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These are the user uploaded subtitles that are being translated: 1 00:00:00,266 --> 00:00:04,666 welcome to this overview of PXF Vector Etchblur 2 00:00:04,933 --> 00:00:08,200 so here I have a clip of someone playing basketball 3 00:00:08,200 --> 00:00:09,000 and I want to 4 00:00:09,000 --> 00:00:11,900 cut the player out and replace the background 5 00:00:12,000 --> 00:00:13,800 with a roto 6 00:00:14,066 --> 00:00:16,933 so so I have a roto prepared here 7 00:00:16,966 --> 00:00:20,466 I'm using the copy node to combine the RGB 8 00:00:20,533 --> 00:00:22,466 and the Alpha together 9 00:00:22,566 --> 00:00:25,933 and I'm using the premolt node to have an RGBA 10 00:00:26,266 --> 00:00:29,566 premultiplied image that's ready to be put on 11 00:00:29,600 --> 00:00:32,133 top of a background using n over 12 00:00:32,400 --> 00:00:33,900 so far so good 13 00:00:34,066 --> 00:00:34,933 so that's great 14 00:00:34,933 --> 00:00:36,366 however there's a problem 15 00:00:36,400 --> 00:00:40,300 if I look at the footage it's got motion blur and my 16 00:00:40,766 --> 00:00:42,666 Roto does not have motion blur 17 00:00:42,800 --> 00:00:44,966 so if I look at the basketball 18 00:00:44,966 --> 00:00:48,066 the inside is blurry and the edge is sharp 19 00:00:48,066 --> 00:00:49,533 that's a problem 20 00:00:49,766 --> 00:00:51,933 so typically we would turn on the motion blur 21 00:00:51,933 --> 00:00:53,000 in the Roto node 22 00:00:53,000 --> 00:00:55,666 so if we go back in the Roto node 23 00:00:55,666 --> 00:00:57,366 we can turn on Global Motion Blur 24 00:00:57,366 --> 00:00:58,733 and now I have 25 00:00:59,533 --> 00:01:00,700 a blurry 26 00:01:01,800 --> 00:01:05,366 alpha so my alpha has motion blur so that's great 27 00:01:05,700 --> 00:01:09,000 but there's a problem when I combine the blurry 28 00:01:09,400 --> 00:01:11,366 alpha with the blurry picture 29 00:01:11,733 --> 00:01:15,600 I can see in my result here parts of the ground 30 00:01:16,400 --> 00:01:17,800 showing through the edge 31 00:01:17,900 --> 00:01:19,333 and that's normal 32 00:01:19,733 --> 00:01:20,100 see 33 00:01:20,100 --> 00:01:22,900 you can see the lines from the basketball court here 34 00:01:23,366 --> 00:01:24,500 so that's normal 35 00:01:24,666 --> 00:01:26,533 that's expected 36 00:01:26,533 --> 00:01:27,966 because when you turn on 37 00:01:28,100 --> 00:01:29,000 the motion blur 38 00:01:29,000 --> 00:01:29,900 the alpha 39 00:01:29,900 --> 00:01:33,066 grows and we end up with parts of the background 40 00:01:33,366 --> 00:01:36,333 so a mistake would be to try to fix this 41 00:01:36,333 --> 00:01:37,500 by shrinking 42 00:01:37,500 --> 00:01:40,166 the roto making the shape of the ball smaller 43 00:01:40,300 --> 00:01:43,800 so that the blurry areas stay on the opaque bits 44 00:01:43,933 --> 00:01:44,933 this will 45 00:01:44,933 --> 00:01:47,600 of course fix my issue of seeing the ground but 46 00:01:47,933 --> 00:01:50,766 my ball will end up looking smaller than it should 47 00:01:50,966 --> 00:01:52,100 so that's a problem 48 00:01:52,300 --> 00:01:54,800 the reason we're having the problem is because 49 00:01:54,800 --> 00:01:56,533 in the this image here 50 00:01:56,866 --> 00:02:00,700 in the blurry parts we're having a mix of the ground 51 00:02:00,700 --> 00:02:01,666 and the ball 52 00:02:01,666 --> 00:02:05,000 and we just want the ball we don't want the ground 53 00:02:05,300 --> 00:02:06,133 so we're stuck here 54 00:02:06,133 --> 00:02:08,466 we can just use the motion blur on the roto side 55 00:02:08,466 --> 00:02:10,766 we need to apply motion blur here after 56 00:02:11,000 --> 00:02:14,166 the premultiplication and that's where PXF Vector 57 00:02:14,166 --> 00:02:15,333 Edge Blur comes in 58 00:02:16,100 --> 00:02:18,766 so let's copy our branch here to compare 59 00:02:20,800 --> 00:02:24,000 I'm gonna turn off the motion blur in the roto 60 00:02:25,966 --> 00:02:29,866 and we're gonna bring in a PXF Vector Edge blur 61 00:02:30,533 --> 00:02:33,600 and I'm gonna connect it here 62 00:02:34,100 --> 00:02:35,966 and we can compare 63 00:02:36,000 --> 00:02:37,766 we don't have the same shutter speed 64 00:02:37,766 --> 00:02:40,066 so I'm gonna slow down the shutter here 65 00:02:41,100 --> 00:02:41,700 here we go 66 00:02:41,700 --> 00:02:44,300 so now we should be able to compare apples to apples 67 00:02:44,300 --> 00:02:46,666 so now this is the version with 68 00:02:46,666 --> 00:02:49,466 Vector Edge and this is the version without 69 00:02:49,600 --> 00:02:51,933 so you can see there's quite a difference 70 00:02:52,133 --> 00:02:53,133 between the two 71 00:02:53,300 --> 00:02:55,700 let's comp it on top of our background 72 00:02:59,166 --> 00:02:59,966 here we go 73 00:03:00,066 --> 00:03:03,366 so this is the old way using the motion blur from 74 00:03:03,400 --> 00:03:04,366 Nux Roto 75 00:03:04,400 --> 00:03:08,166 and this is the new way using vector edge blur 76 00:03:08,300 --> 00:03:09,600 so what's happening here 77 00:03:09,766 --> 00:03:11,766 basically what we're doing is now we're 78 00:03:11,766 --> 00:03:12,866 turning off the motion 79 00:03:12,866 --> 00:03:13,866 blur in the Roto 80 00:03:13,866 --> 00:03:17,566 and doing only the opaque areas in the alpha 81 00:03:17,566 --> 00:03:20,200 so the Alpha or Doroto has been 82 00:03:20,666 --> 00:03:23,133 made as tight as possible to include only 83 00:03:23,133 --> 00:03:24,800 the opaque bits and not 84 00:03:24,800 --> 00:03:26,900 to include the motion blur 85 00:03:27,400 --> 00:03:28,600 once we have that 86 00:03:28,600 --> 00:03:31,066 we're using a vector generator 87 00:03:31,066 --> 00:03:33,300 under the hood to analyze the motion 88 00:03:33,366 --> 00:03:36,966 and a vector blur to basically blur the edges 89 00:03:36,966 --> 00:03:39,966 so not only are we blurring our alpha channel 90 00:03:40,066 --> 00:03:41,500 we're also blurring 91 00:03:41,733 --> 00:03:44,666 RGB values so essentially we're taking 92 00:03:44,700 --> 00:03:46,766 the opaque bits of the ball 93 00:03:46,766 --> 00:03:48,900 to recreate the transparent bits 94 00:03:48,900 --> 00:03:50,700 which we cannot use from the 95 00:03:50,700 --> 00:03:52,200 footage because it's mixed 96 00:03:52,300 --> 00:03:53,166 with the ground 97 00:03:54,200 --> 00:03:57,166 so this is giving us a pretty good result 98 00:03:57,166 --> 00:03:58,366 so let's look at the 99 00:03:58,500 --> 00:04:01,166 knobs and settings in Vector etular 100 00:04:01,333 --> 00:04:03,100 so the first one here is 101 00:04:03,400 --> 00:04:06,466 which channel to analyze for motion so basically 102 00:04:06,966 --> 00:04:09,100 where are the motion vectors coming from 103 00:04:09,100 --> 00:04:12,300 are we analyzing the motion of the alpha only 104 00:04:12,300 --> 00:04:14,500 or the RGB it's up to you 105 00:04:14,500 --> 00:04:16,133 usually alpha gives better result 106 00:04:16,133 --> 00:04:18,266 but you can also analyze the motion 107 00:04:18,333 --> 00:04:20,166 of the RGB image 108 00:04:20,333 --> 00:04:22,600 so that's your first option 109 00:04:22,700 --> 00:04:24,500 second option is whether or not to apply 110 00:04:24,500 --> 00:04:26,100 the blur only on the edges 111 00:04:26,100 --> 00:04:30,133 so if you turn that off you can blur the inside 112 00:04:30,200 --> 00:04:31,600 this would be a mistake here 113 00:04:31,600 --> 00:04:33,700 because now we're applying motion blur 114 00:04:33,733 --> 00:04:37,466 to pixels that already have motion blur from the 115 00:04:37,500 --> 00:04:39,966 footage so we don't want double blur here 116 00:04:39,966 --> 00:04:42,066 but if you wanted to you can turn that off 117 00:04:42,366 --> 00:04:45,733 you can choose which method to apply motion blur so the 118 00:04:46,800 --> 00:04:49,400 Vector Blur 2 method is using the GPU 119 00:04:49,600 --> 00:04:51,333 accelerated recent 120 00:04:51,333 --> 00:04:52,866 Vector Blur node 121 00:04:52,866 --> 00:04:55,533 this one uses the old node so it might be 122 00:04:55,666 --> 00:04:57,500 useful if you're having bugs or 123 00:04:57,700 --> 00:05:00,100 if you want slightly different results 124 00:05:00,100 --> 00:05:01,800 this is the old Vector Blur node 125 00:05:01,933 --> 00:05:04,566 and you can use the Nuke Motion Blur node 126 00:05:04,600 --> 00:05:06,533 which uses multi sampling here 127 00:05:06,533 --> 00:05:08,600 so you can adjust a number of samples 128 00:05:08,600 --> 00:05:11,200 so if you have two low samples you're gonna see 129 00:05:11,200 --> 00:05:13,066 doubled up edges here 130 00:05:13,700 --> 00:05:15,066 so make sure to adjust that 131 00:05:15,100 --> 00:05:19,133 if you're using the vector blur method this doesn't 132 00:05:20,000 --> 00:05:21,133 make any difference 133 00:05:21,566 --> 00:05:22,700 shutter time is how 134 00:05:22,700 --> 00:05:24,333 slow or fast your shutter is 135 00:05:24,333 --> 00:05:26,066 so the smaller the value this 136 00:05:26,066 --> 00:05:27,566 less blur you're gonna have 137 00:05:27,600 --> 00:05:29,300 so if you set it 2.5 138 00:05:29,533 --> 00:05:31,000 this is equals to 139 00:05:31,400 --> 00:05:35,866 180 degree shutter angle this is a 360 degree 140 00:05:36,000 --> 00:05:38,266 shutter angle and this is would be a 141 00:05:38,366 --> 00:05:40,266 90 degree shutter angle 142 00:05:40,766 --> 00:05:42,266 the adjust B box 143 00:05:42,800 --> 00:05:43,900 feature is 144 00:05:43,900 --> 00:05:46,466 to fix errors on the edges of the bounding box 145 00:05:46,466 --> 00:05:48,300 so let's create a bounding box here 146 00:05:48,300 --> 00:05:50,300 I have a bounding box on my roto 147 00:05:50,566 --> 00:05:52,966 so we're gonna use the copy B box 148 00:05:54,100 --> 00:05:54,900 feature 149 00:05:55,166 --> 00:05:58,166 and we're gonna copy the bounding box from our roto 150 00:05:58,166 --> 00:06:00,366 to our pre multiplied image here 151 00:06:00,500 --> 00:06:04,000 so now we have a tight bounding box around our 152 00:06:05,166 --> 00:06:07,166 basketball player and if we 153 00:06:07,366 --> 00:06:09,966 use our vector edge if we don't 154 00:06:10,300 --> 00:06:11,666 grow the bounding box 155 00:06:11,900 --> 00:06:14,200 you might have these kinds of artifacts 156 00:06:14,200 --> 00:06:16,000 streaks on the edges 157 00:06:16,000 --> 00:06:19,066 this seems to be an artifact of the vector blur node 158 00:06:19,066 --> 00:06:21,866 so we need to grow our bounding box a little bit 159 00:06:22,100 --> 00:06:23,166 we have the option here 160 00:06:23,166 --> 00:06:26,800 so for example here I'm adding 50 pixels of 161 00:06:27,400 --> 00:06:30,133 extra size to my bounding box to 162 00:06:30,466 --> 00:06:31,900 get rid of the artifacts 163 00:06:31,900 --> 00:06:35,366 so this is there for those types of problems 164 00:06:35,766 --> 00:06:37,900 lastly we have to mix slider 165 00:06:38,000 --> 00:06:41,133 just like most nuke nodes we can mix 166 00:06:41,333 --> 00:06:43,100 our effect with the original 167 00:06:43,100 --> 00:06:47,200 so that way we can blend between the original and 168 00:06:47,933 --> 00:06:50,200 final effect so there you go 169 00:06:50,200 --> 00:06:53,966 that was an overview of PXF Vector Edge Blur 170 00:06:53,966 --> 00:06:57,566 I hope you've enjoyed it and I'll see you in the next 171 00:06:57,733 --> 00:06:59,500 video goodbye 12209

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