consists of 5 specialized Rooms, each designed for a different stage of the production workflow.
FILE
This is the initial room used for administrative and setup tasks. It is where you create and manage users and projects, adjust global system settings, and import or export files.
- Keyboard Shortcut:
Shift + 1
SHOOT
The primary room for on-set operations. It is used to record and play back clips, enter detailed metadata (clip data), and adjust various real-time display options for monitoring.
- Keyboard Shortcut:
Shift + 2
I/O SIDEBARS
The IO button is located in the Top Bar after the Room buttons and before the Status Bar. Single-click IO to show or hide the two dedicated I/O Sidebars: Inputs on the left and GPU Outputs on the right. The sidebars keep the available input and output channels visible while the main Views remain available for independent monitoring and operation.
Long-click IO to choose whether the I/O Sidebars remain visible in full-screen mode. As with other QTAKE controls that have a secondary function, a dot indicates that the long-click option is available; an underline below IO indicates that full-screen persistence is enabled.
The IO button and both I/O Sidebars are available in QTAKE Pro and QTAKE Lite. The number of available input and output channels depends on the QTAKE HDx / 4Kx version and the connected hardware configuration.
Inputs Sidebar
The left Inputs sidebar displays dedicated Views for the available LIVE inputs, independently of the main Views.
Click an input View to access its controls in the View toolbar without changing the source patched to any main View.
GPU Outputs Sidebar
The right GPU Outputs sidebar displays Views for the available GPU outputs. Click an output View to open the GPU OUT configuration for the corresponding output.
The sidebar reflects outputs made available by the connected ThunderFace or QOD hardware, supported external monitors, the selected device/output mode, and the applicable QTAKE HDx / 4Kx capacity. If no suitable output is available, QTAKE displays No GPU Output Device Connected instead of an output view.
An external monitor can be used for GPU OUT only when Use IN2CORE Devices Only is set to NO and output capacity remains available.
For other output paths, see VIDEO OUT for SDI output routing and STREAM for streaming source selection.
Status Bar Overview
The STATUS BAR is located at the top of the User Interface, adjacent to the ROOM buttons. It provides real-time data regarding the system state, hardware health, and processing performance of QTAKE PRO.
Row 1: Performance & Versioning
- Version & Metadata: Displays the current QTAKE version number, date, and system time.
- V (View Processing): Indicates the number of frames processed in each View.
- M (GUI Monitor): Indicates the number of frames sent to the graphical user interface monitor.
- E (External/GPU Output): Indicates the number of frames sent to the external monitor via GPU output.
Row 2: Hardware & System Health
- Hardware Status Overview: Displays real-time data for Ambient Temperature (internal sensors) and Fan Speeds.
- CpuP & GpuP (Throttling Status): Indicates the state of system frequency throttling. A status of OK confirms normal operation; any other value indicates the system is reducing clock speeds to prevent overheating.
- Audio Volume: Displays the current volume level only when the default system audio device is used (not a recommended practice).
- Platform-Specific Availability: Depending on whether you use Apple Silicon or an Intel Mac, some of this information may not be displayed.
Note: On Apple Silicon (M-series) systems, certain low-level hardware metrics, such as specific CPU/GPU temperature and throttling values, are not exposed by the hardware in the same way as Intel systems and may be hidden in the STATUS BAR.
Log Message View & Troubleshooting
Clicking anywhere on the STATUS BAR opens the expanded Log Message View.
- Timestamps: Each log entry begins with a timestamp for precise event tracking and troubleshooting.
- Filtering: You can filter the log by selecting NOTIFICATIONS or specific message types: ALL, INFO, WARNINGS, and ERRORS.
- FINDER Button: Clicking this button hides the QTAKE interface and opens the macOS Finder to reveal the location of the current log file.

LIST
Clicking the LIST button in the special buttons zone (or long clicking the BROWSE button) will open the clip list browser panel. This browser gives you an overview of the recorded clips in a convenient list form. Clips are sorted by clicking on any of the column headings. The LIST layout can be customized by moving the columns left or right and by resizing each column.
Custom layout of the LIST panel will be automatically stored for the current user.
Clicking any row will load the respective clip into active View. Dragging the cursor through the list will temporarily display a thumbnail of the selected clip. Releasing the mouse button will load the selected clip into active View. Releasing the mouse button outside the LIST will cancel loading and keep the current clip in the View. By selecting the LIVE clip from the list, you can patch the current View to live input.
Long click the LIST button the make the LIST panel visible in the full-screen mode.

CLIP LIST FILTER
Easy navigation through thousands of clips is possible using various FILTER options. Clicking any item in the horizontal scroll view next to the FILTER button will open a small list with its options.
PATCH
Patch filter provides clip filtering by ACTIVE View patch, which means the list will show only the clips that are corresponding to the selected DISK PATCH of the active View. This can be based on a camera letter or recording input.
UNITS
This filter is indispensable when shooting multiple units and synchronizing projects using QTAKE Sync (formerly QTAKE Server). As with all other LIST filters, you can select one or more units.
CAMERAS
This option filters clips by selected camera letters.
EPISODES
When shooting a series, you can select this filter to show only the currently shot episodes.
RATINGS
RATINGS filters clips by the number of stars.
TAKE TYPES
This option will filter pick-ups, part takes and reference takes.
TIME
The Time filter is used to filter clips by the time they were recorded.
ORIGIN
This filter is based on how the clip was created: RECORDED, IMPORTED, LINKED, RENDERED, SEQUENCE.
SOURCE
Use this filter if you want to show clips from a specific QTAKE system.
BINS
Bins are like folders; they allow you to group clips that have no metadata to be grouped by.
To display the BINS table, click on the LIST header, which says BINS. It will be displayed on the left of the LIST table. Another click will turn off the BINS table.
Click the EDIT BINS button to create a new BIN or edit an existing one. A new window will appear, showing the existing BINS list. You can create a NEW one, DELETE, DUPLICATE, RENAME, EMPTY, or SHARE existing ones. Sharing existing BINS will make them visible to other approved users if a project is synchronized via QTAKE Sync (formerly QTAKE Server).
For creating and managing BINS, see BINS.
SMART BINS
Use this option to group clips dynamically by their metadata using simple or complex filtering rules in the SMART BIN editor. Alternatively, you can use the SEARCH ANY field to find clips by metadata and turn the search condition into a SMART BIN.
To display the SMART BINS table, click on the LIST header, which says SMART BINS. It will be displayed on the left of the LIST table. Another click will turn off the SMART BINS table.
Click the EDIT SMART BINS button to create a new SMART BIN or edit an existing one. A new window will appear, showing the existing SMART BINS list. You can create a NEW one, DELETE, DUPLICATE, RENAME, EDIT, or SHARE existing ones. Sharing existing SMART BINS will make them visible to other approved users if a project is synchronized via QTAKE Sync (formerly QTAKE Server).
The default SMART BINS cannot be deleted.
SMART BIN EDITOR
The editor allows precise control over which clips are included in a SMART BIN based on defined conditions. The META panel on the left provides a list of metadata items, which can be selected and added to the condition panel on the right. Depending on the metadata type, conditions can be set to match a specific value, be at least a particular value, or exclude a value. Multiple condition groups can be created, with the option to apply AND or OR logical operations for more complex filtering. The red X button removes a condition, while the UP and DOWN arrow buttons move a condition between groups. UP moves it to the group above, and DOWN moves it to the group below its current group.
SMART BIN on the screenshot below will include clips that
- have Print Take tag set to YES and Circle Take tag set to NO
- or have Rating set to either 2 or 3 stars
- or the Camera letter tag is X

ROLE
The ROLE filter appears in LIST before SCRIPT COVERAGE when a role-based CLIP FILTER restriction is active for the currently logged-in user’s Role.
The restriction is applied automatically according to the shared BINs and SMART BINs selected in ADMIN → Roles → CLIP FILTER. It cannot be enabled, disabled, or modified manually in LIST.
Clicking the ROLE filter displays a System Info popup explaining that clip access is restricted by the current user’s Role.
Role restrictions can be configured through QTAKE ADMIN or the QTAKE Sync app.
The Role restriction remains active whether the master FILTER button is ON or OFF. When master FILTER is ON, users can apply additional available BIN, SMART BIN, or other LIST filters to further narrow the available clips, but these filters cannot bypass the Role restriction or grant access to otherwise inaccessible clips.
BINs and SMART BINs enforced by the Role’s CLIP FILTER appear disabled/greyed out in the corresponding LIST filters and cannot be changed manually. QTAKE combines all applicable filters, even when their filter categories are not currently displayed.
Local clip exception: QTAKE always displays clips created on the current system, even if they fall outside the Role’s permitted BIN or SMART BIN selection. These clips remain subject to additional LIST filters.
This exception is specific to each QTAKE system. When the same project is synchronized across multiple systems through QTAKE Cloud, each system displays the clips permitted by the user’s Role alongside its own locally created clips. The same user may therefore see different clips on different systems.
Other clients, including QTAKE Monitor, do not inherit another QTAKE system’s local clip exception.
TRASH
Deleting clips in QTAKE is performed in two steps. First, you need to move clips to trash using the MOVE TO TRASH function. Then you can either put them back or permanently delete them. Click the TRASH button in the header of the LIST panel to display the contents of the trash bin.
DELETE
The DELETE button eases the workflow when you need to quickly remove clips from QTAKE. This action cannot be undone.
The DELETE button performs the same action as the PERMANENTLY DELETE function from TRASH. When the SELECT button is active, the DELETE button removes selected clips (excluding LIVE clips) if at least one clip is selected. If you select no clip and click the DELETE, the button deletes the clip loaded in the active View. If active View is patched to LIVE, it deletes the last recorded or last loaded clip in the active View. The DELETE button also respects CLIP SYNC, meaning if CLIP SYNC is active it will delete all synced clips. There is a confirmation pop-up before the delete action.
Note that by permanently deleting media files from QTAKE you will not free up the disk space, as files are moved to macOS Bin. To free up the disk space, you have to empty Bin.
LIST TOOLBAR
At the bottom of the list, you will find buttons that provide additional functionality to the list of clips.
The segmented button labeled 3 2 1 lets you set the horizontal size of the list browser. Note that some functionality is hidden when the horizontal size is set to 2 or 1.
The BIG button resizes each row of the list to enable them to be used with a touch screen.
The LIVE CLIPS SORT option can help you quickly set the order of your LIVE clips.
The SEARCH CLIP input field allows you to filter displayed clips by searching for SCENE, NOTE, or ANY. To disable the filter simply long-click the SEARCH CLIP button again.
The SEARCH by SCENE feature employs a SPACE separator for enhanced functionality. If you use SPACE after the search string, the LIST will filter all clips matching the SCENE with empty SHOT metadata.
Instead of a full-phrase search, SEARCH by NOTE separates the search phrase into words and searches for all of them as a substring of Note words. It effectively searches for clips with the Note containing all the search phrase words, not necessarily in the same order. A partial word search is supported.
For example, a clip with the Note John enters the scene in a car will be listed in search results for the search phrase car joh enter.
The SELECT button lets you select multiple clips to perform a function on. In addition, metadata can be edited for selected clips using the META panel, CLIP, and DATA toolbars.
The FUNCTION button displays the list of options for selected clips.
FAST CLIP LIST SELECTION
Unlike previous versions of QTAKE, when the View is in DISK mode, the FUNCTION button is always enabled. When clicked and no clip is selected in the LIST table, an active clip will be automatically selected and the FUNCTION dialog will pop up.
SELECT button has a long-click mode, which will select all clips in the LIST, except LIVE ones.
When SELECT mode is active, the SEARCH field is hidden and FAST SELECTION buttons appear:
ALL CAMERAS will select all recorded and LIVE clips of all cameras with matching SCENE/SHOT/TAKE metadata.
ALL UNITS will expand ALL CAMERAS to include cameras from other units.
ALL TAKES will select ALL TAKEs matching CAMERA letter/SCENE/SHOT metadata of the selected clips.
ALL SHOTS will select all TAKEs of all SHOTs of the SCENEs metadata respecting the camera letter of the selected clips.
ALL DAY will select all clips matching SHOOT DAYs of the selected clips.
When you right-click in the LIST, it triggers the SELECT mode and automatically selects the clip in the corresponding row. A contextual menu will appear, providing access to all FUNCTION options and LIST FUNCTIONS.
If you accidentally initiated a fast selection, you can simply click the SELECT button to return to the normal mode and exit the SELECT mode. This allows you to resume your regular operations in the LIST without any unintended selections.

FUNCTION
You can perform additional tasks on a selection of clips. The following functions are currently available.
|
|
SHOW IN FINDER
Use this FUNCTION when you need to make a quick copy of selected clips to a 3rd party application. This is not a recommended way of exporting media files, because it doesn’t include clip metadata, but some information can be smuggled inside filenames. Since QTAKE doesn’t use human-readable filenames for its internal media, an additional step is necessary to show media files in a single Finder folder.

First, you need to select what type of media you want to reveal (Recorded, Proxy, RAW,…) and then select what FILENAME TEMPLATE should be used to generate filenames. If none of the pre-defined templates works for you, you can create your own by clicking the EDIT button.

In EDIT mode, you can define how the FILE name will look like and you can define directory structure, based on different metadata. For example, hard links to clips with a matching scene and take are stored in separate folders with a filename consisting of ” Camera Media Filename.FileID “ would be defined as in the picture above. In this example, FileID was added to create unique file names, but it can happen that based on the criteria selected, this function would create duplicated Filenames for different clips. In this case, QTAKE will give information in the main Show in Finder window and also a warning that SHOW IN FINDER will create duplicated file names if you confirm the selection by clicking on SHOW IN FINDER button. If you decide to continue anyway, an incremented suffix will be added automatically at the end of each duplicated name.
SHOW IN FINDER operates differently based on MEDIA LOCATION. For files stored internally, the Filename template will be used to create hard links to media files in a new folder. Press the SHOW IN FINDER button and QTAKE will hide and a finder window with an appropriate new folder will be displayed.
On the other hand for files stored externally finder will open selected folders to reveal the media files.
LOAD
The LOAD function allows quick loading of multiple clips into available Views.
To use the function, select multiple clips from the LIST. They will be loaded into available Views (based on the HDx/4K version) in the exact order you selected them. This is particularly useful when working with clips not recorded in SYNC that are adjacent in the LIST.
1) Click the SELECT button and choose the desired clips from the LIST.
2) Open the FUNCTION menu and click LOAD.
For instance:
If you select clips with IDs 172, 170, and 175 in that order, and View 1 is currently active:
Clip 172 will be loaded into View 1
Clip 170 into View 2
Clip 175 into View 3
The function always starts loading from the currently active View and proceeds sequentially. If the number of selected clips exceeds the number of available Views, a prompt will appear asking whether to load only into the remaining available Views.
For example,
If View 3 is active in the HDx4 system and you select five clips, QTAKE will prompt you to load the first two clips into Views 3 and 4 or CANCEL the operation.
Since the LIST follows the active View, this function eliminates the LIST following when switching between Views, allowing you to load adjacent clips in multiple Views.
MANAGE MEDIA FILES
This function allows you to copy, move or delete local media files for selected clips.
After choosing the MEDIA TYPE of the clips you want to manage, you have to select the SOURCE storage volume and TARGET storage volume.
SOURCE table is multi-select enabled so you can select all rows except greyed-out ones, which show unmounted volumes.
On the other hand, TARGET table lets you choose only one row. Greyed-out rows don’t have enough free space to accommodate selected media files.
COPY will copy all the media files from SOURCE to TARGET.
QTAKE will look for QTAKE Pro Storage folder in the ROOT folder of selected volume, if no such folder is found, it will be created and used.
MOVE will move all media files from SOURCE storage to TARGET.
QTAKE will look for QTAKE Pro Storage folder in the ROOT folder of selected volume, if no such folder is found, it will be created and used.
DELETE will delete all the media files from SOURCE.
If you select DELETE and no other copy is present on another storage volume, a warning popup will require confirmation to delete selected media files as this operation cannot be undone.
Important
QTAKE manages its media in QTAKE PRO STORAGE folder.
Do not move, rename, or reorganize files inside the QTAKE PRO STORAGE folder manually in Finder, as this may break the relationship between the database and its managed media.
To move or copy managed media between storage volumes while preserving database integrity and clip references, always use MANAGE MEDIA FILES.
Files stored inside QTAKE PRO PROJECTS, such as reports, screenshots, or other exported files, may be managed independently without affecting media integrity.

MOVE TO TRASH
This function will move clips to the trash bin by pressing the FUNCTION button and selecting MOVE TO TRASH. This will only move selected media files to the trash. You can either PUT BACK FROM TRASH or PERMANENTLY DELETE media files from the storage. This operation cannot be undone.
Note that by permanently deleting media files from QTAKE you will not free up the disk space, as files are moved to macOS Bin. To free up the disk space, you have to empty Bin.
RELINK
Relink searches for linked media files whose original location has changed.
This function applies only to media imported using LINK, where QTAKE stores references to files that remain outside the QTAKE-managed storage structure.
Select an approximate location, and QTAKE will recursively search all subfolders to locate matching media files.
Relink does not apply to media managed inside QTAKE PRO STORAGE. If managed media need to be moved to another storage device, use MANAGE MEDIA FILES instead.
CREATE SCREENSHOTS
Use this function to generate screenshots for all selected clips using the poster frame.
CREATE THUMBNAILS
Use this function to generate thumbnails for all selected clips using the poster frame. This function will create both clean and processed thumbnails.
BINS
The BINS function will open a dialog that will show you all created bins and a number of clips inside those bins that match the current selection of clips. Here you can add selected clips to selected bins or remove them.
BINS can also be used to filter clips in the LIST; see LIST Filters.

PDF REPORT
This function lets you create a PDF report using selected clips the same way as using PDF Report.
SEND TO SEQUENCE
Selected clips will be sent to sequence in the order they were selected and QTAKE will switch to the EDIT room.
RENDER PROXY
Use this function to render proxy media for selected clips.
The encoder resolution and quality are taken from Project Settings > Proxy Codec.
QTAKE storage is limited to one media file for the selected media type per clip.
If you use this function multiple times on a clip, QTAKE will keep only the most recent one.
TRANSCODE TO PRORES
Proxy media can’t be played back with a variable frame-rate. To do so, you need to transcode it to the Apple ProRes codec.
EXPORT METADATA
This function will create an ALE or CSV export for selected clips using the selected ALE Template.
EXPORT LOOKS
Exporting color grading to 3rd party apps. You can export CDLs and LUTs used on selected clips. Optionally, CDLs can be exported as CCC.
EXPORT QTAKE XML
Export selected clips to QTAKE XML format which contains complete metadata. Media files of the selected type can be exported in addition to XML.
EXPORT TO FILE
This function is used to export clips using the Pipeline.
Click the EXPORT TO FILE button to export multiple takes to iPhone/iPod or Apple TV compatible .m4v format.
If you choose to export a file to QT Movie, you can add LUT and OSD to the video frames.
Press the BACKGROUND button to start the export in the background.
Export to file uses IN and OUT marks to define the export range of each clip.
EDIT CLIP DATA
In case you are not using the META panel, you can use this function to edit multi-clip metadata values in a standalone window. Press the SELECT button to enable clip selection. Select the clip, press the FUNCTION button, and then select the EDIT CLIP DATA option.

EDITING CLIP DATA FOR MULTIPLE CLIPS
Press the SELECT button to enable clip selection. Select the takes you want to edit, then click the FUNCTION button and EDIT CLIP DATA option. A dialog similar to the EDIT CLIP DATA dialog will appear but with each element blanked out. When editing the TAKE attribute a secondary option called AUTO-INCREMENT TAKE will appear. To number your takes sequentially select YES. Note that the order you selected the files is the order they will be numbered.
RUN DOLBY VISION® ANALYSIS
On top of Live Analysis, you can perform Dolby Vision analysis for clips missing Dolby Vision metadata. The function creates a background task.
Note that GRADE and DOLBY modules are required.
OPTICAL FLOW ANALYSIS
The function triggers a background task to calculate and cache the motion vectors for all clip ranges of selected clips.
You can use these vectors to get a smooth interpolated off-speed playback.
Unlike manually triggered action by clicking the Speed mode button, the function triggers a background task, which you can monitor by clicking the TASK.
DELETE OPTICAL FLOW ANALYSIS
If you need to save disk space, you can use this function to significantly reduce the disk space that clips with motion vectors calculated occupy.
MARK AS REFERENCE
Use this function to quickly mark selected clips as a reference. If selected clips contain reference clips, an additional function will be shown allowing you to unmark clips as a reference.
Merge Clips
Merge Clips lets you match media from existing clips to other existing clips after import or linking.
This is useful when imported or linked media was not attached to an existing clip during the original import or link operation.
If no suitable match is found, or if you choose CREATE instead of USE, QTAKE creates a new clip for the imported or linked media.
Select these newly created clips in the LIST, then choose FUNCTION > Merge Clips.
Select the media type to be matched. Only media of the selected type are considered during the matching process.
QTAKE opens the Matcher window so you can review the matching results before completing the merge.
See Matcher for more information about clip matching.
Un-merge Clips
Un-Merge Clips restores clips to their original state before a previous Merge Clips operation.
Select one or more merged clips in the LIST, then choose FUNCTIONS > Unmerge Clips.
PUT BACK FROM TRASH
This function is available only in TRASH mode. Use it to put back clips that were accidentally moved into the trash.
PERMANENTLY DELETE
This function is available only in TRASH mode. Use it to permanently delete clips and all associated files.
META
The META panel provides a convenient way to View and edit all metadata of the clip in the active View. If the SELECT mode is enabled in the LIST, the META panel will display aggregated values for all selected clips. This allows you to check if all selected clips have the same value or change the values for multiple clips at the same time.

Long-click the META button to make the META panel visible in full-screen mode.
CLIP AND PROJECT DATA
The metadata is divided into categories called GROUPS, they can be collapsed to allow you to fit just the relevant information into a single list. When using QTAKE Sync (formerly QTAKE Server), each group has separate permissions, so the admin can control metadata access per user role.
In addition to clip metadata, the META panel allows you to edit project metadata using the PROJECT tab. This part contains project and crew, metadata groups.
SOURCE
The SOURCE column is used to set what source will provide value for each metadata field. If set to AUTO, the latest value will be stored, regardless of the source.

Following is the list of possible metadata sources:
- Auto
- User
- SDI Ancillary Data
- MetaCoder
- ScreenPort SDI
- Ambient Master Lockit
- Motion Control
- Motion Tracker
- Stereoscopic Rig
SPAN
Copying of metadata field values to the next take is controlled by the SPAN column. If the span is set to SHOT, the corresponding field value is copied to the next take only if the CAMERA, SCENE, and SHOT remain the same. If the span is set to SCENE, the metadata value is copied to the next take until the SCENE changes. EPISODE means the value will remain the same throughout the whole episode.

SYNC
Copying of metadata field values between cameras (Views) is controlled by the SYNC column. When set, the value from the active View is copied to all synced Views, based on the COPY LIVE METADATA option. This can be set by long clicking the REC SYNC, CLIP SYNC, or PLAY SYNC buttons in the SYNC SETUP window.

CUSTOM METADATA GROUPS AND FIELDS
You can add custom fields to any metadata group. Click the EDIT button to enter edit mode, then click the + (plus) symbol on the right side of each category heading. New fields will be shared among all QTAKE Sync users (formerly QTAKE Server) that have permissions for the group containing these fields. There is also a PRIVATE DATA group that is not shared with other users and you can use it to store your private notes.
When adding a custom field, you are presented with a dialog that allows you to set the NAME of the field, its TYPE, and any additional attributes for that field type, such as entries for a multi-choice field.
In addition to custom fields within existing metadata groups, you can add custom groups. When the EDIT mode is ON, at the bottom of the metadata groups list there is the ADD NEW GROUP button.
RANGES
Each clip can have multiple groups of ranges, where each group can contain a text note or a freehand drawing inserted via the QTAKE Monitor app. For example, one group can be used to select parts of the clip that represent actions, while another group can be used to set the ranges that will be used in the sequence or composite. Ranges from a single group can not overlap.

You can expand any group to show all ranges it contains. You can set the active View playhead to start at any range by clicking its row. By default, every new group contains all ranges from the previous group. You can easily remove a range by selecting a particular row and hitting the BACKSPACE keyboard key. Every group must contain at least one range. The last remaining range cannot be removed.
By default, each new range has a green checkmark at the beginning of the range row indicating that the range is included in PLAY ALL/PLAY ONE playback mode if the USE RANGE option in the SLIDER toolbar is enabled. If you want to exclude a particular range from playback, click the checkmark to uncheck the range. Every group must have at least one range checked. The last remaining range cannot be unchecked.
Ranges are not limited to a QTAKE operator. When used in combination with QTAKE Sync (formerly QTAKE Server) or QTAKE Cloud, each authorized user can set their own ranges and share them at will. For example, the VFX Supervisor can use QTAKE Monitor to mark the range that needs special treatment in the post-production. The SHARE button is used to share the group with other users connected to the current QTAKE project. Use the SYNC button to apply the groups and ranges to all synced clips.
Script
A significant enhancement within the QTAKE ecosystem is the introduction of Script Coverage. This powerful feature integrates your shooting script directly into your workflow, allowing you to associate specific script sections with your recorded clips seamlessly.
|
|
Importing and Interface Integration
You can add a script by simply dragging and dropping a script PDF file onto the QTAKE Pro application icon in the macOS Dock. The script content will then be available as an extension of the META panel. The META panel now offers two size options: a regular view and an extended view to accommodate the script display. The application intelligently parses the script text, providing both an Original and a Compact text layout for easy viewing. During import, characters are automatically parsed and imported into the Clip Script Data > Characters items, enriching your clip metadata.
Associating Script with Clips
The main advantage of Script Coverage lies in its ability to link sections of your script to corresponding recorded clips:
- Select the desired clip(s) in the LIST.
- Navigate to the Script tab within the META panel.
- Click the SELECT button.
- Select the relevant section of the script.
- Click the APPLY button to create the association. If you make an incorrect selection, click the DISCARD button to cancel the action.
Script Versioning and Collaboration
Managing script revisions is straightforward. If there’s a new script version, drag and drop the updated PDF onto the QTAKE Pro application icon in the macOS Dock again. The application will recognize it as a new version of an existing script and intelligently compare it, ensuring that any previously associated sections with recorded clips are preserved and applied correctly to the newest version.
For filtering purposes in the LIST and for connected Monitor clients, only the latest script version is available. When your project is uploaded to the QTAKE Sync (formerly QTAKE Server) for independent playback and metadata collaboration, the script is also fully accessible to Monitor clients.
Delete Script
Located directly next to the Script Picker is the DELETE button, which removes the currently active script from the project.
To prevent accidental data loss, clicking this button displays a confirmation dialog if the script version contains any coverage data. The message displayed depends on whether the script has multiple versions and which version is currently active.
Deletion Scenarios
When you attempt to delete a script that contains coverage, one of the following confirmation messages will appear:
- Only Version: If the script is the only version in the project:
“Do you really want to delete ‘xxx.pdf’ which contains coverage for X clips? This operation cannot be undone.” - Older (Inactive) Version: If you are deleting an outdated version while a newer one exists:
“Do you really want to remove ‘xxx.pdf’ which contains coverage for X clips? There is a newer version of the same script with coverage for Y clips.” - Latest (Active) Version: If you are deleting the most recent version, but older versions are still present in the project:
“Do you really want to remove ‘xxx.pdf’ which contains coverage for X clips? There are older versions of the same script with coverage for Y clips.”
Actions
- DELETE: Confirms the action and permanently removes that specific version of the script and its associated coverage from the project.
- CANCEL: Dismisses the dialog and keeps the script and coverage intact.
Managing Script Versions
Before deleting a script version, verify whether the coverage needs to be migrated to a newer version. Once a script version is deleted, the specific selections associated with that PDF version are lost.
Advanced Filtering
The FILTER panel in the LIST provides powerful ways to narrow down your clip selection. One of the most significant features is the integrated Script Area, which allows you to filter clips by script coverage.
Script-Based Filtering
The FILTER tab contains a dedicated script view. It is designed to let you visually browse your script and instantly see the clips associated with specific scenes or lines.
- Independent Script Selection: The script version displayed in the FILTER panel is determined by the Script Picker located at the top of the LIST view. It is important to note that this selection is independent of the script loaded in the SCRIPT tab of the META panel. It allows you to use one script version for metadata entry while simultaneously using another (or the same) version for filtering your LIST.
- Filtering by Selection: When you select specific portions, sentences, or scenes within the script area, the LIST dynamically updates to show only the clips with coverage associated with that selection.
- RESET SELECTION: Located within the script area, the RESET SELECTION button clears any current highlights or text selections. Clicking this will remove the script-based filter and return the LIST to its previous state (displaying all clips that meet other active filter criteria).
To ensure clarity during high-speed operation, keep in mind the two distinct script “viewports”:
LIST > FILTER: Dynamically filters clips in the List.
META panel > SCRIPT tab: Used for viewing coverage and adding metadata.
The QTAKE Monitor application uses a similar approach within the BROWSE section. Its left panel opens filtering options. The book icon activates the Script filter, enabling Monitor clients to filter clips by script associations.
Output to Views: Leveraging the META panel’s UI OUTPUT to Views option, you can conveniently send the Script display directly to the application’s Views and subsequent outputs, providing on-screen script reference during playback or review.

ADMIN
The ADMIN panel is the project management and access management panel for the currently active QTAKE project. It manages project users, Roles, permissions, approvals, invitations, Creator and Owner status, and QTAKE Cloud Sync controls. It also exposes QTAKE Pro-specific streaming approvals and settings.
QTAKE Pro and the separate QTAKE Sync application use the same underlying project, user, Role, permission, approval, Creator, Owner, and Cloud Sync concepts where applicable, although each application presents its own interface. QTAKE Sync does not provide streaming or talkback: the STREAM toolbar, LOCAL, CLOUD, and TALK approvals, connected-device controls, and live stream delivery described here belong to QTAKE Pro.
ADMIN Controls
The controls at the top of ADMIN provide the following functions:
- STREAM enables or disables QTAKE Pro streaming.
- SYNC is the integrated project-synchronization control. It is separate from STREAM and does not provide streaming.
- Users / Roles switches between project user management and reusable Role management.
- The four layout buttons select denser list rows, less dense list rows, a smaller icon layout, or a larger icon layout.
- GROUP BY groups the user list by Status or Approval.
- The information/details button displays details for the selected user or Role, according to the active mode.
- The cloud button opens the active project’s QTAKE Cloud information and controls, including the available Cloud Sync state and actions.
- The details/panel toggle shows or hides the ADMIN details panel.
Users
The Users list belongs to the active project and persists independently of current device connections. A user therefore remains available for configuration while disconnected or before actively watching a stream.
Depending on the selected ADMIN width and list layout, the list can expose SLOT, ID, EMAIL, ROLE, APPROVAL, VIEWS, LIMIT, STATUS, STREAM MODE, LIVE AUDIO, and NAME columns. Not every column is visible in every presentation. Grouping by Approval can organize users into collapsible categories such as Local Stream, Local Stream with Playback, Cloud Stream, Cloud Stream with Playback, Playback Only, Others, and Banned.
Select a user in the list to display that user’s settings in the inner ADMIN panel. The selected-user details contain the following sections:
- USER includes the fixed Stream Slot, individual LOCAL, CLOUD, TALK, PLAY, and BAN controls, the assigned Role, available Views, Device Limit, and connection Status.
- INFO displays the user’s full name, profession, country, phone number, and email address.
- ADVANCED provides the QTAKE Pro streaming controls Remote Control, Live Audio, and Stream Mode.
One STREAM slot represents one user. Use the Slot field to assign that user a fixed position in the STREAM toolbar, for example when a particular user should always appear first. Use Device Limit to restrict how many devices the selected user can use; device capacity is separate from the user’s single STREAM slot.
The same selected-user details can be opened directly from that user’s entry in the STREAM toolbar.
Individual User Approvals
Individual approvals apply to a user and are separate from the reusable permission set assigned through a Role. Two users with the same Role can therefore have different approvals.
- LOCAL approves the user for QTAKE Pro local streaming.
- CLOUD approves the user for QTAKE Pro cloud streaming.
- TALK grants QTAKE Pro talkback permission. More than one user can hold this permission at the same time.
- PLAY grants access to synchronized project content and capabilities, including clip playback, project metadata, and relevant synchronization workflows, subject to the user’s Role permissions. It corresponds to Approve in QTAKE Sync; it is not merely permission to press Play or view a live stream.
- BAN applies the shared project-access ban. In the shared approval model, a banned user is unapproved and denied synchronized project access.
LOCAL, CLOUD, and TALK are QTAKE Pro-only streaming and talkback approvals. The separate QTAKE Sync application does not expose those streaming controls.
Roles and Permissions
Roles define reusable project permission sets and can be assigned to multiple users. QTAKE Pro includes default Roles that cannot be deleted; additional custom Roles can be created with the plus control and removable custom Roles can be deleted with the minus control in Roles mode. The minus control is not a user-deletion action in Users mode.
Select a Role to inspect or configure its available permissions. The current interface includes connection and device-security requirements, ADMIN access, screenshots, watermark behavior, downloads, recording and import, QTAKE Pro streaming permission, adding or removing metadata groups, per-group READ, WRITE, ADD, and REMOVE permissions, and clip filters. These applicable Role and metadata-permission concepts are shared with QTAKE Sync, although the QTAKE Pro interface presents them in ADMIN.
A QTAKE Pro Streaming Role permission does not mean that QTAKE Sync provides streaming. It governs QTAKE Pro behavior and is separate from the user’s LOCAL, CLOUD, TALK, PLAY, and BAN approvals.
CLIP FILTER
The CLIP FILTER tab in ADMIN → Roles configures role-based clip access using shared BINs and SMART BINs.
Select a Role, open its CLIP FILTER tab, and check the BINs or SMART BINs whose clips should be accessible to users assigned to that Role. Checked items are included in the Role’s permitted clip selection. CLIP FILTER does not grant PLAY or STREAM permission and is separate from LOCAL, CLOUD, TALK, PLAY, and BAN user approvals.
Only BINs and SMART BINs with SHARED enabled appear in CLIP FILTER. To make an item available, enable SHARED using the corresponding BIN editing controls or SMART BIN editing controls in LIST.
Equivalent role-based clip filtering, with the same SHARED requirement, is available in QTAKE Sync under Roles → Clip Filter. For more information, see the QTAKE Sync User Guide — Roles.
When a CLIP FILTER restriction is active for the logged-in user’s Role, QTAKE applies it automatically through the LIST → ROLE filter. Clips created on the current QTAKE system remain visible locally even when they are outside the Role’s permitted clip selection.
Project Invitations
In Users mode, use the add control to open the project invitation interface. It provides three workflows:
- LOCAL creates a local connection link for QTAKE Monitor or QTAKE Pro. Use the QR code or copyable link shown by the interface. This is the same kind of local add/connect workflow exposed from the STREAM toolbar; it does not indicate that QTAKE Sync provides streaming.
- CLOUD invites a user by email. Select the target application, enter the email, assign a Role, choose whether to overwrite an existing invitation, set the available LOCAL, CLOUD, TALK, and PLAY approvals, and send the invitation. The interface also lists invited and not-invited users.
- OWNER invites a project Owner. The workflow can also change the status of a user who was invited previously.
Creator and Owner
Creator and Owner are project statuses, not ordinary Roles. The Creator is the user who created the project and uploaded it to QTAKE Cloud. An Owner can activate Cloud Sync, delete the project from QTAKE Cloud, and invite other Owners.
A user can have a Role and a Creator or Owner status at the same time. Assigning the Admin Role does not by itself grant Creator or Owner status. For example, a QTAKE operator can create a project while a production account is made an Owner to manage Cloud Sync credits and billing.
Cloud Sync and Project Lifecycle
The cloud view of the details panel displays QTAKE Cloud information and controls for the active project. Depending on project state and the current user’s authority, it can show upload, activation, deactivation, and DELETE FROM QTAKE CLOUD actions and identify the account that activated Cloud Sync.
QTAKE Cloud stores project metadata and thumbnails without requiring active paid media synchronization. Activating Cloud Sync enables project-media synchronization under the selected service model. For the Flexi model, Deactivate cancels auto-renewal; it does not immediately end project access, and the service remains active until its current period expires. Deleting a project from QTAKE Cloud immediately deletes the cloud database and schedules its thumbnails and media for deletion under the QTAKE Cloud lifecycle.
Deleting the local QTAKE project is a separate action: it deletes the local project and its local associated media, but does not delete the cloud project, terminate Cloud Sync, or grant authority to perform either action in QTAKE Cloud. Conversely, deleting the cloud project does not delete the local QTAKE project.
Local synchronization can remain available independently of Cloud Sync when the required SYNC functionality is licensed and configured. For full service-model, expiry, and cloud-deletion details, see QTAKE Sync — QTAKE Cloud Sync.
Multi-Unit Cooperation
QTAKE Pro systems can cooperate on the same project through a managing instance on the local network or through QTAKE Cloud over the internet. For local-network cooperation, the QTAKE Pro systems using integrated synchronization require the applicable SYNC functionality, and one system must act as the managing instance with the CENTRAL module. When systems cooperate through QTAKE Cloud, the Cloud supplies the managing function, so CENTRAL is not required merely because the project is multi-unit.
Each QTAKE unit manages its own users and individual LOCAL, CLOUD, TALK, and PLAY approvals. These approvals are not automatically inherited or synchronized across all cooperating QTAKE instances. Use the appropriate integrated PROJECT, ADMIN, and SYNC controls on each QTAKE Pro system.
The separate QTAKE Sync application supports additional standalone deployment and media-management workflows. See its Multi-Unit Setup Guide for background on standalone QTAKE Sync deployments, while following the QTAKE Pro controls documented here for integrated operation.
ADMIN panel Layout and Size
The ADMIN panel adapts its internal layout to its width. At the narrowest size, the inner panel opens at the bottom; at wider sizes, it opens at the side. Use the inner-panel control at the bottom left or the equivalent control at the top right to show it. The bottom control changes appearance when the inner panel is active, and its icon indicates whether the panel will open at the bottom or at the side.
The adjacent square-and-arrow control displays ADMIN at full size. The remaining size controls use layout icons rather than numbers:
- three columns in a square represent size 3;
- two columns in a square represent size 2;
- a narrow rectangle represents size 1.
When size 1 is active, the size control shows the previously used wider size rather than a separate active-size-1 button; clicking it returns to that previous size. A dot in the lower-right corner identifies the long-click action. Long-click the size control to open a popover and select any of the three sizes directly.
TASKS
This button will display a list of existing background tasks of the current session. Background tasks include file copy, upload, download, image processing, and media transcoding operations. You can use TASKS window to check the progress of the specific task.
On top of that, if there is a task in progress, the TASKS button will change to reflect the background task progress. There might be more than one progress line respecting different TASK types.
Additionally, you can PAUSE tasks, if they are affecting your system performance or even CANCEL tasks, if the results are no longer needed. The pause operation in TASK is performed at the frame level, which means that when you click the PAUSE button, the progress of the task will halt precisely at that frame. It remains paused until you choose to unpause it, allowing you to maintain precise control over the task’s progress.
|
|
TALK
The TALK button is used to toggle the talkback from the QTAKE operator to QTAKE Monitor or QTAKE Cloud user. If this button is active and your talkback input device is set correctly, your voice is transmitted to the designated stream client. This feature is used to talk to the director. For more details see the TALKBACK Menu.

When you set the INPUT DEVICE for TALKBACK in the TALKBACK menu, QTAKE constantly captures audio to show a little peak meter on the TALK button.
HIDE
Allows you to minimize QTAKE without exiting the application. Note that QTAKE uses kiosk mode when active, which prevents other applications from being displayed in front of the QTAKE interface. To interact with the desktop or other apps, you need to click the HIDE.
DISABLE KIOSK MODE
In case you prefer using Cmd-Tab to switch between applications, you need to disable kiosk mode using this preference: Kiosk Mode = NO.
Video Window Mode
The HIDE button supports two modes: the original HIDE behavior and Video Window mode. Long-click the HIDE button to switch between these modes. In the original mode, clicking HIDE minimizes QTAKE. In Video Window mode, minimizing QTAKE opens a new always-on-top window that contains only the QTAKE Views. This allows you to continue monitoring camera feeds while the main QTAKE application is minimized. The Video Window follows the VIEW layout of QTAKE. If you minimize the Video Window itself by clicking the YELLOW WINDOW BUTTON, it appears in the macOS Dock. Use the GREEN window button to unhide the main QTAKE application.
The macOS setting Dock Settings > Minimize windows into application icon overrides QTAKE’s application-level behavior and places the minimized Video Window under the QTAKE Pro application icon in the macOS Dock.
| HIDE indicating secondary function |
|
| Underlined HIDE indicates VIDEO WINDOW mode |
|
FULL
Toggling the FULL button (or pressing the F key) will switch your UI between a regular and a full-screen mode. This will allow you to view the image content scaled to full-screen size, by hiding the rest of the interface.
A special case is the LIST, FX, and META panel. Each of them can be set to remain displayed in the full-screen mode by long-clicking their respective top bar buttons. The underline will appear under the button title, indicating the full-screen mode of the panel.
FILE Room
File room is used to set up the project, import or export files, and access various settings needed for your work environment.
QTAKE Menu
The QTAKE toolbar allows you to quit QTAKE application by clicking the QUIT button (keyboard shortcut is Q).
Long-click this button to change your QTAKE configuration.

Additionally, you can lock the screen by clicking the LOCK button. Long-clicking this button brings up the AUTO-LOCK SETTINGS window where you can enable automatic screen locking after a specified amount of inactivity time. To unlock the screen you will need to enter your password.

The menu also displays the amount of storage left on your projects media drive. Clicking the label will toggle between displaying FREE DISK SPACE TIME and FREE DISK SPACE SIZE. The time value is calculated from the average bitrate of the selected codec multiplied by the number of inputs supported by the version of QTAKE you are using. A popup will appear warning you when the free disk space is running out.

USER Menu
Before using QTAKE you need to open your user account or create a new one.
Click the OPEN button in the USER toolbar to open the window containing the list of all users and related functions.
If a user is already loaded, clicking the USER NAME label (or Sh-U on the keyboard) will open a dialog, where you can edit user details.

The flip side of the USER toolbar will display your QTAKE ID (an email address you have used to create QTAKE CLOUD account) if you are logged in.

Click the NEW button in the OPEN USER window to create a new user. The same dialog will open if you click the EDIT button to modify the details of the currently loaded user.

Create New UserUsers are identified by a NEW USER NAME attribute, which is why each user name has to be unique.You will also need to specify a NEW USER PIN, which will be required on each user load to prevent unauthorized access to user settings or private projects. You can also enable the Biometric login feature. |
Edit UserUser name cannot be changed, you can only create a new user.You can edit the user PIN, enable/disable Biometric login, and change the QTAKE Cloud account. Click either the user name in the USER toolbar, or click the OPEN button, select the user name from the list, and click EDIT. |
|
|
Biometric Login
QTAKE Pro supports Biometric login. If your Mac or Magic Keyboard has Touch ID, you can use your fingerprint to log in to QTAKE. Touch ID has to be properly configured in macOS settings. You can enable the Biometric login when creating a new user, or you can choose to do so later in the EDIT user window.
QTAKE Cloud Login
The same user dialog is used to log into QTAKE Cloud, which is required for CLOUD STREAM and QTAKE Rental Shop access. Click the LOG IN button to open the QTAKE CLOUD LOGIN dialog.

After entering your EMAIL and PASSWORD, you will be prompted to enter VERIFICATION CODE if your QTAKE Cloud account is protected with Two-Factor Authentication.
For login troubleshooting, missing verification codes, lost authorized devices, or account recovery, see Login and Account Access Problems in the QTAKE Monitor User Guide.
SAML Integration
QTAKE Pro includes support for single sign-on via the SAML protocol, allowing productions to create QTAKE Cloud accounts for QTAKE Pro operators from their central account management system. This removes the need for manual account registration and activation, while simultaneously giving productions more control over the accounts used to access confidential content. To participate in the program, administrators should create a support ticket. Because QTAKE Cloud is part of the Okta Integration Network, productions using Okta can benefit from a more streamlined setup process.
User Data
Interface layouts, user options, and keyboard shortcuts are stored as user data when you close the application. This allows each user to have QTAKE customized to his preference.
After deleting a USER, every PRIVATE project created by that user is deleted, including project media files!
Auto-load
By default, QTAKE automatically loads the most recently used project when starting the application. To disable this behavior, set the following preference: Autoload Project = NO
PROJECT Menu
The OPEN button in the PROJECT toolbar opens a list of available projects.
Clicking the PROJECT TITLE label (or Sh-P on the keyboard) lets you edit the settings of the active project.

On the right side of the OPEN PROJECT window there are buttons to create a NEW project, DELETE or DUPLICATE the selected project, EDIT its Project Settings, UPLOAD the selected local project to QTAKE Cloud or QTAKE Sync, DOWNLOAD an available remote project, and OPEN the selected local project.
DELETE removes the local QTAKE project and its associated local media files. It does not delete the corresponding project from QTAKE Cloud or terminate Cloud Sync; use the authorized cloud controls in ADMIN for that separate operation.
Duplicating a project will copy all project settings to a new project. This allows you to create template projects that can speed up your workflow.
The segmented button at the bottom of the window controls the contents of the list.
- LOCAL displays projects that exist on your machine. For local projects connected to a remote project, the SERVER STATUS column displays their synchronization status.
- REMOTE displays projects available to the currently logged-in user from QTAKE Cloud and from connected QTAKE Sync instances. The SERVER column identifies where each remote project is hosted. Select a remote project and click DOWNLOAD to download it to QTAKE.
- SERVERS displays QTAKE Sync instances available to QTAKE, either running locally on the same Mac or available on the network. Use this tab to add and connect to a QTAKE Sync instance before accessing its projects, or use OPEN LINK to open an invitation link manually.
When uploading a local project, QTAKE uploads directly to QTAKE Cloud if no QTAKE Sync instance is available. If a QTAKE Sync instance is available, UPLOAD opens the SELECT QTAKE SYNC dialog, where you can select QTAKE Cloud or an available QTAKE Sync host as the destination.

Migrating Projects from QTAKE 2.x
When a project created in QTAKE Pro 2.x is opened in QTAKE Pro 3.0 for the first time, QTAKE automatically migrates its project configuration to the new Project Settings.
The migration reconstructs the existing configuration where possible, including input and output device assignments and settings that were previously stored in Preferences but are now configured per project.
This migration is performed only the first time the legacy project is opened in QTAKE 3.0. Review the resulting Project Settings to make sure the migrated configuration matches the required hardware and workflow.
Project Settings
Click the PROJECT TITLE label of the PROJECT toolbar to edit the active project, or use NEW or EDIT in the PROJECT Menu.
Project Settings brings project properties, input and output assignments, camera and format information, and recording codecs into one configuration window.
Overview and Detail View
Project Settings has three main areas:
- The Project Area at the top displays the project title and summarizes the active project and its key properties.
- The Channel Grid at the center summarizes the current configuration and state of each input channel.
- The Detail View at the bottom displays the settings for the selected Channel Grid cell or Project Area.
The Project Area and Channel Grid cells are selectable summaries; edit their settings in the Detail View.
When a Detail View setting is displayed in the Project Area or Channel Grid, the displayed value updates immediately as a temporary preview.
Click APPLY to apply the complete current Project Settings state.
Click CANCEL to close Project Settings without applying any edits made since the last APPLY; reopening the window displays the last applied state.
The INPUT & OUTPUT, CAMERA & CODEC, and ALL SETTINGS buttons filter which cells are shown without changing their settings.
Yellow warning icons with an exclamation mark identify areas of the current configuration that require attention.
- A warning icon above the Project Area indicates that a project setting requires attention. In the Detail View, the affected project settings tab also displays a warning icon to identify the relevant settings group.
- A warning icon above the Channel Grid indicates that one or more channel settings require attention. The affected Channel Grid cells display status labels such as DISCONNECTED to help identify the relevant settings.

Project Area
The project area displays the project title followed by the active SLATING and UNIT values. When applicable, it also displays non-default project properties such as BIT DEPTH (10-bit or 12-bit), the WORKING COLOR SPACE, and the Dolby Vision HDR mode.
Select the project area to configure the project in the Detail View:
- GENERAL displays the project title (editable only when creating a new project), US or UK slating, scene/shot separator, excluded shot letters, take or rehearsal shot start, unit, and PRIVATE project state.
- MEDIA selects the MAIN PROJECT STORAGE for QTAKE-managed media. You can set a custom storage location for individual media types and specify whether and how QTAKE requests each media type from a CENTRAL server. See Storage Structure for the managed storage layout.
- COLOR sets 8-bit, 10-bit, or 12-bit color depth, the working color space, its version, the ACES output transform, and the ACES 0.7.1 LMT option.
- HDR selects HDR10 or a Dolby Vision mode and configures mastering or target monitor settings. When changing HDR MODE between Dolby Vision® 4.0 and Dolby Vision® 2.9 or HDR10, QTAKE prompts you to re-run Dolby Vision analysis, invalidate the existing analysis, or cancel the change. See Dolby Vision Setup for the full workflow.
- AUDIO provides the shared audio configuration for LIVE OUTPUT, DISK OUTPUT, TALKBACK INPUT, and TALKBACK OUTPUT. Select a slot to choose its audio device and configure the controls available for that slot, including channel selection, delay, and gain where applicable. The same audio output and talkback configuration is also available from the corresponding selectors in the AUDIO and TALKBACK toolbars.
The UNIT selector in the GENERAL tab is an editable list. Use its plus and minus controls to add unit values or remove custom values; the default unit values cannot be removed.
Set PRIVATE to Yes to limit access to the project to the user who created it.
When an ACES working color space is selected in the COLOR tab, QTAKE also enables ACES SETTINGS in INPUT FX.
For local multi-unit synchronization, one QTAKE Pro system acts as the managing instance and requires the CENTRAL module. QTAKE Cloud supplies the managing function for cooperation over the internet, so CENTRAL is not required merely because systems share a Cloud project. To conserve QTAKE Credits, QTAKE Cloud synchronizes only Proxy media.
The available recording-time estimate beside a storage choice is calculated from the active format, codec, input count, and free capacity. It is shown in:
- green when at least a day remains,
- yellow when less than one day but at least one hour remains,
- red when less than an hour remains.
Mounted storage appears dynamically; QTAKE remembers an assigned storage volume if it becomes unavailable and prevents recording to it until it is available again.
The PREFERENCES button in this Detail View opens the separate Preferences window.

Creating a Project
Use NEW in the PROJECT Menu to create a project.
A new project is configured in Project Settings using the same Project Area, Channel Grid, and Detail View described above.
Enter the PROJECT TITLE in the GENERAL tab. The title must be unique.
QTAKE checks the title against both local projects and QTAKE Cloud projects available to the currently logged-in user as you enter it. If a conflict is detected, a warning is displayed next to the PROJECT TITLE. Click the warning to see whether the conflicting project is local or remote.
QTAKE also checks the title when you click APPLY and prevents creation of the project if a conflict exists.
When creating a new project, QTAKE uses the Project Settings configuration of the most recently created existing project as the starting configuration for the new project.
The current configuration of that project is used, including any changes made to it after it was created. Modifying an older project does not make that project the starting point for subsequently created projects.
For example, if video devices are added to the most recently created project, those assignments are used as the starting configuration of the next new project.
If the most recently created project is deleted, QTAKE instead uses the current configuration of the next most recently created project that remains available.
The resulting settings are only a starting point for the new project and can be changed before the project is created.

Channel Grid and LINK
Each input channel contains settings organized into two groups:
- INPUT & OUTPUT:
- VIDEO INPUT
- AUDIO INPUT
- TIMECODE INPUT
- AV OUTPUT
- CAMERA & CODEC:
- VIDEO SOURCE
- FORMAT · CANVAS
- MAIN CODEC
- PROXY CODEC
Use the INPUT & OUTPUT or CAMERA & CODEC filter to show the corresponding group, or ALL SETTINGS to show both groups together.
QTAKE supports up to eight input channels in HD mode or four input channels in 4K mode.
The Channel Grid is scrollable, and the number of input channels visible at once depends on the SCREEN BLOCKS and TOOLBAR BLOCKS settings in the UI toolbar.
The Channel Grid uses status labels to indicate settings that are incomplete or require attention:
- Select… indicates that no value has been selected where an empty choice is allowed.
- Not Available indicates that no compatible option is currently available.
- SELECT CONNECTOR… indicates that a video board is selected but its connector still needs to be assigned.
- DISCONNECTED indicates that a previously assigned device or stream is currently unavailable.
Device availability is updated dynamically, so devices can appear or disappear without the need to restart QTAKE. For an SDI input, select both the video board and the connector used by the channel.
The channel buttons in the Detail View select the channel being edited. Use LINK to edit a selected set of channels together. While LINK is active, a setting edited for the active channel is applied to the other selected linked channels; the edit remains temporary until APPLY.
Linked channels are highlighted together, while the active channel has the strongest selection state.
For example, if channels 1, 2, and 3 are linked and channel 2 is active, all three are highlighted and channel 2 is emphasized; selecting an unlinked channel 4 highlights only channel 4.
The Link settings dialog lets you select channels and choose one of two actions:
- COPY ALL SETTINGS copies the active channel cell configuration to the selected channels without enabling LINK.
- ENABLE LINK enables LINK for the selected channels so that subsequent edits are applied to them together.
When LINK is enabled and the linked channels contain different values, affected selectors display an ellipsis (…) instead of a common value. Selecting a value applies it to the linked channels and resolves the difference for that setting.

Video Input
The VIDEO INPUT cell assigns the video input used by a channel.
Select an input type using the SDI, NDI, STREAM, URL, SRT, SYSTEM, or SCREEN tab in the Detail View. The selected input type is shown as a badge in the VIDEO INPUT cell, together with relevant settings from the Detail View.
- SDI selects a detected video input device and assigns one of its connectors to the channel. QTAKE supports compatible video input devices from different manufacturers in the same project, with their connectors independently assigned to input channels.
- NDI selects an available NDI stream.
- STREAM selects an available QTAKE Stream.
- URL configures a supported URL-based video stream, such as RTSP.
- SRT receives an SRT video and audio stream using Listener or Caller connection mode. See SRT Input below.
- SYSTEM selects a video device recognized by macOS and, where supported, its resolution and frame rate, such as the built-in FaceTime camera or Thunderbolt/USB video devices.
- SCREEN selects an available display for screen capture.
All VIDEO INPUT tabs provide FRAME SYNC to match input timing and VIDEO DELAY to compensate for video delay in frames. For SDI inputs, additional controls include SDI LINK and MUXER.
Some video input devices restrict the combinations of formats that can be used across their connectors.
SRT Input
Select SRT MODE to choose how QTAKE establishes the connection. In both modes, QTAKE receives video and audio; Caller does not mean that QTAKE sends video.
Listener
QTAKE waits for an incoming SRT connection from a sending device or application.
- Set SRT MODE to Listener.
- Use SRT IP ADDRESS to select a local IP address from the available network interfaces. This address belongs to the QTAKE system, not the remote sender.
- Set SRT PORT to the local listening port.
The SRT URL button opens the SRT Stream URL dialog. Use Copy URL or the displayed QR code to configure the SRT sending device.
Caller
QTAKE initiates the connection to a remote SRT listener while remaining the video input receiver.
- Set SRT MODE to Caller.
- Enter the remote server or device’s IP address in SRT IP ADDRESS.
- Set SRT PORT to the remote listening port.
The SRT URL button is disabled in Caller mode.
Use SRT LATENCY to configure SRT latency in either mode.
When the incoming stream provides a Stream ID, it is shown in the VIDEO INPUT cell. The stream’s audio is available to the channel through FOLLOW VIDEO in the Audio Input cell.
Video Source
The VIDEO SOURCE cell provides camera, color space, metadata, and content information for the channel.
The Detail View for VIDEO SOURCE lets you assign a camera letter, select the camera manufacturer and model, set the source color space and metadata source, and configure content properties such as orientation, stereoscopic 3D, VR 360, multi-view, layer, and channel.
For an SDI video input, select AUTO as the camera model to let QTAKE automatically identify a supported camera model from SDI metadata. You can also select the camera manufacturer and model manually.
The camera-model list for the selected CAMERA MANUFACTURER is editable. Use the plus and minus controls in the CAMERA MODEL selector to add camera models or remove custom entries; built-in entries are protected from removal.
Set METADATA SOURCE to SDI whenever QTAKE should read available metadata from the SDI signal, including when using AUTO camera model detection. When using MetaCoder, select MC AUDIO or MC VIDEO according to how the metadata is embedded in the signal.
The selected color space is also used by the LIVE clip; see Media Color Space for color-space behavior in LIVE and recorded media.

Audio Input
The AUDIO INPUT cell assigns the recording audio input used by a channel.
Select the FOLLOW VIDEO tab to use an audio source provided by the channel’s video input device, such as embedded or analog audio. Select the SYSTEM tab to use an available macOS audio device, or the CLONE tab to use the audio input of another channel.
The choices shown by FOLLOW VIDEO follow the channel’s selected video source and expose the audio options provided by that device. The CLONE list includes only other channels that already have an audio input defined.
The available controls depend on the selected audio source and include audio channels, sampling rate, and audio delay where applicable.
QTAKE supports multi-channel audio input; when a single-channel audio input is selected, QTAKE duplicates the first channel to create stereo output.
Format and Canvas
The FORMAT · CANVAS cell summarizes the input format and the working canvas. The FORMAT tab selects resolution, frame rate, transport, and 3G level, and includes the AUTO CHANGE option, the DETECT button for manual signal detection when AUTO CHANGE is disabled, and pulldown-removal controls where supported. Available choices may be limited by the selected device and by the formats already assigned to other connectors on the same board.
Use the CANVAS tab to select the size mode and configure the canvas width, height, and pixel aspect. When the ratio lock is enabled, changing WIDTH automatically calculates HEIGHT, or vice versa, based on the active aspect ratio. Selecting a STANDARD CANVAS SIZES or CANVAS ASPECT RATIO automatically adjusts the corresponding canvas dimensions.
The canvas is the working area of a QTAKE View:
- INPUT follows the current input resolution. When Constant Playout Mode is enabled, the canvas can also adjust to changes in the background input format while a clip is playing from DISK.
- CLIP follows the resolution of the loaded clip and retains that size when the View is patched to DISK.
- CUSTOM keeps a fixed user-defined size and fits the input or clip inside it.
HFR Support
For video hardware and configurations that support High Frame Rate (HFR), QTAKE Pro includes the HFR mode. When HFR is not supported by the current configuration, frame rates above the standard 60 fps are grayed out and unavailable.
Pulldown Removal
Enable REMOVE PULLDOWN to extract and record the unique (non-duplicated) camera frames from a transport signal that contains duplicated pulldown frames. For off-speed or vari-speed capture, set TIMEBASE FOR PULLDOWN REMOVAL to the camera timebase so QTAKE can identify the unique camera frames carried by the transport signal.
For example, if the camera is recording 40fps into a 24fps project, you should set the CAMERA TIMEBASE to 24 and use the 3G-SDI signal from the camera output (that allows the transfer of 60 frames per second). QTAKE will record 40 unique frames from the 60Hz signal and it will stretch the audio to match the slow-motion video. Playback from QTAKE will look the same as if you were playing back from the camera.
Timecode Input
The TIMECODE INPUT cell displays the source and its delay for the channel. Use the Detail View to select one of these source groups:
- FOLLOW VIDEO uses timecode associated with the video path and offers SDI, SDI Audio, or LTC where supported, together with SDI timecode type and delay.
- SYSTEM selects an available system timecode input device.
- NETWORK selects an available network timecode input device.
- INTERNAL uses the internal clock or clones the timecode from another input, with a frame delay where applicable.
When no timecode is available from the configured timecode source, NO TC is displayed for the LIVE input. Recorded clips use the macOS system time at the time of recording as their timecode.
When SDI Audio is selected, choose the audio channel that carries timecode from the device configured as that channel’s audio input.
Main Codec
The MAIN CODEC cell summarizes the codec used for primary recording.
Its VIDEO tab selects the video codec and, where applicable, bitrate, profile, and HARDWARE ENCODE. QUALITY is available for H.264 and HEVC codecs.
Its AUDIO tab selects the audio codec and, where applicable, quality or bitrate and audio layout.
Where the selected input supports native stream recording, a passthrough codec can store the stream’s native video track.
AV Output
The AV OUTPUT cell configures the video-card output assigned to a channel. For an SDI output, select the output device and connector, then configure the output format, genlock source, color coding, and SDI link mode. When supported by the selected video hardware, QTAKE also indicates that live signal passthrough is available. Select the information button next to PASSTHROUGH for details.
INPUT output format follows the input format; CLIP output format follows the clip where supported.
GENLOCK settings:
- FREE RUN uses internal timing.
- REF IN synchronizes the output to a reference signal connected to the video card.
- VIDEO IN uses a video input signal as the output clock.
Project Settings defines the output assignment and format. Use the VIDEO OUT Menu to activate and control the configured video-card outputs. GPU output is configured separately; see the GPU OUT Menu.
Proxy Codec
The PROXY CODEC cell summarizes the secondary encoder configuration. Its GENERAL tab uses PROXY ENCODING MODE to select None, Stream Only, or Stream & Record. It also selects PROXY SOURCE IMAGE as Processed image or Live passthrough, and controls PROXY OSD, PROXY WATERMARK, PROXY FPS LIMIT, and UPLOAD FRAGMENTS.
The VIDEO tab selects H.264 or HEVC video codec and configures the supported resolution, encoder mode, quality or bitrate, profile, hardware encoding, and Dolby Vision metadata options. The AUDIO tab selects the proxy audio codec, quality or bitrate, and audio layout. Its AUDIO CHANNELS choices are All channels, None, Mono, and Stereo.
Due to the low performance of software HEVC encoding, it is not supported for proxy and stream encoding. When HEVC is selected, HARDWARE ENCODE is therefore enabled and its No option is unavailable.
When proxy recording is enabled, QTAKE records a secondary compressed file. The same encoded frames are used by QTAKE Stream, so the proxy codec settings also determine stream encoding. If proxy recording and streaming require different encodings, use AUTO EXPORT to create the additional encoded file instead of sharing the stream encoding. Processed-image proxies include the View’s image processing; use live passthrough when an unprocessed proxy source is required.
Contextual Presets
Each Detail View provides its own contextual presets. Presets are available both for project configuration opened from the Project Area and for individual channel settings opened from the Channel Grid.
A preset stores the currently selected values of the entire Detail View, including the values in all of its tabs where applicable.
The preset control shows the name of the loaded preset, or ”-“ (dash) when no preset is loaded.
Select the preset name or ”-“ (dash) to open the list of presets available for the current Detail View. Select a preset from the list to load its stored values.
If you change any value in the Detail View after loading a preset, an asterisk immediately appears next to the preset name to indicate that the current values differ from the stored preset.
Use the arrow button in the preset list to enter selection mode. While it is active, select one or more presets and use the available actions to manage them.
Use the Save Preset button next to the preset control to save the current values of the Detail View. In the Save Preset dialog, select Save as current to update the loaded preset with the current values, or Save as new to create a new preset with the specified name.
Loading or modifying a preset changes the temporary Project Settings state. Click APPLY to apply the resulting Project Settings configuration.
| Do you want to save changes dialog |
|
When you click a preset name with the ASTERISK, the DO YOU WANT TO SAVE CHANGES dialog provides the following options:
|
| Preset Options |
|
The saved preset list is open when you click a preset name without asterisk. Click the arrow button to enter Selection Mode. In Selection Mode, select one or more presets and use the available actions to:
|
| Save Preset dialog |
|
When no preset is currently loaded, or when the current configuration differs from the loaded preset, the SAVE PRESET icon is active. Use SAVE PRESET to save the current Detail View configuration:
|
STORAGE STRUCTURE
This section provides insight into how QTAKE stores recorded and imported media files, thumbnails, and other internal files.
QTAKE Pro Storage Folder
Since version 1.5 QTAKE uses new file storage based on unique filenames, compatible with QTAKE Sync (formerly QTAKE Server). The main purpose of this system is to provide the most robust way of linking a database to files, especially in the new, distributed environment, where files can be accessed by the asynchronous upload or download process.
The main file storage folder is called “QTAKE Pro Storage” and it resides in the root of the volume selected in the PROJECT STORAGE field.
Important
The QTAKE PRO STORAGE folder is managed internally by QTAKE and should not be modified manually.
Moving, renaming, or reorganizing files inside this folder in Finder may break the association between the database and managed media.
Use MANAGE MEDIA FILES whenever media needs to be copied or moved to another storage volume.
The QTAKE PRO PROJECTS folder contains project-specific files such as project hard links, reports, screenshots, and exports, and may be accessed directly if needed.
QTAKE Pro Projects Folder
In addition to the main file storage folder, there is additional “QTAKE Pro Projects” folder that contains folders such as FINDER, EXPORT, or SCREENSHOTS, which serves as an output location for specific FUNCTIONs.
Additionally, QTAKE will automatically create hard links with human-readable filenames to media files inside the MEDIA folder, for compatibility purposes. 3rd party tools that need automatic access to QTAKE media files can use these hard links.
The following filename scheme is used for hard links: [SCENE_SHOT_TAKE_CAMERA] SOURCE-CLIP-INPUT
Automatic hard links inside the QTAKE Pro Projects folder will not have their filenames updated after the clip metadata change.
Copy clips to 3rd party apps
In case you need to copy QTAKE media files to external storage using the current metadata values, you should use the SHOW IN FINDER function. Typical use is copying media files for the editor or director.
Spanning multiple volumes
In case your file storage gets full, you can simply attach new storage to your system and select a new volume using the PROJECT STORAGE field. The old volume will still be used to access old files.
Never try to move or delete files inside QTAKE Pro Storage manually. If you need to free up drive space, delete clips inside the QTAKE app and empty TRASH in the LIST. Afterward, go to macOS Bin and delete media files from the macOS Bin as well.
### UPLOAD TO QTAKE Sync (formerly QTAKE Server) {#upload-to-qtake-server} When you click the **UPLOAD** button in the **OPEN PROJECT** window, you will be presented with the following dialog prompting you to select destination QTAKE Sync. Usually, this will be the instance of the QTAKE Sync running on your local machine.
After clicking **OK**, your project upload will have to be approved by the administrator of the selected QTAKE Sync instance.
---
### DOWNLOAD FROM QTAKE Sync (formerly QTAKE Server) {#download-from-qtake-server}
Sometimes, you will not be the one who is creating the QTAKE project.
The most common scenario is the 2nd unit QTAKE system, which is deployed after the shooting has already started.
In this case, you should use the **REMOTE** tab of the **OPEN PROJECT** window to select an existing project residing on QTAKE Sync and click the **DOWNLOAD** button to download the project to your QTAKE.
If you don't see a specific project listed in the table, ask the QTAKE Sync administrator to send you the project link.
Double-clicking the link will add this project to the list of remote projects and allow you to download it.
---
--->
EDIT PROJECT
Use the EDIT button to adjust any settings to the project. Note that changing the format will have an impact on sequences. The new sequence is derived from the current project settings.
Clicking the PROJECT STORAGE input field will let you choose a new storage volume for your project. QTAKE will record subsequent media to the project folder on your newly selected volume. Disconnecting your old storage volume will cause any media residing on that volume to be marked as offline (purple outline) in the browser.
Project folder also serves as storage for QTAKE outputs such as PDF reports, clip reports, etc. Exact location is
/Volumes/YOUR PROJECT STORAGE VOLUME/QTAKE Pro Projects/QTAKE User name/YOUR PROJECT TITLE/
OPEN LINK
QTAKE supports QTAKE, QTAKE Sync (formerly QTAKE Server), and QTAKE Monitor invitation links for local network and Cloud operation.
If you do not see the desired project in the OPEN PROJECT > REMOTE tab list or you do not see a remote QTAKE stream in Project Settings -> VIDEO INPUT -> STREAM tab, you can request an invitation link from the QTAKE operator.
Afterward, you can either click on the link or you can copy the link and paste it into OPEN PROJECT -> SERVERS tab -> OPEN LINK.

CAMERA METADATA COMPARISON TABLE
This is a comparison table detailing what embedded metadata QTAKE can read from various cameras.
RED |
ALEXA |
SONY |
CANON |
|
|---|---|---|---|---|
| TIMECODE | YES | YES | YES | YES |
| RECORD START/STOP | YES | YES | YES | YES |
| FILE NAME | YES | YES* | YES* | YES* |
| INDEX | YES | YES* | YES* | YES* |
| ROLL | YES | YES* | YES* | YES* |
| SHUTTER | - | YES* | - | - |
| FPS | - | - | YES* | - |
| LENS DATA | - | YES* | YES* | - |
* Blackmagic Design video cards will only receive SDI metadata when QTAKE is set to 10-bit capture mode.
FULL RANGE VIDEO
SDI video usually contains image data encoded in YCbCr color space. QTAKE converts the image into RGB color space to perform GPU-based processing. Standard YCbCr conversion uses SMPTE levels, which means that the legal range YCbCr will be converted to full range RGB. However, some cameras use full-range YCbCr to store the higher luminance range. QTAKE supports conversion to RGB using full range YCbCr to avoid clipping of super-blacks and super-whites. This is controlled using the following preference:
When using FULL RANGE VIDEO preference, your video card output and QOD+ will be automatically set to match the input, but if you are using 3rd party GPU to SDI converters, you may need to set the correct video range using the following preference:
Full-range video processing is slower. Use it only in case your signal source requires the processing of super-black and super-white pixel values.
INFO Menu
This toolbar is used to check the license information of the system, send the logs to the support department and set the preferences that control the operation of the software.
LICENSE
You can view your application license information by clicking the LICENSE button in the INFO toolbar.
See the Licensing section to learn more about the QTAKE Pro licensing system.
To review the end-user license agreement click the SHOW EULA button inside the QTAKE MODULE LICENS INFO window. If you have no license available, you can use the GO TO SHOP button, which will take you directly to the rental configuration page.

To create a QTAKE Rental shop account and order rentals you can visit QTAKE Rental shop directly.
For instructions on how to use the shop, see the QTAKE Rental Shop User Guide.
WARNING
Tampering with the macOS system Date and Time settings during a rental period may cause the QTAKE Licensing system to reject the license. Consequences may be as fatal as a License system lockdown on the machine, meaning even a valid license would be unusable. Clean macOS re-install might be required.
ACTIVATE LICENSE
To activate or deactivate a license created in the QTAKE Rental Shop, click the LICENSE button in the QTAKE MODULE LICENSE INFO window.
This will display the list of licenses available to you.
The LICENSE column shows the name assigned to the license bundle when the rental is created in the QTAKE Rental Shop.
The license list uses color coding to indicate the current activation state:
- GREEN - available for activation
- BLUE - activated on this computer
- GRAY - activated on another computer
Licenses are sorted by activation state, with licenses available for activation shown first, followed by licenses activated on this computer and licenses activated on other computers.
Select an available license and click ACTIVATE to activate it on the current computer.
To transfer a license that is active on another computer, you must first deactivate it on that computer. Remote license deactivation is not supported.

If you don’t see your license in the list even after clicking the UPDATE button, make sure your QTAKE ID was selected when creating the license and that the license didn’t expire. Also verify that the license was created for QTAKE Pro. A license created for QTAKE Sync does not appear in the QTAKE Pro activation window, even when the corresponding SYNC or CENTRAL module uses the same license pool.
An internet connection is required at the time of activation for necessary communication with the License server. When connected to a restrictive network at the time of activation, refer to the firewall ports section.
Secure Enclave
To fully support flexible QTAKE Pro licensing, which allows you to easily transfer licenses between computers, a Mac with T1, T2, or Apple Silicon is required. Without Secure Enclave contained in these chips, you will not be able to deactivate the license. The activated license will be locked to a single computer until it expires.
Reactivating a QTAKE Pro 2.x License
When QTAKE Pro 3.x is started with an existing QTAKE Pro 2.x license, QTAKE may prompt you to REACTIVATE LICENSE.
Reactivation updates the existing activation for use with both QTAKE Pro 3.x and QTAKE Pro 2.x. QTAKE performs the required reactivation automatically.
An internet connection is required for license reactivation. If you are upgrading a system that will be used without internet access, start QTAKE Pro 3.x and complete the requested license reactivation while the system is still online.
If you use both QTAKE Pro 2.x and QTAKE Pro 3.x, do not deactivate and reactivate the license from QTAKE Pro 2.x. A license reactivated from QTAKE Pro 2.x cannot be used with QTAKE Pro 3.x.
EMERGENCY LICENSE FILE
In case the online license activation service is not reachable, you will need to request license activation by email. Click the COMPUTER ID in the License window to open a dialog with the option to COPY ID or EMAIL ID to license@in2core.com and provide additional info on which modules you need to get activated. After you receive a response email with the temporary license file, double-click the attachment with .qtakelic extension to open the QTAKE Pro app and load the license.
SEND REPORT
The SEND REPORT button allows you to conveniently send your settings, QTAKE preferences, and logs to IN2CORE for detailed problem analysis. You can also enter the specific details and problem description in the window field.

OPTIONS Menu
You can use the following user OPTIONS in the QTAKE application - settings are stored for the current USER.


POST-REC ACTION
Select what action should be performed after recording a clip.
LOAD will load the recorded clip into the View.
PLAY will initiate the playback.
KEEP DISK ON REC
Turn this option on to disable the automatic patch to LIVE when recording starts.
AUTO PLAY-SYNC
Turn on to automatically enable the PLAY SYNC button for synced recordings.
AUTO OFFSET
Turn on to automatically set the PLAY SYNC offset when two clips are recorded simultaneously or when recording a composite.
REC ERROR STOP
Turn it on to automatically stop recording when the input signal is lost.
If this option is turned off, QTAKE will duplicate the last frame in case of a dropout.
CHAPTER SOUND
This is used to enable audio beep on chapter marks.
Useful as audible signals for action on VFX shots.
FORCE SYNC 3D
Enable accurate display sync of both Views.
You need genlocked cameras to make this work correctly in LIVE.
DEMUX GUI
This option demuxes SBS images in the user interface.
SHOW KEYBOARD
Turn it on to enable a touchscreen visual keyboard for each data entry.
TRACKPAD JOG
Hold the Fn key and drag your finger across the touchpad to jog through the clip.
RESET PLAYHEAD
Resets the playhead position on clip LOAD ONLY or LOAD+PATCH.
PLAYHEAD RANGE
Moves the playhead to the first or last range IN point when the clip is loaded or patched to, based on the RESET PLAYHEAD option.
PIXEL VALUES
Turn on to display AXIAL, GRID, and DVE MOVE values in pixels instead of percentages.
RENDER OSD
Turn on to burn in OSD information when rendering a clip.
COMP FPS LOCK
Turn it on when using video card output for the composite.
This will ensure composite rendering will use the frame rate of the video card.
FULL RANGE GUI
This option will perform full to legal range conversion of the Views in the GUI (the option is enabled when the Full Range Video = YES).
VIEW Menu
Views are the heart of QTAKE Advanced Digital Video Assist.
They use GPU power to perform real-time image processing of video frames.
Think of the Views as internal video monitors that can display any video source.
Set the source for each View in the PATCH toolbar.
Every command is performed on a selected/active View.
The active View is marked by a white border.
ACTIVE VIEW SELECTOR
Select active View by pressing the corresponding segment in VIEW toolbar, or by clicking any View in the Views Zone directly.
Keyboard shortcuts 1, 2, 3 and 4.
The VIEW toolbar can control both the main Views and the independent Input Views available in the Inputs sidebar.
Selecting an Input View switches the VIEW toolbar from the main View selectors (V) to the LIVE input selectors (L). The number of available selectors depends on the QTAKE HDx / 4Kx configuration.


MULTI-VIEW MODE
You can use Views in either single or multi-view mode, by clicking the corresponding button or by double-clicking the View. Long-click the multi-view button to switch between DUAL and QUAD modes. The keyboard shortcut is D.
VIEW ORIENTATION
When shooting in portrait mode (camera rotates 90 degrees), or upside-down, you can rotate the active View to match the camera orientation. Set ORIENTATION to APPLY in the 2nd page of the VIEW toolbar, then select the appropriate video orientation using the ORIENTATION selector in the MEDIA Toolbar.
More information about iCMU PREVIEW.

ACES ODT
This button is used to select the output color transform when using ACES.

GPU OUT Menu
One of the main QTAKE features is the ability to process live video feed. This allows the system to apply color correction to live video or to output live chroma key compositing with a live or pre-recorded background.
To achieve low latency processed live monitoring, QTAKE uses a video card for input and a graphics card for output. However, graphics card usually provides HDMI or DisplayPort outputs that support only limited cable length (up to 10m). To provide professional video output from your GPU, you need to convert the output signal to SDI. There are many HDMI or DisplayPort to SDI converters, but ThunderFace 4K Duo+, ThunderFace 4K Duo, and QOD+ (QTAKE Output Device) are natively supported to provide independent SDI outputs with embedded audio, frame-rate control, and precise color conversion. The number of available outputs depends on the connected device, its selected mode, and the applicable QTAKE output capacity.
Set the Enable GPU Output preference to YES to enable the GPU output.
To work in macOS on an external monitor without QTAKE using it for GPU OUT, set Use IN2CORE Devices Only to YES.
See QTAKE ThunderFace 4K Duo+ USB CONTROL for more information.
See QTAKE ThunderFace 4K Duo USB CONTROL for more information.
See QTAKE QOD USB CONTROL for more information.
Since macOS Night Shift and True Tone features affect GPU output, these are automatically disabled on startup if ThunderFace or QOD are connected to prevent color differences.
Each View can be monitored in fullscreen mode using the secondary outputs of your graphics card. These outputs are used to enable monitoring for the Clients or the Director.
You can set each GPU OUT to a different LAYOUT MODE.
- AUTO Output layout follows the operator screen
- SINGLE Outputs the selected View in fullscreen
- DUAL Outputs two Views on a single output
- TRIPLE Outputs three Views
- QUAD Outputs four Views
- 3D Outputs stereoscopic output
- OCTA Outputs eight Views
- 3x3 Outputs 3x3 Views grid

GPU OUT Source Routing
The selected layout determines how many source regions can be configured. SINGLE has one region; in multiview layouts, select and assign each region independently. The source controls provide these routing choices:
- NONE - routes no source, producing black in the selected output region.
- ACTIVE - routes the currently active View, whether it is a main View or an independent input View. The output follows the operator’s View selection rather than a fixed View assignment.
- MAIN - routes the selected main View. The output follows that View’s current patch, whether it contains LIVE input or DISK playback.
- LIVE - routes the corresponding independent input View regardless of the main View patch. This is a QTAKE-processed source and includes applicable input-view processing such as OSD; it is not hardware passthrough.
- EDIT - routes an EDIT room source. Choose EDIT SOURCE for the Editor’s Source View or SEQUENCE VIEW for the composed sequence output.
You can access individual GPU output configurations directly from the GPU Outputs sidebar by selecting the corresponding output View.
The source assignments work together with the existing output mode, orientation, anamorphic, asymmetric, border, full-area, demux, HDR, and device-specific controls; selecting a source does not replace those settings.
When you set the layout mode to output multiple Views (DUAL, TRIPLE, …) you can set the content of each section independently. The BORDER value determines how much space is added between the Views. In the TRIPLE or QUAD View, you have the option of setting the ASYMMETRIC layout mode. One View occupies the majority of the screen space, allowing you to focus on a single View while still displaying the other Views.
When GPU OUT is set to 3D layout you can also set the 3D OUTPUT MODE to match the 3D input format that your monitor expects.
SINGLE EYE OUTPUT enables viewing of a single eye on a 3D monitor.
The bottom section of the GPU OUT window contains the HDR MODE selector and additional output controls for QOD+ devices. When using ThunderFace, only the HDR MODE selector is available; the controls intended for QOD+ remain disabled.
For more information about QOD+ output settings, see the QTAKE Output Device manual.
3D Stereoscopic video output
3D Output can be used with 3D monitors that support side-by-side, line-by-line or DLP mesh input. QTAKE will make sure both video channels (left and right eye) are in sync in LIVE, RECORD, or PLAYBACK mode. Use RECORD SYNC for recording and PLAY SYNC for playback. Enable CLIP SYNC for synchronized browsing of left and right eye clips.
If you need to render out combined 3D frame, you need to use
STEREOtoolbar in COMPOSITE Room, instead of 3D video output.
ORIENTATION
Allows you to maximize the screen space available to display video by rotating the sections 90 degrees clockwise, counterclockwise, or 180 degrees. This requires you to also mount the output monitor accordingly. In case orientation is set, the GPU OUT toolbar will have the letter “R” next to the respective output number.

GPU OUT Availability
Available GPU outputs depend on the connected ThunderFace or QOD hardware, supported external displays, device/output mode, and the output capacity allowed by the active QTAKE HDx / 4Kx version. The number of software output slots and the number of physical connectors therefore must not be treated as a fixed one-to-one mapping.
When Use IN2CORE Devices Only is YES, external displays are excluded from GPU OUT. Set it to NO to allow a supported external display to use an available GPU output slot; IN2CORE devices remain prioritized. When QTAKE cannot find a suitable output device, it displays the No GPU Output Device Connected informational state.
Understanding Processed Output
In QTAKE, the video signal path is categorized into two distinct states: Processed and Passthrough. Understanding this distinction is critical for configuring low-latency monitoring and advanced metadata overlays.
Definition
Processed output refers to any video signal that has passed through the QTAKE render engine. It allows the software to apply real-time modifications to the live or playback feed. If an output is “Processed,” it can support:
- Visual Overlays: UI elements, OSD (On-Screen Display), and metadata.
- Image Manipulation: LUTs, CDLs, resizing, cropping, and 3D Muxing.
- Compositing: Multi-view layouts and real-time VFX blending.
- Specialized Encoding: Forensic watermarking and Dolby Vision® iCMU.
Processed vs. Passthrough (VIDEO OUT Only)
While most output types in QTAKE are inherently processed, VIDEO OUT is unique because it offers two modes:
- Passthrough (Non-Processed): The LIVE signal is routed directly from the video I/O card’s own input to that card’s output connector without QTAKE video processing. This card-level path is available for a channel only when the corresponding channel input is received through the same video I/O card. An input from ThunderFace 4K Duo+ or another system source cannot be passed through a separate video I/O card.
- Processed: QTAKE receives the video from the configured input source, processes it through the GPU, and sends the result to the configured output. The processed result can be sent through a video I/O card even when the channel input originates from ThunderFace 4K Duo+ or another system source. It adds processing latency but enables supported QTAKE features such as overlays and LUTs.
VIDEO OUT supports both processed output and hardware passthrough where supported by the configured video I/O hardware. This functionality is also available in QTAKE Lite. GPU OUT is a separate processed-output path provided through compatible ThunderFace or QOD+ hardware.
Automatic Processing
The following output types are always processed by design, as they rely on the GPU to generate their respective streams:
- GPU OUT: Direct monitoring via the Mac’s graphics card (ThunderFace 4K Duo+, ThunderFace 4K Duo, QOD+, external monitor).
- STREAM: Low-latency network monitoring via QTAKE Cloud or local Server.
- NDI® OUT: Network-based video distribution.
- FILE EXPORT: Any rendered media created from the project.
Output Architecture: GPU-OUT vs. V-OUT
To optimize monitoring workflows, QTAKE Pro distinguishes between two hardware-dependent output paths. V-OUT utilizes dedicated video I/O hardware (AJA, DeltaCast, Blackmagic Design) for traditional, low-latency SDI monitoring. In contrast, GPU-OUT leverages the macOS graphics pipeline to enable advanced image processing, such as multi-view layouts and UI overlays, delivered via specialized hardware: ThunderFace 4K Duo+, ThunderFace 4K Duo or QOD+. The following comparison table defines the technical boundaries and feature availability for each path, serving as a primary reference for system configuration and troubleshooting.
| GPU-OUT | V-OUT | |
| Processed output | ● | ● |
| Multi-View | ● | |
| Full Area Multi-View | ● | |
| Orientation | ● | |
| Anamorphic | ● | |
| Asymmetric | ● | |
| Border Outline | ● | |
| HDR Output | ● | ● |
| Dolby Vision® Metadata | ● | ● |
| Dolby Vision® iCMU | ● | ● |
FULL AREA MODE
FULL AREA selector determines the layout distribution of the Views. By default, the selector is set to NO distributing the Views from the center of the screen. If you set it to YES, Views will be distributed to cover the whole screen, which may create gaps between the Views. The effects of this selector are most apparent when changing orientation to 90 degrees or using the ANAMORPHIC option.
|
|
SAVE BUTTON
The button allows you to save the current GPU OUT configuration as the default setting. Once saved, this configuration becomes the preset for all new projects, eliminating the need to manually configure GPU OUT settings each time.
This function streamlines your workflow by automatically loading your preferred GPU OUT configuration whenever you initiate a new project, ensuring efficiency and consistency.
HDR MODE
To read more about QTAKE Pro SDI HDR output, refer to SDI HDR section.
- PQ/HLG - Outputs HDR using the selected PQ or HLG color space without Dolby Vision metadata.
- Dolby Vision® Meta - Adds Dolby Vision metadata with SDI signal that can be read by compatible devices (e.g. eCMU, another QTAKE system).
- Dolby Vision® iCMU - Applies iCMU for SDI output. This mode does not require an HDR monitor.
IMPORT Menu
This toolbar groups QTAKE’s import functions. Import is used to load external assets into the QTAKE system or to transfer a project from another QTAKE system.
Starting an Import
QTAKE provides multiple ways to begin importing supported media and related resources.
You can either:
- Use the IMPORT or LINK buttons.
- Drag & Drop supported files onto the QTAKE Pro application icon in the macOS Dock.
These methods start the same IMPORT/LINK workflow and provide the same media matching, filename parsing, metadata extraction, and Media Type options.
The choice between IMPORT and LINK is independent of how the workflow is started:
- IMPORT copies the media into the QTAKE-managed project storage.
- LINK keeps the original files in their existing location and references them from the project.
Depending on the resource type, supported assets such as CDLs, LUTs, metadata, calibration files, and others may also be imported directly by dragging them onto the QTAKE Pro application icon in the macOS Dock or into the appropriate library.

IMPORT
The IMPORT button is used to import QuickTime movie files into QTAKE.
Import will create a copy of selected file and store it in the project media folder.
When importing multiple clips QTAKE will first add entries into the database and then copy the media files.
If you shut down QTAKE while the media is being copied QTAKE will resume the copy operation when started.
For best results, use movies that have the same resolution and timebase as your QTAKE project.
LINK
The LINK button serves the same purpose as Import, but it does not create a copy of the selected files in the internal storage structure. This makes linking much faster than importing. The downside is that the media resides in its original location, and you can easily lose the link to these clips if you disconnect the drive or move the media.
Linked media remain in their original location, and QTAKE stores only references to those files. If the media are later moved or become available under a different path, use the RELINK function to reconnect them.
Imported and recorded media are managed by QTAKE and stored inside the QTAKE PRO STORAGE structure. These media should be moved or copied using MANAGE MEDIA FILES, not manually in Finder.
DRAG AND DROP IMPORT AND LINK
Dragging supported files onto the QTAKE Pro application icon in the macOS Dock is an alternative way to start the same Import/Link workflow. The macOS Dock application icon is distinct from QTAKE’s internal DOCK toolbar; dropping media files onto the internal DOCK is not a supported import action. It supports the same media-matching workflow, metadata extraction, filename parsing, and Media Type options. The difference is that IMPORT copies media into QTAKE-managed storage, while LINK keeps media in their original location.
In addition to QuickTime movies, you can import still images, audio files, and CDL color corrections. When dragging a media file to the QTAKE Pro application icon in the macOS Dock, the DRAG AND DROP window will appear, letting you set options such as FILENAME PARSING, STILL IMAGE SCALING, STILL IMAGE DURATION. Importing a still image can be useful for reference frames, logos, or background images for VFX shots.

FILENAME PARSING
When using drag-and-drop import QTAKE can extract metadata from the filename of the imported material but you have to select the correct parsing filter.
Some external recorders can read Camera Media Filename and rename files accordingly. When importing files that are named by camera filename use the appropriate camera import filter even if they were recorded on one of the devices in the list.
NONE The NONE filter will mark the imported clips as belonging to a scene called Import.
QTAKE The QTAKE filter uses the native QTAKE naming convention. Files will be organized in the same way as they were created. Scene_Shot_Take-Sbtk_CamReel_(Rt)_IDx.mov
RED The RED filter will import media with RED filenames to a scene called RED (magazine number), The Camera position will be used as shot and clip number as take. CamReel_[CLR]Clip_MMDDXX.mov
ALEXA The Alexa filter will import Alexa files to a scene called Alexa (reel number). CamReelCClip_DDMMYY_CamID.mov
KIPRO The Ki Pro filter will use Scene and Take numbers as entered. SCSceneTKTake.mov
PIX The PIX 220 or 240 needs to be set to Reel_Scene_Take naming. QTAKE will then use those values. Reel_Scene_Take.mov
ATOMOS The Atomos filter uses Scene, Shot, and Take numbers. UnitName_SceneNum_ShotNum_TakeNum.mov
CANON Use this parsing template to extract information from Canon media files.
SONY Use this parsing template to extract information from Sony media files.
Enter Metadata
As an alternative to PARSE FILENAME, the ENTER METADATA part of the segmented button lets you enter the data manually. You can enter Camera letter, Episode, Scene, Shot, and Take number.
STEREO 3D
When importing stereoscopic footage, recorded as muxed side by side, set the segmented button to SIDE BY SIDE. Non-muxed footage can be imported as FAKE SIDE BY SIDE. This can be useful when using 2D footage as a background plate for a stereoscopic chroma key.
MULTIVIEW
When importing quad split footage, set this field to QUAD to enable related functionality.
VR 360
When importing virtual reality 360 footage, tag it using EQUIRECTANGULAR or CUBEMAP options to enable correct interpretation by QTAKE.
ORIENTATION
When importing footage captured in portrait mode or upside-down, set this field to 90 CW, 90 CCW, or 180 value.
Layer
This field allows you to specify the intended layering role of the imported footage within your composite.
- Fg (Foreground): Designates the clip as a foreground element, typically intended to be composited over other layers.
- Bg (Background): Designates the clip as a background element, commonly used as a plate beneath foreground elements.
Channel
Use this field to explicitly specify the primary data type or channel information contained within the imported footage. It ensures the application correctly interprets and utilizes specialized media, which is crucial for advanced compositing and rendering.
- Color: For standard video footage containing typical RGB (Red, Green, Blue) color information.
- Alpha: For footage containing a transparency channel, it is essential for compositing elements with pre-keyed or embedded transparency.
- Depth: For footage containing depth map information, often used in 3D compositing, relighting, or depth-based effects.
- Normals: For footage containing normal map data, which defines surface orientation and is vital for advanced lighting and shading in 3D environments.
- Motion: For footage containing motion vector data, typically used for accurate motion blur, advanced re-timing, or sophisticated tracking and stabilization.
STILL IMAGES
QTAKE can import various still image formats. On import, the image is converted to a QuickTime movie. Adjust the duration of this movie by entering the desired number of seconds in the STILL DURATION input field. To adjust the scaling of the imported image in relation to the View use the STILL IMAGE SCALING segmented button. QTAKE will preserve the transparency of imported images.
USE FILE METADATA
Set this option to YES to extract metadata from the imported file and insert it into the QTAKE database.
QUICKTIME METADATA IMPORT TEMPLATE
When USE FILE METADATA is set to YES, you can choose an existing template, add a new one, or edit an existing template via the EDIT button. See the QuickTime metadata import section for more information.
ATTACH TO EXISTING CLIPS
Set this field to YES when importing new media for existing clips. Read more about this in the MATCHER section.
OVERRIDE FILE DATE
When importing new media for existing clips, it is important to use correct data to make matching successful. If CMF is not present in the existing clips, CAMERA, TIMECODE, and DATE information is used instead. QTAKE is using file date if it can’t find embedded metadata inside imported media. However, the file date can be misleading, because usually it is set to the time of transcoding and not the time of recording. Using the OVERRIDE FILE DATE field you can set the correct date of the imported file.
Match Method
Determines how QTAKE searches for matching existing clips during import or linking.
By default, Auto automatically selects the most appropriate matching method based on the available metadata.
If necessary, a specific matching method can be selected manually.
- Auto
- CMF
- Cam Roll + Time Code
- Date + Time Code
NOTE:
Match Method only determines how imported or linked media are matched to existing clips during the import or link operation.
If media are not attached to an existing clip, QTAKE creates a new clip for that media.
These newly created clips can still be matched later using Merge Clips.
See Matcher and Merge Clips.
Media Type
Defines how the imported or linked media will be classified.
In most cases, Auto correctly identifies the media type.
If the media cannot be classified correctly, select the appropriate media type manually before importing or linking.
For example, some cameras record original camera files using H.264 in a MOV container. Such files may be automatically classified as Proxy media, even though they should be imported as Original media.
- Auto
- QTAKE Recorded
- Proxy
- Intermediate
- Proxy Transcoded
- Original
- Intermediate LQ
- RAW
IMPORT FROM QTAKE
Import/Link from QTAKE is used to import clips and associated metadata that were exported using EXPORT QTAKE XML. This is useful when you need to transfer clips and data from one QTAKE system to another. Select the storage volume by pressing the IMPORT STORAGE field. Then select the project and the session to IMPORT or LINK clips and metadata. If you select the IMPORT option, clips will be copied to your local project storage.

REPORT Menu
This toolbar contains commands for generating PDF reports and screenshots.
PDF REPORT
QTAKE can generate custom PDF reports with thumbnails and metadata for each clip. You can specify the range of clips and filter clip selection by various attributes. PDF files are saved to a subfolder of your project folder called /Reports. PDF Reports are generated based on a template. You can create new templates by clicking the EDIT TEMPLATE button. This provides custom reports for different departments.
When a PDF report uses the project name, it reads the editable Project Name item from project META data. This value can differ from the PROJECT TITLE in Project Settings.

EDIT TEMPLATES
QTAKE comes with two pre-made PDF Report templates. Project Report and Camera Report. To create a new PDF report template first select the report you would like to base your new report on and click DUPLICATE.
The left half of the template editor control what metadata fields are included and the sorting order of the clips in the report. Use the segmented button to choose whether the fields should be added to the page header or the individual clip entries in the report. To add a field select it from the Available Fields list and use the arrow button (>) to add it. When the report is in Flow Layout both the Page Header and the clip entries have a heading and a data section. These are separated by a horizontal line in the Included Fields list.
Drag the field to move it between the data section and the heading. Each field in the Included Fields list also has a drop-down menu to define its relation to the next field. The options are No Space, Slash, Space and New Line.
Fields added to the Page Header will show up in the gray section of the preview. The Page Header will be repeated at the top of each page in the report. The header would normally be populated with fields from the Project Data group but you can optionally add fields from other groups. If fields with multiple values are added the header will show all values separated by commas.
The Sort Order tab lets you control the sorting of clips and the page breaks of the report. Clips in the report are sorted, in order from top to bottom, by the fields in the Included Fields list. There is a horizontal bar dividing the Included Fields list into two sections just like in the Clip and Page Header. Fields added above this line will cause the report to be divided into sections separated by page breaks based on their values.
REPORT LAYOUT
The right half of the template editor contains a preview of the report and controls for the page layout of the report. A segmented button near the top lets you choose between a Flow Layout and a Table Layout for the report. Click TEMPLATE and select the Camera Report for an example of a report in the table layout. You can add the name of the template and the date when the report was generated to the report header by setting Show template title in page header and Show date in page header to YES. Setting Full header on the first page only to YES will remove fields below the horizontal line in the Page Header tab on all pages of the report except for the first.

The bottom row of controls allows you to change the layout of the clip entries. Setting Begin each group on a new line to NO allows for a more compact layout by putting the metadata groups closer together. Use fixed field positions and sizes will make sure the fields stay in the same place in each clip entry by adjusting the size of the field in the report to accommodate the clip with the largest amount of characters in that field. Use full-width clip headers will adjust the thumbnail to allow more information in the header. Skip empty fields will remove fields without data from the report. You can also adjust the thumbnail position and row decoration for the clips.
SCREENSHOT
Use the SCREENSHOT button in REPORT toolbar to store the current frame of the active View to a jpeg file.
Screenshots are saved to the current Project folder into the /Screenshots subfolder using clip filename and timecode.
When PLUS 3D is enabled the screenshot will depict the PLUS 3D View.
Long-click this button to generate screenshots for all Views.

CLIP REPORT
The CLIP REPORT button in the REPORT toolbar creates a PDF file with screenshots and metadata for the clips loaded into all Views.
Clip reports are saved to the /Dual Screenshots subfolder of the current Project folder.
LINK Menu
The LINK feature connects two or more QTAKE systems so that supported operations performed on the master system are automatically mirrored by the connected slave systems.
This feature is useful when multiple QTAKE systems need to perform the same supported operations simultaneously, for example, when recording the same production from multiple systems.

Follow these steps to start a network job:
- Make sure every machine is on the network.
- Run QTAKE on all machines you wish to link, open user, and project.
- Press the MASTER button on the master machine (displays “Master Active” in Connection Status).
- Press the SLAVE button on the slave machine (“SLAVE #: OFF”, where #is the number of the slave - in order of connection).
- To activate the SLAVE, press the NUMBER button on the master machine (turns green) - now the slave can accept commands.
- Repeat steps 4,5 for each slave.
You can activate/deactivate slave machines by clicking their number buttons on the master QTAKE.
NOTE:
Only one active MASTER system can exist on a network at a time.
If you cannot activate the MASTER button, verify that another QTAKE system is not already operating as the active MASTER.
The following functionality is supported through the LINK:
- Select ROOM (File room or Shoot room, Edit and Composite are disabled on slaves when active)
- Entering CLIP DATA (scene, shot, take, rating) that is common to every camera
- RECORD, RECORD SYNC, RECORD ABORT
- All PLAYBACK commands
- Selecting ACTIVE View, DUAL View
- BROWSE CLIP (based on clip data, so make sure you don’t have two clips with the same data)
How it works?
Master machine is advertising its presence on the network using the MASTER button. The Slave machine uses the SLAVE button to find the master on a local network and makes a connection. The master confirms the connection and activates the slave. You can control up to 8 slave systems. If you choose HDx1 to be master, then you can control only HDx1 slaves. QTAKE LITE can only control a single slave unit.
BROWSE CLIP in the LIST works based on EPISODE, SCENE, SHOT, TAKE metadata. These metadata values have to be unique so the BROWSE CLIP could work as expected. In case there are multiple clips with matching EPISODE, SCENE, SHOT TAKE metadata values ( including empty values ), it is not possible to determine which clip was selected on the MASTER side, so SLAVE will select the first clip with matching EPISODE, SCENE, SHOT, TAKE.
STREAM Menu
Using the STREAM toolbar, you can enable video streaming and remote control of QTAKE using a custom UDP protocol based on XML.
The STREAM icon button also enables bonjour network advertising, allowing devices to discover and connect to a computer running QTAKE.
Streaming, talkback, the STREAM toolbar, and connected-device management are QTAKE Pro functionality. They are not provided by the separate QTAKE Sync application; the adjacent SYNC control concerns integrated project synchronization instead.
You can use the QTAKE Monitor or the QTAKE 3D Control apps to connect to QTAKE stream.
QTAKE Monitor allows you to use an iOS device, Apple TV, or a Mac as your wireless monitor.
See QTAKE Monitor for more information about the app.
QTAKE 3D Control app is used to control post-convergence (HIT), and PLUS 3D View. See Appendix A - QTAKE 3D Control for more information.

STREAM CLIENTS COLOR CODING
The STREAM toolbar displays user slots marked with distinct colors, reflecting their status:
- Grey: Inactive connection, user requires approval.
- Green: Active connection, user has been approved.
- Light Green: Active and approved connection with TALKBACK established.
- Magenta: Active QTAKE Cloud Stream, user has been approved.
- Red: Error, QTAKE Monitor using an older version not supporting Forensic watermark, for instance.
USER-BASED STREAM SLOTS
QTAKE Pro 3.0 replaces the previous device-oriented toolbar model with user-oriented slots.
Each slot in the STREAM toolbar represents one user, not one connected device.
A user can be allowed to connect from multiple devices while continuing to occupy a single user slot; configure the permitted number with Device Limit in the ADMIN panel.
The user list and toolbar assignment are persistent, so a project user remains represented while disconnected or not actively watching a stream.
Use the selected user’s Slot field in ADMIN to assign a fixed slot number. This can keep a specific user, such as the director, in a consistent toolbar position. The automatic ordering of users without fixed slots is not defined here.
The user slot displays the user’s identity and Role together with the available stream and talk status indicators. Open the same selected-user details documented in ADMIN directly from the user’s STREAM entry. Use the double-arrow control to switch the toolbar to the statistics page, which displays local and cloud client counts, current and maximum Cloud Stream bitrate, data usage and remaining data, remaining time, and local Sync clients.
You can control the name of the machine running QTAKE as it appears in the apps by going to System Preferences - Sharing and changing the Computer Name field.
ADD CLIENT
QTAKE lets you add devices using the + (Plus) button in the STREAM toolbar. There are multiple ways to connect a device running QTAKE Monitor, another QTAKE system, or Moxion.
CONNECT USING QR CODE
Select LOCAL, choose QTAKE Monitor or QTAKE Pro, and scan the displayed QR code with the selected application. For QTAKE Monitor, use Scan Project Link under Projects.

CONNECT USING LINK
Select LOCAL and use COPY LINK to share the project link through an appropriate channel. The recipient opens the link in the selected QTAKE application.
CONNECT USING INVITE
Use the + (Plus) button in the STREAM toolbar to open the invitation interface for the active project, similar to Project Invitations in the ADMIN panel.
Invitations create or update persistent project users and allocate a STREAM slot if the invited user does not already have one.
Select CLOUD to invite a project user by email. Choose QTAKE Monitor or QTAKE Pro, enter one or more email addresses separated by spaces or commas, then select INVITE.
Tip: The ADMIN panel provides more advanced project invitation options, including assigning roles and permissions. These options are not available in the STREAM toolbar’s Add Client interface.

LOCAL STREAM
For streaming, QTAKE employs proprietary QLS (QTAKE Live Stream) protocol.
QLS uses encoder parameters selected in Project Settings > Proxy Codec.
To activate streaming, enable the STREAM icon button located in the STREAM toolbar.
You can enable and disable streams for a specific user from the selected user’s controls in the ADMIN panel.
Starting with QTAKE Pro 2.2, for a client to connect to the local stream, the client has to select TAP TO CONNECT on the Open Project page of the QTAKE Monitor app. Alternatively, the client can use the Scan Project Link button to scan the QR code. Both of these actions will establish a secure local connection to QTAKE, adding it to QTAKE Monitor’s Servers page (the third tab in this dialog window).
Due to enhanced security updates and the discontinuation of new features and bug-fix support for QTAKE 1.6, local streaming from QTAKE Pro to QTAKE 1.6 is no longer supported. However, Cloud stream functionality is not affected.
Additionally, QTAKE Pro remains backward compatible with QTAKE 1.6 and can receive its stream.
|
|
The same principles apply when streaming from one QTAKE to another. To enable this, the receiving QTAKE must select the sender in Project Settings > Video Input > STREAM and ensure it is connected to the sender QTAKE. You can establish this connection via the SERVERS tab within the OPEN PROJECT window. Note that if the recipient QTAKE is not connected, the sender QTAKE Sync (formerly QTAKE Server) will be displayed in purple.
To establish a connection, select the sender QTAKE in the table and click CONNECT, similar to the process in QTAKE Monitor.


PROXY ENCODER
Note that QTAKE uses the same encoded frames for streaming and recording proxy clips, to use the CPU processing power most efficiently. In case you want to generate higher-quality proxy files, use AUTOMATED PIPELINE EXPORT.
WI-FI NETWORK
For the best streaming results, use high-quality, high-throughput professional access points from Ruckus or Ubiquity Networks when creating your streaming Wi-Fi network.
CLOUD STREAM
In addition to local network streaming, QTAKE provides streaming to clients outside of the local network, using an internet connection. This is called CLOUD STREAM, because QTAKE Cloud is used to connect QTAKE with remote clients. To initiate cloud streaming, QTAKE and QTAKE Monitor users have to be logged in to QTAKE Cloud, the STREAM icon button has to be enabled, and the selected user requires CLOUD approval in the ADMIN panel. Active users connected over the internet will be indicated by magenta color.
QTAKE CREDITS
Cloud streaming from QTAKE or QTAKE Monitor is consuming QTAKE CREDITS. One credit equals 1 GB of streaming data. Similar to QTAKE modules licensing, flexible data options are available through the QTAKE Rental Shop. Just click BUY CREDITS in the main menu of the online shop and purchase the required amount of credits.
CLOUD STREAM STATISTICS
The Stream toolbar will display the following information under the CLOUD STREAM label.
Clicking this label will cycle through four modes.
- CLOUD STREAM CLIENTS - number of QTAKE Cloud Stream clients connected to this system
- CLOUD STREAM DATA USAGE - current cloud data usage of all connected systems using an active account
- CLOUD DATA REMAINING - remaining cloud data under active account
- CLOUD TIME REMAINING - remaining cloud stream time based on current cloud data usage
STREAMING FROM QTAKE TO QTAKE
Sometimes streaming between multiple units is required. In this case, one QTAKE system is sending the stream while the other QTAKE system is receiving it. Similar to QTAKE Monitor, QTAKE Video Assist takes advantage of the sophisticated stream-receiving engine, which provides smooth results even with suboptimal network conditions. QTAKE stream receiving is controlled via Input Stream Mode preference. It can be set to the following values:
- Low Latency - there is no buffering in place, each frame is displayed as soon as it arrives
- Dynamic Latency - automatically buffers an optimal number of packets to compensate for network latency
- Static Delay - uses a buffer of the static size to compensate for network latency
If you want to monitor the current delay value, use the STREAM DELAY field in the OSD.
WEB STREAM
QTAKE Cloud update released in July 2021 deploys a new web browser version of the QTAKE Cloud Stream to deliver a first-class streaming experience to any device with WebRTC support. Web-based stream from QTAKE Cloud features the same ultra-low latency, multi-camera support, and frame-based metadata known from the QTAKE Monitor app.

MOXION STREAM
QTAKE Cloud Stream is available directly in the Moxion web interface as a LIVE clip. If your clients are using the Moxion platform, all you need to do is to invite them using their email. See more info in the ADD CLIENT section.
STREAM ENCRYPTION
When streaming to QTAKE Monitor only, QTAKE Cloud Stream uses end-to-end encryption, which guarantees that QTAKE Cloud is unable to decrypt your streams. The web browser version of QTAKE Cloud Stream does not currently offer support for end-to-end encryption. After approving a web browser client, QTAKE will share the encryption key with QTAKE Cloud and standard in-transit encryption will be used to protect your streams on the network.
STREAM LIVE ONLY
In its regular mode, QTAKE is streaming the contents of the View, whether it is live or playback. However, sometimes, there is a requirement to stream live inputs, regardless of QTAKE playback, editing, or compositing.
To activate LIVE ONLY streaming mode, open Project Settings > Proxy Codec and set PROXY SOURCE IMAGE to Live passthrough. The STREAM button will change its caption to STREAM LIVE ONLY. To enable the streaming, click the button.
This feature is also affecting proxy media recording. When Live passthrough is selected, proxy media will be generated without image processing, such as color correction or image transformation.
STREAM USER SETTINGS
Current user-oriented Stream settings are available in the ADMIN panel. Select a user to display that user’s access, View, device-limit, connection, information, and advanced streaming controls. The ADVANCED area includes Remote Control, Live Audio, and Stream Mode. The same details can be opened directly from the user’s entry in the STREAM toolbar.
The previous QTAKE Pro 2.x STREAM Setup interface was device-oriented. In QTAKE Pro 3.0, do not treat a toolbar slot as an individual device: the slot identifies the user, while Device Limit controls how many devices that user may use.
CONNECTED DEVICES MANAGEMENT
The device-oriented management interface remains available separately. Use the STREAM toolbar control represented by two overlapping rectangles and a gear to open the connected-devices list. This interface manages individual connected devices and retains applicable device-level controls including GROUP CONTROL, CLEAR HISTORY, NETWORK SETTINGS, HDR, visible and forensic watermark settings, and 3D HIT View assignment. These are QTAKE Pro streaming and device-management controls, not QTAKE Sync controls.


Stream can be enabled by default on each startup by using the preference:
Autostart Stream = YES
Use the selected user’s TALK approval in ADMIN to control talkback access for that user.
ASSIGN 3D HIT VIEW
In the connected-devices interface, selects what View or Views the QTAKE 3D Control application will control.
STREAM APPROVAL
QTAKE has streaming controls on multiple levels. The STREAM icon button switches the streaming engine on or off globally for both local and cloud stream, without affecting the individual settings of each streaming user. For each user, the LOCAL approval controls local network streaming and CLOUD provides the additional approval required for streaming over the internet. These controls are available in the selected user’s Approvals row in ADMIN.
AUTO APPROVE
Individual streaming approval is normally required for each connected client. However, there are some projects, where content security is not required or it is relying on local network access. In such a case you can turn on AUTO APPROVE in the connected-devices interface to automatically approve each client as it connects to QTAKE.
STREAM VIEW CONTROL
The STREAM VIEW controls at the bottom of the Connected Devices window let you select which QTAKE source is streamed on each available stream channel.
The number of available STREAM VIEW selectors depends on the active QTAKE HDx / 4Kx configuration. Available options are:
- - - no source is assigned to this stream View.
- MAIN - streams the corresponding main View, including LIVE or DISK content according to that View’s current patch.
- LIVE - streams the corresponding independent input View regardless of the main View patch, including applicable input-view processing such as OSD.
- EDIT SOURCE - streams the EDIT room Source View.
- SEQUENCE - streams the EDIT room Sequence View output.
Streamed View availability can be controlled at both the user and device levels. These settings can be managed in several places:
- In the Connected Devices window, configure streamed Views individually for each connected device.
- In the ADMIN panel > Users list, configure Views directly for individual users, or select multiple users or all users to change their View permissions simultaneously.
- In User Details, configure the Views controls for the selected user. User Details can be opened from the ADMIN Users list or from the user’s slot in the STREAM toolbar.
The selected Views determine which streams are enabled for each connected device, subject to the user’s View permissions.
User View permissions vs. device settings
View permissions configured in ADMIN or User Details apply to the user and all their connected devices. Views without stream permission for a user are greyed out and cannot be enabled for any of their devices in the Connected Devices window.In the Connected Devices window, you can independently enable or disable permitted Views for each device using the Yes / No selectors. Disabling a View on one device does not affect the user’s other devices.
This feature requires the Muxer license module.
GROUP CONTROL
This retained control belongs to the connected-devices interface. When streaming to multiple clients, controlling each connected device individually would be practically impossible. Instead, you can assign one of the predefined groups to specific client devices using the GROUP selector. This way, modifying the settings of any client device will apply the same to all devices within the group. The only exception is the APPROVE button, which requires a long-click to be applied to a whole group.
STREAM MODE
The STREAM MODE defines how QTAKE Pro establishes connections with viewing clients, fundamentally affecting both your network bandwidth and QTAKE credit consumption. Because this behavior is managed on a per-user basis, select the user in the ADMIN panel and configure Stream Mode in the ADVANCED area.
- RELAY Mode (Recommended): In most cases, this mode should be used because it drastically saves your upload bandwidth. Instead of streaming to each user individually, QTAKE Pro uploads a single stream to QTAKE Cloud. The high-bandwidth cloud servers then handle distributing and replicating that stream to all connected clients.
- DIRECT Mode: This mode attempts to connect the QTAKE system directly to the client without using cloud servers. When a direct connection is successfully established, the corresponding user slot turns blue. While DIRECT mode does not consume QTAKE credits, it is often blocked by strict network routers. If a direct connection cannot be established, QTAKE automatically falls back to RELAY mode.
CRITICAL BANDWIDTH WARNING: Connecting multiple clients using DIRECT mode multiplies your network load because your system must upload an independent video stream to every single client simultaneously (the total upload bandwidth required is equal to the sum of all streams). If you have 5 clients, you need 5 times the bandwidth. Conversely, RELAY mode always uses the bandwidth of a single stream on-set, regardless of how many clients are watching.
LIVE AUDIO
To preserve the privacy of the on-set audio between takes, LIVE AUDIO can be set to REC ONLY for selected stream clients. This will cause live audio to be muted whenever QTAKE is not recording. If you want a client to receive live audio at all times, set this option to ALWAYS.
REMOTE CONTROL
In case you want to control QTAKE using an iOS device or another Mac, you can use the QTAKE Monitor sidebar called QTAKE Remote Control.
This QTAKE Monitor sidebar provides basic functions, such as switching between LIVE and DISK modes, recording and playback commands.
On mobile devices, it also provides SEND DEVICE ORIENTATION and SEND 6DOF TRACKING for controlling a virtual camera’s orientation or both its position and orientation in QTAKE.
The Remote Control sidebar is available in both MONITOR and CLIP View modes of QTAKE Monitor.
SEND DEVICE ORIENTATION uses the orientation sensors of your iOS device to track its rotation around three axes (pitch, yaw, and roll). This allows you to rotate a virtual camera in QTAKE, for example when using the VR View effect, without changing its position.
SEND 6DOF Tracking tracks both the position and orientation of your iOS device in three-dimensional space. In addition to rotating the device, you can physically move it forward, backward, sideways, or vertically to move the virtual camera through a scene.
The resulting real-time camera position and rotation data can be used for virtual camera matching, CGI integration, and live VFX previews.
For additional information, see QTAKE Monitor Remote Control in the QTAKE Monitor User Guide.

NETWORK SETTINGS
When working in a location with limited internet bandwidth, you can use network bonding as a solution. Bonding multiple slow connections can create one fast connection, sufficient to handle the bitrate of your outgoing streams. But instead of getting a dedicated bonding router and paying extra for this service, you can now use built-in network bonding in QTAKE, which is included in the price of the Cloud Stream. Connect all available network devices that provide internet connection (LTE USB sticks, LTE router, Wi-Fi hotspot, etc.) to your Mac, open the connected-devices interface, and select NETWORK SETTINGS.

It will list all your network interfaces and show the following information for each of them:
- BOND - shows if the device is included in the bond
- DISTRIBUTION - the percentage of overall data sent through
- HARDWARE PORT - connection type
- STATUS - internet availability
- MAX SPEED - upload bandwidth determined by a speed test
- CURRENT SPEED - the current rate of data sent
- RESEND RATE - the current rate of packet loss correction
- DEVICE - identifier of the device
- IP ADDRESS - IP address of the device
- MAC ADDRESS - MAC address of the device
Toggle the BOND column to include or exclude each interface from the bonding connection. Click the TEST SPEED button to check the speed of all interfaces. You can set BONDING MODE to the following modes:
- EQUAL - bonding rate will be equally divided between interfaces
- MANUAL - you can set the rate for each interface manually
- AUTOMATIC - rate will be determined by the speed test
Ovide Smart Antenna
The application features integration with the Ovide Smart Antenna, allowing direct control over its networking features from within the QTAKE Pro interface. To access these settings, open the connected-devices interface, select NETWORK SETTINGS, and click OVIDE SMART ANTENNA.
Important Connection Warning: The Smart Antenna has a built-in DHCP server on its LAN connector. To avoid massive network issues with both the antenna and any existing network, the antenna must be connected via a direct Ethernet cable to your QTAKE Pro machine only, and not to a pre-existing network infrastructure.
Connecting to the Antenna: The Ovide Smart Antenna Setup window features four tabs: CONNECT, WIFI 2.4GHz, WIFI 5GHz, and MOBILE.
Initially, only the CONNECT tab is enabled, as you must establish a connection first.
To connect, ensure you have a direct Ethernet connection to the antenna and click the CONNECT button.
You do not need to manually enter the IP address or a password, as the application will handle the connection automatically.
Upon a successful connection, the controls within the CONNECT tab will become disabled, and the WIFI 2.4GHz tab will be automatically selected, enabling you to configure the antenna’s network settings.
Configuring Antenna Features:
- The WIFI 2.4GHz and WIFI 5GHz tabs allow you to configure the network name, password, and other settings for the Wi-Fi network.
- Both tabs among its configuration options provide a QR code for a quick connection to the network.
- Use the MOBILE tab to configure the internet connection via the antenna’s built-in 4G/LTE modems. You can set the SIM PIN and manage the connection in this tab.
|
|
CLOUD STREAM BITRATE
The most important requirement for cloud stream is a stable internet connection with the required upload speed. CLOUD STREAM MBPS label will show you the maximum bitrate for the last two minutes and the bitrate of the current second in megabits per second. If this is more than your internet upload bandwidth, lower the resolution or the quality of your stream. See Project Settings > Proxy Codec for the encoder controls.
WATERMARK
Long click the WATERMARK button to configure the Copyright and User Name watermark text, position, and size.

FORENSIC WATERMARK
The forensic watermark utilizes NexGuard QuickMark forensic watermarking by NAGRA and is also known as an “invisible” watermark. It is a pivotal security feature that adds an imperceptible yet robust identifier to your QTAKE assets.
Fine-tuned to be imperceptible for the best user experience, the forensic watermark is robust enough to withstand manipulation in case of a leak. Forensic watermarking seamlessly integrates with your workflows, providing an additional protection layer for your pre-release content in QTAKE during its creation.
QTAKE Monitor version 4.6.0 and FORENSIC license module are required.
If you enable the Forensic watermark for a client without the module or the client uses an earlier QTAKE Monitor version, the specific stream will be disabled until the FORENSIC license is activated or the option is disabled.
Monitoring & tracking
The Cloud-based NAGRA NexGuard Detection Service is responsible for content leak detection. This service aids in identifying and tracking leaked content, supporting the blind detection of forensic watermarks without reference to the original content. Fast, highly scalable, and fully automated, the NAGRA NexGuard Detection Service meets the needs for occasional file detections as well as continuous live detection in tandem with anti-piracy services.
Operation
To enable the feature, open the connected-devices interface. You can enable the option for a specific client or group of clients. Ensure that the global WATERMARK button is enabled, and click the double arrow (») to display secondary client options. From the WATERMARK dropdown select Forensic or Both if you want to combine Forensic and Visible watermarks in the stream.
When the Forensic watermark is enabled and active, a small lock icon will appear in the top right corner of the client-side View. This icon serves as an indicator that the Forensic watermark feature is actively applied to the content.

Authentication Requirements
QTAKE Pro 2.3.3 introduced configurable Authentication Requirements, which define a set of criteria that users must meet to access the project’s streams. The most important of these is the Two-factor Authentication requirement, which locks out users who do not have two-factor authentication enabled on their account.
In addition to this, it is also possible to set login and password expiration times.
However, unlike the Two-factor requirement, login and password expiration have a higher impact on the user experience and convenience, especially for productions without internet access.
It should be carefully considered before enabling.
You must meet the criteria to change any of the requirements. Otherwise, the change is not accepted.

If approved QTAKE Monitor client does not meet a particular requirement, the stream is stopped, and the respective notice in View is displayed.
| Login expired notice. | Password expired notice. |
|
|
Two-factor Authentication required notice.
|
|
CLEAR HISTORY
QTAKE stores the settings of each streaming client device, so each time client reconnects, the same parameters will be applied, including approval. If you want to start fresh with all streaming clients, use CLEAR HISTORY in the connected-devices interface to reset all settings for all clients that were connected to the current QTAKE project.
Immersive 3D Stream to Apple Vision Pro
QTAKE Pro supports streaming immersive 3D streams to Apple Vision Pro devices using the QTAKE Monitor AVP native application, building upon the existing stereoscopic 3D stream functionality accessed via the 3D View toolbar. This advanced workflow enables a new level of on-set visualization for spatial video.
Camera Inputs and Project Setup
Immersive 3D streams can originate from two primary camera configurations:
- Dual Camera Setup: Two separate cameras, one for each eye, each equipped with fisheye lenses.
- Single Camera Dual Fisheye: A single camera featuring dual fisheye lenses that outputs a combined Full Side-by-Side (SBS) signal.
In Project Settings > Video Source, configure the STEREO 3D property for each input:
- For dual camera setups (separate eyes), tag the individual inputs as 3D Left and 3D Right.
- For a single-camera, dual-fisheye signal, set the STEREO 3D field to FULL SBS to tag the clip as 3D side by side without squeezing.
Set VR 360 to FISHEYE to tag the clip’s lens type.
In Format and Canvas, set CANVAS to a CUSTOM resolution with a 2:1 aspect ratio (e.g., 2000 x 1000 for HD or 4000 x 2000 for 4K).
Single Camera Dual Fisheye Workflow
This workflow considers a camera with a dual fisheye lens that outputs a Full SBS signal. You will need the MUXER license module in addition to the STREAM license.
- Use any supported video card to capture an SDI or HDMI feed from your dual fisheye camera. You should observe two circular images within the 16:9 video frame.
- Open your project and apply the necessary Canvas and Project settings as described above.
- In Clip FX for the LIVE signal, add the SWAP MUXED 3D to swap eyes and ALIGN MUXED 3D effects (from the TRANSFORM group).
- Open the PLUS 3D VIEW using the 3D VIEW toolbar and set the mode to DIFFERENCE. This mode helps you precisely align your two eyes.
- Use the ALIGN MUXED 3D effect to carefully center each circular image within its respective half of the frame. The goal is to achieve as much flat grey color as possible, which indicates no or little difference between eyes. When the eyes are aligned, change the 3D VIEW mode from DIFFERENCE to NONE or SBS.
- Add the VR VIEW effect and set its mode to EQUIRECT. This effect converts the fisheye images into an equirectangular projection. After this step, you should see two rounded squares, which are the projection format used by the QTAKE Monitor application for viewing spatial video.
- Turn on STREAM and invite your Monitor application user to the project. In the connected-devices interface, select the Plus 3D option from the STREAM VIEW 1 bottom selector.
QTAKE Monitor (Apple Vision Pro) Workflow: With the native visionOS application available in the App Store, viewing immersive 3D streams on Apple Vision Pro is straightforward.
- Open the invitation link from the application, and the stream should appear in the VIEW.
- Open the right panel using the rightmost button in the top bar.
- Navigate to the FX page within the panel.
- Activate the VR and 3D checkboxes.
- Set VR to Half-Equirectangular.
- Set 3D to SBS (Side by Side).
- Click the IMMERSIVE button in the middle of the top bar to enter spatial mode.
Quality Considerations: For optimal viewing quality in VR, it is highly recommended to use 4K input and ensure 4K streaming for each eye, as HD resolution in a virtual reality environment will result in noticeably low quality.
STREAMING NETWORK BEST PRACTICES
The recommendations below provide practical guidance for a reliable QTAKE streaming network setup and a starting point for troubleshooting network-related streaming issues. For technical bandwidth and port guidance, see Network Requirements.
QTAKE STREAM SOURCE CONNECTION
For the most reliable streaming, we strongly recommend connecting the Mac running QTAKE to the streaming network using wired Ethernet whenever possible. QTAKE is the source of the outgoing stream, so the reliability and capacity of its network connection directly affect streaming.
LOCAL STREAM NETWORK
For LOCAL streaming, QTAKE serves local stream clients directly.
On managed or corporate networks, we strongly recommend keeping QTAKE and local stream clients on the same subnet. If this is not possible, consult the network administrator to ensure that Bonjour discovery and QTAKE Stream traffic can pass correctly between the required network segments.
MULTIPLE NETWORK INTERFACES
When the QTAKE Mac uses separate network interfaces for LOCAL streaming and Internet access, use the following configuration as a best practice and one of the first troubleshooting checks:
- LOCAL STREAM interface - use wired Ethernet whenever possible, configure a static local IP address, leave the Router field empty, and place the service first in macOS network service order.
- INTERNET interface - provides Internet access and the default Internet route, and follows the dedicated local-stream service in the macOS network service order.
For a dedicated local streaming network, a subnet mask of 255.255.255.0 is recommended unless the network configuration requires otherwise. Leaving the Router field empty on the dedicated local-stream interface prevents that interface from becoming an unintended default route for Internet traffic. This configuration is a recommended best practice, not a technical requirement for QTAKE streaming.
IF BONJOUR DISCOVERY REMAINS UNRELIABLE
Bonjour provides convenient automatic discovery of QTAKE on the local network. If Bonjour discovery remains unreliable after basic network troubleshooting:
- Set Enable Bonjour Services to NO in QTAKE Preferences.
- Use a static, stable IP address for the QTAKE local-stream interface.
- In QTAKE Monitor, open Left Sidebar > Connect > Servers and enter the IP address of the QTAKE Mac manually.
Bonjour is not required when QTAKE Monitor connects manually using the IP address of the QTAKE Mac.
CLOUD STREAM
For Cloud streaming, see STREAM MODE for more information about RELAY and DIRECT modes. In RELAY mode, QTAKE uploads one stream to QTAKE Cloud, which distributes it to connected clients. In DIRECT mode, QTAKE sends streams directly to connected clients, so QTAKE upload demand increases with the number of direct connections.
TALKBACK Menu
QTAKE supports bi-directional TALKBACK to and from QTAKE Monitor and QTAKE Cloud.
The TALKBACK toolbar lets you select a TALKBACK OUTPUT device and a TALKBACK INPUT device to use with the TALKBACK feature.
The TALKBACK OUTPUT device cannot use the same device assigned to LIVE OUTPUT or DISK OUTPUT.
The TALKBACK INPUT device cannot use the same device assigned as an AUDIO INPUT.
Opening audio configuration from a TALKBACK device selector opens the dedicated Audio Configuration window with the corresponding talkback slot preselected. The same TALKBACK INPUT and TALKBACK OUTPUT configuration is available in Project Settings > Project Area > AUDIO.


The segmented button lets you select the source of TALKBACK OUTPUT on the QTAKE operator side between TALK for talkback only, MAIN for live and playback audio only, and a MIX between the two.
TALK LEVEL and MAIN LEVEL let you set the volume of the two sources.
MUTE allows you to mute all audio output from the TALKBACK AUDIO DEVICE.
The second page of the TALKBACK toolbar lets you select a TALKBACK INPUT device and set the INPUT LEVEL.
FORCE TALKBACK
Normally, the Talkback feature requires the director to turn on the TALK button in the QTAKE Monitor app or QTAKE Cloud web interface to establish communication with a QTAKE operator. If you want to avoid this requirement, turn on FORCE TALKBACK option, which will automatically enable talkback from the director.
VIDEOHUB Menu
The VIDEOHUB toolbar enables direct control of Blackmagic Design Videohub and AJA Kumo SDI routers from QTAKE.
Up to 64 inputs and 64 outputs are supported.
Pressing a GROUP button in the left segmented button will show the 10 PRESETS in that GROUP on the right. Press SETUP to configure your routing, groups, and presets. See the PRESETS AND GROUPS section below.
VIDEOHUB SETUP
Set the correct VIDEOHUB IP address and PORT number in the appropriate input fields. You can alternatively press the LOCATE button to list any video routers on the local network. Routing is performed by clicking the output node and then selecting the input. Linking two inputs/outputs is done by long-clicking the button associated with the input/output and then selecting another input/output to link. Linked inputs/outputs are routed together. The PREP and EXEC buttons let you first PREPare multiple routes and later EXECute the actual routing all at once. Press the RESET PREP button to revert any changes made during PREP. The segmented button in the top left corner of the VIDEOHUB SETUP window lets you change between editing LABELS and TAGS. When set to LABELS you can customize the labels for inputs and outputs to help you organize your videohub routing. Pressing TAGS lets you assign what inputs and outputs are connected to your video card. Tagging the videohub inputs and outputs like this is necessary to use the LIVE PASS functionality.


LIVE PASS
QTAKE can perform context-aware videohub routing to bypass the video card for selected outputs when a View is patched to LIVE. You can avoid videohub manual re-routing when you need a low-latency camera feed during recording and video card output during playback.
PREPARE LIVE PASS
First, you need to prepare the LIVE PASS functionality. Click the TAGS button in the top left corner of the VIDEOHUB SETUP window. Select the correct tag for each videohub connector that is connected to your video card(s). For videohub inputs connected to video card outputs select the V-OUT tag with the corresponding output number. For videohub outputs connected to video card inputs select the V-IN tag with the correct input number. You only need to do this once if you did not change your internal cabling.
USE LIVE PASS
You can assign what outputs should bypass the video card by enabling the LIVE PASS button next to the TAG. The ENABLE LIVE PASS button lets you enable or disable the LIVE PASS behavior globally. Outputs that have the LIVE PASS button enabled will show two routes. One green and one orange, representing the DISK route and the LIVE route. The non-dotted line indicates the output current routing.

LIVE PASS MODE
A particularly challenging situation on a film set is the loss of signal. In addition to the apparent issues, this situation can be more perplexing when using LIVE PASS, as it results in a black output. To mitigate confusion and aid in identifying the root cause, QTAKE offers two LIVE PASS MODES.
- Any Input - In this default mode, LIVE PASS stays active regardless of the present signal, providing a continuous low-latency output. However, it’s important to note that the output will appear black when no signal is detected.
- Active Signal Input - On the other hand, in ACTIVE SIGNAL INPUT mode, LIVE PASS remains active only when a signal is present. If there is a loss of signal situation, Videohub automatically switches the routing to processed V-OUT, generating the NO VIDEO DETECTED screen. This mode helps streamline troubleshooting by promptly indicating signal loss.
PRESETS AND OVERLAPPING GROUPS
The current routing can be saved into a PRESET. Long-click one of the PRESET buttons to save the current routing. Load a PRESET by clicking on the associated button. When loaded, you can change the PRESET NAME.
Along the bottom of the window are six GROUP buttons. Each GROUP can have a set of Videohub outputs assigned and can save up to 10 PRESETS. Starting from QTAKE Pro 2.3 presets in each group now apply to all outputs.
To assign Videohub outputs to a specific GROUP, select the desired GROUP and press the Group Button next to the LOCK button. The Group Button displays the corresponding group letters (A - E) to which the output is assigned rather than the full group name. To rename the default group name, select the group at the bottom of the window and click the Group Name input field.
To assign all videohub outputs to a group with a single click, select a group other than GLOBAL and press the ASSIGN ALL TO GROUP button. Clicking the button again will undo the assignment.
GLOBAL is the default Group. The name cannot be custom-edited, nor can it be involved in the overlapping grouping.
DEFAULT PORT NUMBERS
AJA Kumo default port: 80
BMD videohub default port: 9990
The LOCK button will lock output to an input. While locked the route is not available for routing.
TF & QOD Menu
QTAKE can change settings and control the ThunderFace and QOD+ via the USB connection.
Settings can be changed from the TF & QOD toolbar in the FILE room.
See respective User Guides for
The TF & QOD toolbar displays the following information:


Device Selector
If more than one unit is connected, the selector lets you choose which device the toolbar controls.
RESOLUTION
Current input resolution of the ThunderFace or QOD+.
AUDIO
This button controls the audio input and embedded audio output of the ThunderFace 4K Duo or QOD+.
Mute
Mutes the device’s DisplayPort audio.
TEMP
The internal temperature of the ThunderFace or QOD+.
SERIAL NUMBER
The serial number of the ThunderFace or QOD+.
RESET
Performs a soft reset of the connected unit.
UPDATE FIRMWARE
Use this button to update the firmware.
Follow the instructions in the ThunderFace 4K Duo+, ThunderFace 4K Duo or QOD+ User Guides.
ThunderFace 4K Duo / Duo+ Firmware Modes
The ThunderFace 4K Duo family supports two operating configurations, depending on the installed firmware and hardware compatibility:
- ThunderFace 4K Duo (OUTPUT ONLY) - uses 1.x firmware and supports up to eight HD outputs.
- ThunderFace 4K Duo+ (IN & OUT) - uses 2.x firmware and supports up to four HD inputs and four HD outputs.
Upgrading ThunderFace 4K Duo to Duo+
Existing ThunderFace 4K Duo units are eligible for an upgrade to Duo+ functionality. Some first-generation units require a hardware modification by IN2CORE before they can support input functionality.Before installing the IN & OUT firmware on an existing ThunderFace 4K Duo, please contact us to confirm hardware compatibility.
On compatible hardware, after installing the IN & OUT firmware, QTAKE prompts you to install the required driver on its next launch. Follow the installation instructions and approve the driver in macOS System Settings when prompted. After completing the installation, power-cycle the ThunderFace device and restart QTAKE. The device will then be available as a video input device in Project Settings > Video Input.

HDR OUTPUT
ThunderFace and QOD support High Dynamic Range output. SDI Monitors with HDR payload detection will correctly set the colorspace and other HDR metadata.
SHOOT ROOM
This room is used for general video assist work - recording and playback.
RECORD Menu
Press the RECORD button (or use R for View 1 and T for View 2) to start the capture process. The recording will automatically patch the recording View to LIVE.
Can I Record without patching the Views to LIVE?
Yes. To record without patching Views to LIVE, enable KEEP DISK ON REC under FILE Room > OPTIONS. This setting disables automatic patching to LIVE at the start of recording.
Note: This option is not available for half-duplex cards (e.g., AJA with active VIDEO OUT).
Once recording starts, the Record buttons for the inputs being captured will display the duration of the ongoing LIVE clip instead of Record. Additionally, the RECORD button, View outline, time SLIDER, OSD status, and the LIVE clip text color in the LIST will all turn red.
If the TAKE is set to rehearsal, these indicators will display in Pale Red, and the OSD status will show REH instead of REC.


REC SYNC
Enable REC SYNC (key Y) to record all Views that have signal in sync. If SYNC ALL is enabled, you can press any of the RECORD buttons to start recording all inputs. Long-clicking the SYNC button will open SYNC SETUP - SHOOT dialog (window layout may vary with QTAKE HDx version), where you can choose different SYNC settings for CLIP, RECORD, and CLIP FX. Clips recorded with SYNC enabled will automatically have a sync OFFSET, so you can immediately play them back in sync.

If RECORD SYNC is enabled, entering clip data in LIVE mode will also copy this data to other Views, except the CAMERA letter and ROLL number. QTAKE will also ask if you want to copy the active View’s clip data to the other Views when SYNC is enabled.
COPY LIVE METADATA DIALOG
When activating REC SYNC, metadata of all inputs to be synchronised might not be synced. If this is the case, you will be presented with the dialog window asking to:
- either Copy LIVE Metadata
- The metadata of items with the SYNC tag will copy for all LIVE inputs to be synchronized based on the LIVE clip in Active View.
- or Disable Metadata Sync
- The synchronized recording will be active without synchronizing metadata.
The selection will adjust CLIP LIVE METADATA in the REC SYNC setup window. You can change it at any time in the setup window.

AUTO REC
Some cameras provide a record trigger or record-run timecode to allow external devices to automatically record the signal with exact start and stop times.
The second page of the RECORD toolbar provides AUTO REC options for each input.
Using the LINK INPUTS toggle button you can link all inputs to follow the auto-recording option selected in the first input.

The following auto-record options are available:
- ”-“ - AUTO REC is not active.
-
SDI Flag - start/stop recording when the SDI record flag is received.
- Rec Run - start/stop recording based on the running timecode.
- ScreenPort/MetaCoder - start/stop recording based on the ScreenPort or MetaCoder flag, depending on which device is detected.
Following cameras support record flag and running timecode metadata over SDI:
- ARRI (All models)
- Blackmagic Design (URSA)
- Canon (EOS models)
- RED (All models)
- Sony (F-series and Venice)
- Panasonic (Varicam)
- Panavision (DXL and Millennium)
For embedded-metadata AUTO REC modes such as SDI Flag, the input’s Video Source must use METADATA SOURCE = SDI and the correct camera model must either be selected manually or identified automatically using AUTO camera manufacturer and model detection.
Blackmagic Design video cards do not support ARRI and SONY record flags.
REHEARSAL CHECK
Using camera record flag detection, QTAKE can automatically check your clip metadata for incorrect Take value. In case you have marked the clip as a Rehearsal, but the camera was recording (or you have not marked it as a Rehearsal, but the camera was not recording), you will be presented with a warning window.
You can disable this warning by setting this preference to NO: Enable Rehearsal Warning = YES.
RECORD CONTROLS
During the recording process, you can use the following features:
IN & OUT ON THE FLY
During recording, you can set the IN and OUT (I and O keys) points to mark the important part of the clip.
CHAPTERS ON THE FLY
Besides the IN and OUT points you can create CHAPTER MARKS during recording (J key) to help you quickly navigate to the interesting parts of the shot during playback (< and > keys).
SUBCLIPS ON THE FLY
If you press the MAKE SUB button (P key), the subclip is created based on IN and OUT marks.
If there is no OUT mark, the subclip range is determined by the IN mark and the current time.
After creating the subclip, a new IN mark is set at the end of the subclip range.
You can repeat this action to create the subclip for each take of the series.
In addition, CHAPTERS are created for each IN and OUT point used to create a subclip.
CREATE THUMBNAIL
Press the THUMB button (U key) to set the current frame as the thumbnail for the recorded clip.
If you don’t specify thumbnail time, IN point will be used to generate a thumbnail.
ABORT RECORD
You can abort recording at any time by pressing the ABORT button in the RECORD toolbar.
The current clip will be discarded.
The keyboard shortcut is Esc.
RECORD MULTI IN & OUT
When shooting a series or multiple actions in a single take, you can use multiple IN and OUT points to mark more than one selection. After pressing IN and OUT points for the first time, this selection is automatically stored and you can set different IN and OUT points.
BIT DEPTH
Video is usually recorded in YCbCr color code. You can choose to record in either 8-bit, 10-bit, or 12-bit mode. A higher bit depth mode will store video in higher quality, but it also requires more disk space and more processing power.
Set COLOR DEPTH in Project Settings > Project Area > COLOR.
CODEC
QTAKE records clips in Apple QuickTime file format. You can compress video to various codecs during a recording. Select the codec that best fits your postproduction workflow or make your selection based on space and quality requirements. QTAKE lets you use any of the following codecs: Apple ProRes Proxy, Apple ProRes LT, Apple ProRes, Apple ProRes HQ, Apple ProRes4444, and H.264 or HEVC. The codec that requires the least CPU resources is Apple ProRes Proxy.
TERADEK CUBE Support
QTAKE can record RTSP (Real Time Streaming Protocol) from Teradek CUBE over Wi-Fi, without the need for additional video input hardware.
To enable the Teradek CUBEs video input you will need to enter the RTSP address in the PROJECT window.
The Teradek CUBE has a bonjour-enabled web interface that is used to set up the device and update its firmware.
Step by step for connecting Teradek CUBE to QTAKE:
- Connect to the Cubes admin interface. Click the Show All Bookmarks item in the Safari Bookmarks toolbar and select your Cube device from the devices listed under the Bonjour heading. For troubleshooting your connection refer to the Teradek Cube manual.
- Make sure Teradek Cube is running the latest Firmware. Note that the text on the bottom of the Info > About window in the admin interface should say “Your device firmware is up to date.”
- Set your Compression profile. Go to Video Setup > Encoder Settings and set it to Baseline.
- Disable Quickview. You will need to disable Quickview for proper operation of the Teradek Cube in 1080 resolution. Go to Video Setup > Stream Settings, then click on the QuickView Stream tab and set the radio button to disabled.
- Make note of Cube settings. Write down your Primary (RTSP) address and your Output Resolution from the Dashboard section of the admin interface.
- Set up QTAKE. In Project Settings, select the channel’s VIDEO INPUT cell and open the URL tab. Enter the Primary RTSP address, then set the required input format in Format and Canvas. Refer to the Teradek CUBE manual for more setup information.
CUBE video reception is dependent on Wi-Fi signal strength. Using a router with external antennas can improve performance.
Only hardware that supports VDA decoding of H.264s can use other Profiles than Baseline.
QTAKE uses “LIVE555 Streaming Media” software licensed under LGPL. Live Networks, Inc. http://www.live555.com/
Growing Files (Live Clip Editing)
QTAKE Pro introduces the revolutionary Growing Files feature, empowering editors to begin working with recorded clips in their NLE (Non-Linear Editing) software while recording is still in progress. It significantly accelerates post-production workflows by eliminating the need to wait for a clip to finalize before beginning the edit.
This functionality extends the existing SHOW IN FINDER function to LIVE clips when recording progress. When “SHOW IN FINDER” is selected for a live growing clip, QTAKE Pro creates a temporary file on disk that continuously updates as the recording progresses. This “LIVE clip” can be directly imported into supported NLEs, such as Final Cut Pro (FCP), for immediate editing. As QTAKE continues to record, FCP (or other compatible NLEs) will automatically refresh the clip, reflecting the newly recorded frames at regular intervals.
A new preference, Instant Playback Interval, has been added to the Playback group to manage this behavior. With a default minimum value of 5 seconds, this setting defines the chunk size at which the temporary live clip file is refreshed on disk. A shorter interval means more frequent updates in your NLE, providing an even more “live” editing experience.
The Growing Files feature dramatically speeds up the overall editing process, allowing for parallel recording and editing and ultimately delivering content faster.
FRAME Menu
QTAKE can be used to record clips frame-by-frame for stop-motion animation:
- Press the FRAME REC Button to enable frame recording mode.
- REC Button will change to FRAME Button.
- Press the FRAME Button to add a single frame.
- Repeat step 3 until you reach the end of the recording.
- Press the FRAME REC Button again to finish recording (or ABORT to discard the whole clip).

In case of FRAME REC buttons are greyed out, you have to set AUTO REC to -.
You can also setup up frames to be recorded at set intervals, so-called time-lapse recording.
-
Long click the FRAME REC button to enable TIMER REC.
- Enable TIMER REC. The REC button will change to TIMER.
-
Enter the desired interval in TIME-LAPSE INTERVAL.
- Press TIMER to start the timer and start capturing.
- Press TIMER again to stop recording.
- Disable TIMER REC to finish the recording.
PATCH Menu
Each View is like a monitor with two inputs.
The PATCH toolbar lets you switch the active View’s source between LIVE (shortcut 9) and DISK (shortcut 0).
When in LIVE, the INPUT button lets you select what input to monitor by selecting its number.
When the active View is patched to DISK the DISK selector lets you select the camera letter or AUTO.
When a View is patched to DISK, PREV and NEXT will only load clips that have the same camera letter.


If you select AUTO in the disk selection window, PREV and NEXT in the CLIP toolbar will ignore the camera letter, and instead of loading clips based on INPUT, meaning that if you are recording cameras A, B, and C all on the same input, PREV and NEXT will call up those clips in chronological order.
Clicking the double arrow (») on the side of the PATCH toolbar displays additional options.
The patch rules allow you to define the behavior of QTAKE when loading a clip into a View for both CLIP SYNC and non-CLIP SYNC operations.
For both you can define these patch rules: Patch by clip, Patch lock, Ask user.

IGNORE REC (Ignore Record State)
Unlike KEEP DISK ON REC, which is a global option for all Views, the IGNORE REC option is a per-View property that allows you to control how the active View responds to recording events. When activated, this option will ignore both “DISK to LIVE” and “LIVE to DISK” triggers that are generally caused by starting or stopping a recording (specifically in cases where KEEP DISK ON REC is NO and POST REC ACTION is set to LOAD or PLAY).
This feature is especially useful in HDx1 configuration, where you can ensure that starting a recording in one View will not unintentionally affect the patched source (LIVE or DISK) of the other View, preserving its current display state.
PATCH RULE and PATCH RULE SYNC
NON-CLIP SYNCED operation when loading a single clip with a different disk letter than the active View disk letter.
CLIP SYNCED operation when loading synced clips with different disk letters.
Patch by clip will change the patched DISK letter of the View based on the clip that you are loading.
Patch lock will load the clip into a View with a matching DISK letter.
Ask user will ask you whether to change the patch or load to View in case loading the clip with a different disk letter than the active View.

CLIP Menu
Every clip consists of video and audio media and metadata stored in the database.
You can enter clip metadata before, during, or after recording.
The CLIP toolbar lets you enter the following standard information about each clip: CAMERA, ROLL, SCENE, SHOT/SLATE, TAKE and RATING.

A take can be marked as a REHEARSAL and tagged with REF (for reference), P/T (for partial take), and P/U (for pick-up) in the TAKE window. Takes tagged with REF will automatically show up in the REFERENCE section of the browser.
The TAKE value is automatically incremented if entered in LIVE mode, before or during recording. If RECORD-SYNC is enabled, clip data entered in LIVE mode is automatically copied to other camera clips.
You can access extended clip data in the META panel and the DATA toolbar.
Each clip can be marked as Circle Take or Print Take.
These marks are part of the CLIP DATA metadata category, and you can assign them a global keyboard shortcut.
They also have a visual representation in the LIST next to the TAKE number.
Circle Take’s mark is a FULL CIRCLE, and Print Take’s mark is an EMPTY CIRCLE.

Shot Field
UK Slating
You can replace the SHOT field with a SLATE field to conform with UK (European) slating. The SLATE field will auto-increment each time SCENE is changed. Change the slating system in the GENERAL tab of the Project Settings > Project Area Detail View.
The SHOT value can still be entered in the META panel.
The Shot field in Clip Metadata now includes enhanced functionality to speed up the traditional on-set slating process. When the Shot field contains either a single letter, a double-letter combination, or is empty (in line with standard film production Shot conventions), you can use the keyboard Up and Down arrow keys. These shortcuts will automatically increment the Shot value through the alphabet, up to two-letter combinations (e.g., A, B, C… AA, AB, AC…).
A similar approach applies to incrementing and decrementing the SLATE number when using the UK Stating system. Arrow Up increments the SLATE number, and arrow Down decrements it. This navigation is independent of SCENE bound, which means navigation is not limited to already existing SLATE numbers in a particular SCENE.
Shot Letter Exclusion
To maintain clean slate metadata and avoid confusion with numbers, you can define specific letters to be excluded from this automatic incrementing process:
- Select the Project Area in Project Settings and open GENERAL.
- Use the SHOT EXCLUSION field to enter letters that should not be used in the automatic sequencing.
- The system will automatically exclude all double-letter combinations that utilize the defined letters. For example, if you exclude ‘I’ and ‘O’, the system will automatically exclude ‘I’, ‘O’, ‘II’, ‘IO’, ‘OI’, and ‘OO’, as well as any double-letter combination that includes ‘I’ or ‘O’ in its sequence.
Global Shortcut and Stream Deck
For keyboard control, use the global shortcut Alt + H to focus on the Shot field. Once active, you can use the Up or Down arrow keys to increment or decrement the Shot value.
For Stream Deck control, use a CUSTOM BUTTON and ACTIVE DIAL from the QTAKE Stream Deck plug-in:
- Assign the Shot field’s Action ID to a CUSTOM BUTTON.
- Assign ACTIVE DIAL to an available Stream Deck dial, or replace an existing dial action.
- Press the CUSTOM BUTTON to activate the Shot field.
- Rotate the ACTIVE DIAL to adjust the active Shot value.
- Press the CUSTOM BUTTON again or press the ACTIVE DIAL to use the current value and deactivate the field.
Visual Keyboard
Even when in a room where the CLIP toolbar or META panel is not visible, using the Alt + H global shortcut opens a visual keyboard interface for entering the Shot value. The new increment/decrement shortcuts remain fully functional within this visual keyboard, allowing you to slate shots regardless of the current room layout quickly.
It also applies with the SHOW KEYBOARD option disabled.
CLIP NAMING CONVENTION
Recording, importing, or rendering clips is producing Quicktime movie files encoded with the selected codec. All media files are located in the QTAKE Pro Storage folder on the PROJECT STORAGE volume, using unique, persistent filenames.
Additionally, the /QTAKE Pro Projects/PROJECT_NAME/Media folder on the same volume is used to store screenshots and exported files as well as hard links to your media files. These links can be created using CMF (Camera Media Filename) or pre-defined QTAKE filename structure:
[Scene_Shot_Take_Cam]SourceID-ClipID-InputID.mov
When using CMF, hard links will be named according to corresponding clips on the camera magazine. This only applies to clips that are recorded while QTAKE receives a valid record flag and filename metadata embedded in the SDI output of the camera. Clips that are recorded while the camera is not recording will be named by the standard QTAKE clip naming convention.
IMPORT CLIPS and LINK CLIPS functions can parse multiple types of filenames, select the appropriate import parsing filter in the Import dialog. See IMPORT QT MOVIES for specifics on each parsing filter.
CLIP ID BROWSER
Click the CLIP ID number (or press the G button on the keyboard) to display the textual clip browser. Select the clip and press the OK button (or double-click the item in the list) to load the clip into the active View.
CLIP SELECT
Use PREV. and NEXT buttons (or Up and Down arrows on the keyboard) to select and load a specific clip into the active View. All metadata fields will display information for the selected clip.

VISUAL CLIP BROWSER
If you have more clips recorded you should use the BROWSE button (or B on the keyboard) to open our tree-based visual clip browser. When the ALL CLIPS button is active, every clip is retrieved from the database and displayed in the Clip Browser. If you select the REFERENCE button, you can quickly access clips marked as REFERENCE. Enter the SCENE+SHOT to immediately select the scene and shot by name.
Clip Slate Information is divided into 3 windows: SCENE, SHOT, and THUMBNAILS. The thumbnail window usually displays TAKES, but it can also display Scenes or Shots by clicking the appropriate segmented button. When you choose the Scene, Thumbnail Window will switch to Shots and then to Takes. The active take has a thicker white outline, if a take has a purple outline the media associated with that clip could not be located.
Use the filter tool to display the selection of takes, based on the RATING or REHEARSAL attribute.
By clicking the take thumbnail, the clip BROWSER closes and the selected take is loaded into the active View. You can use keyboard arrows to navigate inside each window. Press TAB or click the window to put it in focus. Press the SPACE key on your keyboard, or click to load the take.

Press the SELECT button to enable clip selection. Select clips by clicking on their thumbnails (or by pressing the SPACE key on the keyboard). Enable the camera letters from which you want to select clips. Choose another SCENE or SHOT to select takes from multiple scenes/shots. When clips are selected the bottom row of buttons will change to reflect actions that can be carried out on multiple clips. For details about these actions see the FUNCTION section.
Use DELETE REHEARSALS to delete all clips from the current project marked as rehearsals.
DATA Menu
The DATA toolbar is used to store the most common metadata.
It contains a segmented button to let you switch between camera, shot, note, and media categories.
All of this metadata can be also accessed via the META panel.
CAM
ROLL, SENSOR FPS, FOCAL LENGTH, APERTURE, SHUTTER

SHOT
SHOT TYPE: AER - Aerial, EST - Establishing, OTS - Over The Shoulder, TWO - Two Shot, POV - Point of View, SEQ - Sequence, CI - Cut in, CA - Cutaway, MNS - Money Shot, VFX - Visual Effect, PLT - Plate, FG - Foreground, BG - Background.
SHOT SIZE: XLS - Extreme Long Shot, LS - Long Shot, FS - Full Shot, MLS - Medium Long Shot, MS - Medium Shot, MCU - Medium Close Up, CU - Close Up, BCU - Big Close Up, XCU - Extreme Close Up.
SHOT ANGLE: WORM - Worm’s Eye, LOW - Low Angle, EYE - Eye Level, HIGH - High Angle, BIRD - Bird’s Eye, TOP - Top shot, CANT - Canted Shot, DT - Dutch Tilt.
SHOT MOVE: ARC, CRAB, DLY - Dolly, HH - Handheld, PAN - Panning, WP - Whip Pan, TILT, STDI - Steadicam, TRCK - Tracking, ZOOM - Zooming, CRN - Crane, MC - Motion control, CC - Camera Car, LD - Locked-Down.

NOTE
You can also enter a CLIP NOTE for each take. Ctrl+Enter lets you enter a line break and create multi-line notes.

MEDIA
MEDIA displays the Camera Media Filename (CMF) associated with the camera media.
CMF provides a unique identifier for the corresponding camera media and is used by MATCHER to match imported media to QTAKE clips. To extract CMF from SDI metadata, set METADATA SOURCE to SDI and either select the correct CAMERA MODEL manually or use AUTO camera manufacturer and model option in Project Settings > Video Source.
While the camera is not recording, the filename is shown in brackets to indicate that it might change.

SCENE Menu
The SCENE toolbar enables quick navigation between scenes and shots.
Default shortcuts are Ct-Up, Ct-Down arrows to navigate between SCENEs, and Alt-Up, Alt-Down to navigate between SHOTs.
The SORT BY button lets you toggle between NAME and DATE sorting and the LOAD button defines what TAKE to load when navigating to another SCENE.

PLAY Menu
After recording, QTAKE can automatically switch to the DISK or PLAY mode, based on POST-REC ACTION in the OPTIONS toolbar.
The Timecode label displays the current timecode either in LIVE or DISK mode.
Clicking the TIMECODE label will toggle the display between the timecode and frame number.
The following playback commands are available:
|
|
MARK - jump to the previous IN point ([) | MARK - jump to the next OUT point (]) |
|
|
REVERSE PLAY ONE - play active IN-OUT range in reverse (Ct-Space) | REVERSE PLAY ALL - play all IN-OUT ranges in reverse (Ct-Space) |
|
|
PLAY ONE - play active IN-OUT range forward (Space) | PLAY ALL - play all IN-OUT ranges forward (Space) |
|
|
FRAME - go to the previous frame (Left) | FRAME - go to the next frame (Right) |
|
|
LOOP - infinite automatic playback restart | LOOP - counter mode automatic playback restart with LOOP STOP ACTION |
|
|
PONG - infinite automatic PONG playback | PONG - counter mode automatic PONG playback with LOOP STOP ACTION |
|
|
SKIP - skip backward using the number of seconds specified in the SKIP TIME field. (Ct-Left) | SKIP - skip forward using the number of seconds specified in the SKIP TIME field. (Ct-Right) |
If the playback was active before using the FRAME and SKIP commands, it will stop. Jumping between ranges will keep the playback active.

The second page of the PLAY toolbar also contains a powerful SLAVE PLAYBACK command that will automatically seek to correct the frame based on the external timecode.
This feature is also known as “timecode chase” and it is used to slave the playback to an external master source, such as another player or a motion control rig.
Long-click the TC SLAVE PLAYBACK button to switch between TC Slave Playback and Rig Slave Playback.

QTAKE will remember where the playhead was located last time you had a clip loaded but if you prefer to have the playhead automatically jump to the IN point enable the RESET PLAYHEAD option and select which range to reset to using PLAYHEAD RANGE option in the OPTIONS toolbar.
Looping, speed, and synchronization of multiple players are available in the CONTROL toolbar.
Scrubbing/jogging through the clip is done by dragging the TIME SLIDER in the SLIDER toolbar or dragging the cursor horizontally through the View.
Shuttling through the clip is available in the SHUTTLE toolbar.
Ramping the speed of the clip is available in the RAMP toolbar.
PLAYBACK STATE
The playback state keeps active when browsing through the clips. If the playback hasn’t been stopped, it will continue with a new clip after loading into View.
LOOP / PONG PLAYBACK
Within the PLAY toolbar, you will find the LOOP button.
Press it to enable seamless playback restart after reaching the OUT mark.
Long-click the LOOP button to open the LOOP OPTIONS.
In this menu, you have the following options:
- LOOP Mode - LOOP automatically restarts the playback after reaching the OUT mark. In the PONG mode, the clip plays in reverse when it reaches the OUT mark and forward again when it reaches the IN mark.
- REPEAT Mode - When you select the INFINITE mode, the selected LOOP mode plays until you stop the playback. In the COUNTER mode, the clip plays until it reaches the number of repeats specified in the REPEAT field.
- STOP ACTION is only available if the COUNTER mode is active. LOOP STOP ACTION is performed at the end of the looped playback. Current options are NONE, PATCH TO LIVE, and GO TO START.

PLAYBACK MULTIPLE IN & OUT
If you have marked multiple ranges within a clip you can use the <MARK and MARK> buttons to move between the selections. Long-click the PLAY Button to switch from PLAY ONE to PLAY ALL mode. Short-click RESET to delete the current selection, and long-click RESET to delete all selections. Selected IN-OUT range (SUBTAKE) number will be displayed in OSD (in the TAKE field). Turn off the USE RANGE option in the SLIDER to allow playback outside of the marked ranges.
SLIDER Menu
You can use the TIME SLIDER to scrub through the clip, or just drag your finger/mouse pointer across the View. If you try to scrub during playback, play is paused and it will resume when you finish scrubbing.

PLAYBACK RANGE
The IN and OUT points define the active part of the clip, which is visually presented by the solid bar inside the TIME SLIDER.
Every clip is played from IN to OUT point.
You can go past this range by scrubbing or using the SHUTTLE, but playback outside of the range is possible only if you disable the USE RANGE option.
IN and OUT buttons (with I and O hotkeys) create ranges during recording or playback. Long-clicking IN or OUT button will reset the active IN or OUT point. While the playhead is within a range, use the RESET button (Backspace) to remove the active range, long-click it to remove all ranges from the active clip. Click the DURATION label to toggle the display between the timecode and frame number.
While the playhead is in empty section outside a range, the RESET button changes its label to NEW. Clicking the New button will add a new range filling the whole empty section between existing ranges. You can adjust this new range by placing it at the desired IN and OUT points and using respective shortcuts or buttons to define it.
Multiple groups of ranges are available for multiple users to provide independent annotation. Additionally, the QTAKE operator can now use a different group of ranges in the EDIT or COMPOSITE to avoid losing original ranges from the SHOOT room. See more in the RANGES section.



POSTER MARK
The triangle icon in the top part of the slider indicates the position of the poster frame. Click the THUMB button to change the poster frame to the current frame. The poster frame is used for thumbnail images in the Clip Browser or PDF Report.

SYNC MARK
The diamond icon in the bottom part of the slider indicates the position of the sync frame, used to synchronize the playback of multiple clips. Click the OFFSET button in the Control toolbar to change the sync frame.

SLIDER 2 Menu
If you want to save some UI screen space, you can use a smaller version of the TIME SLIDER with limited functionality. Only IN and OUT buttons are available in this version.

SUBCLIPS
To take this even further, you can make subclips based on IN and OUT points. Press the MAKE SUB button to create a subclip including a copy of all metadata. When the subclip is the current clip, this button changes to the MASTER button. Pressing this button loads the master clip of the current subclip into the active View. In addition, IN and OUT points are set to display which part of the master clip makes the content of the subclip.
THUMBNAILS
Press the THUMB button (U hotkey) to update the browser thumbnail image of the selected clip to the current frame.
CONTROL Menu
A section of two data entries is used to control playback speed:
- CAMERA SPEED - enter camera speed to simulate different camera speeds.
- PLAY SPEED % - Allows you to adjust the playback speed in percentage. PLAY SPEED can also be set to negative values to allow reverse playback without using the REVERSE button.


Interpolated Off-speed playback
The issue of Slow-motion playback is a common concern in the video assist industry. While cameras can internally record high frame rates, their SDI outputs are typically limited to 60 fps. To help simulate fluent off-speed playback, the following clip-based SPEED MODE options are available:
- Nearest Frame - active when the Speed Mode is disabled.
- Frame Blend - default setting of the Speed mode. Function active when the Speed mode is enabled.
- Optical Flow - secondary setting of the Speed mode. Function active when the Speed mode is enabled.
The Speed mode state is a project-based property. Once enabled, it applies to every clip loaded into View, and vice versa.
On the other hand, the Speed mode setting is a clip-based property and is configured individually for each clip.
Nearest Frame
The Nearest Frame mode is the default off-speed playback mode, which does not utilize any interpolation methods. Instead, it duplicates frames to match the CAM SPEED fps, automatically calculated based on the PLAY SPEED % field. While this mode provides playback, it may not be as smooth as modes utilizing interpolation.
Frame Blend
When the Speed Mode is enabled, the Frame Blend mode dissolves between adjacent frames to achieve smoother off-speed playback. Real-time analysis is performed without the need for background processing. You can set the desired PLAY SPEED %, and the CAM SPEED fps will be automatically calculated. To activate the mode, enable the Speed mode button while setting it to FRAME BLEND.
Optical Flow
Optical Flow mode employs motion vectors to interpolate missing frames. Motion vector integration introduces the most sophisticated slow-motion simulation, providing the smoothest playback. Due to its computing power demands, enabling this mode triggers a background task to calculate and cache motion vectors for all clip ranges. The cached motion vectors eliminate the need for a new analysis when changing the PLAY SPEED %.
Adjusting or adding IN-OUT ranges automatically triggers the calculation of missing Optical Flow vectors.
Enabling the OPTICAL FLOW mode initiates automatic background analysis, with the Speed Mode button indicating task progress percentage. During this process, playback temporarily reverts to FRAME BLEND. When you click the Speed Mode button during Optical Flow analysis, the process cancels out.
Cancelation of the Optical Flow analysis is an additional function.
When you click the button during the analysis, it will cancel the task, and the Speed mode will be disabled automatically, falling back to Nearest Frame mode.
When you long-click the button during the analysis, it will cancel the task and switch the Speed mode to FRAME BLEND.
Multi-clip selection
When selecting multiple clips in the LIST, the Speed Mode button displays the caption (either FRAME BLEND or OPTICAL FLOW) only if all selected clips share the same settings; otherwise, it shows three dots. Long-clicking the Speed mode button allows you to change the setting for all selected clips. While changing the mode to OPTICAL FLOW sets the mode for all selected clips, the analysis won’t start automatically. To analyze multiple clips, use LIST -> FUNCTION -> OPTICAL FLOW ANALYSIS; this will be calculated for all IN-OUT ranges of selected clips.
CLIP SYNC
Press the CLIP SYNC button for comfortable, synchronized clip loading. With CLIP SYNC enabled you need to load only clip from one camera and the synced Views will load corresponding clips (with matching ID) automatically.
Long-click the CLIP SYNC button to display sync options.
The full logic of CLIP SYNC consists of two steps.
- CLIP SYNC searches for clips with matching IDs and different camera letters of the corresponding disk originating in the same machine as the selected clip
- If CLIP SYNC does not find any matching clips based on ID, it searches for clips with matching EPISODE/SCENE/SHOT/TAKE but different camera letters of the corresponding disk.
PLAY SYNC
Two or more clips can be played in sync.
For synced playback, you need to specify OFFSET.
The right section of the CONTROL toolbar is the OFFSET display.
Clips recorded at the same time automatically get offset values in relation to each other.
Use AUTO PLAY-SYNC in the OPTIONS toolbar to automatically enable PLAY SYNC mode for sync-recorded clips.
The AUTO-OFFSET option will enable automatic offset even if the clips are not recorded in sync.
To specify the OFFSET manually and play two or more clips in sync, follow these steps:
-
Disable CLIP SYNC and PLAY SYNC.
-
Load the clips you want to play in sync into your Views.
-
Find the sync point for each clip.
-
Press the OFFSET display to store the time difference between clips.
-
PLAY SYNC button is automatically enabled for synchronized playback.
-
Press any button in the
PLAYtoolbar for synchronized playback commands.
To specify the OFFSET automatically by timecode, use this Preference:
Set Play Sync Offset By TC = YES
Set to = YES if you want QTAKE to determine PLAY SYNC OFFSET using the timecode of the clips. QTAKE will automatically MUTE clips in V2-4 when playing back clips with the same ID in sync. You can override this by setting:
Enable Play Sync Auto Mute = NO
Why did my IN and OUT points change?
When you PLAY SYNC two or more clips QTAKE will adjust IN and OUT points so that only overlapping sections of the clips are enabled for playback. You can change this behavior in the preferences by setting:
PreRoll And PostRoll For PlaySync = YES
This will adjust all synced clips to match the longest one.
Use the + and - buttons to adjust the offset of the active View in relation to the other Views.
REV. PLAY or negative PLAY SPEED?
Enabling PLAY SYNC will keep playback synchronized when using PLAY or REV. PLAY. If you want to synchronize one clip playing forward with another clip playing in reverse you can achieve this by entering a negative PLAY SPEED for one of the clips.
SYNC SETUP
QTAKE will by default synchronize actions across all Views (1+2+3+4) when a sync button such as REC SYNC or CLIP SYNC is enabled. The SYNC SETUP window lets you exclude Views or break down the Views into smaller groups. Long-click one of the sync buttons to enter the SYNC SETUP window. The Views indicated in blue belong to the current sync group. Click one or more of the Views to exclude it from the group.
Views that are excluded from a sync group can be added to their group by closing the SYNC SETUP window, activating the View, and entering the SYNC SETUP window again. The sync buttons will indicate what Views are part of the current group in parentheses under the button title.
SHUTTLE Menu
Using the SHUTTLE toolbar, you can play through the whole clip using variable speeds ranging from 1/64x to 64x.
Note that this way of transport doesn’t play audio and doesn’t respect IN and OUT points.
STICKY option YES means that playback will use speed value based on the position where you released the SHUTTLE slider cursor. On the other hand, option NO only applies the speed value as you hold the cursor, as you release it, the speed value is reset to 0, and the SHUTTLE playback stops.

CHAPTERS Menu
When recording series or long takes, you might have problems finding the right part of the clip.

In the CHAPTERS toolbar you can create (shortcut J) and delete (shortcut Ctrl+J) chapters for each clip.
Each chapter can have its name.
QTAKE will parse the chapter names for the keywords GOOD and BAD and display a green or red chapter marker if found.
If you would like to add a chapter directly with either of the keywords the keyboard shortcuts are Ctrl-Alt-G for GOOD and Ctrl-Alt-B for BAD.
Chapters can also be used to trigger GPI Outputs which lets you sync external equipment to playback.
You can jump between the chapters with the PREV. NEXT buttons and use the MARK button to set the IN and OUT points based on current and next CHAPTER markers.
AUDIO Menu
The AUDIO toolbar mainly controls various aspects of QTAKE audio output.
The following controls are available in the AUDIO menu (use the double arrow (») to navigate to the second page of the menu):
Opening audio configuration from a device selector in this toolbar opens the dedicated Audio Configuration window with the corresponding LIVE OUTPUT or DISK OUTPUT slot preselected. The same LIVE OUTPUT and DISK OUTPUT configuration is available in Project Settings > Project Area > AUDIO.


MUTE LIVE
Master MUTE LIVE button disables live audio output (shortcut N). Input audio is still recorded, but it is not routed to the audio output. This functionality is very useful during playback when live audio would mix with playback audio creating confusing audio output.
Master MUTE LIVE button disables any AUTO MUTE LIVE options described in the sections below.
MUTE LIVE BASED ON RECORDING
Unlike in previous QTAKE versions where operators had to manually toggle on and off the MUTE LIVE button, which creates room for human error and also means resetting settings for AUTO MUTE LIVE, starting with QTAKE Pro 2.2 we introduce new automated options.
To activate this feature, long-click the MUTE LIVE button, and in the first row select ON LIVE. This will automatically mute LIVE audio unless the QTAKE is recording (on rehearsals or takes). It also prevents the agency & client from hearing unwanted chat from the set - which sometimes can land the cast or even the director in trouble!

AUTO MUTE LIVE OPTIONS
Long-click the MUTE LIVE button to reveal automatic mute options for live audio. When you activate AUTO MUTE LIVE, the master MUTE LIVE button title changes to AUTO MUTE LIVE to indicate that this option is ON. However, when you click the button again, you will activate the master MUTE LIVE, and any AUTO MUTE LIVE options will be disabled.


Starting with QTAKE Pr 2.4, the EDIT room has been redesigned.
The AUDIO toolbar has specific controls respecting the EDIT room operation.
However, the AUTO MUTE LIVE option is a global setting.

MUTE LIVE MODE PER INPUT
You can set each input to one of the modes:
Normal (dash) – LIVE audio input is muted either manually or automatically on disk patch
On Live – LIVE audio input is muted when not recording
On Rec – LIVE audio input is muted when recording
Always – LIVE audio input is always muted
In case multiple inputs use the same audio device, they will be automatically linked together.
Additionally, if you set all inputs to Always, the MUTE LIVE button will change the title to ALL INPUTS MUTED.
AUTO MUTE LIVE ALL/ANY INCLUDED
The AUTO MUTE LIVE button activates automatically when the settings are met.
This option allows specific Views to be Included or NOT (-) from AUTO MUTE LIVE when View is patched to DISK mode.
ALL INCLUDED / ANY INCLUDED selector specifies whether ALL or ANY Views from the Included pool have to be patched to DISK to mute the LIVE audio.
For example, your QTAKE Pro setup is HDx4, AUTO MUTE LIVE is ON, you set ALL INCLUDED and you have View 3 and 4 Included.
QTAKE would automatically mute LIVE audio when you patch both Views to DISK mode.
In the same setup but with the selector in ANY INCLUDED QTAKE would mute LIVE audio if you patch either View 3 or 4 or both to DISK.
MUTE VIEW
Playback audio of each View can be muted individually using MUTE VIEW x buttons.
Long-click MUTE VIEW x will enable mute channel selection of the selected View. In case the View source contains multiple audio channels, this option allows you to mute particular channels.
|
|
AUDIO INPUT LEVEL
Historically, the audio input level in QTAKE has been applied equally to all inputs. However, with the introduction of QTAKE Pro 2.2, you can now set the audio input level per input. You can adjust the audio GAIN individually depending on the View you have selected. This provides greater flexibility and control over the audio settings.
Use the AUDIO INPUT LEVEL field to adjust input level of the incoming audio. This will also affect the level of your recorded audio.
METER Enables audio level metering for LIVE and PLAY mode (key Ctrl-M).
LIVE AUDIO OUTPUT DEVICE Select the system device to use for analog audio output.
LIVE DELAY Adjusts the delay between LIVE video and audio.
DISK AUDIO OUTPUT DEVICE Select the system device to use for analog audio output.
DISK DELAY Adjusts the delay between playback (DISK) video and audio.
WAVE - Enables a waveform display of the audio track below each View.
Why is the WAVE button inactive?
To use the waveform audio display you will need to set:
Enable Audio Waveform = YES
However you should be aware that enabling audio waveform will increase the performance requirements for the system.
Configure each channel’s AUDIO INPUT in Project Settings.
VIDEO OUT Menu
The VIDEO OUT toolbar controls the video-card outputs configured in Project Settings > AV Output.
These video-card output controls apply to QTAKE Pro, QTAKE Live, and QTAKE Lite.
GPU OUT is a separate output path through compatible ThunderFace or QOD+ devices.
To enable video-card outputs globally, turn on this preference:
Each configured output is controlled independently using the VIDEO OUT toolbar.
Use each SDI OUT source selector to choose what the corresponding video-card output carries:
- - - produces black, or leaves the connector on hardware LIVE passthrough when passthrough is supported and configured for that card.
- MAIN - routes the corresponding main View, including LIVE or DISK content according to that View’s current patch.
- LIVE - routes the corresponding independent input View regardless of the main View patch. This is a QTAKE-processed source and reflects applicable input-view processing such as OSD; it is not the unprocessed hardware-passthrough path.
- EDIT SOURCE - routes the EDIT room Source View.
- SEQUENCE - routes the EDIT room Sequence View output.
Hardware passthrough is not available on every video device. Where supported, it requires the relevant LIVE input and output to use the same video I/O card; an input from ThunderFace 4K Duo+ or another source cannot pass through a separate video card. For the complete distinction between card-level passthrough and QTAKE-processed output, see Understanding Processed Output.

Some video cards operate in half-duplex mode, where hardware resources are shared between capture and playback. This can limit simultaneous input and output operation and the ability to monitor a processed LIVE image through the video card.
When live passthrough is supported, the unprocessed input signal can be monitored directly without requiring the processed QTAKE output path.
View 1 is mapped to SDI1 OUTPUT, View 2 to SDI2 OUTPUT, etc.
SIMULTANEOUS SDI INPUT & OUTPUT
Live passthrough provides an unprocessed output signal without QTAKE image-processing delay. When a processed LIVE output is used instead, QTAKE captures the input, processes the image, and sends the result through a configured video-card output.
To enable this simultaneous input and processed-output workflow, set:
Because each frame must be captured, processed, and sent back through the video output, this workflow adds approximately 2–4 frames of latency compared with hardware live passthrough.
Some video cards provide full-duplex channels, allowing simultaneous input and output on the same channel through separate input and output connectors.
For instance, most AJA video cards support full-duplex operation, allowing simultaneous input and output. A four-channel AJA card can use:
- two channels for input and the other two for output,
- all four channels for input, or
- all four channels for output.
AJA video cards also use a single output clock, so all outputs on the same card must use the same format.
See VIDEO CARDS for details about supported video hardware.
SDI HDR OUTPUT
QTAKE supports High Dynamic Range via AJA, Blackmagic Design, and Deltacast video cards to HDR monitors. It automatically detects the color space in both LIVE and DISK modes. The detected value is shown in bold in the MEDIA Menu COLOR SPACE list and can be overridden by manually selecting another value. If V-OUT is enabled, QTAKE automatically sends the signal to the video card output. For HDR output, the detected or manually selected COLOR SPACE must be HDR-compatible; no additional output setting or preference is required. Monitors supporting HDR will reflect the HDR signal.
HDR-compatible color spaces:
- Rec.2100 PQ
- Rec.2100 HLG
- P3 D65 PQ
- P3 D65 HLG
To configure Dolby Vision output, click the double arrow (») in the VIDEO OUT toolbar to access its second page.
Each OUT - DOLBY VISION® selector independently controls Dolby Vision processing for the corresponding SDI output.
Available options are:
- - - No Dolby Vision metadata or iCMU processing is applied. Standard HDR output remains available when an HDR-compatible color space is selected.
- Metadata - Adds Dolby Vision metadata to the SDI signal for compatible receiving devices (e.g. eCMU or another QTAKE system).
- iCMU - Applies iCMU processing to the corresponding SDI output. This mode does not require an HDR monitor.


In addition to V-OUT, QTAKE also provides support for HDR (High Dynamic Range) in UI Views. This functionality becomes relevant when the main QTAKE user interface is being displayed on an HDR-capable monitor. QTAKE ensures that the UI Views maintain HDR capabilities, enabling a consistent HDR experience throughout the application.
HDMI OUT Menu
This menu is used to turn on processed HDMI output.
If the HDMI OUT button is OFF, the output will be a plain video card unprocessed signal with no playback or image processing possible.
If the HDMI OUT button is ON, QTAKE sends processed video output to the video card HDMI out port based on the selected View from the HDMI VIEW dropdown.


The double arrow (») opens the secondary HDMI HDR MODE options. You can choose from:
- PQ/HLG
- Dolby Vision® iCMU
- Dolby Vision® 2.9 Preview
- Dolby Vision® Preview / No Letterbox
- Dolby Vision® 4.0
- Dolby Vision® 4.0 / No Letterbox
Dolby Vision modes shown in bold will display a pop-up informing you that the SDI output of the View selected in the HDMI VIEW dropdown will be disabled. You can either proceed or cancel the HDR mode change.


VideoOut.VideoOut1
NDI® OUT Menu
This menu is used to turn on NDI outputs. NDI is an IP Video standard created by NewTek to provide high-quality video delivery over local networks. The application now supports NDI 6, pushing IP video capabilities into the professional realm where color precision is essential. This latest version brings significant advancements, including native support for both 10-bit SDR (Standard Dynamic Range) and HDR (High Dynamic Range) output. Furthermore, NDI 6 enhances the ability to accurately send and receive complete color space information over NDI streams, ensuring consistent and precise color representation throughout your workflow.
Previously, NDI functionality only required the STREAM license module. However, to unlock the full potential of NDI 6, specifically for generating HDR streams and accessing other advanced functionalities, a dedicated NDI license module is now required in addition to the STREAM module. In contrast, the basic NDI functionality still requires only the STREAM module.

DOCK Menu
The DOCK is QTAKE’s in-application clip-management toolbar, providing quick access to clips through user-assigned slots organized in BINS without opening the Visual Clip Browser.
Clips can be assigned from the active View and loaded back using the operations detailed in the DOCK Operation and Clip Loading subsection. Drag gestures within the DOCK are used to organize or clear slots; dragging clips between the LIST and DOCK is not supported.
DOCK supports an unlimited number of slots. When the last available slot is populated, another empty slot becomes available, and this continues as additional slots are populated.
DOCK Operation and Clip Loading
Clips can be assigned to DOCK slots from the active View and loaded back into the active View without browsing or filtering for them again. DOCK uses specific click behaviors to assign and load clips:
- Loading TO the DOCK: Perform a long-click on a DOCK slot. The clip currently loaded in the active View will be assigned to that slot.
- Loading FROM the DOCK: Single-click a populated DOCK slot. The assigned clip will load into the active View.

Supported Gestures
Drag-and-drop functionality is restricted exclusively to the DOCK toolbar for organization.
- Rearrange: Drag a slot horizontally within the DOCK to change its position.
- Clear/Cancel: Drag a DOCK slot vertically up or down. A short drag displays CANCEL and cancels the move; dragging farther displays CLEAR and clears the clip assignment from the slot.
LIST-to-DOCK alternative: Direct drag-and-drop between the LIST and DOCK, or between the DOCK and EDIT room’s Timeline or Viewers, is not supported. To assign the clip currently loaded in the active View to a DOCK slot, long-click the slot; to load its assigned clip into the active View, single-click the slot.

BIN and Display Controls
BIN picker selects the active BIN and displays its clips as DOCK slots.
DOCK uses the standard user-created BINS, so clips in DOCK can also be managed by adding them to or removing them from a BIN through LIST > FUNCTION > BINS. When that BIN is selected in DOCK, its clips are initially displayed as DOCK slots from left to right.
The slots can then be rearranged directly in DOCK using the gestures described above.
If you want to create a new BIN or adjust the current one, click the EDIT button. The MODE option toggles the DOCK slot display between Image, Text (Camera/Episode/Scene+Shot/Take), or Both.
QUAD Menu
When using QUAD SPLIT unit to record 4 cameras using single QTAKE input, you can select which quadrant to blow up to full size.
Use S1 or S2 to blow up stereoscopic pairs Q1+Q2 or Q3+Q4.
DEMUX LEFT and DEMUX RIGHT let you stretch the Left or Right eye for 2D output.
This also lets you use a muxed signal as two separate cameras by demuxing left and right sections of the image to your two Views.


SEND Menu
If you have foreground and background clips loaded in the Views inside the SHOOT room, you can easily load them into a composite using the SEND TO COMPOSITE button.

You will be presented with a dialog that will let you select an existing composite or create a new one. If you decide to use existing composite, previously loaded clips will be replaced by current clips.

DOLBY VISION® Menu
This toolbar features Dolby Vision® mode settings. The toolbar options are available when active View is patched to DISK and LIVE, but not all options are available for both. To manage Dolby Vision modes, set your project HDR settings to Dolby Vision. Otherwise, the toolbar’s options are greyed out.
The following Dolby Vision modes are available:
- The active View is patched to DISK - Legacy CM4 L1 Analysis Tuning:
- Live Analysis - is the default mode that performs in realtime. It uses metadata from Dolby Vision Analysis performed frame-by-frame.
- Shot-based Analysis - uses metadata from the clip-based Dolby Vision Analysis.
- Hero Frame - uses metadata from the frame-based Dolby Vision Analysis of the selected frame.
- The active View is patched to DISK - other Analysis Tuning modes:
- Realtime Analysis - is the default mode performed in realtime. It uses metadata from Dolby Vision Analysis performed frame-by-frame.
- Longplay Analysis - uses metadata from the clip-based Dolby Vision Analysis.
- Shot-based Analysis - uses metadata from the clip-based Dolby Vision Analysis.
- Hero Frame - uses metadata from the frame-based Dolby Vision Analysis of the selected frame.
- The active View is patched to LIVE:
- Live Analysis
- Hero Frame
Automatic Playback Optimization utilizes new CONTENT TYPE information stored within Dolby Vision Level 11 metadata to optimize the TV’s settings for different types of content. It gives you more control of the playback settings. The new content type metadata controls factors such as white point, frame rate, noise reduction, and sharpness. The following content types are available:
- Default - results in a “legacy” consumer experience in the default picture mode for Dolby Vision or Dolby Vision IQ TVs where a limited amount of post-processing is permitted. To control the consumer experience, you should set a different content type.
- Movies - minimizes post-processing and is recommended for content creators who wish to deliver a consumer experience closest to their original artistic intent.
- Game - minimizes video gaming latency (input lag).
- Sport - enables frame rate conversion to reduce consumer artifacts with high-motion sports.
- User Generated Content - enables a range of post-processing that can compensate for content shot using consumer phones, which likely do not have the capabilities of commercial cameras.
The INTENDED WHITE POINT setting specifies the desired configuration of the display white point. If the content was mastered on a D93 set mastering display, the metadata indicates that it should also be viewed on a D93 set display, as the content only looks as intended if the consumer TV is also set to D93. The metadata will automatically set the TV to D93 when instructed and revert to D65 otherwise. Dolby provides content creators with a range of intended White Points. These white points will either be directly supported in Dolby Vision IQ TVs – or mapped to commonly supported white point values for TVs.
|
|
Shot-based Analysis mode
Clip-based Dolby Vision analysis produces a single set of Dolby Vision metadata values. When you select this mode from the picker, the set will be used for the clip playback. If the clip analysis has not been performed, you will be presented with a choice to perform the analysis or cancel, which will default the picker to Live Analysis. You can perform Dolby Vision analysis manually by selecting a clip in the LIST -> FUNCTION -> RUN DOLBY VISION® ANALYSIS
This is the mode that provides the content creator with direct control over the consumer replay on different displays. Shot analysis mode analyzes each shot in a timeline, and then the colorist can manually apply trim controls to tailor the mapping to a range of different targets.

Longplay Analysis
Longplay analysis mode automatically creates metadata where a video file, capture, or HDR master is analyzed. Dolby Vision metadata is created automatically for every frame of the video master. It is recommended for whole-title analysis of HDR assets that have not been mastered in Dolby Vision. It can also be used if a film was restored or converted to HDR to quickly make it a Dolby Vision deliverable. Longplay is only for file-based metadata generation, as it looks 20 seconds before and after the current frame, regardless of frame rate.
As this is an entirely automatic process, it can be run at various points in the workflow, even as late as in the final distribution encoder. It analyses each individual frame of content, and the metadata can change on a frame-by-frame basis if that’s appropriate, given the content.
Hero Frame mode
You have to set a Hero Frame manually based on what part of the clip you find the best for Dolby Vision analysis. Long-click the Hero Frame button to mark the currently playing frame in the active View, and the picker will automatically select the Hero Frame. The analysis metadata is used for the whole clip playback. Single click the button, and the playhead jumps to this frame. If the clip does not contain a Hero Frame reference, and you select this option from the picker, you will be given a choice to set the Hero Frame based on the position of the playhead of the active View. Otherwise, the picker will fall back to Live Analysis.

3D TOOLS Menu
When shooting stereoscopic projects, you can set the following parameters for clips:

FLIP - horizontally flips the image of the current clip (original QT file is transformed).
FLOP - vertically flips the image of the current clip (original QT file is transformed).
H.I.T. - adjust the 3D convergence by horizontal shift (also known as H.I.T or POST-CONVERGENCE).
QTAKE also features dedicated keystrokes for incrementing/decrementing axial (Alt-Left, Alt-Right). This is useful for external controllers, which can map button clicks to standard keystrokes.
AUTO-SCALE To avoid black edges when setting AXIAL (convergence), you can set SCALE to scale the IMAGE or MASK based on shift amount.
RAMP Menu
The RAMP toolbar allows you to create speed ramps in a clip.
Clicking the RAMP button enables or disables the RAMP, when RAMP is enabled the active part of the clip turns teal on the time slider.
Note that you can only create or edit keyframes when the RAMP button is disabled.

The NEW button creates a keyframe at the position of the playhead. Afterward, by adjusting the CAM SPEED or PLAY SPEED of a keyframe, you can set the playback behavior of the clip from that keyframe forward.
The HOLD or LINEAR value alters the playback behavior between two keyframes. HOLD will play at the speed value of the last keyframe until the playhead encounters another keyframe. LINEAR will create a linear speed ramp between the current keyframe and the next.
PREV and NEXT let you jump quickly between keyframes.
MEDIA Menu
A single clip in QTAKE can have multiple media files associated with it.
For example, if you are recording proxy media in addition to the main recording, you would have both the RECORDED file and a PROXY file connected to that specific take.
The MEDIA toolbar allows you to switch between these different media files for the clip loaded in the active View.


ACTIVE MEDIA
Using the ACTIVE MEDIA you can switch between media types available for the active clip. If you want to globally change what type of media is loaded for each clip, set the PREFERRED MEDIA field. The following values are available:
- QTAKE Recorded
- RAW
- Original
- Intermediate
- Intermediate LQ
- Proxy Transcoded
- Proxy HQ
- Proxy
RENDER PROXY
The RENDER PROXY button allows you to render the proxy file for the clip loaded in the active View. It can be handy if you made changes to the clip look and you need to update the proxy file to match the original. In this case, QTAKE will render a new PROXY media file and will delete the old one. A dot will appear on the RENDER PROXY button if you have clips in your project that do not have proxies. Long-clicking the RENDER PROXY button will create proxies for any clips that are missing them.
ACTIVE AUDIO
Using the ACTIVE AUDIO you can switch between audio media available for the active clip. If you want to globally change what type of audio media is loaded for each clip, set the PREFERRED AUDIO field. The following values are available:
- Embedded - audio tracks contained in the video media file
- Synced - external audio media synced to video media
SYNC AV
Load a video clip into View 1 and an audio clip into View 2. Use PLAY SYNC functionality to synchronize the playback of video and audio media. When done, click the SYNC AV button to attach the new audio media active clip. This will allow you to play back and export clips with external media.
AV OFFSET
Use the AV OFFSET field to enter a numerical value for audio/video offset.
DECREASE AV OFFSET
Use the -1/4F button to decrease audio/video offset by 1/4 of the frame duration.
INCREASE AV OFFSET
Use the +1/4F button to increase audio/video offset by 1/4 of the frame duration.
MEDIA INFO
The MEDIA INFO section displays relevant information about the currently loaded media file, such as video format and codec.
COLOR SPACE
The COLOR SPACE field displays and lets you set the color space used to interpret the signal or media. When QTAKE detects a color space automatically, the detected value is shown in bold in the list.
The following values are available:
- ACESproxy
- ACES
- Rec.601
- Rec.709
- Rec.2020
- Rec.2100 PQ
- Rec.2100 HLG
- P3 D65
- P3 D65 PQ
- P3 D65 HLG
- Alexa LogC
- ARRI LogC3
- ARRI LogC4
- Sony S-Log3 S-Gamut3
For the LIVE signal, the COLOR SPACE override is not possible when COLORSPACE is set to AUTO in Project Settings > Video Source. The selection will fall back to the detected COLOR SPACE of the LIVE signal.
The COLOR SPACE picker behaves differently in LIVE, RECORD, DISK, and CLIP SELECTION modes.
- LIVE
In LIVE mode, the picker displays the same value as COLORSPACE in Project Settings. If you change the value in theMEDIAtoolbar while in LIVE mode, it changes the Project Settings value automatically.
When COLORSPACE is set to AUTO in Project Settings, manual selection in theMEDIAtoolbar is not applicable. Selection always falls back to automatically detected COLOR SPACE in the LIVE signal. - RECORD
While recording, it is not possible to change the COLOR SPACE value. If you try changing it, you will get an informational pop-up message. - DISK
In DISK mode, the picker displays the media’s original COLOR SPACE. If you select a different value, it overrides the original one. Long-clicking the picker resets the override and restores the media’s original COLOR SPACE. - CLIP SELECTION
If CLIP SELECTION is active in the LIST panel and at least one clip is selected, the picker sets the media COLOR SPACE override for RECORDED clips included in the selection. For LIVE clips that are part of the selection, QTAKE sets the INPUT COLOR SPACE value based on the picker value.
Overriding the detected color space or setting a color space where it was not detected automatically does not perform color space conversion. Selecting a color space primarily adjusts the clip’s tagging and interpretation of pixel values.
STEREO 3D
Set the STEREO 3D field to one of the following values to describe stereoscopic video content:
- 3D LEFT - video content represents left-eye view
- 3D RIGHT - video content represents right-eye view
- 3D SBS - video contains multiplexed side-by-side 3D
- FAKE SBS - turns 2D content into fake side-by-side 3D
MULTIVIEW
If the media contains four different images laid out in quadrants, set the MULTIVIEW field to the QUAD value.
VR 360
Use the VR 360 field to describe 360 video content with the following values:
- EQUIRECT - 360 video is stored in equirectangular mode
- CUBEMAP - 360 video is stored in a cubemap mode
ORIENTATION
This field is used to describe the orientation of the video content when shooting in portrait mode or upside-down. Set the ORIENTATION to one of the following values:
- 90 CW - the camera is rotated 90 degrees clockwise
- 90 CCW - the camera is rotated 90 degrees counterclockwise
- 180 - the camera is rotated 180 degrees (upside-down)
When the orientation is set correctly in the MEDIA toolbar, you can rotate the active View using the VIEW Toolbar.
TC TRACK
When using LTC timecode recorded as an audio track in the media file, use the TC TRACK field to select the correct audio track number to be interpreted as timecode and muted to avoid unwanted audio noise during the playback.
ZOOM Menu
The ZOOM toolbar lets you ZOOM the Views IN or OUT and offset.
This only affects the operator monitor (GUI).
While in the DRAW or EDIT mode of the GARBAGE MATTE, the ZOOM value is automatically set to 75%.

QTAKE Preferences
This section describes each of QTAKE’s preferences. Preferences control various aspects of QTAKE operation and are independent of the user or project.
Preferences marked with an asterisk (*) require restarting QTAKE for changes to take effect.
GPU GROUP
Enable GPU Output *
Set this preference to NO to disable graphics card output. If you have multiple monitors connected to your computer, the first one will be used for QTAKE GUI and the others will not be used.
Use IN2CORE Devices Only *
The number of available slots for GPU OUT is always twice the HDx version.
When this preference is set to YES, only IN2CORE devices — ThunderFace 4K Duo+, ThunderFace 4K Duo, and QOD+ — are used for GPU output. External displays connected to the Mac’s GPU are ignored, ensuring that QTAKE’s GPU-based output is exclusive to IN2CORE devices. This setup allows external displays for background applications while QTAKE’s GUI remains on the main display.
When the preference is set to NO, external displays are allowed for GPU output, but IN2CORE devices are still prioritized.
Full Range Video
Set this preference to YES to enable Full Range video processing. The default value (NO) uses SMPTE legal levels, which will clip the super-black and super-white values.
Chroma Upsampling
Controls the Chroma Upsampling setting in the GPU group.
Legal Range GPU Output
Set this preference to YES to output legal range RGB through the GPU output.
QOD GPU Vendor *
Sets the manufacturer of your GPU. AUTO means automatic detection.
PROXY GROUP
Status In Proxy OSD
Set to YES to burn in the LIVE, DISK, REC, PLAY OSD status on STREAM proxies.
Local Stream Packet Loss Correction
This preference provides automatic resending of lost packets to significantly improve local streaming on poor-quality networks.
Cloud Stream Packet Loss Correction
This preference provides automatic resending of lost packets to significantly improve cloud streaming on poor-quality networks.
Stream Packet Size
Use this preference to limit the stream packet size if your network rejects default size packets. The default value is 1400.
Stream DSCP Value
Use this preference to set the Differentiated Services Code Point flag to streaming packets.
Input Stream Mode
This preference is used to adjust input stream buffering. More info is in the STREAMING FROM QTAKE TO QTAKE section.
VIDEO BOARD GROUP
Signal Detection Retry *
Sometimes it takes longer than one frame for AJA cards to adapt to a new input format. A side effect of this can be corrupted audio. If you experience such issues, set this preference to 25.
Autorecording Start Threshold
Set this to the number of frames by which you wish to delay the recording start. Can add robustness in bad signal conditions.
Autorecording Stop Threshold
Set this to the number of frames by which you wish to delay the recording stop. Can add robustness in bad signal conditions.
SDI OUTPUT GROUP
Constant Playout Mode *
Set this preference to YES for simultaneous input and output with compatible cards. This mode enables processed live output.
Enable Video Output *
Set to YES to enable video outputs. In case this is set to NO, a video board outputs only live passthrough and all other preferences affecting Video Output will be ignored.
Enable TC Output *
Set to YES to enable timecode output. This only applies to compatible video cards.
Use Free Genlock For Playback *
Set to YES to switch to free Genlock automatically when in DISK mode. This will keep stable SDI output if the camera is disconnected and you have no external reference signal. This setting is ignored when the Constant Playout Mode preference is set to YES.
Optimize PSF Input *
Set it to YES to improve performance with PSF format input when using AJA video cards.
LTC Output Source
Sets the source of the analog LTC output based on the video output of the video card.
FILE GROUP
Audio File Format
Sets the audio recording format. AUTO will set the recording format to match the input audio. 16bit, 24bit, and 32bit will record audio as integers at the selected bit-depth. 32bit Float will record audio as 32bit floating point values.
Ignore External Timecode
Set to YES to override the embedded timecode. The system clock is used instead.
ScreenShot File Format
Selects file format for screenshots. Options are JPEG, PNG, BMP, JPEG 2000, GIF, and TIFF.
ScreenShot Compression Quality
Set JPEG compression quality for Screenshots in the range of 1 to 10. The lower number means lower quality. The default value is 10.
ScreenShot Video Range
Set this preference to define a video range of the screenshot images. The following options are available: Auto, Legal, or Full Range.
PLAYBACK GROUP
Enable Instant Playback *
Set to YES to enable Instant Playback feature.
Instant Playback Interval
The preference sets the refresh rate (in seconds) and defines the size of the temporary file chunks continuously updated on the disk during recording. It allows playback of the LIVE during recording (Instant Playback) and Growing Files for NLEs.
The default and recommended minimum value is 5 seconds. A shorter interval means more frequent updates for LIVE clips in editing software, impacting data freshness and system I/O overhead.
PreRoll And PostRoll For PlaySync *
Set to YES to enable pre-roll and post-roll for Play Synced clips. This will allow you to play back clips with various duration in sync.
Use Audio For Varispeed
When set to YES, this preference enables audio monitoring for clips playing at non-100% PLAY SPEEDs. It ensures that audio remains active and audible during all variable-speed playback.
Enable Play Sync Auto Mute
QTAKE will mute Views 2-4 when playing back clips with play sync enabled to avoid the same audio playing from multiple Views. Set this to NO to disable this feature.
Set Play Sync Offset By TC
Set to YES if you want QTAKE to determine PLAY SYNC OFFSET using the timecode of the clips.
GUI GROUP
Use Film Style Scene Sorting
Set to YES to ignore letters before numbers when sorting Scene names. For example 33, A33, 34.
OSD Speed In FPS
Set to YES if you want to display OSD speed in FPS, instead of percentage.
Imperial Distance Units
Will convert values (such as focus distance) to imperial units.
Logo Opacity
Use this preference to set the NO VIDEO INPUT screen logo opacity. The default value is 0.25.
GPU Out X Label *
Sets the label shown for the corresponding GPU OUT slot. Separate fields are provided for GPU Out 1 Label through GPU Out 16 Label.
Multiclip Metadata Toolbars Mode
This preference is used to make CLIP, DATA, and CONTROL toolbars work with multi-clip selection.
Ovide Smart Mode *
Use the following values if using Ovide hardware for QTAKE: SmartAssist HD2, SmartAssist 4, SmartAssist Evo 2, and SmartAssist Evo 4.
On Screen Controls
Enables playback control overlay on the Views. The following options are available: Off, Disk only, Live & Disk.
Kiosk Mode *
QTAKE runs in kiosk mode by default. Set this preference to NO to disable kiosk mode. This will allow you to Cmd-Tab between running applications or display a window of another application in front of QTAKE UI.
Default Viewer Background
The Viewer background can be set to Black or Clear, by default.
AUTOLOAD GROUP
Autoload Project
Set to YES to automatically load the user and project after starting QTAKE.
Autostart Stream
Set to YES to enable the Stream function automatically after starting QTAKE.
RECORD GROUP
Prevent Media Drive Sleep
Prevent Media Drive Sleep by recording a small file for each specified number of seconds. Set to zero to disable.
Stop Recording On System Slow *
Set to NO to allow recording to continue even if QTAKE is dropping frames.
Enable Rehearsal Warning
Allows to control whether the WARNING about clip being marked as REHEARSAL and camera was recording is displayed after recording is finished or not. If the preference is set to YES, AUTO REC is set to SDI Flag and the clip is marked as REHEARSAL, after the recording is finished warning will pop up. This is also triggered when a recorded clip is marked as REHEARSAL.
EXTERNAL GROUP
Use Videohub *
Set to YES to enable control of the BMD Videohub or AJA Kumo SDI routers.
Enable Bonjour Services *
QTAKE advertises its presence on the local network via Bonjour service. This allows QTAKE Monitor clients to connect without knowing the IP address of the QTAKE machine. Set to NO to disable the Bonjour service and use static IP addresses instead.
Stream Deck Port
Sets the port used for communication between QTAKE and the Stream Deck application. Changes take effect immediately without restarting QTAKE. Use a different port if the configured port conflicts with another application.
DIAGNOSTICS GROUP
Report Main Thread Blocking *
This preference is used to test the performance of QTAKE and send a report if the user interface is blocked.
Acknowledgements
Portions of QTAKE Software may be using copyrighted third-party material. The following list includes the general license agreements that may cover multiple packages, and the agreements specific to those packages.
ACES
Academy Color Encoding System (ACES) software and tools are provided by the Academy under the following terms and conditions: A worldwide, royalty-free, non-exclusive right to copy, modify, create derivatives, and use, in source and binary forms, is hereby granted, subject to acceptance of this license. Copyright © 2015 Academy of Motion Picture Arts and Sciences (A.M.P.A.S.). Portions contributed by others as indicated. All rights reserved. Performance of any of the aforementioned acts indicates acceptance to be bound by the following terms and conditions: Copies of source code, in whole or in part, must retain the above copyright notice, this list of conditions, and the Disclaimer of Warranty. Use in binary form must retain the above copyright notice, this list of conditions, and the Disclaimer of Warranty in the documentation and/or other materials provided with the distribution. Nothing in this license shall be deemed to grant any rights to trademarks, copyrights, patents, trade secrets, or any other intellectual property of A.M.P.A.S. or any contributors, except as expressly stated herein. Neither the name “A.M.P.A.S.” nor the name of any other contributors to this software may be used to endorse or promote products derivative of or based on this software without express prior written permission of A.M.P.A.S. or the contributors, as appropriate. This license shall be construed pursuant to the laws of the State of California, and any disputes related thereto shall be subject to the jurisdiction of the courts therein. Disclaimer of Warranty: THIS SOFTWARE IS PROVIDED BY A.M.P.A.S. AND CONTRIBUTORS “AS IS” AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, AND NON-INFRINGEMENT ARE DISCLAIMED. IN NO EVENT SHALL A.M.P.A.S., OR ANY CONTRIBUTORS OR DISTRIBUTORS, BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, RESITUTIONARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. WITHOUT LIMITING THE GENERALITY OF THE FOREGOING, THE ACADEMY SPECIFICALLY DISCLAIMS ANY REPRESENTATIONS OR WARRANTIES WHATSOEVER RELATED TO PATENT OR OTHER INTELLECTUAL PROPERTY RIGHTS IN THE ACADEMY COLOR ENCODING SYSTEM, OR APPLICATIONS THEREOF, HELD BY PARTIES OTHER THAN A.M.P.A.S.,WHETHER DISCLOSED OR UNDISCLOSED.
Boost
Boost Software License - Version 1.0 - August 17th, 2003
Permission is hereby granted, free of charge, to any person or organization obtaining a copy of the software and accompanying documentation covered by this license (the “Software”) to use, reproduce, display, distribute, execute, and transmit the Software, and to prepare derivative works of the Software, and to permit third-parties to whom the Software is furnished to do so, all subject to the following:
The copyright notices in the Software and this entire statement, including the above license grant, this restriction and the following disclaimer, must be included in all copies of the Software, in whole or in part, and all derivative works of the Software, unless such copies or derivative works are solely in the form of machine-executable object code generated by a source language processor.
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
CocoaAsyncSocket
This library is in the public domain. However, not all organizations are allowed to use such a license. For example, Germany doesn’t recognize the Public Domain and one is not allowed to use libraries under such license (or similar).
Thus, the library is now dual licensed, and one is allowed to choose which license they would like to use.
###########################
License Option #1 :
###########################
Public Domain
###########################
License Option #2 :
###########################
Software License Agreement (BSD License)
Copyright (c) 2017, Deusty, LLC All rights reserved.
Redistribution and use of this software in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
- Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
- Neither the name of Deusty LLC nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission of Deusty LLC.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS “AS IS” AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
CocoaLumberJack
BSD 3-Clause License
Copyright (c) 2010-2022, Deusty, LLC All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
- Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
- Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
- Neither the name of Deusty nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission of Deusty, LLC.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS “AS IS” AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
CocoaLUT
The MIT License (MIT)
Copyright (c) 2014 Wil Gieseler wil@wilgieseler.com & Greg Cotten greg@gregcotten.com
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Apple Core Audio Utility Classes
Disclaimer: IMPORTANT: This Apple software is supplied to you by Apple Inc. (“Apple”) in consideration of your agreement to the following terms, and your use, installation, modification or redistribution of this Apple software constitutes acceptance of these terms. If you do not agree with these terms, please do not use, install, modify or redistribute this Apple software.
In consideration of your agreement to abide by the following terms, and subject to these terms, Apple grants you a personal, non-exclusive license, under Apple’s copyrights in this original Apple software (the “Apple Software”), to use, reproduce, modify and redistribute the Apple Software, with or without modifications, in source and/or binary forms; provided that if you redistribute the Apple Software in its entirety and without modifications, you must retain this notice and the following text and disclaimers in all such redistributions of the Apple Software. Neither the name, trademarks, service marks or logos of Apple Inc. may be used to endorse or promote products derived from the Apple Software without specific prior written permission from Apple. Except as expressly stated in this notice, no other rights or licenses, express or implied, are granted by Apple herein, including but not limited to any patent rights that may be infringed by your derivative works or by other works in which the Apple Software may be incorporated.
The Apple Software is provided by Apple on an “AS IS” basis. APPLE MAKES NO WARRANTIES, EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION THE IMPLIED WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS USE AND OPERATION ALONE OR IN COMBINATION WITH YOUR PRODUCTS.
IN NO EVENT SHALL APPLE BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) ARISING IN ANY WAY OUT OF THE USE, REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION OF THE APPLE SOFTWARE, HOWEVER CAUSED AND WHETHER UNDER THEORY OF CONTRACT, TORT (INCLUDING NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IF APPLE HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. Copyright (C) 2013 Apple Inc. All Rights Reserved.
Avid DNxHD/DNxHR®
Avid DNxHD/DNxHR technology may be included with the QTAKE Software. Avid Technology Inc. requires this notice: “End User shall have no right to provide to others access to the QTAKE Software by cloud services or SaaS arrangements, for production, editing, or archiving services, except as otherwise provided elsewhere herein. Portions of QTAKE Software Copyright 2016-2022, Avid Technology, Inc.”
GNU LGPL v2.1
Version 2.1, February 1999 Copyright (C) 1991, 1999 Free Software Foundation, Inc.
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed. [This is the first released version of the Lesser GPL. It also counts as the successor of the GNU Library Public License, version 2, hence the version number 2.1.]
Preamble
The licenses for most software are designed to take away your freedom to share and change it. By contrast, the GNU General Public Licenses are intended to guarantee your freedom to share and change free software–to make sure the software is free for all its users.
This license, the Lesser General Public License, applies to some specially designated software packages–typically libraries–of the Free Software Foundation and other authors who decide to use it. You can use it too, but we suggest you first think carefully about whether this license or the ordinary General Public License is the better strategy to use in any particular case, based on the explanations below.
When we speak of free software, we are referring to freedom of use, not price. Our General Public Licenses are designed to make sure that you have the freedom to distribute copies of free software (and charge for this service if you wish); that you receive source code or can get it if you want it; that you can change the software and use pieces of it in new free programs; and that you are informed that you can do these things.
To protect your rights, we need to make restrictions that forbid distributors to deny you these rights or to ask you to surrender these rights. These restrictions translate to certain responsibilities for you if you distribute copies of the library or if you modify it.
For example, if you distribute copies of the library, whether gratis or for a fee, you must give the recipients all the rights that we gave you. You must make sure that they, too, receive or can get the source code. If you link other code with the library, you must provide complete object files to the recipients, so that they can relink them with the library after making changes to the library and recompiling it. And you must show them these terms so they know their rights.
We protect your rights with a two-step method: (1) we copyright the library, and (2) we offer you this license, which gives you legal permission to copy, distribute and/or modify the library.
To protect each distributor, we want to make it very clear that there is no warranty for the free library. Also, if the library is modified by someone else and passed on, the recipients should know that what they have is not the original version, so that the original author’s reputation will not be affected by problems that might be introduced by others.
Finally, software patents pose a constant threat to the existence of any free program. We wish to make sure that a company cannot effectively restrict the users of a free program by obtaining a restrictive license from a patent holder. Therefore, we insist that any patent license obtained for a version of the library must be consistent with the full freedom of use specified in this license.
Most GNU software, including some libraries, is covered by the ordinary GNU General Public License. This license, the GNU Lesser General Public License, applies to certain designated libraries, and is quite different from the ordinary General Public License. We use this license for certain libraries in order to permit linking those libraries into non-free programs.
When a program is linked with a library, whether statically or using a shared library, the combination of the two is legally speaking a combined work, a derivative of the original library. The ordinary General Public License therefore permits such linking only if the entire combination fits its criteria of freedom. The Lesser General Public License permits more lax criteria for linking other code with the library.
We call this license the “Lesser” General Public License because it does Less to protect the user’s freedom than the ordinary General Public License. It also provides other free software developers Less of an advantage over competing non-free programs. These disadvantages are the reason we use the ordinary General Public License for many libraries. However, the Lesser license provides advantages in certain special circumstances.
For example, on rare occasions, there may be a special need to encourage the widest possible use of a certain library, so that it becomes a de-facto standard. To achieve this, non-free programs must be allowed to use the library. A more frequent case is that a free library does the same job as widely used non-free libraries. In this case, there is little to gain by limiting the free library to free software only, so we use the Lesser General Public License.
In other cases, permission to use a particular library in non-free programs enables a greater number of people to use a large body of free software. For example, permission to use the GNU C Library in non-free programs enables many more people to use the whole GNU operating system, as well as its variant, the GNU/Linux operating system.
Although the Lesser General Public License is Less protective of the users’ freedom, it does ensure that the user of a program that is linked with the Library has the freedom and the wherewithal to run that program using a modified version of the Library.
The precise terms and conditions for copying, distribution and modification follow. Pay close attention to the difference between a “work based on the library” and a “work that uses the library”. The former contains code derived from the library, whereas the latter must be combined with the library in order to run.
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
- This License Agreement applies to any software library or other program which contains a notice placed by the copyright holder or other authorized party saying it may be distributed under the terms of this Lesser General Public License (also called “this License”). Each licensee is addressed as “you”.
A “library” means a collection of software functions and/or data prepared so as to be conveniently linked with application programs (which use some of those functions and data) to form executables.
The “Library”, below, refers to any such software library or work which has been distributed under these terms. A “work based on the Library” means either the Library or any derivative work under copyright law: that is to say, a work containing the Library or a portion of it, either verbatim or with modifications and/or translated straightforwardly into another language. (Hereinafter, translation is included without limitation in the term “modification”.)
“Source code” for a work means the preferred form of the work for making modifications to it. For a library, complete source code means all the source code for all modules it contains, plus any associated interface definition files, plus the scripts used to control compilation and installation of the library.
Activities other than copying, distribution and modification are not covered by this License; they are outside its scope. The act of running a program using the Library is not restricted, and output from such a program is covered only if its contents constitute a work based on the Library (independent of the use of the Library in a tool for writing it). Whether that is true depends on what the Library does and what the program that uses the Library does. - You may copy and distribute verbatim copies of the Library’s complete source code as you receive it, in any medium, provided that you conspicuously and appropriately publish on each copy an appropriate copyright notice and disclaimer of warranty; keep intact all the notices that refer to this License and to the absence of any warranty; and distribute a copy of this License along with the Library.
You may charge a fee for the physical act of transferring a copy, and you may at your option offer warranty protection in exchange for a fee. - You may modify your copy or copies of the Library or any portion of it, thus forming a work based on the Library, and copy and distribute such modifications or work under the terms of Section 1 above, provided that you also meet all of these conditions:
a) The modified work must itself be a software library.
b) You must cause the files modified to carry prominent notices stating that you changed the files and the date of any change.
c) You must cause the whole of the work to be licensed at no charge to all third parties under the terms of this License.
d) If a facility in the modified Library refers to a function or a table of data to be supplied by an application program that uses the facility, other than as an argument passed when the facility is invoked, then you must make a good faith effort to ensure that, in the event an application does not supply such function or table, the facility still operates, and performs whatever part of its purpose remains meaningful. (For example, a function in a library to compute square roots has a purpose that is entirely well-defined independent of the application. Therefore, Subsection 2d requires that any application-supplied function or table used by this function must be optional: if the application does not supply it, the square root function must still compute square roots.)
These requirements apply to the modified work as a whole. If identifiable sections of that work are not derived from the Library, and can be reasonably considered independent and separate works in themselves, then this License, and its terms, do not apply to those sections when you distribute them as separate works. But when you distribute the same sections as part of a whole which is a work based on the Library, the distribution of the whole must be on the terms of this License, whose permissions for other licensees extend to the entire whole, and thus to each and every part regardless of who wrote it.
Thus, it is not the intent of this section to claim rights or contest your rights to work written entirely by you; rather, the intent is to exercise the right to control the distribution of derivative or collective works based on the Library.
In addition, mere aggregation of another work not based on the Library with the Library (or with a work based on the Library) on a volume of a storage or distribution medium does not bring the other work under the scope of this License. - You may opt to apply the terms of the ordinary GNU General Public License instead of this License to a given copy of the Library. To do this, you must alter all the notices that refer to this License, so that they refer to the ordinary GNU General Public License, version 2, instead of to this License. (If a newer version than version 2 of the ordinary GNU General Public License has appeared, then you can specify that version instead if you wish.) Do not make any other change in these notices.
Once this change is made in a given copy, it is irreversible for that copy, so the ordinary GNU General Public License applies to all subsequent copies and derivative works made from that copy.
This option is useful when you wish to copy part of the code of the Library into a program that is not a library. - You may copy and distribute the Library (or a portion or derivative of it, under Section 2) in object code or executable form under the terms of Sections 1 and 2 above provided that you accompany it with the complete corresponding machine-readable source code, which must be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange.
If distribution of object code is made by offering access to copy from a designated place, then offering equivalent access to copy the source code from the same place satisfies the requirement to distribute the source code, even though third parties are not compelled to copy the source along with the object code. - A program that contains no derivative of any portion of the Library, but is designed to work with the Library by being compiled or linked with it, is called a “work that uses the Library”. Such a work, in isolation, is not a derivative work of the Library, and therefore falls outside the scope of this License.
However, linking a “work that uses the Library” with the Library creates an executable that is a derivative of the Library (because it contains portions of the Library), rather than a “work that uses the library”. The executable is therefore covered by this License. Section 6 states terms for distribution of such executables.
When a “work that uses the Library” uses material from a header file that is part of the Library, the object code for the work may be a derivative work of the Library even though the source code is not. Whether this is true is especially significant if the work can be linked without the Library, or if the work is itself a library. The threshold for this to be true is not precisely defined by law.
If such an object file uses only numerical parameters, data structure layouts and accessors, and small macros and small inline functions (ten lines or less in length), then the use of the object file is unrestricted, regardless of whether it is legally a derivative work. (Executables containing this object code plus portions of the Library will still fall under Section 6.)
Otherwise, if the work is a derivative of the Library, you may distribute the object code for the work under the terms of Section 6. Any executables containing that work also fall under Section 6, whether or not they are linked directly with the Library itself. - As an exception to the Sections above, you may also combine or link a “work that uses the Library” with the Library to produce a work containing portions of the Library, and distribute that work under terms of your choice, provided that the terms permit modification of the work for the customer’s own use and reverse engineering for debugging such modifications.
You must give prominent notice with each copy of the work that the Library is used in it and that the Library and its use are covered by this License. You must supply a copy of this License. If the work during execution displays copyright notices, you must include the copyright notice for the Library among them, as well as a reference directing the user to the copy of this License. Also, you must do one of these things:
a) Accompany the work with the complete corresponding machine-readable source code for the Library including whatever changes were used in the work (which must be distributed under Sections 1 and 2 above); and, if the work is an executable linked with the Library, with the complete machine-readable “work that uses the Library”, as object code and/or source code, so that the user can modify the Library and then relink to produce a modified executable containing the modified Library. (It is understood that the user who changes the contents of definitions files in the Library will not necessarily be able to recompile the application to use the modified definitions.)
b) Use a suitable shared library mechanism for linking with the Library. A suitable mechanism is one that (1) uses at run time a copy of the library already present on the user’s computer system, rather than copying library functions into the executable, and (2) will operate properly with a modified version of the library, if the user installs one, as long as the modified version is interface-compatible with the version that the work was made with.
c) Accompany the work with a written offer, valid for at least three years, to give the same user the materials specified in Subsection 6a, above, for a charge no more than the cost of performing this distribution.
d) If distribution of the work is made by offering access to copy from a designated place, offer equivalent access to copy the above specified materials from the same place.
e) Verify that the user has already received a copy of these materials or that you have already sent this user a copy. For an executable, the required form of the “work that uses the Library” must include any data and utility programs needed for reproducing the executable from it. However, as a special exception, the materials to be distributed need not include anything that is normally distributed (in either source or binary form) with the major components (compiler, kernel, and so on) of the operating system on which the executable runs, unless that component itself accompanies the executable.
It may happen that this requirement contradicts the license restrictions of other proprietary libraries that do not normally accompany the operating system. Such a contradiction means you cannot use both them and the Library together in an executable that you distribute. - You may place library facilities that are a work based on the Library side-by-side in a single library together with other library facilities not covered by this License, and distribute such a combined library, provided that the separate distribution of the work based on the Library and of the other library facilities is otherwise permitted, and provided that you do these two things:
a) Accompany the combined library with a copy of the same work based on the Library, uncombined with any other library facilities. This must be distributed under the terms of the Sections above.
b) Give prominent notice with the combined library of the fact that part of it is a work based on the Library, and explaining where to find the accompanying uncombined form of the same work. - You may not copy, modify, sublicense, link with, or distribute the Library except as expressly provided under this License. Any attempt otherwise to copy, modify, sublicense, link with, or distribute the Library is void, and will automatically terminate your rights under this License. However, parties who have received copies, or rights, from you under this License will not have their licenses terminated so long as such parties remain in full compliance.
- You are not required to accept this License, since you have not signed it. However, nothing else grants you permission to modify or distribute the Library or its derivative works. These actions are prohibited by law if you do not accept this License. Therefore, by modifying or distributing the Library (or any work based on the Library), you indicate your acceptance of this License to do so, and all its terms and conditions for copying, distributing or modifying the Library or works based on it.
- Each time you redistribute the Library (or any work based on the Library), the recipient automatically receives a license from the original licensor to copy, distribute, link with or modify the Library subject to these terms and conditions. You may not impose any further restrictions on the recipients’ exercise of the rights granted herein. You are not responsible for enforcing compliance by third parties with this License.
- If, as a consequence of a court judgment or allegation of patent infringement or for any other reason (not limited to patent issues), conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the conditions of this License, they do not excuse you from the conditions of this License. If you cannot distribute so as to satisfy simultaneously your obligations under this License and any other pertinent obligations, then as a consequence you may not distribute the Library at all. For example, if a patent license would not permit royalty-free redistribution of the Library by all those who receive copies directly or indirectly through you, then the only way you could satisfy both it and this License would be to refrain entirely from distribution of the Library.
If any portion of this section is held invalid or unenforceable under any particular circumstance, the balance of the section is intended to apply, and the section as a whole is intended to apply in other circumstances.
It is not the purpose of this section to induce you to infringe any patents or other property right claims or to contest validity of any such claims; this section has the sole purpose of protecting the integrity of the free software distribution system which is implemented by public license practices. Many people have made generous contributions to the wide range of software distributed through that system in reliance on consistent application of that system; it is up to the author/donor to decide if he or she is willing to distribute software through any other system and a licensee cannot impose that choice.
This section is intended to make thoroughly clear what is believed to be a consequence of the rest of this License. - If the distribution and/or use of the Library is restricted in certain countries either by patents or by copyrighted interfaces, the original copyright holder who places the Library under this License may add an explicit geographical distribution limitation excluding those countries, so that distribution is permitted only in or among countries not thus excluded. In such case, this License incorporates the limitation as if written in the body of this License.
- The Free Software Foundation may publish revised and/or new versions of the Lesser General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns.
Each version is given a distinguishing version number. If the Library specifies a version number of this License which applies to it and “any later version”, you have the option of following the terms and conditions either of that version or of any later version published by the Free Software Foundation. If the Library does not specify a license version number, you may choose any version ever published by the Free Software Foundation. - If you wish to incorporate parts of the Library into other free programs whose distribution conditions are incompatible with these, write to the author to ask for permission. For software which is copyrighted by the Free Software Foundation, write to the Free Software Foundation; we sometimes make exceptions for this. Our decision will be guided by the two goals of preserving the free status of all derivatives of our free software and of promoting the sharing and reuse of software generally.
NO WARRANTY
- BECAUSE THE LIBRARY IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE LIBRARY, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE LIBRARY “AS IS” WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE LIBRARY IS WITH YOU. SHOULD THE LIBRARY PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
- IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR REDISTRIBUTE THE LIBRARY AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE LIBRARY (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE LIBRARY TO OPERATE WITH ANY OTHER SOFTWARE), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
END OF GNU LESSER GENERAL PUBLIC LICENSE 2.1
GNU LGPL v3
GNU LESSER GENERAL PUBLIC LICENSE Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. http://fsf.org/
Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed.
This version of the GNU Lesser General Public License incorporates the terms and conditions of version 3 of the GNU General Public License, supplemented by the additional permissions listed below.
- Additional Definitions.
As used herein, “this License” refers to version 3 of the GNU Lesser General Public License, and the “GNU GPL” refers to version 3 of the GNU General Public License.
“The Library” refers to a covered work governed by this License, other than an Application or a Combined Work as defined below.
An “Application” is any work that makes use of an interface provided by the Library, but which is not otherwise based on the Library. Defining a subclass of a class defined by the Library is deemed a mode of using an interface provided by the Library.
A “Combined Work” is a work produced by combining or linking an Application with the Library. The particular version of the Library with which the Combined Work was made is also called the “Linked Version”.
The “Minimal Corresponding Source” for a Combined Work means the Corresponding Source for the Combined Work, excluding any source code for portions of the Combined Work that, considered in isolation, are based on the Application, and not on the Linked Version.
The “Corresponding Application Code” for a Combined Work means the object code and/or source code for the Application, including any data and utility programs needed for reproducing the Combined Work from the Application, but excluding the System Libraries of the Combined Work. - Exception to Section 3 of the GNU GPL.
You may convey a covered work under sections 3 and 4 of this License without being bound by section 3 of the GNU GPL. - Conveying Modified Versions.
If you modify a copy of the Library, and, in your modifications, a facility refers to a function or data to be supplied by an Application that uses the facility (other than as an argument passed when the facility is invoked), then you may convey a copy of the modified version:
a) under this License, provided that you make a good faith effort to ensure that, in the event an Application does not supply the function or data, the facility still operates, and performs whatever part of its purpose remains meaningful, or
b) under the GNU GPL, with none of the additional permissions of this License applicable to that copy. - Object Code Incorporating Material from Library Header Files.
The object code form of an Application may incorporate material from a header file that is part of the Library. You may convey such object code under terms of your choice, provided that, if the incorporated material is not limited to numerical parameters, data structure layouts and accessors, or small macros, inline functions and templates (ten or fewer lines in length), you do both of the following:
a) Give prominent notice with each copy of the object code that the Library is used in it and that the Library and its use are covered by this License.
b) Accompany the object code with a copy of the GNU GPL and this license document. - Combined Works.
You may convey a Combined Work under terms of your choice that, taken together, effectively do not restrict modification of the portions of the Library contained in the Combined Work and reverse engineering for debugging such modifications, if you also do each of the following:
a) Give prominent notice with each copy of the Combined Work that the Library is used in it and that the Library and its use are covered by this License.
b) Accompany the Combined Work with a copy of the GNU GPL and this license document.
c) For a Combined Work that displays copyright notices during execution, include the copyright notice for the Library among these notices, as well as a reference directing the user to the copies of the GNU GPL and this license document.
d) Do one of the following:
0) Convey the Minimal Corresponding Source under the terms of this License, and the Corresponding Application Code in a form suitable for, and under terms that permit, the user to recombine or relink the Application with a modified version of the Linked Version to produce a modified Combined Work, in the manner specified by section 6 of the GNU GPL for conveying Corresponding Source.
1) Use a suitable shared library mechanism for linking with the Library. A suitable mechanism is one that (a) uses at run time a copy of the Library already present on the user’s computer system, and (b) will operate properly with a modified version of the Library that is interface-compatible with the Linked Version.
e) Provide Installation Information, but only if you would otherwise be required to provide such information under section 6 of the GNU GPL, and only to the extent that such information is necessary to install and execute a modified version of the Combined Work produced by recombining or relinking the Application with a modified version of the Linked Version. (If you use option 4d0, the Installation Information must accompany the Minimal Corresponding Source and Corresponding Application Code. If you use option 4d1, you must provide the Installation Information in the manner specified by section 6 of the GNU GPL for conveying Corresponding Source.) - Combined Libraries.
You may place library facilities that are a work based on the Library side by side in a single library together with other library facilities that are not Applications and are not covered by this License, and convey such a combined library under terms of your choice, if you do both of the following:
a) Accompany the combined library with a copy of the same work based on the Library, uncombined with any other library facilities, conveyed under the terms of this License.
b) Give prominent notice with the combined library that part of it is a work based on the Library, and explaining where to find the accompanying uncombined form of the same work. - Revised Versions of the GNU Lesser General Public License.
The Free Software Foundation may publish revised and/or new versions of the GNU Lesser General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns.
Each version is given a distinguishing version number. If the Library as you received it specifies that a certain numbered version of the GNU Lesser General Public License “or any later version” applies to it, you have the option of following the terms and conditions either of that published version or of any later version published by the Free Software Foundation. If the Library as you received it does not specify a version number of the GNU Lesser General Public License, you may choose any version of the GNU Lesser General Public License ever published by the Free Software Foundation.
If the Library as you received it specifies that a proxy can decide whether future versions of the GNU Lesser General Public License shall apply, that proxy’s public statement of acceptance of any version is permanent authorization for you to choose that version for the Library.
END OF GNU LESSER GENERAL PUBLIC LICENSE 3.0
Apache v2.0
Apache License
Version 2.0, January 2004
http://www.apache.org/licenses/
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
- Definitions.
“License” shall mean the terms and conditions for use, reproduction, and distribution as defined by Sections 1 through 9 of this document.
“Licensor” shall mean the copyright owner or entity authorized by the copyright owner that is granting the License.
“Legal Entity” shall mean the union of the acting entity and all other entities that control, are controlled by, or are under common control with that entity. For the purposes of this definition, “control” means (i) the power, direct or indirect, to cause the direction or management of such entity, whether by contract or otherwise, or (ii) ownership of fifty percent (50%) or more of the outstanding shares, or (iii) beneficial ownership of such entity.
“You” (or “Your”) shall mean an individual or Legal Entity exercising permissions granted by this License.
“Source” form shall mean the preferred form for making modifications, including but not limited to software source code, documentation source, and configuration files.
“Object” form shall mean any form resulting from mechanical transformation or translation of a Source form, including but not limited to compiled object code, generated documentation, and conversions to other media types.
“Work” shall mean the work of authorship, whether in Source or Object form, made available under the License, as indicated by a copyright notice that is included in or attached to the work (an example is provided in the Appendix below).
“Derivative Works” shall mean any work, whether in Source or Object form, that is based on (or derived from) the Work and for which the editorial revisions, annotations, elaborations, or other modifications represent, as a whole, an original work of authorship. For the purposes of this License, Derivative Works shall not include works that remain separable from, or merely link (or bind by name) to the interfaces of, the Work and Derivative Works thereof.
“Contribution” shall mean any work of authorship, including the original version of the Work and any modifications or additions to that Work or Derivative Works thereof, that is intentionally submitted to Licensor for inclusion in the Work by the copyright owner or by an individual or Legal Entity authorized to submit on behalf of the copyright owner. For the purposes of this definition, “submitted” means any form of electronic, verbal, or written communication sent to the Licensor or its representatives, including but not limited to communication on electronic mailing lists, source code control systems, and issue tracking systems that are managed by, or on behalf of, the Licensor for the purpose of discussing and improving the Work, but excluding communication that is conspicuously marked or otherwise designated in writing by the copyright owner as “Not a Contribution.”
“Contributor” shall mean Licensor and any individual or Legal Entity on behalf of whom a Contribution has been received by Licensor and subsequently incorporated within the Work. - Grant of Copyright License. Subject to the terms and conditions of this License, each Contributor hereby grants to You a perpetual, worldwide, non-exclusive, no-charge, royalty-free, irrevocable copyright license to reproduce, prepare Derivative Works of, publicly display, publicly perform, sublicense, and distribute the Work and such Derivative Works in Source or Object form.
- Grant of Patent License. Subject to the terms and conditions of this License, each Contributor hereby grants to You a perpetual, worldwide, non-exclusive, no-charge, royalty-free, irrevocable (except as stated in this section) patent license to make, have made, use, offer to sell, sell, import, and otherwise transfer the Work, where such license applies only to those patent claims licensable by such Contributor that are necessarily infringed by their Contribution(s) alone or by combination of their Contribution(s) with the Work to which such Contribution(s) was submitted. If You institute patent litigation against any entity (including a cross-claim or counterclaim in a lawsuit) alleging that the Work or a Contribution incorporated within the Work constitutes direct or contributory patent infringement, then any patent licenses granted to You under this License for that Work shall terminate as of the date such litigation is filed.
- Redistribution. You may reproduce and distribute copies of the Work or Derivative Works thereof in any medium, with or without modifications, and in Source or Object form, provided that You meet the following conditions:
(a) You must give any other recipients of the Work or Derivative Works a copy of this License; and
(b) You must cause any modified files to carry prominent notices stating that You changed the files; and
(c) You must retain, in the Source form of any Derivative Works that You distribute, all copyright, patent, trademark, and attribution notices from the Source form of the Work, excluding those notices that do not pertain to any part of the Derivative Works; and
(d) If the Work includes a “NOTICE” text file as part of its distribution, then any Derivative Works that You distribute must include a readable copy of the attribution notices contained within such NOTICE file, excluding those notices that do not pertain to any part of the Derivative Works, in at least one of the following places: within a NOTICE text file distributed as part of the Derivative Works; within the Source form or documentation, if provided along with the Derivative Works; or, within a display generated by the Derivative Works, if and wherever such third-party notices normally appear. The contents of the NOTICE file are for informational purposes only and do not modify the License. You may add Your own attribution notices within Derivative Works that You distribute, alongside or as an addendum to the NOTICE text from the Work, provided that such additional attribution notices cannot be construed as modifying the License.
You may add Your own copyright statement to Your modifications and may provide additional or different license terms and conditions for use, reproduction, or distribution of Your modifications, or for any such Derivative Works as a whole, provided Your use, reproduction, and distribution of the Work otherwise complies with the conditions stated in this License. - Submission of Contributions. Unless You explicitly state otherwise, any Contribution intentionally submitted for inclusion in the Work by You to the Licensor shall be under the terms and conditions of this License, without any additional terms or conditions. Notwithstanding the above, nothing herein shall supersede or modify the terms of any separate license agreement you may have executed with Licensor regarding such Contributions.
- Trademarks. This License does not grant permission to use the trade names, trademarks, service marks, or product names of the Licensor, except as required for reasonable and customary use in describing the origin of the Work and reproducing the content of the NOTICE file.
- Disclaimer of Warranty. Unless required by applicable law or agreed to in writing, Licensor provides the Work (and each Contributor provides its Contributions) on an “AS IS” BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied, including, without limitation, any warranties or conditions of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A PARTICULAR PURPOSE. You are solely responsible for determining the appropriateness of using or redistributing the Work and assume any risks associated with Your exercise of permissions under this License.
- Limitation of Liability. In no event and under no legal theory, whether in tort (including negligence), contract, or otherwise, unless required by applicable law (such as deliberate and grossly negligent acts) or agreed to in writing, shall any Contributor be liable to You for damages, including any direct, indirect, special, incidental, or consequential damages of any character arising as a result of this License or out of the use or inability to use the Work (including but not limited to damages for loss of goodwill, work stoppage, computer failure or malfunction, or any and all other commercial damages or losses), even if such Contributor has been advised of the possibility of such damages.
- Accepting Warranty or Additional Liability. While redistributing the Work or Derivative Works thereof, You may choose to offer, and charge a fee for, acceptance of support, warranty, indemnity, or other liability obligations and/or rights consistent with this License. However, in accepting such obligations, You may act only on Your own behalf and on Your sole responsibility, not on behalf of any other Contributor, and only if You agree to indemnify, defend, and hold each Contributor harmless for any liability incurred by, or claims asserted against, such Contributor by reason of your accepting any such warranty or additional liability.
END OF TERMS AND CONDITIONS
Dolby Vision®
Dolby Vision technology may be included with the QTAKE Software. Dolby, Dolby Vision, and the double-D symbol are trademarks of Dolby Laboratories Licensing Corporation. Confidential unpublished works. Copyright 2013-2022 Dolby Laboratories. All rights reserved.
x264
x264 technology may be included with the QTAKE Software. Copyright and IPR of this technology is owned by and licensed from x264, LLC, which requires this notice: “You are granted a limited, non-exclusive, non-transferable license to run one copy of the object code version of the x264 software on one machine, device, dongle, or instrument solely as integrated and for running in combination with QTAKE Software. You have permission to make copies of the x264 software only for backup, trial and archival purposes. You are not allowed to: (i) copy the x264 software onto any public or distributed network; (ii) use the x264 software to operate in or as a time-sharing, outsourcing, service bureau, application service provider or managed service provider environment; (iii) use the x264 software as a standalone application or other than as integrated into QTAKE Software under this license; (iv) change any proprietary rights notices which appear in the x264 software or QTAKE Software; or (v) modify the x264 software. All third party licensors and suppliers retain all right, title and interest in third party software and all copies thereof, including all copyright and other intellectual property rights. You are allowed to transfer the license granted by the EULA only if (i) you comply with any transfer terms imposed by IN2CORE and deliver all copies of QTAKE Software to the transferee along with the EULA, (ii) transferee accepts the terms and conditions of the EULA as a condition to any transfer, and (iii) your license to use QTAKE Software terminates upon transfer. You are obliged to comply with all applicable export laws and regulations. You are also obliged to immediately destroy all copies of the x264 software upon termination of the EULA.”
NDI®
NDI technology may be included with the QTAKE Software. NewTek, Inc. requires this notice:
“This product includes NDI® software and technology licensed from NewTek, Inc. NDI® is a trademark of NewTek, Inc. NewTek and/or its licensors own all copyright rights in the NDI® Software and NDI® copyrightable technology utilized in the Product. All software herein, including the NDI® software and technology, is subject to the restrictions in this End User License, including the following restrictions, limitations and exclusions: 1) you may not reverse engineer, disassemble, or recompile the Product, including the NDI® Software, or any part thereof, or any NDI® protocols used in the Product, nor attempt to do any of the foregoing; 2) you may not copy, distribute, or create derivative works of the NDI® Software (except one copy may be made for archival backup purposes); 3) NewTek is not liable for any damages, whether direct, indirect, incidental or consequential, arising from the use of the Product and/or NDI®; 4) You accept the Product and NDI® software “as is” without warranties of any kind; all warranties, express or implied, of merchantability, fitness for a particular purpose, and warranty of title, are expressly disclaimed and excluded. To the extent any of the foregoing disclaimers is not allowed by applicable law such term shall not apply and in such case you agree not to utilize the NDI® in the Product.”
Live555
Live555 technology may be included with the QTAKE software. The Live555 Streaming Media source code is copyright of Live Networks, Inc., 2009-2019 and it is licensed under LGPL (Lesser General Public License).
OpenEXR
Copyright (c) 2006-2019 OpenEXR a Series of LF Projects, LLC. All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS “AS IS” AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
© 2022 Copyright OpenEXR a Series of LF Projects, LLC and/or its contributors. All documentation on this website made available under a Creative Commons Attribution 4.0 International License. All rights reserved.
ORSerialPort
Copyright (c) 2011-2012 Andrew R. Madsen andrew@openreelsoftware.com
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
PeerTalk
Copyright (c) 2012 Rasmus Andersson http://rsms.me/
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Sparkle
Copyright (c) 2006-2013 Andy Matuschak. Copyright (c) 2009-2013 Elgato Systems GmbH. Copyright (c) 2011-2014 Kornel Lesiński. Copyright (c) 2015-2017 Mayur Pawashe. Copyright (c) 2014 C.W. Betts. Copyright (c) 2014 Petroules Corporation. Copyright (c) 2014 Big Nerd Ranch. All rights reserved.
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
EXTERNAL LICENSES
bspatch.c and bsdiff.c, from bsdiff 4.3 http://www.daemonology.net/bsdiff/: Copyright (c) 2003-2005 Colin Percival.
sais.c and sais.c, from sais-lite (2010/08/07): Copyright (c) 2008-2010 Yuta Mori.
SUDSAVerifier.m: Copyright (c) 2011 Mark Hamlin.
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted providing that the following conditions are met:
- Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
- Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS’’ AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
STPrivilegedTask
BSD 3-Clause License
Copyright (c) 2008-2021, Sveinbjorn Thordarson All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
- Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
- Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
- Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS “AS IS” AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
websocket-kit
The MIT License (MIT)
Copyright (c) 2020 Qutheory, LLC
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.


