Afrikaans
Akan
Albanian
Amharic
Armenian
Azerbaijani
Basque
Belarusian
Bemba
Bengali
Bihari
Bosnian
Breton
Bulgarian
Cambodian
Catalan
Cebuano
Cherokee
Chichewa
Chinese (Simplified)
Corsican
Croatian
Czech
Danish
Dutch
Esperanto
Estonian
Ewe
Faroese
Filipino
Finnish
French
Frisian
Ga
Galician
Georgian
German
Guarani
Gujarati
Haitian Creole
Hausa
Hawaiian
Hebrew
Hindi
Hmong
Hungarian
Icelandic
Igbo
Indonesian
Interlingua
Irish
Italian
Japanese
Javanese
Kannada
Kazakh
Kinyarwanda
Kirundi
Kongo
Korean
Krio (Sierra Leone)
Kurdish
Kurdish (Soranรฎ)
Kyrgyz
Laothian
Latin
Latvian
Lingala
Lithuanian
Lozi
Luganda
Luo
Luxembourgish
Macedonian
Malagasy
Malay
Malayalam
Maltese
Maori
Marathi
Mauritian Creole
Moldavian
Mongolian
Montenegrin
Nepali
Nigerian Pidgin
Northern Sotho
Norwegian
Norwegian (Nynorsk)
Occitan
Oriya
Oromo
Pashto
Persian
Polish
Portuguese (Brazil)
Portuguese (Portugal)
Punjabi
Quechua
Romanian
Romansh
Runyakitara
Russian
Samoan
Scots Gaelic
Serbian
Serbo-Croatian
Sesotho
Setswana
Seychellois Creole
Shona
Sindhi
Sinhalese
Slovak
Slovenian
Somali
Spanish
Spanish (Latin American)
Sundanese
Swahili
Swedish
Tajik
Tamil
Tatar
Telugu
Thai
Tigrinya
Tonga
Tshiluba
Tumbuka
Turkish
Turkmen
Twi
Uighur
Ukrainian
Urdu
Uzbek
Vietnamese
Welsh
Wolof
Xhosa
Yiddish
Yoruba
Zulu
Hi, my name is Matt.
And today we'll talk about basic
compositing on the fusion page within Da Vinci Resolve.
This video builds
on what you've already learned in the introduction of fusion video.
So if you haven't watched
that one, I'd recommend starting there and then coming back to this one.
The most basic goal of compositing is to combine
multiple images together to create a final result.
For this first example, we're going to do a split screen composite
where we'll combine the performance of a foreground actor
with the performance of a background actor from a different take.
To do this, we'll use Fusion's tracker
to match, move and stabilize the shots.
We'll use the Polygon tool to draw a mask around our actor,
and we'll use the transform tool to do some fine tune
alignments to those elements.
So let's take a look at our footage
so we can see two
elements here stacked on video one and video two.
And I'm going to go ahead and define a playback region
by hitting AI at the beginning and then O at the end.
And then I'm going to do alt
forward slash to loop my playback,
which is basically the same thing as just hitting play here.
So the first thing you want to do when you're looking at footage
is really analyze what's going on with all the elements
to plan out what you're going to do on the composite.
So for this first element, I can see a take.
One has the performance of the background
character in the passenger seat that we really want.
So if I go and disable that element by selecting it in the timeline and pressing D,
we can now view take two,
which has the performance for the foreground character that we want.
So now we understand what each of the elements are for.
I would say the other thing I notice about these shots
is that there's a bit of camera motion.
So in this shot the camera tilts down slightly and in take one.
If I re-enable that, the camera pans slightly.
And so that tells me that we'll need to stabilize the shot
and match, move them together to get the final result we're looking for.
In addition to that,
I know I'm going to need to draw a polygon around one of our characters.
So if I go ahead and just drop into the annotation tool here on the other page,
I'll probably end up drawing my polygon
somewhere around here to separate
our background
character in the passenger seat from the foreground character.
So now that we've roughly planned this out, let's dive
into fusion and get started on the shot.
So to do that,
I'm going to go ahead and select both of these elements on the edit page
and then right click one of them and select new fusion clip.
And what that'll do is it'll combine both of those clips into your fusion
composition and set that up for the work you're about to do.
So I select that.
And now in the timeline I see Fusion clip two,
and that has also added a fusion clip to into my media pool.
So now if we go to the fusion page,
I can see I've got two media in elements and merge and a media out.
So Resolve has done some of the work for me to set up this composition.
So to just clean up my workspace a little bit.
I'm going to go ahead and select this button here to just single the viewer two.
So we're looking at a larger image.
Next thing I'll do
is I'll look at each of the media ends and determine
which element is which and just do a bit of organization.
So I'll select media in one and I press two to load it
into the viewer, and then I'll play that shot back.
So that shot is the performance we want from the driver.
So I'll go ahead and stop playback and I'm going to rename
this media in one node to Driver.
And I do that by going to the inspector panel.
Right?
Clicking on media in one and selecting rename.
So now
name that no driver so it's easier to keep track of.
Let's view media in two by selecting it
pressing two to load it into the viewer playing it back.
That's our passenger element, so I'll go ahead and rename that.
But instead of right clicking in the inspector tool,
I'll select median two and I'll do a function two.
That's the shortcut key to bring up your rename for that node.
Okay,
now that I have that setup, I'm going to do a little bit organization of my nodes.
I generally like my passenger or my my foreground nodes to be
coming in from the top and my background node to be organized
furthest to the left of the main flow of this tree.
So now that we've set up our shot, we're ready to begin
work and I'm going to go ahead and start with the passenger element.
So I'll select that node, play it back.
So the first thing I want to do is
stabilize this camera motion to just get rid of it.
So I'll go to the first frame here
and I'm going to load a tracker node and I find that in the effects library
so I can show that panel by clicking here
and then I'll twist down the tools menu
and go to the Transform submenu or sorry, the tracking submenu.
And that's where I can see
the camera tracker planner, tracker and Fusion's regular tracker.
The fusion tracker
is kind of a workhorse of fusion, so we're going to use that here.
It's it's very useful in a variety of situations.
So I've dragged that on the pipe that's connecting passenger to merge one
and I'm going to go ahead and hide the effects library for now.
So I want to view this tracker.
So I'm going to select that node and press two to load it into the viewer.
And what I see right away is that I already have this widget
that is in the UI.
So let's go and zoom in a little bit closer and take a look at it.
So this tracker point is made up of two boxes.
We have an inner box here and that box defines
the pattern that the tracker is going to try to find.
And the outer box is the search region
where the tracker will try to find that pattern.
So you can resize either of these boxes by grabbing a corner
or grabbing an edge and adjusting to the size that you want
to move this point, you select this upper left hand corner of the inner
box and you can drag it over a region you want to track.
So what we want to do is we want to track the motion of the car.
Now I'm going to hit command F to go to full screen
and let me play this back real quick.
So what we see here is
the car is moving because of the camera,
but there's also some natural motion within the scene.
This passenger is moving the trees in the background
are moving and even the seatbelt is moving a bit.
We don't want to track any of those regions
because they're not actually being caused by the camera motion.
What we want to track
is the static portions of the scene that show how the camera is moving.
So in this case, that's going to be high contrast parts of the car
like this lock here.
So I'll go ahead and jump to the first frame
and move my tracker down to a
high contrast area like you can see here.
So you want to choose a high contrast pattern like this
because that gives the tracker a more solid pattern to to lock on onto.
If there wasn't much contrast, you may get false tracks or your tracker
floating off the point that you really want to track.
So now that we have that setup, we could track this shot.
But if you only have one tracker, what happens is the tracker
will just be able to solve for any translation movement.
It won't be able to solve for any rotation or scale changes.
So to track for scale
and rotation, you'll need a minimum of three trackers.
So I'll go head back to full screen and I'm going to add
two additional trackers by selecting the add button in the inspector.
So now I have a tracker two and a tracker three,
and I need to find additional high contrast points to track
ideally that are fairly far away from the first tracker.
That way you get a more extreme change for the solve.
So I'll go ahead and choose
this area of the seatbelt
and think I'll choose this
area of the shadow
and I'm going to go and play back
before I track just to make sure I'm not tracking anything like this.
Seatbelts moving on its own
and I'm not tracking that region, so it looks like I'm good.
So I'll jump back to the first frame
and I will select the track forward button.
So the track forward button
will track forward from the first frame no matter where you are.
The button
next to it is the track forward from current time,
and that would be useful if you were tracking from a part
in the middle of the clip.
So in this case, we're starting for the first frame,
so I'm going to go ahead and choose track forward.
Okay, Track is done.
And now you can see if we playback these tracked points track
nicely with the high contrast areas they were supposed to be attached to.
The camera motion is still there.
So to remove that, we need to go to the tracker
and the inspector and from here
we click on the operation
tab where we can apply an operation based off those trackers.
So I'm going to go ahead and drop that down and I want to select Match Move.
And then within Match move, we have various merge opera operations.
Background only
will stabilize the background input.
So foreground over background will actually do a merge operation
with the foreground over the background, adjusting the foreground
motion based off of the tracker that we've already done.
We'll show that a little bit later in this video.
So I'm going to go in select background and then let's play back
to see our result.
So now looks like the car is very steady.
It's not moving anywhere, which is exactly what we're looking for.
The next thing we want to do to prepare this element to be composite
over the top of the driver element is we want to cut out our background
character here.
So what I'm going to do is create a polygon tool, which will allow me
to draw around the region I want to create a map for.
So I'm going to go to the effects library
and I'm going to go to the mask menu.
And here there's various forms of masks we can choose from.
I'm going to go ahead and choose the polygon tool
and drag it into my flow here,
and I'm going to hide my effects library.
So I'm going to zoom out a bit and I'm going to draw a polygon
roughly where I decide to do it earlier.
We'll refine this a bit more later.
And what I'm doing here when I'm clicking
to lay down a point, I am holding that click
and I'm dragging it to actually create a nice curve.
So if I just click and release, I'll create a very sharp angle.
So I generally tend to click and drag to always create smooth edges.
So now that I have that, I'm going
to actually load this polygon into the viewer so I can see how it looks.
And instead of pressing the keyboard to do that, I'm going to go ahead
and grab this node and drag it into the viewer and release
and that'll load that node into the viewer.
So I can see this is where I've defined the Matt.
So White is going to define the region that I want to keep,
and black is defining the region that is going to be removed.
So the last thing I'm going to do is add a little bit of edge softness to this mat.
So I'm just going to drag this a bit.
And now I've got a nice soft edge here
and that's going to help the transition from one of the elements to the other.
So I command have to go back to full screen
and let's view our tracker node
and to actually cut out this character,
I need to connect this polygon to the passenger media in Node.
So to do that, I'm going to go ahead and drag the output of the polygon
and attach it to the mask input of the passenger.
So now we can see we've
isolated that part of the shot.
If we play that back,
seems like we're getting what we want and we'll come back
a little bit later to refine that further.
So now that we have our background character
prepared, we can go ahead and work on our driver.
So to do that, I'm going to go ahead and select my driver
node load into the viewer and watch this element down.
So there's a bit
of camera motion in this shot as well.
Now I need to track that motion, but ultimately
I want to keep this camera motion, but I want to have the other element,
the passenger match, this camera movement.
We'll go to our effects library and go back to our tracking
bin and pull in a tracker and drop it on the flow
between the driver and the merge.
And I want to view that.
So I'll select track or two and press two
and I get my tracker automatically created here.
I'm going to choose very similar points as I did in the first tracker.
Let me jump to the first frame and it looks like
I've lost a bit of light over here, so it's not so high contrast on this lock.
So I'm going to actually track this part of the pillar instead
and that's got a pretty
good pattern to lock on to.
And because I want to track rotation
and scaling as well, I'm going to add two additional trackers
and put them in the same rough positions as I had.
The other.
Okay, now that's ready to track.
I'll go ahead and track forward from the first frame
and that's looking good.
All the points seem to track to the regions that
that I wanted them to
back to full screen.
So to check the track that you've already done
it is useful still to go to the operation mode
and then we can change that to match move and then background only.
That's this is what I used to just make sure my track is looking good.
If my track is looking good, then this car shouldn't be moving at all.
But as I mentioned earlier, I want to keep this camera move,
but I want to apply this camera move to the passenger element.
So to do that, what I can do is I'll change my merge
operation from background only to foreground over background.
And what that'll do is it'll take the tracking information from the driver
element and apply it to the passenger element.
So I'm to before I do that, I'm going to go ahead
and connect my passenger output
and connected to my tracker to the foreground input
and now I can change my merge operation
from background only to foreground over background.
And now I've got the foreground
composite over the background and tracked into place.
So once I play this back
now I've retained the camera motion of the foreground actor,
but the background character is moving in sync.
And just so you can see what it would look like,
let me change this merge operation to foreground only
and you can see that
this passenger now has a camera motion,
but that camera motion matches what was on the driver element.
That can be useful.
But in this case, we're going to go ahead
and just handle the merge right within the tracker note itself.
So I'll change this back to foreground over background.
Now that I've done that, I can actually delete the merge node
because we're actually achieving that merge within the tracker node itself.
So delete that and reorganize things a bit.
And then once we're this place,
let's watch down the shot and see what kind of refinements we have to do.
I can see that this soft edge here is maybe too soft.
And we're also seeing a bit of
the passenger coming through from the driver element.
So let's adjust that a bit by adjusting our polygon.
Now you want to make sure you adjust your polygon on the frame.
You originally drew the polygon.
So in this case, I can see that there is a keyframe marked on frame three.
And I can also look in the inspector
and I can see that there is an animation for the shape
and if I use if I select this
carrot, I'll navigate straight to frame three.
Now, if I modify that polygon, it's going to change that polygon
instead of adding a new keyframe automatically.
So I'm going to go ahead and just zoom in and adjust this polygon
a bit.
Okay.
That seems like that's looking good.
And I'll play back
and it looks like I'm not seeing any of the passenger
or from the foreground element or from the driver element anymore.
So that's looking good.
Let me go ahead and hide this overlay by selecting the polygon.
I play that back.
Yeah, it looks like we're looking pretty good.
If there were any alignment issues between
this foreground and background element, you could refine it a little bit further.
And actually, for example, I'll go ahead and just
adjust this a bit
so we can see if there's any alignment issues.
Yeah, So you can see that
our our door frame here is a bit higher in one element than it is
and the other element.
So what I'm going to go ahead and do while the shot may work
without doing this alignment, I'm going to go out
and do some additional refinement just to make it perfectly aligned.
So to do that,
I'm going to go ahead now to transform Node
on our passenger after this tracker.
Instead of using the effects library.
This time, I'm going to go ahead and bring up a pop up
that allow me to search the tools that are available in fusion.
I do that by heading shift space and that brings up my tool selection.
And there I can enter in transform to bring up a transform tool.
Now when I click add, it will added directly
after the tracker one because tracker one is selected.
So now I've got my
transformed it into the flow there
and from there I can adjust it as I see fit.
Now to do this, I'm going to go ahead and use the split
screen viewer to make this process a little bit easier.
So I'm going to activate the split screen viewer and what that allow me to do
is load two nodes
at the same time in the same viewer and wipe between them.
So I'm going to go ahead and load the driver element
into the side
and I'm going to load the transform
one node into the B side,
and then I can use this
wipe to actually compare the two.
And now we can really see this car isn't perfectly aligned.
So what I'm going to do is I'm going to use the transform tool to
move that element up slightly.
Now we're looking closer
and it does look like the scale is a bit off,
although the alignments looking good.
So I'm going to adjust the scale.
So this part of the window frame matches a bit better
and I'm going to do that in the inspector
by clicking inside
the text box and just dragging it down ever so slightly.
I can use this slider here that would actually do more extreme changes.
If I want to do a very fine tune adjustment, I would click and drag
inside the
the value entry area.
So that's looking a little bit better.
Let me wipe between those two.
That's looking a lot closer
than before.
So I think we're pretty good to go
now to get out of the split screen view.
I go ahead and click this button again to deactivate it.
And now let's view the results in our tracker node.
So I'm going to click that and press to load into the viewer
command F to go full screen and then play.
So now our alignments much better.
I do see that there's a bit
of fringe coming in there, so I'm going to go ahead
and adjust my polygon one more time.
There we go.
Oh, and I added on the wrong frame.
So you can see here I've added this, I've done this adjustment
on frame two, but I also have a key frame on frame three.
So what's going to happen if I go to frame three, it's going to animate.
I don't actually want that to happen.
So I'm going to go back to frame two here and I'm going to remove that key
frame by clicking there.
And now I'm going to go to frame three and do my final adjustment.
And that
should do exactly what I'm looking for.
Okay.
Now are shots looking pretty good?
Let me play this back one more time
because there's one last test that we'll have to do so we can see here
on the bottom edge of the frame, we're getting a bit of a double image.
And what's happening there is our passenger
element is a bit smaller or bit shifted up from our driver element.
So what we need to do
is actually blow up the image slightly just to crop out those edges.
So I'm going to add a transform node after this tracker to Node.
And to do that, I'm going to go ahead this time instead of using the effects
library or the tool search menu, I'm going to go ahead and use our toolbar here
and drag the node directly down into the flow where I want it.
So let's view
that node by dragging it into the viewer and releasing
and now reviewing the transform node.
And I'm going to just scale up the image slightly to crop out.
This double image we're seeing here.
Okay.
And now we'll play back and see if that's giving us
the result we want.
Yep. I can't see any frame edges anywhere.
Shot's looking good.
So we created a fusion composition that brought in two elements.
Our driver and passenger.
We renamed both of those media ends appropriately.
We used our tracker one to stabilize the passenger
and then we added a polygon to the passenger mask
input to cut out just the passenger
and remove the driver
and then we added a tracker where we tracked the drivers motion,
but we used a different mode in the tracker
to actually merge the foreground over the background,
which uses the drivers tracking information to match, move the foreground.
And then finally we added a transform on the passenger side of things
to align her element a bit closer.
And we use a final transform
to crop out any of the edges of frame that we were seeing
from the passenger elements that created our final composition.
So that's how we did our split screen, which is a very common task
in compositing, combining multiple images together to create a final result.
Another very common task in compositing is to replace a sky
that was shot on the day with one that matches other shots more closely,
or one that just looks better
to do this task.
We'll use a little mix here.
We'll use some map manipulation tools like a row dilate
and map control, and we'll have to match move the sky.
But instead of using a tracker node, this time we'll use a tracker
modifier within the merge node to do that operation.
So let's take a look at the footage.
So here we have two elements stacked over each other
and I'll go ahead and set an endpoint and an hour point
just to loop that.
So we've got two characters here and we have a very blown out sky.
It doesn't look very appealing at all.
And then below that element,
if I select the one on track two and had DE to disable it,
I can now see the sky.
So we have a sky element
that we want to use to replace the sky that was originally shot on the day.
And like any other shots, you're starting for the first time.
We really want to look at the footage and analyze it
to determine how we're going to do the work that we're going to do.
So in this case, as I'm looking at this foreground element,
the sky is very, very bright.
So it seems like I'll be able to use a lumix here
to keep out all the brightest parts of the image
to then insert the new sky.
So that's that's one part of the plan.
The other part of the plan is there's some camera motion.
So I know I'm going to need to track this plate
to match, move the sky element to it.
This sky element is just an individual tiff,
so there's no camera motion built in there.
So that's the rough plan for this shot.
So if I disable the foreground
element here on track two, I can now see the sky element.
Now sky looks great,
but there's a bunch of these mountains and buildings that we don't really want.
So what we can do is select that clip
and go into the inspector and scale that up or zoom
to me, pause that
to crop out all the unwanted parts of the image.
So if I go ahead and hit this disclosure in the media pool,
it'll tell me the resolution was resolutions much bigger.
It's 3800 pixels wide or so, whereas
the actual footage itself is HD footage.
So the thing to consider here is that fusion,
if we take these two clips
and like the last shot, we create a new fusion clip
and then go to the fusion page.
We're creating a composition that's the same resolution
as the timeline, which in this case is HD.
That works fine for this foreground element,
but our background element
is actually an HD
when there's a lot more resolution that's available to us.
So there's a slightly different way to to handle things
so that you maintain resolution
of all the source files independently.
The other thing to consider here
too, is when you're creating a new fusion clip from the edit page,
if you do any size changes on the page, it'll crop the image here.
So if we ever wanted to change how far we were
zoomed in on the image, we couldn't do that at this point.
So let's say I added a transform node
and I viewed that
and I wanted to change and zoom out a bit more.
Well, the image has been cropped
and that cropped happen crop happened on the edit page.
So what we're going to do is we're just going to reverse out of this
and undo everything we did.
And instead of actually making a new fusion clip here,
we're going to go ahead and disable the foreground
and then we're going to go directly to the fusion page.
What that'll do is that it will make a fusion composition
that matches the resolution of the clip that's in the timeline.
So before we jump into our shot,
let's talk a little bit about resolution independence.
So in this case, we've got a foreground element and a background element.
And if we look in the media pool where these files came from,
I can click on this all three
dot metadata menu here and it will show me the resolution.
I can see that the foreground clip is HD
and this sky frame is over.
HD It's 3800 pixels or so wide.
So we want to keep resolution independence
and the full resolution of those source files.
Now, if we created this fusion clip like we did on the last shot,
what it will do is it
will actually resize all the elements to the timeline resolution.
So let me do that real quick and show you what that looks like.
So if I go ahead and select both clips
and I say create new fusion clip,
it'll create a fusion clip.
And then I go to the fusion page
and on the upper right hand corner, in my view, or I can see that
I've got an HD image and that's based off of what the timeline resolution is.
And each of these elements, if I view them independently,
well, even this sky element is HD, even though
the original version of that Sky element was about 3800 pixels wide.
So we want to actually retain all that resolution for as long as we can.
So let's go back to the edit page and undo what I just did.
So instead of making a new fusion clip,
you can actually go directly to the fusion page and work that way.
So I'm going to disable the foreground clip and now when I go to the fusion
page, it's going to set the Compositions resolution
based off of the clip that's visible in the timeline,
which in this case is the sky, which is about 3800 pixels wide.
So if I go to the fusion page now, I only have one media in Node,
but my composition
resolution is 3800 pixels wide, which is exactly what I'm looking for.
I want to maintain that resolution of the sky element,
so I'll hit command F to go to full screen.
I still need to get my foreground
element and I can do that by opening up my media pool panel
and then dragging in this element into my flow.
And so now I have a media into if I load that into the viewer,
I can see that it maintains its original resolution of HD.
And so this is how you would make sure that all the elements
that you're bringing in maintain their highest resolution images.
You would actually add them directly from the media pool.
Let's do a little bit of organization in this fusion cup.
So this medium too, I'm going to go ahead and rename that
to foreground
and I'll rename my media
and one after loading into the viewer as
Sky. Now that
I have both these elements, I can go ahead and hide the media panel
and now I'm going to go to full screen command F to go to full screen
and I know I want to compositing my foreground over my sky.
So I'm going to go ahead and add a merge node, and I'm going to do that
by actually dragging the output of my foreground node
and attaching it to the output of my sky node.
And that'll automatically create a merge node for me.
So if I view that, I can now see that my foreground
is smaller in frame than my sky.
And that makes sense because my canvas right now is 3800 pixels wide,
whereas this foreground element is only HD.
Now the one thing is we want the final output
of this composition to be HD because it's going to go back to the timeline
as HD, and we want that to match the foreground resolution.
So the way to make sure that your composition
output matches a particular resolution in this case.
HD Is that the first element in your node tree has to be a HD element.
So to do that, we're going to go ahead and make a background node
to act as our first element in this processing tree.
So to do that, I'm going to go ahead and drag
in a background node from my tool panel here,
and I'm going
to view that currently this background node, it
matches the resolution of the composition, which is 3800 pixels wide.
And if I want to modify this, I can do that
in my inspector by clicking image
and then I can see I have my resolution
here 3800 by 2100 roughly.
If I want to override that, I have to do select auto resolution
and then I can type in the resolution that I want.
You can see now I have a canvas that's 1920 by 1080,
and all I need to do now is add a merge node.
So I'll do that with shift enter to bring up my tool search
type and merge
and I'll connect this background and to the background input of that merge
and this guy to the foreground input of that merge.
Now if I view that merge,
I have the sky inside of an HD canvas.
Now this green border, this green box that's outside of the canvas
actually defines the available image from the sky.
So we're not losing any of the resolution or the image that we had before.
We're maintaining all of it.
It's just not shown in the canvas.
So if there was a transform, we could bring that back into the frame.
So in this case, you can see we have
all that sky available to us.
So I'll just go and undo that
last thing we need to do to prep this.
This node tree is change our background
input from merge one to actually come from merge two.
Now if we view this merge one,
we've got our foreground over our background
so we can't see the sky that we want to replace.
What we need to do is kick out the sky from the foreground
so we can see through it to the sky that's underneath.
So to do that, we're going to go ahead and add a little mark here
and make a little bit of space in my cap.
And I'm going to find the Lumix here under the effects library
tools.
And then, Matt,
you'll see there's a variety of different colors here.
The Lumix here is the one we want.
We'll drop it into the flow.
So the Lumix here is going to try to create an alpha mat
by a particular channel.
In this case
it's going to be luminance, so that'll be the overall brightness of the image.
You can also select an individual channel like blue,
green, red, alpha, etc.
but in this case Luma should give us what we want.
So instead of viewing the rugby image
here, we're going to want to view the Alpha Channel instead.
So I'm going to view only the Alpha Channel that's being created
by selecting this
dropdown and selecting Alpha.
I'm still viewing the merge node actually what I want to view
is that Lumix here, so I'm going to go ahead and select that and press two.
Now you can see that the map we're creating, the alpha we're creating,
is based off the luminance of the image.
I was going to hide my effects library.
I want to adjust this.
So all this foreground stuff is totally black and our sky is totally white.
So do that.
I will drag my low to the right
and then I'll drag the high down a bit as well.
So I'm pretty well isolating the sky now.
We still see a lot of bright spots
in the foreground, part of the image that we don't want to keep out.
So what we can do at this point is actually
adjust this mat
and we're going to do that with a tool called Arrow Dilate.
So we're going to add arrow dilate from the effects library.
So we're going to reveal the effects library
and then arrow dilate is going to be found under filter.
And I'm going to go ahead and drop that in the flow here.
Let's view that node.
And so what Arrow Dilate will do is it will grow or shrink your mat
accordingly.
So if I go to the amount here, I can shrink that.
And what that does is it actually
eliminates a lot of those small holes we were seeing in our mat.
So I pretty much eliminated all of those little holes
in the alpha that that we didn't really want.
What I've done, though, is that's actually eroded this edge.
So we want to restore that edge from where it was.
So I'm going to add another arrow dilate and let me make a little bit more room
in my cup.
So I'm going to add another arrow
dilate after that one and view it.
And so what I want to do now is I want to bring this edge back
and let me go ahead and reset that and zoom in.
So as I drag
this to the right, I'm dilating out that mat now and doing
so is going to bring our edge closer to where it really should be.
So roughly there.
So instead of being my Alpha, let's view the job and we can see here
we're not seeing the foreground at all,
but we have a really nice mat we've prepared.
So what we can do is we can actually combine this mat.
We've created this Alpha with the original ARG image
and then do some interpretation from there.
So to do that, I'm going to go ahead and organize all of these three nodes
over to the right.
These were the nodes I used to generate this man
in the first place, and I'm going to add a node called Mat Control.
And so mat
control is found under the mat bin,
then we can drag that in under the foreground here
and I'm going to feed the foreground into the background input of mat control,
and then I'm going to feed my a-roads pilot output,
which has my, my fully prepared alpha into the foreground input of Mac control.
So I am just attaching that to the green part here, the green input.
And let's view that Mac control.
So now I have my RG B image.
I need to set my combine mode to combine Alpha
and now I've got my RG image and then if I view
only the Alpha channel, I have my mat,
I can still kind of see my foreground here and that's because
I still have the full RG image and I've just combined the alpha
into this node, but I actually haven't multiplied the image.
So multiplication basically means deleting out anything
that's black and retaining anything that's white
and then having a gradation of that
in between for anything that's not perfectly black or white.
So I'm going to go ahead and click post multiply that's giving me just the sky.
I actually want the foreground in this case.
So I'm going to select Invert Mat
and now I have my foreground, so I've got my foreground cut out.
If I zoom in, that's given me roughly what I want, but it's a really hard edge.
So I'm going to go back to my lumix here and I'm going to go ahead and add a blur
to that.
And now I've got a nice soft
edge around the characters, so that's a good place to start.
Let's go ahead and do command F to go full screen and hide our effects
library and let's play that back and see what we're looking at.
So far, so good.
And to double check my mat for any additional holes that may have popped up.
I'm going to go ahead and load my arrow, dilate into the viewer,
and as I play it back, it's looking really good.
But I do have some edges here that, are still poking through,
and that's probably because I added that blur.
So what I'm going to do to fix those remaining holes
is I'm going to actually create a polygon mask to isolate the areas
that I don't want to keep and subtract that out of that that key.
So to do that, I'm going to go to my first frame here.
I'm going to add a polygon tool with shift enter
to bring up my tool search and type in polygon press.
Enter now I've got a polygon tool
and I'll just draw a very rough
polygon here
to define the region
that I don't want to keep.
Okay.
And I'm going to go ahead and add
a little bit of softness to that.
Now, the Polygon node acts like background node
in that it conforms to the resolution of the composition.
So let's go and view that polygon node loaded into the viewer.
And if I zoom out, I can see the resolution of that is 3800 pixels wide.
My image is actually in HD image I'm keying right now,
so I want this to actually conform to an HD frame.
So to do that, I go to my image tab on the Polygon tool
and I
choose my output size instead of default to be custom.
And from there I can disable use
frame format settings and set my width and height to the resolution.
I want.
Okay, so have 1920 by 1080.
That's exactly what I'm looking for.
Let's view our road dilate again
and I want to feed this polygon tool into my little mic here
into the garbage man input, which basically is defining the garbage,
so to speak, that you don't want to be part of that tool.
So instead of dragging the output of the following,
quote, gun tool and attaching it to one of these inputs,
I'm going to go ahead and click and drag this output while holding alt
and then just drag it over this tool and then release my left click mouse button.
And what they'll do
is it'll bring up a context menu that will allow me to select an input.
So in this case, I want to select Garbage Man.
This can
be really useful if a tool has a lot of inputs
and you want to find a particular input, but the colors really are helping you,
such as in this case,
garbage man is one of the gray inputs, so it's a little hard to find.
So the polygon tool is attached to the garbage man, and now we can see
that all of those kind of defocus areas that were there are now gone.
So if I play through this clip
getting a much better result,
I can see a little bit is still peeking in there at the end.
So what I'll do is I'll go back to the frame where I originally
drew this polygon
and I'll just adjust the spleen a bit
to get a little bit closer to our actual edge.
And now let's play back to see what we have
maybe a little bit more.
It seems like there's just a bright spot
that pops up there at the end
playing that back.
Yeah, it looks pretty good.
Okay, so now let's view our Mac control node again.
That's giving us the result.
We want and we want to change the input
to our merge node from the arrow deployed to this mat control.
So I'll go ahead and drag the output of the Mac control
on to the foreground and put out the merge one.
And let's view that merge one.
And now we've got our sky behind our actors.
That's getting us going in the right direction.
It's still not perfect.
The sky looks fairly fake at this point and it's also not moving.
So the sky needs to move in conjunction with the foreground element.
So we're going to do a bit of tracking here.
So let's do a
quick recap on what we've done so far.
I'll go ahead and pause playback here.
We brought in our sky node, followed into the viewer,
which was very high resolution. We did that.
So we were going to be resolution.
We're merging that over a background node
that we set to be HD resolution,
and then we brought in our foreground node, which has our actors.
We did some little mixing work to clear out the sky
and then we did dilation to improve and remove some of the remaining
foreground bright parts, which we did with the A-Road.
And then we did a second arrow to bring our edge back to where it was.
And then we also added a polygon
to as a garbage mat to the lumix here to get all the last bits
that were still left over from the processes before.
So all of
that was to generate the alpha that we then combine
with our original foreground using the Mac control node.
And so we're combining it and the Mac control node
by setting the combine operation to combine Alpha.
And then we have to post multiply that image to remove the parts
of the shot that we don't want based off of the alpha that we generated.
And then we had to actually invert that mat because we had selected the sky
and we wanted to actually keep the foreground and not the sky.
So the invert allowed us to do that.
So instead of using a tracker node itself, we're going to use the tracker
functionality embedded within another tool using a modifier.
So let's get into that.
So I've selected the merge to Node
and what I want to do is actually attach a tracker to this merge center.
So if I right click on the merge center in the viewer
and go down to merge center in the context menu
and then go to modify with tracker position
that will create a tracker within this note that I could
then use to track the foreground and apply that motion to the sky.
So I've created
that and what I see here is a tracker pops up on the screen
and also this modifier in the inspector shows up as well.
So I'll go ahead and click on modifiers
and this looks like just the regular tracker inspector menu
that you would expect to see if you use the node directly.
So I can choose my tracker source instead of the background.
I actually want to track the foreground so I can load it as a tracker source
by dragging that node into the inspector and then releasing.
And now I'll be tracking the foreground.
I also want to view the foreground because that's where I'm going to be tracking.
So I'll go ahead and select foreground, load it into the viewer,
and then click back on my merge to
and go to the modifiers page to start my track.
I want to choose a high contrast area,
so I'll choose this part of the rocks
and adjust my search region and my pattern
and I'm going to go ahead and track forward
from the first frame.
Okay.
Now the track completed.
Let's go ahead and look and see how that track looks
as I play back. It's going very well.
It's saying attached until a little bit further
along here, the actor crosses in front of the tracker.
So that's a pretty common issue that happens,
happens just over the last few frames.
Me jump to the end here and I'm going to step back with the back
bracket or the left bracket button.
We can see the track is great up until about
that frame
and I can see the center is popped off its original location.
So let me go back one frame.
Now, you can fix this by actually
changing the region of where you're going to track.
And to do that, we're going to go to the inspector,
expand the tracker.
And what we need to do is change
the path center to track center, append.
And what that allow us to do is it will allow us to change the region
that's being tracked but still keep the same anchor point.
So I'm going to go ahead and find a different area of the image to track
or just choose this part of the mountain because the actor is not over it
at this point.
And so from here I just need to track these last few frames.
I had issues.
So instead of use the using the track forward button,
which would start from the very beginning, I'm going to use the track forward
from current time button so it will overwrite the bad
keyframes and place new keyframes based off this new region.
So let's click that button.
All right.
So now as we playback, we can see this tracker
sticks really nicely all the way through the clip
and even when the actor moves in front of it, it doesn't
get modified.
Okay, let's go back to full screen with trend F
now that we have our tracker, let's go ahead and view this merge note
and see what it's doing.
So as I'm viewing that I can see now
the sky has inherited the motion of that foreground element.
So just to recap, instead of using a tracker node,
we created a tracker modifier
to modify the merge center by right clicking
right clicking on the merge center and going to modify with
and selecting tracker position and that will embed tracker
that you can then interact with in the modifiers page.
So now that we've applied that tracker, let's view
our last merge in this tree and see what we're looking like.
It like the sky is tracking really well.
It stays attached to the foreground.
It still doesn't look that
perfect.
It kind of
looks like it's pasted in there instead of really blending with the original shot.
So we're going to do some additional work to make this sky
a blend better with the original.
So there are some tricks we're going to do to actually allow
the sky to blend better with the original image.
And so we'll start off by
mixing in a bit of the original sky,
which will help the new sky blend better.
So we'll do that by adding a merge node.
So let me make a little
bit of room in my composition here
and I'm going to add a merge node after this.
Merge two and I'll go ahead and just
find that with my tool search menu
and then I'm going to attach the foreground
and put this to the foreground element directly.
Now let's view that merge three
and we can see that we're not even seeing any of the sky there.
What we want to do is actually bring down the opacity of the foreground a bit
so that we're controlling the mix between the replacement sky and the original sky.
So I'm going to go ahead and select this merge three, go to the blend control
and drag that down a bit.
So something about there.
So right now we've blended in the original sky
with the new sky and that's brightening up the new sky
a bit and making it match a little bit better.
Let's view or merge one node
and we can
see already that it's looking better than it was before.
And just to do a quick comparison on the before and after, I'll select my merge
three node and I'll hit the disable and enable button here
and we can see that's already a more convincing result
for the new sky.
What I do see though, however, as our edges have a bit of a kind
of a halo around them, so that's not quite matching yet.
We can make that match a little bit closer using another merge node.
But let me talk a little bit
about why you would do that and what's the theory behind it.
So I'm going to go ahead and go into the dual viewer mode.
So I'm going to allow I'm going to load the current status
of the background sky into the left viewer.
And actually, I'm going to do a split screen comparison in this left viewer.
So I'm going to click that button
and I'm going to load the foreground into the right side of that viewer.
So as I wait
between these, I can see that the sky
replacement is a bit darker than the original sky
and that these rocky edges
are darker than they are in the sky replacement.
So what I can do is actually create a merge node
that will compare the two images
and keep just the darker pixels between them.
So what that will do is if I keep the darker pixels, that will keep the sky,
and if I keep the darker pixels from the foreground,
that's just going to keep this rocky edge and not the sky.
So let's go and add a node and do that.
So I'm going to select Merge three, I'm going to add a merge node
with my tool search
and I'm going to connect my foreground
to my foreground input of the merge node.
So let me load this merge for
into this right buffer here.
And instead of a normal operation, I want to use the darken operator.
The darken will look at each the background
and the foreground inputs and it will keep the darker of the two pixels.
So I'll select darken and now I've got a nice sky
and I've got my edges, which is exactly what I want.
And in the right viewer I can see merge two
which now doesn't have that halo issue we are seeing earlier.
So we're looking pretty good. I'm pretty darn good.
I'm going to go back to a single viewer by clicking this button
and let's see what our final results look like.
It's looking pretty darn good.
I would say.
I need to maybe blend in a little bit more of the original sky,
so I'm going to select my Merge three node and I'm going to just move
this blend up a bit.
So that's a little bit more convincing for me.
And we retain our nice edges along the mountain side here
and that sky looks like it actually now fits and tracks well into the image
and that's how you do a basic sky replacement in fusion.
So to recap,
we brought in all of our individual elements.
We cleared the foreground,
we did some manipulation to that mat, to compositing it over the sky.
Then we used a tracker modifier on our merge two node
to match, move the sky to the foreground element.
And then we did some additional composite thing with the merge nodes
to blend the sky better with the original sky.
And that's what we achieved through merge three and merge four
to give us final result which we're seeing right here.
So thank you for joining me in compositing.
The split screen shot in the sky replacement.
If you have additional questions, please check out our forum where the developers
and professional users are interacting with each other on a daily basis.
Thanks again.
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.