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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:04,000 In the previous video we set up a complex non-linear retime. 2 00:00:04,000 --> 00:00:06,181 We were concentrating on getting the timing correct, 3 00:00:06,181 --> 00:00:09,250 but we weren't paying attention to the quality of the retime results, 4 00:00:09,250 --> 00:00:12,785 but in this module I'm going to show you some of the various approaches we can 5 00:00:12,785 --> 00:00:17,000 use to remove the artifacts caused by retiming algorithms. 6 00:00:17,000 --> 00:00:19,999 Guessing the perfect frames for my retime can take a lot of work, 7 00:00:20,000 --> 00:00:22,000 so it's always important to make sure we have the correct timing 8 00:00:22,000 --> 00:00:24,999 before we start worrying about cleaning up the frames. 9 00:00:25,000 --> 00:00:28,999 Show your retime to the director, the VFX supervisor, 10 00:00:29,000 --> 00:00:32,000 editorial department or anyone else who might have any feedback on 11 00:00:32,000 --> 00:00:35,000 the timing before you start the cleanup process. 12 00:00:35,000 --> 00:00:36,714 In this class we are going back to the clip of the 13 00:00:36,714 --> 00:00:37,833 skateboarders from module two. 14 00:00:37,833 --> 00:00:41,999 We're going to slow down the clip to half speed. 15 00:00:42,000 --> 00:00:46,999 This version of the clip runs from frame 210 to 245. 16 00:00:47,000 --> 00:00:49,400 When we double the length of the clip it's going to run 17 00:00:49,400 --> 00:00:50,923 to frame 280 of the Nuke timeline, 18 00:00:50,923 --> 00:00:54,363 so I'm going to adjust our project settings to match that range. 19 00:00:54,363 --> 00:00:57,999 Based on what we learned in module three, 20 00:00:58,000 --> 00:01:02,000 I'm going to set up the retime with a TimeWarp node. 21 00:01:02,000 --> 00:01:02,285 By default, 22 00:01:02,285 --> 00:01:05,818 the TimeWarp node will add a key frame at the first and last frame of the clip. 23 00:01:05,818 --> 00:01:07,999 The first frame doesn't need changing, 24 00:01:08,000 --> 00:01:10,538 but we need to move the second key frame along the 25 00:01:10,538 --> 00:01:12,923 timeline from frame 245 to frame 280. 26 00:01:12,923 --> 00:01:16,384 This gives us the correct timing for the shot, 27 00:01:16,384 --> 00:01:21,000 but we know we can get smoother results by using optical flow, 28 00:01:21,000 --> 00:01:24,999 so I'm going to use an expression to connect a Kronos node to this timewarp. 29 00:01:25,000 --> 00:01:28,666 I'm going to connect the source connection of the Kronos node to the Read node, 30 00:01:28,666 --> 00:01:32,999 and click the reset button next to the Input range of the clip. 31 00:01:33,000 --> 00:01:38,000 Then I'm going to change the timing dropdown from Output Speed to Frame. 32 00:01:38,000 --> 00:01:40,999 To add the expression that links this to the TimeWarp node I need to 33 00:01:41,000 --> 00:01:44,000 right-click on the property and choose Add expression. 34 00:01:44,000 --> 00:01:46,916 The expression I need is simply TimeWarp1. 35 00:01:46,916 --> 00:01:52,999 lookup, making sure that I get the upper case T and W in the word TimeWarp. 36 00:01:53,000 --> 00:01:58,000 Now I have a Kronos node referencing the retime from the TimeWarp node. 37 00:01:58,000 --> 00:02:02,000 In module two we found that setting the vector detail to one in the 38 00:02:02,000 --> 00:02:04,857 Kronos node gave us a pretty good result all around, 39 00:02:04,857 --> 00:02:06,000 so let's do that. 40 00:02:06,000 --> 00:02:09,076 In Nuke X the foundry has updated the optical flow 41 00:02:09,076 --> 00:02:10,750 algorithms that are used in Kronos, 42 00:02:10,750 --> 00:02:13,727 and the quality of results are massively improved from previous versions, 43 00:02:13,727 --> 00:02:17,600 but because Nuke is trying to create frames that never existed 44 00:02:17,600 --> 00:02:20,000 the results are never going to be perfect, 45 00:02:20,000 --> 00:02:25,000 and sometimes the errors can be very ugly and distracting. 46 00:02:25,000 --> 00:02:29,444 You usually see issues at the edges between two layers moving in different 47 00:02:29,444 --> 00:02:33,000 directions or when objects appear or disappear completely. 48 00:02:33,000 --> 00:02:35,357 In this clip the most obvious issues are the road that 49 00:02:35,357 --> 00:02:40,999 appears at the bottom edge of frame, the skater's arm that is moving too quickly, 50 00:02:41,000 --> 00:02:44,076 the detail in the background behind the main hero skater, 51 00:02:44,076 --> 00:02:48,000 and the car that drives into the shot from behind the building. 52 00:02:48,000 --> 00:02:51,000 Cleaning up retimes can be a slow and endless task. 53 00:02:51,000 --> 00:02:54,307 Sometimes it's impossible to make everything perfect in the time you have, 54 00:02:54,307 --> 00:02:58,000 so you have to pick the most obvious issues to fix first, 55 00:02:58,000 --> 00:03:01,000 and then keep working until you run out of time. 56 00:03:01,000 --> 00:03:03,999 In this example the first thing we need to fix is the road. 57 00:03:04,000 --> 00:03:07,000 One of the simplest ways of improving retime results is to use 58 00:03:07,000 --> 00:03:11,000 different settings for different areas of your shot. 59 00:03:11,000 --> 00:03:13,999 In module two I showed you how the Vector Detail slider and the 60 00:03:14,000 --> 00:03:18,000 Strength slider can make a big difference in the results. 61 00:03:18,000 --> 00:03:20,538 If I duplicate this Kronos node and in the new node 62 00:03:20,538 --> 00:03:22,066 reduce the Strength slider to 0. 63 00:03:22,066 --> 00:03:27,000 1 you can see that we get a much less distracting result for the road, 64 00:03:27,000 --> 00:03:31,000 but overall the results are much less smooth. 65 00:03:31,000 --> 00:03:32,599 If I draw some loose shapes around the corners of the frame 66 00:03:32,599 --> 00:03:35,181 we can use a Keymix node to combine the different results 67 00:03:35,181 --> 00:03:36,833 from the different Kronos nodes. 68 00:03:36,833 --> 00:03:40,583 I'm going to connect the Kronos with the good 69 00:03:40,583 --> 00:03:45,000 results for the road to the A input, and the other Kronos to the B input. 70 00:03:45,000 --> 00:03:49,999 Then I'm going to connect my roto shape to the mask input. 71 00:03:50,000 --> 00:03:50,499 This isn't perfect, 72 00:03:50,499 --> 00:03:53,384 but it's definitely a big improvement in a short amount of time. 73 00:03:53,384 --> 00:03:57,999 In module two I had roto for the foreground skater. 74 00:03:58,000 --> 00:04:02,000 That made a big difference to the retime results. 75 00:04:02,000 --> 00:04:05,999 The roto was done on the original plate before the retime had been applied. 76 00:04:06,000 --> 00:04:08,076 Let's connect the roto to the main Kronos node, 77 00:04:08,076 --> 00:04:10,666 and set the Matte channel to Matte Alpha. 78 00:04:10,666 --> 00:04:13,999 Again, this seems to be a big improvement, 79 00:04:14,000 --> 00:04:16,400 but if you look closely it actually introduces 80 00:04:16,400 --> 00:04:19,333 artifacts that weren't there before, like these sharp edges, 81 00:04:19,333 --> 00:04:22,999 and this roto took a significant amount of time to create. 82 00:04:22,999 --> 00:04:26,500 We're going to use this roto to fix some of the other issues, 83 00:04:26,500 --> 00:04:29,142 but if you didn't already have full body roto available it 84 00:04:29,142 --> 00:04:32,999 might not be worth the time or effort to create it just to 85 00:04:32,999 --> 00:04:37,999 plug into a Kronos node, but as I have it I'm going to use it. 86 00:04:38,000 --> 00:04:39,800 Sometimes combining different Retime nodes together 87 00:04:39,800 --> 00:04:42,090 can get you a good enough result, 88 00:04:42,090 --> 00:04:45,666 but when you start using multiple optical flow nodes your 89 00:04:45,666 --> 00:04:47,999 script can really start to slow down. 90 00:04:48,000 --> 00:04:49,500 If you're using this approach you might want to 91 00:04:49,500 --> 00:04:50,923 render out each different retime, 92 00:04:50,923 --> 00:04:55,999 and then read them back in and combine the rendered results. 93 00:04:56,000 --> 00:04:56,933 I still have some cleanup to do, 94 00:04:56,933 --> 00:05:01,000 so I'm going to render out these two Kronos nodes and use 95 00:05:01,000 --> 00:05:07,000 the renders for the rest of my work. 96 00:05:07,000 --> 00:05:09,076 Now that I have rendered out the Kronos nodes, 97 00:05:09,076 --> 00:05:14,000 and I've done some broad stroke fixes, it's time to get into the little details. 98 00:05:14,000 --> 00:05:16,750 There are two main techniques that I'm going to show you 99 00:05:16,750 --> 00:05:19,666 here; both are basic rig removal techniques, 100 00:05:19,666 --> 00:05:21,000 painting, and patching. 101 00:05:21,000 --> 00:05:24,666 Both use different parts of different frames or different areas of 102 00:05:24,666 --> 00:05:28,000 a frame to recreate the areas that need fixing. 103 00:05:28,000 --> 00:05:31,999 Using the Paint node to fix each frame at a time is relatively simple, 104 00:05:32,000 --> 00:05:36,000 but it is tricky to create consistent work over many frames. 105 00:05:36,000 --> 00:05:38,750 It's good for fixing individual frames or areas that are moving 106 00:05:38,750 --> 00:05:41,153 fast and are quite different on every frame, 107 00:05:41,153 --> 00:05:44,846 but if the movement is slow and steady you can quickly see popping or 108 00:05:44,846 --> 00:05:47,999 boiling in your paint work when the results are played back. 109 00:05:47,999 --> 00:05:51,714 Creating patches takes a lot more work to set up, 110 00:05:51,714 --> 00:05:56,000 but once you have them working they're smooth and consistent. 111 00:05:56,000 --> 00:05:58,000 We could spend hours or days cleaning up everything in this shot, 112 00:05:58,000 --> 00:06:02,235 so I'm just going to show you a few examples of how 113 00:06:02,235 --> 00:06:04,000 I would use these approaches. 114 00:06:04,000 --> 00:06:05,733 I'm going to start by using the Paint node to clean up the 115 00:06:05,733 --> 00:06:09,857 section of the shot where the skater's arm lifts up and 116 00:06:09,857 --> 00:06:12,000 crosses the skater behind him. 117 00:06:12,000 --> 00:06:15,333 We can see that the version of Kronos that uses the roto gives us a nice, 118 00:06:15,333 --> 00:06:18,999 consistent, solid shape for the arm for most of the action, 119 00:06:19,000 --> 00:06:22,999 but it does have some ugly, sharp edges that need cleaning up. 120 00:06:23,000 --> 00:06:25,599 Because the arm is moving fast in this section of the shot we 121 00:06:25,599 --> 00:06:29,333 can use the frames before and after to source clean areas of 122 00:06:29,333 --> 00:06:32,666 the background to fix these edges. 123 00:06:32,666 --> 00:06:36,000 Let's fix up frame 243. 124 00:06:36,000 --> 00:06:37,714 Connect a Paint node to the Read node, 125 00:06:37,714 --> 00:06:41,857 and choose the Clone tool from the menu on the left of the viewer. 126 00:06:41,857 --> 00:06:46,333 By default, the Clone tool clones from different areas of the same frame, 127 00:06:46,333 --> 00:06:51,285 but if we set the source to bg using this dropdown at the top of the 128 00:06:51,285 --> 00:06:54,333 Viewer we reveal the time offset option labeled delta t. 129 00:06:54,333 --> 00:06:57,769 This lets us choose to clone from a different frame. 130 00:06:57,769 --> 00:07:00,846 The arm is moving upwards at this point, 131 00:07:00,846 --> 00:07:05,125 so if we want to clone a clean area of the face we 132 00:07:05,125 --> 00:07:07,000 need to source the previous frame. 133 00:07:07,000 --> 00:07:09,857 So let's set the time offset to -1. 134 00:07:09,857 --> 00:07:12,642 Everything in this shot is moving between each frame, 135 00:07:12,642 --> 00:07:15,909 so we need to line up the source frame to the destination frame. 136 00:07:15,909 --> 00:07:19,999 We can do this using the onion skin feature. 137 00:07:20,000 --> 00:07:24,000 Press T to overlay the source frame over the current frame. 138 00:07:24,000 --> 00:07:28,857 Now hold down the Command or Ctrl key and drag on the viewer to line the two up. 139 00:07:28,857 --> 00:07:31,714 Use the hard edge of the white sunglasses to get 140 00:07:31,714 --> 00:07:33,538 the lineup as close as possible. 141 00:07:33,538 --> 00:07:36,000 Hit T again to turn off the overlay. 142 00:07:36,000 --> 00:07:38,461 Start painting over the edge of the arm. 143 00:07:38,461 --> 00:07:42,142 This will clone the clean image of the face from the 144 00:07:42,142 --> 00:07:44,999 previous frame over the areas that need fixing. 145 00:07:45,000 --> 00:07:48,500 If we tried to paint on the lower edge of the arm we will 146 00:07:48,500 --> 00:07:50,714 clone in more arm from the previous frame, 147 00:07:50,714 --> 00:07:52,999 so we need to change the clone source. 148 00:07:53,000 --> 00:07:57,642 Change the time offset from -1 to positive 1 to clone from the 149 00:07:57,642 --> 00:07:59,999 next frame rather than the previous frame. 150 00:07:59,999 --> 00:08:05,000 Hit T again to show the overlay, and line up the new source frame. 151 00:08:05,000 --> 00:08:12,000 Then paint in the lower edge of the arm to fix the hard edge. 152 00:08:12,000 --> 00:08:14,199 We can see that the arm on frame 242 looks okay, 153 00:08:14,199 --> 00:08:17,333 but if you move backwards through the sequence from here the 154 00:08:17,333 --> 00:08:21,153 arm breaks or doubles up between 232 and 242. 155 00:08:21,153 --> 00:08:26,000 The truck behind it also breaks up a lot. 156 00:08:26,000 --> 00:08:29,000 We're going to use a couple of patches to fix these areas. 157 00:08:29,000 --> 00:08:31,250 We're going to work from the back layer first, 158 00:08:31,250 --> 00:08:34,000 then restore the foreground layers on top of the clean background, 159 00:08:34,000 --> 00:08:35,615 so let's start with the truck. 160 00:08:35,615 --> 00:08:40,400 We're going to create a patch for the truck between frames 232 and 242. 161 00:08:40,400 --> 00:08:45,533 Frame 232 shows more of the front of the truck than 162 00:08:45,533 --> 00:08:49,999 any other frame in the sequence, so we can use this frame to create the patch. 163 00:08:50,000 --> 00:08:56,000 Let's add a FrameHold node, and set it to 232. 164 00:08:56,000 --> 00:08:59,000 Then I'm going to add a Roto node below the FrameHold node, 165 00:08:59,000 --> 00:09:00,800 and draw around the top half of the truck, 166 00:09:00,800 --> 00:09:05,500 and then use a premult to apply this roto shape to the image. 167 00:09:05,500 --> 00:09:10,071 We need to track this patch over the moving image. 168 00:09:10,071 --> 00:09:14,571 I would usually try to use a Tracker node to track the movement, 169 00:09:14,571 --> 00:09:16,571 and then apply that to the patch, 170 00:09:16,571 --> 00:09:19,818 but because of how the skater covers the area there 171 00:09:19,818 --> 00:09:22,000 isn't much that we can track. 172 00:09:22,000 --> 00:09:25,999 We only need to use this patch for 10 frames, so we can track it in by hand. 173 00:09:26,000 --> 00:09:28,357 I'm going to add a Transform node below the Premult node, 174 00:09:28,357 --> 00:09:33,000 and on frame 232 add a key frame to the translate, 175 00:09:33,000 --> 00:09:35,000 rotate, and scale properties. 176 00:09:35,000 --> 00:09:38,333 We can also hold down the Command key or Ctrl if you aren't on a Mac, 177 00:09:38,333 --> 00:09:42,000 and drag the control handles to the middle of the patch. 178 00:09:42,000 --> 00:09:46,000 Now we can merge this over the main image. 179 00:09:46,000 --> 00:09:48,117 On this frame we can set the mix value and the merge 180 00:09:48,117 --> 00:09:50,400 node to 0 and add a key frame. 181 00:09:50,400 --> 00:09:56,000 Then go to the next frame and set the mix to one. 182 00:09:56,000 --> 00:09:58,800 If we look before and after this Merge node we can now see that 183 00:09:58,800 --> 00:10:02,000 the patch doesn't line up with the truck behind. 184 00:10:02,000 --> 00:10:06,000 We're going to need to manually line that up on each frame, 185 00:10:06,000 --> 00:10:07,818 but because the camera was pulling backwards at a reasonably 186 00:10:07,818 --> 00:10:10,916 steady pace the scale is going to change, 187 00:10:10,916 --> 00:10:12,999 as well as the position. 188 00:10:13,000 --> 00:10:16,357 Because this is a steady change we should set a key frame on the last frame, 189 00:10:16,357 --> 00:10:21,000 and then hopefully we won't need to adjust the scale on every frame. 190 00:10:21,000 --> 00:10:41,000 Let's go to frame 242 and line up the patch on this frame (clicking). 191 00:10:41,000 --> 00:10:43,600 Once the patch is lined up we can set the mix property in 192 00:10:43,600 --> 00:10:47,882 the Merge node to 0 for this frame, and go back 1 frame, 193 00:10:47,882 --> 00:10:50,000 and set it back to 1. 194 00:10:50,000 --> 00:10:53,333 Now we have the patch onscreen from 233 to 241, 195 00:10:53,333 --> 00:10:58,000 and we have lined up the patch with the frames before and after that. 196 00:10:58,000 --> 00:11:01,000 The next step is to go through the eight frames in that range, 197 00:11:01,000 --> 00:11:05,000 and manually line up the patch on each frame. 198 00:11:05,000 --> 00:11:08,000 If we constantly compared the before and after we'll make sure that 199 00:11:08,000 --> 00:11:24,000 we get the lineup as close as we can (clicking). 200 00:11:24,000 --> 00:11:28,999 Once it's done it should look something like this. 201 00:11:29,000 --> 00:11:31,999 Now we need to restore the skater back over the top, 202 00:11:32,000 --> 00:11:35,000 and fix some of the issues with the arm as we do it. 203 00:11:35,000 --> 00:11:37,785 Because we have the full body roto of the skater we can mask 204 00:11:37,785 --> 00:11:41,272 the skater and run a premultiplied version of the skater 205 00:11:41,272 --> 00:11:45,750 through another copy of the Kronos setup. 206 00:11:45,750 --> 00:11:52,363 Because we have removed all the surrounding details this actually 207 00:11:52,363 --> 00:11:56,000 produces a much cleaner result of the skater. 208 00:11:56,000 --> 00:11:57,400 There are still a few bad edges, 209 00:11:57,400 --> 00:12:00,538 and on frame 239 there is a weird artifact in the alpha channel, 210 00:12:00,538 --> 00:12:04,199 but we can clean these up with a few paint nodes, 211 00:12:04,199 --> 00:12:06,999 and place this layer over everything else. 212 00:12:07,000 --> 00:12:08,466 If we compare the chart before and after we can see 213 00:12:08,466 --> 00:12:10,249 that we have a much better result. 214 00:12:10,249 --> 00:12:13,999 There are still lots of areas that need fixing, 215 00:12:14,000 --> 00:12:17,999 but we can use similar techniques to these to fix them all up. 216 00:12:18,000 --> 00:12:20,800 In the next video I'm going to show you how we can use camera 217 00:12:20,800 --> 00:12:29,000 tracking and 3D projections to help with the process. 20078

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