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These are the user uploaded subtitles that are being translated: 1 00:00:05,800 --> 00:00:08,466 hi everybody and welcome back to Nuke 2 14 2 00:00:08,466 --> 00:00:10,100 this is class 3 3 00:00:10,100 --> 00:00:13,700 we're gonna be discussing some 3D paint techniques um 4 00:00:13,700 --> 00:00:16,366 and exploring some of the 3D features of nuke 5 00:00:16,566 --> 00:00:17,866 how to use projections 6 00:00:17,866 --> 00:00:19,066 how to use cards 7 00:00:19,066 --> 00:00:20,966 how to use the scanline render 8 00:00:21,100 --> 00:00:24,600 um all these things to eventually make a 9 00:00:24,766 --> 00:00:26,466 make a clean plate out of this shot 10 00:00:26,466 --> 00:00:29,266 we're gonna be focusing mainly on the roads here 11 00:00:29,266 --> 00:00:31,033 taking out some of these cars 12 00:00:31,133 --> 00:00:32,900 all of these cars actually um 13 00:00:32,900 --> 00:00:35,700 so that there's no moving objects 14 00:00:35,966 --> 00:00:38,133 uh left on the road because we might 15 00:00:38,133 --> 00:00:39,466 you know if this were a 16 00:00:40,500 --> 00:00:41,800 in a real life situation 17 00:00:41,800 --> 00:00:44,600 you might be asked to do something like this if uh 18 00:00:44,700 --> 00:00:46,133 if the shot called for 19 00:00:46,133 --> 00:00:48,266 some objects to be placed on the roads 20 00:00:48,300 --> 00:00:49,566 someone would need to 21 00:00:49,566 --> 00:00:51,966 generate a clean plate of this shot 22 00:00:52,133 --> 00:00:53,433 uh for use by 23 00:00:53,566 --> 00:00:55,533 by compositor so this is 24 00:00:55,533 --> 00:00:57,866 the shot that we're going to be clean plating today 25 00:00:58,066 --> 00:00:59,900 um and eventually when we're done 26 00:00:59,900 --> 00:01:02,300 it's gonna turn into something like 27 00:01:03,500 --> 00:01:06,300 something like this where we've removed 28 00:01:06,600 --> 00:01:08,100 all the cars from the shot 29 00:01:09,866 --> 00:01:11,166 alright so now we're in nuke 30 00:01:11,166 --> 00:01:13,366 and I've gone ahead and imported our 31 00:01:13,366 --> 00:01:15,266 uh plate that we're gonna be working on 32 00:01:15,366 --> 00:01:16,466 uh so the first 33 00:01:16,733 --> 00:01:18,766 thing we need to do is uh 34 00:01:18,766 --> 00:01:20,600 is get a 3D track for the scene 35 00:01:20,600 --> 00:01:24,366 now um you could do a 3D track in um 36 00:01:24,366 --> 00:01:27,466 any software really that does 3D tracking um 37 00:01:27,466 --> 00:01:29,200 if you're more familiar with Synthize or 38 00:01:29,200 --> 00:01:31,900 PF track or Bourgeo or something like that 39 00:01:31,966 --> 00:01:32,600 by all means 40 00:01:32,600 --> 00:01:33,700 go ahead and use that 41 00:01:33,700 --> 00:01:37,333 um but for right now I'm just gonna explore the uh 42 00:01:37,333 --> 00:01:39,866 the camera tracker node and Nuke X 43 00:01:40,100 --> 00:01:41,966 you just have to make sure that you have Nuke 44 00:01:41,966 --> 00:01:42,966 X installed 45 00:01:42,966 --> 00:01:44,700 um and you're using that 46 00:01:45,366 --> 00:01:46,666 otherwise uh 47 00:01:46,666 --> 00:01:49,066 you can't generate a 3D track 48 00:01:49,066 --> 00:01:51,200 if you're using non x nuke 49 00:01:51,333 --> 00:01:54,533 uh you can still utilize uh the node 50 00:01:54,533 --> 00:01:57,400 but it just won't let you do the actual tracking 51 00:01:57,400 --> 00:01:59,800 um this is just to make it more affordable for 52 00:01:59,800 --> 00:02:01,500 for studios and things like that 53 00:02:01,500 --> 00:02:02,500 so typically 54 00:02:02,500 --> 00:02:05,533 you might have one or two seats of Nuke X and um 55 00:02:05,533 --> 00:02:08,000 everyone else can use regular nuke to 56 00:02:08,066 --> 00:02:09,566 to work with those files 57 00:02:09,566 --> 00:02:11,100 so I've gone ahead and I've 58 00:02:11,100 --> 00:02:13,300 made our first camera tracker node 59 00:02:13,500 --> 00:02:16,733 and uh all you have to do is plug it into um 60 00:02:16,733 --> 00:02:18,866 into the source and uh 61 00:02:19,500 --> 00:02:22,000 and you can try tracking features right off the bat 62 00:02:22,000 --> 00:02:24,800 but let's just take a look at the uh 63 00:02:24,933 --> 00:02:28,100 at the clip that we're gonna be tracking today um 64 00:02:30,533 --> 00:02:32,466 so that's got some great parallax 65 00:02:32,466 --> 00:02:35,066 it's an excellent candidate for a 3D track um 66 00:02:35,066 --> 00:02:36,766 because there's so many um 67 00:02:36,766 --> 00:02:38,300 different planes of motion 68 00:02:38,533 --> 00:02:40,133 for the camera tracker to grab onto 69 00:02:40,133 --> 00:02:42,100 so that's a good sign uh 70 00:02:42,100 --> 00:02:45,133 the one thing that I just know is gonna cause problems 71 00:02:45,133 --> 00:02:47,900 if we just try and track it right off the bat is um 72 00:02:47,900 --> 00:02:49,700 there's a lot of moving cars 73 00:02:49,866 --> 00:02:51,400 on this southern road right here 74 00:02:51,400 --> 00:02:54,200 and there's a few slightly moving cars on uh 75 00:02:54,200 --> 00:02:55,766 this road over here as well 76 00:02:56,266 --> 00:02:58,266 so what we need to do first is 77 00:02:58,500 --> 00:03:01,466 generate a mat to take those areas out of the 78 00:03:01,466 --> 00:03:03,266 plate before we can track it 79 00:03:03,733 --> 00:03:05,566 so building upon some of the 80 00:03:06,266 --> 00:03:09,733 um the skills that we picked up in my first class 81 00:03:09,733 --> 00:03:10,766 the roto class 82 00:03:10,900 --> 00:03:13,300 um I've gone ahead and I've actually 83 00:03:13,566 --> 00:03:15,200 generated mats for that part already 84 00:03:15,200 --> 00:03:18,400 so I'm gonna go ahead and import that roto 85 00:03:18,700 --> 00:03:19,966 that I've saved out 86 00:03:23,100 --> 00:03:24,166 tracking Roto 87 00:03:24,700 --> 00:03:27,433 and uh now we have uh 88 00:03:27,600 --> 00:03:29,466 a collection of notes that I put on a backdrop 89 00:03:29,466 --> 00:03:32,266 backdrops are great ways to um 90 00:03:32,500 --> 00:03:33,866 to organize your script 91 00:03:33,966 --> 00:03:35,566 uh you can create one 92 00:03:36,200 --> 00:03:37,600 it's just called backdrop 93 00:03:37,733 --> 00:03:39,666 uh if you don't have any notes selected 94 00:03:39,666 --> 00:03:40,900 it'll just make a 95 00:03:41,166 --> 00:03:42,666 uh a backdrop that 96 00:03:42,666 --> 00:03:45,300 an empty backdrop that you can put notes into 97 00:03:45,300 --> 00:03:48,133 and so if I move a note onto it and I move the backdrop 98 00:03:48,133 --> 00:03:49,300 it moves those notes with it 99 00:03:49,300 --> 00:03:51,066 so it's a great way to uh 100 00:03:51,733 --> 00:03:53,200 to organize your script like that 101 00:03:53,200 --> 00:03:55,700 you can also select a collection of nodes 102 00:03:55,900 --> 00:03:56,966 and make a backdrop 103 00:03:56,966 --> 00:03:59,166 and it'll automatically make a backdrop 104 00:03:59,166 --> 00:04:01,600 that's the size of the nodes that you had selected 105 00:04:01,666 --> 00:04:03,466 um if you wanna select 106 00:04:03,466 --> 00:04:06,300 just the backdrop node without grabbing the ones 107 00:04:06,333 --> 00:04:07,366 that are on top of it 108 00:04:07,366 --> 00:04:11,166 you can hold down command on a Mac or control on a PC 109 00:04:11,366 --> 00:04:14,400 and that'll select just the backdrop node 110 00:04:14,933 --> 00:04:18,300 um so now that I have that roto 111 00:04:18,300 --> 00:04:21,566 I'm gonna copy it into our um 112 00:04:21,700 --> 00:04:22,466 into our plate 113 00:04:22,466 --> 00:04:24,600 so the a side is our alpha channel 114 00:04:25,100 --> 00:04:27,633 and the B side is gonna be our RGB channels 115 00:04:27,700 --> 00:04:29,033 so if I look through that 116 00:04:30,066 --> 00:04:34,900 I've got the plate in my RGB and my mat in the 117 00:04:34,966 --> 00:04:35,900 in the Alpha 118 00:04:37,333 --> 00:04:40,000 so that's just basically taking out that 119 00:04:41,133 --> 00:04:44,366 that southern road so the tracker won't get confused 120 00:04:44,533 --> 00:04:45,966 and let's just 121 00:04:47,466 --> 00:04:48,900 check that roto real quick 122 00:04:48,900 --> 00:04:50,400 so you can see what's going on 123 00:04:53,566 --> 00:04:54,666 so there we go 124 00:04:55,700 --> 00:04:58,466 and it's really just really simple roto just uh 125 00:04:58,466 --> 00:05:00,933 just like we did in class 1 um 126 00:05:00,933 --> 00:05:01,900 it's not perfect 127 00:05:01,900 --> 00:05:03,133 I'm not using it to 128 00:05:03,133 --> 00:05:05,366 to extract any of these objects just yet 129 00:05:05,366 --> 00:05:08,666 I'm just using it to kinda take out the uh 130 00:05:09,533 --> 00:05:11,733 the road so that the camera tracker has 131 00:05:11,733 --> 00:05:13,400 useful points to track to 132 00:05:20,800 --> 00:05:24,200 so now we plug our camera tracker into um 133 00:05:24,266 --> 00:05:26,400 into the bottom of that network 134 00:05:27,000 --> 00:05:30,900 and we can tell the camera tracker to um 135 00:05:30,966 --> 00:05:32,566 use as a mask the source alpha 136 00:05:32,566 --> 00:05:35,400 so it's gonna ignore anything inside that alpha channel 137 00:05:35,600 --> 00:05:38,466 um you can tell it to invert the alpha or 138 00:05:38,466 --> 00:05:39,666 use the luminance from the 139 00:05:39,666 --> 00:05:41,866 RGB channels or all kinds of different things like that 140 00:05:41,866 --> 00:05:44,666 but basically it's just looking for um 141 00:05:44,766 --> 00:05:45,866 for one channel 142 00:05:46,066 --> 00:05:48,600 uh that it can use to um 143 00:05:49,800 --> 00:05:51,200 that it can use to 144 00:05:51,466 --> 00:05:55,166 discern which points to track and which to ignore so uh 145 00:05:55,166 --> 00:05:59,033 let's just try the track features button um 146 00:05:59,366 --> 00:06:00,666 and see what that gets us 147 00:06:01,166 --> 00:06:02,200 so what it's doing now is 148 00:06:02,200 --> 00:06:04,700 it's just tracking a bunch of features in the shot 149 00:06:05,100 --> 00:06:06,700 might take a little bit uh 150 00:06:06,700 --> 00:06:08,633 it has to go backwards and forwards 151 00:06:09,133 --> 00:06:10,166 and as you can see 152 00:06:10,166 --> 00:06:13,700 it's not picking up any features in the uh 153 00:06:14,600 --> 00:06:17,733 in the southern road where the cars are moving um 154 00:06:17,733 --> 00:06:19,066 which is exactly what we want 155 00:06:19,066 --> 00:06:21,133 so it's not gonna throw off um 156 00:06:21,133 --> 00:06:22,600 throw off our track in any way 157 00:06:22,600 --> 00:06:24,300 so now that it the 158 00:06:24,900 --> 00:06:28,200 it's tracked a number of different points on the uh 159 00:06:28,266 --> 00:06:29,166 on the plate 160 00:06:29,166 --> 00:06:30,833 I'm just gonna quickly 161 00:06:31,166 --> 00:06:33,266 scrub through and make sure that there's no 162 00:06:33,266 --> 00:06:35,000 points that are um 163 00:06:35,000 --> 00:06:36,366 totally inaccurate 164 00:06:36,466 --> 00:06:38,566 uh there's a couple that uh 165 00:06:38,733 --> 00:06:39,866 that aren't perfect 166 00:06:40,866 --> 00:06:41,666 but for the most part 167 00:06:41,666 --> 00:06:43,833 I'm pretty happy with the features that it tracked 168 00:06:48,466 --> 00:06:50,833 good so that's pretty good um 169 00:06:51,900 --> 00:06:53,400 now I'm just gonna tell it to go ahead 170 00:06:53,400 --> 00:06:54,400 and solve the camera 171 00:06:54,400 --> 00:06:56,266 so now it's going to uh 172 00:06:56,266 --> 00:07:00,133 look through all the features that it's tracked and um 173 00:07:00,133 --> 00:07:02,266 and basically figure out uh 174 00:07:02,700 --> 00:07:05,633 where to put the camera so that each of those points 175 00:07:05,766 --> 00:07:07,300 lines up excuse me 176 00:07:07,300 --> 00:07:08,866 lines up in 3D space 177 00:07:09,566 --> 00:07:12,433 so you can see it did paint one of the trackers red 178 00:07:12,500 --> 00:07:14,600 um it paints them red just to 179 00:07:14,600 --> 00:07:17,400 tell you that it doesn't have a lot of faith in um 180 00:07:17,766 --> 00:07:19,533 in what that track is doing 181 00:07:19,533 --> 00:07:22,166 you see it gives you some statistics about that point 182 00:07:22,166 --> 00:07:24,900 um it's it's a good long track 183 00:07:24,900 --> 00:07:27,566 but it's it has a pretty high error rating 184 00:07:27,566 --> 00:07:30,300 um compared to points that are surrounding it 185 00:07:30,300 --> 00:07:33,166 see this green one has a error point too 186 00:07:33,300 --> 00:07:35,200 and whereas this uh 187 00:07:35,200 --> 00:07:37,466 this point has a error of two 188 00:07:37,466 --> 00:07:39,566 which is I guess about 10 times 189 00:07:39,666 --> 00:07:42,100 um more prone to to error than the other one 190 00:07:42,100 --> 00:07:43,600 so we can just go ahead and 191 00:07:44,333 --> 00:07:45,400 get rid of that track right 192 00:07:45,400 --> 00:07:46,900 click and delete selected 193 00:07:47,200 --> 00:07:48,466 and I'm just gonna tell it to 194 00:07:48,466 --> 00:07:50,033 to solve that camera again 195 00:07:50,133 --> 00:07:51,400 without that point 196 00:07:52,266 --> 00:07:54,333 that point probably wasn't gonna cause us any 197 00:07:54,333 --> 00:07:56,133 real problems um 198 00:07:56,133 --> 00:07:57,100 if there were more 199 00:07:57,100 --> 00:07:58,266 we might have uh 200 00:07:58,266 --> 00:08:00,866 gone back and been a little more detailed about that 201 00:08:01,066 --> 00:08:03,100 but um now that that track's gone 202 00:08:03,100 --> 00:08:04,733 and feel pretty confident about it 203 00:08:04,733 --> 00:08:06,466 so now all we need to do 204 00:08:06,466 --> 00:08:08,600 is just have it create the scene 205 00:08:08,666 --> 00:08:09,866 so what the 206 00:08:10,066 --> 00:08:12,900 what that does is it gives us a bunch of 3D notes 207 00:08:12,900 --> 00:08:14,166 so these are the first 208 00:08:14,333 --> 00:08:17,900 3D notes that we'll be using in nuke um 209 00:08:18,666 --> 00:08:21,433 the whenever a notice is red 210 00:08:21,566 --> 00:08:23,866 um that usually means that it's a 211 00:08:24,133 --> 00:08:26,166 it's a um 3 dimensional 212 00:08:26,166 --> 00:08:29,833 it contains some kind of 3 dimensional information um 213 00:08:33,466 --> 00:08:35,166 so it's given us uh 214 00:08:35,866 --> 00:08:39,500 it's given us a note that contains all the 3D points 215 00:08:40,600 --> 00:08:43,200 so if we switch to 3D mode by pressing tab 216 00:08:43,200 --> 00:08:45,600 I can pan around using the middle mouse button 217 00:08:45,866 --> 00:08:47,266 zoom in and out using the right mouse 218 00:08:47,266 --> 00:08:50,600 button and rotate with the left mouse button 219 00:08:51,300 --> 00:08:53,666 and you can kinda get an idea of what's going on 220 00:08:53,666 --> 00:08:55,300 um these points over here 221 00:08:55,300 --> 00:08:57,366 are that really tall building in the foreground 222 00:08:57,366 --> 00:08:58,200 and then uh 223 00:08:58,200 --> 00:08:59,900 all the points over here 224 00:09:01,100 --> 00:09:03,166 represent all the other points in the scene 225 00:09:03,166 --> 00:09:06,100 you can see that there's a bunch of big clumps for 226 00:09:06,100 --> 00:09:08,600 the tops of some of the buildings and stuff like that 227 00:09:08,700 --> 00:09:12,366 and uh so basically I'm just making sure that it's not 228 00:09:12,366 --> 00:09:14,466 uh you know 229 00:09:14,566 --> 00:09:17,533 creating something that's absolutely wrong 230 00:09:17,533 --> 00:09:19,000 um this looks pretty good 231 00:09:19,266 --> 00:09:22,166 um but I also noticed that it's um 232 00:09:22,166 --> 00:09:24,433 horizontally wrote oriented 233 00:09:24,466 --> 00:09:25,200 um you know 234 00:09:25,200 --> 00:09:25,800 the camera tracker 235 00:09:25,800 --> 00:09:27,733 really has no idea what it's looking at 236 00:09:27,733 --> 00:09:30,100 it orients the camera on the Z axis 237 00:09:30,166 --> 00:09:31,933 which isn't exactly what we want 238 00:09:31,933 --> 00:09:33,700 um you could leave this alone 239 00:09:33,700 --> 00:09:35,333 and it wouldn't cause you a lot of problems 240 00:09:35,333 --> 00:09:36,866 but just so um 241 00:09:37,300 --> 00:09:39,166 so it makes a little more sense to us 242 00:09:39,300 --> 00:09:41,766 uh it's really easy to orient your scene 243 00:09:41,766 --> 00:09:45,066 uh you just go into the scene tab and tell it to uh 244 00:09:45,066 --> 00:09:47,333 rotate everything by uh 245 00:09:47,333 --> 00:09:49,833 in this case we want negative 90 degrees 246 00:09:50,100 --> 00:09:52,066 so now what that's done is it's just moved 247 00:09:52,066 --> 00:09:54,200 everything so that the uh 248 00:09:54,200 --> 00:09:57,300 the top of the building is the highest point in y 249 00:09:57,300 --> 00:09:59,866 and the lowest point in y is the uh 250 00:09:59,866 --> 00:10:01,766 is the furthest point away from the camera 251 00:10:06,200 --> 00:10:08,900 and the it's also generated the camera for us 252 00:10:09,166 --> 00:10:12,100 right here and if we press play 253 00:10:12,100 --> 00:10:13,900 you can see that camera moving 254 00:10:15,766 --> 00:10:16,666 just like the 255 00:10:16,666 --> 00:10:17,900 the shot really would 256 00:10:18,266 --> 00:10:22,066 and if you wanna look through that camera in um in 3D 257 00:10:22,300 --> 00:10:24,466 you can choose up here in the upper right 258 00:10:24,466 --> 00:10:26,266 to tell it to look through the camera 259 00:10:26,533 --> 00:10:27,733 and press that little red button 260 00:10:27,733 --> 00:10:28,533 so it locks it 261 00:10:28,533 --> 00:10:30,500 and let's also open up our uh 262 00:10:30,500 --> 00:10:31,400 point cloud 263 00:10:31,733 --> 00:10:33,933 so there we have a pretty good representation of 264 00:10:33,933 --> 00:10:36,400 of uh what's going on in the scene 265 00:10:36,733 --> 00:10:40,400 and now um if we wanna see the output of that 266 00:10:40,400 --> 00:10:43,100 or go back into two dimensions into 2D 267 00:10:43,466 --> 00:10:44,666 and at the bottom 268 00:10:45,166 --> 00:10:46,800 coming out of the scene note 269 00:10:46,800 --> 00:10:49,600 the scene note is basically just a way of 270 00:10:49,600 --> 00:10:51,866 combining a bunch of different pieces of geometry 271 00:10:51,866 --> 00:10:53,800 or cameras it's just 272 00:10:53,800 --> 00:10:56,600 it's just basically a metanode that combines all 273 00:10:56,966 --> 00:10:58,333 a bunch of different things 274 00:10:58,333 --> 00:10:59,300 so out of that note 275 00:10:59,300 --> 00:11:00,300 we can make 276 00:11:00,400 --> 00:11:02,166 our first scanline render node 277 00:11:03,133 --> 00:11:04,566 and the scan line render node 278 00:11:04,566 --> 00:11:07,166 basically just takes all those uh 279 00:11:07,200 --> 00:11:09,700 3D objects with their textures that uh 280 00:11:09,700 --> 00:11:11,033 that are plugged into them 281 00:11:11,400 --> 00:11:13,700 and uh and renders them through a camera 282 00:11:13,700 --> 00:11:15,066 which we plug in here 283 00:11:16,366 --> 00:11:19,400 so when we look through that now we see 284 00:11:19,400 --> 00:11:22,233 all those 3D points rendered through the camera 285 00:11:24,000 --> 00:11:26,600 and if we want to put the plate behind it 286 00:11:26,600 --> 00:11:30,766 I'm just gonna copy that plate and use the background 287 00:11:31,100 --> 00:11:32,800 and now it's putting the points 288 00:11:32,933 --> 00:11:34,366 on top of the background 289 00:11:35,566 --> 00:11:36,633 so now we can 290 00:11:36,666 --> 00:11:39,666 um play through this and just do a final check of 291 00:11:39,666 --> 00:11:42,200 the track and make sure that there's no points that are 292 00:11:42,500 --> 00:11:43,966 floating like crazier or 293 00:11:43,966 --> 00:11:45,766 some points that don't make any sense 294 00:11:45,933 --> 00:11:48,200 um most of these points are looking pretty good to me 295 00:11:48,200 --> 00:11:50,600 so I'm not terribly concerned about it uh 296 00:11:50,600 --> 00:11:53,400 if you do have some points that seem to be floating 297 00:11:53,400 --> 00:11:55,800 erratically or aren't really locked down to any 298 00:11:55,800 --> 00:11:57,000 object in particular 299 00:11:57,266 --> 00:11:59,100 you might wanna take a second look at your track 300 00:11:59,100 --> 00:12:00,733 and just make sure that uh 301 00:12:00,733 --> 00:12:03,466 everything is kosher and um 302 00:12:04,200 --> 00:12:05,200 and uh you know 303 00:12:05,200 --> 00:12:06,666 revise it as needed 304 00:12:06,933 --> 00:12:08,300 um but that's looking pretty good 305 00:12:08,300 --> 00:12:10,000 so I'm gonna move on from here 306 00:12:10,100 --> 00:12:11,500 so one thing that uh 307 00:12:11,533 --> 00:12:13,266 we also wanna do um 308 00:12:13,266 --> 00:12:15,266 while we're in the track is uh 309 00:12:15,266 --> 00:12:17,333 is take care of any lens distortion that's 310 00:12:17,333 --> 00:12:18,666 taking place in the scene 311 00:12:18,700 --> 00:12:22,066 it's not too bad in this particular shot um 312 00:12:22,066 --> 00:12:23,400 but if you study it a little bit 313 00:12:23,400 --> 00:12:25,666 you can see that areas along the uh 314 00:12:25,666 --> 00:12:28,133 the edge of the frame do distort a tiny bit 315 00:12:28,133 --> 00:12:30,900 and that's just gonna throw off um 316 00:12:31,266 --> 00:12:34,000 throw off some of the clean plate work that we do so um 317 00:12:34,000 --> 00:12:36,366 let's just go over how to deal with that quickly 318 00:12:36,366 --> 00:12:40,300 um Nuke X also comes with a lens distortion feature 319 00:12:40,366 --> 00:12:43,400 it's also a note that you can use in uh 320 00:12:43,400 --> 00:12:44,366 in regular nuke 321 00:12:44,366 --> 00:12:45,900 you just can't um 322 00:12:45,900 --> 00:12:48,300 actually execute the analysis 323 00:12:48,566 --> 00:12:50,766 um so you can plug in these values manually 324 00:12:50,766 --> 00:12:51,533 but what you can't 325 00:12:51,533 --> 00:12:54,066 do in regular nuke that you can do 326 00:12:54,066 --> 00:12:56,900 in Nuke X is have it do um 327 00:12:57,000 --> 00:12:58,266 the image analysis 328 00:12:58,533 --> 00:13:01,766 so the um the lens distortion node uh 329 00:13:02,300 --> 00:13:04,133 does it's working much the same way as 330 00:13:04,133 --> 00:13:05,066 the camera tracker node 331 00:13:05,066 --> 00:13:07,266 we just have to tell it to use our 332 00:13:07,300 --> 00:13:09,100 source Alpha as a mask and 333 00:13:09,100 --> 00:13:12,866 and the camera motion for the shot is a free camera 334 00:13:12,866 --> 00:13:14,533 it's translating as well as rotating 335 00:13:14,533 --> 00:13:16,900 so we'll just leave that as default 336 00:13:16,900 --> 00:13:19,866 and then just go ahead and tell it to analyze the image 337 00:13:20,266 --> 00:13:23,800 and uh this part takes a little bit longer um 338 00:13:23,800 --> 00:13:26,333 for this particular shot anyway to uh 339 00:13:26,333 --> 00:13:29,133 to calculate the lens distortion um 340 00:13:29,133 --> 00:13:31,400 so I'm just gonna let that cook and uh 341 00:13:31,400 --> 00:13:33,566 we'll see what it gets us when uh 342 00:13:33,566 --> 00:13:34,500 when it's done 343 00:13:36,933 --> 00:13:38,066 so now that's 344 00:13:38,133 --> 00:13:40,100 so now that's finished um 345 00:13:40,566 --> 00:13:42,833 all it's done is just filled in um 346 00:13:42,900 --> 00:13:45,400 filled in values for the two lens distortion 347 00:13:45,566 --> 00:13:48,533 um attributes and also found where the 348 00:13:48,533 --> 00:13:50,133 center of the distortion is taking place 349 00:13:50,133 --> 00:13:51,200 which isn't always 350 00:13:51,200 --> 00:13:54,066 always necessarily in the center of frame um 351 00:13:54,066 --> 00:13:55,166 and if we uh 352 00:13:55,333 --> 00:13:56,900 look through that node um 353 00:13:56,900 --> 00:13:59,066 we can see that it is doing um 354 00:13:59,066 --> 00:13:59,900 the understortion 355 00:13:59,900 --> 00:14:01,900 it's uh it's squeezing it a little bit 356 00:14:01,900 --> 00:14:04,666 so it's leaving some space at the uh 357 00:14:04,733 --> 00:14:07,566 at the top and bottom and edges of 358 00:14:07,566 --> 00:14:09,633 and the sides of the um 359 00:14:09,800 --> 00:14:10,566 of the plate 360 00:14:10,566 --> 00:14:13,000 and we can turn that on and off to uh 361 00:14:13,000 --> 00:14:13,900 to see what it's doing 362 00:14:13,900 --> 00:14:15,866 so it's not terribly extreme 363 00:14:15,866 --> 00:14:17,800 but it is gonna affect our work a little bit 364 00:14:17,800 --> 00:14:19,366 so it's just a step that uh 365 00:14:19,366 --> 00:14:21,066 is good to get out of the way early 366 00:14:21,133 --> 00:14:22,966 so now I'm just gonna save that file out 367 00:14:22,966 --> 00:14:24,733 and we're gonna move on to the next task 368 00:14:24,733 --> 00:14:27,266 which is actually doing some of the clean plate 369 00:14:29,766 --> 00:14:31,400 so now let's start uh 370 00:14:31,733 --> 00:14:32,733 the clean plate process 371 00:14:32,733 --> 00:14:33,266 like I said 372 00:14:33,266 --> 00:14:36,266 this is uh something that can be started um 373 00:14:36,266 --> 00:14:39,400 as someone else is tracking the shot um 374 00:14:39,466 --> 00:14:43,433 I was just one person so I'm doing it um in serial 375 00:14:43,500 --> 00:14:46,333 but someone else can start working on this while 376 00:14:46,333 --> 00:14:48,133 somebody else is working on the track 377 00:14:48,133 --> 00:14:50,800 so I'm gonna utilize a lot of the same techniques that 378 00:14:50,800 --> 00:14:54,100 that Charles talked about in the last class 379 00:14:54,166 --> 00:14:56,500 um really very similar stuff um 380 00:14:56,500 --> 00:14:57,733 with some slight tweaks 381 00:14:57,733 --> 00:14:59,533 what we can't do here in the 382 00:14:59,533 --> 00:15:02,000 like we did in the previous class is just use um 383 00:15:02,000 --> 00:15:04,300 a straight frame blend to uh 384 00:15:04,300 --> 00:15:06,466 degrain the plate um 385 00:15:06,466 --> 00:15:07,100 if you'll notice 386 00:15:07,100 --> 00:15:09,100 there's actually quite a bit of uh 387 00:15:09,300 --> 00:15:12,000 of green in this shot um 388 00:15:12,000 --> 00:15:13,666 as opposed to the other uh 389 00:15:13,666 --> 00:15:16,000 shots that we've dealt with so far um 390 00:15:16,000 --> 00:15:17,600 it's pretty heavy in uh 391 00:15:17,600 --> 00:15:19,900 in all three channels uh 392 00:15:19,900 --> 00:15:22,300 which is gonna make our painting a little difficult 393 00:15:22,400 --> 00:15:26,100 so um you could use a plug in to uh 394 00:15:26,100 --> 00:15:27,166 get rid of the 395 00:15:27,566 --> 00:15:28,166 the grain in 396 00:15:28,166 --> 00:15:29,266 in the shot 397 00:15:29,266 --> 00:15:31,666 uh it's perfectly acceptable method um 398 00:15:31,666 --> 00:15:32,333 but if you're just 399 00:15:32,333 --> 00:15:34,700 tryna get started quickly 400 00:15:34,700 --> 00:15:37,700 um we definitely recommend using the 401 00:15:37,800 --> 00:15:39,100 the frame blend method 402 00:15:39,166 --> 00:15:41,466 it's really solid and does a great job 403 00:15:41,466 --> 00:15:44,700 so I'm I'm still gonna try and use that method here 404 00:15:45,300 --> 00:15:48,233 so now that we have a nice clean frame to paint on 405 00:15:48,766 --> 00:15:51,866 just gonna go ahead and make our roto note 406 00:15:51,866 --> 00:15:53,466 our roto paint note excuse me 407 00:15:57,600 --> 00:15:59,366 so this process is very 408 00:15:59,366 --> 00:16:00,966 very very similar to 409 00:16:00,966 --> 00:16:03,266 the process that Charles went over in the last class 410 00:16:03,266 --> 00:16:06,900 we're just going to be painting out the cars and uh 411 00:16:07,466 --> 00:16:08,566 and trying to get 412 00:16:09,333 --> 00:16:10,500 the frame clean 413 00:16:10,533 --> 00:16:13,266 um don't worry about integrating it into the 414 00:16:13,266 --> 00:16:14,766 into the actual plate just yet 415 00:16:14,766 --> 00:16:17,166 we'll get to that for sure um 416 00:16:17,166 --> 00:16:17,733 but there are a 417 00:16:17,733 --> 00:16:20,400 couple things that I just wanted to mention um 418 00:16:20,400 --> 00:16:24,000 about the Roto paint node um 419 00:16:24,933 --> 00:16:26,566 if you'll notice there's a 420 00:16:26,766 --> 00:16:27,866 there's a little bit of a 421 00:16:27,866 --> 00:16:30,066 I wouldn't call it error but um 422 00:16:30,400 --> 00:16:32,500 when I do my paint strokes 423 00:16:32,566 --> 00:16:35,166 you can see that the values are kind of getting 424 00:16:35,200 --> 00:16:36,900 softened and blurred a little bit 425 00:16:36,900 --> 00:16:39,300 which isn't too preferable 426 00:16:39,866 --> 00:16:41,433 when we're doing work like this 427 00:16:41,566 --> 00:16:45,400 we kind of want it to look exactly like what we're 428 00:16:46,000 --> 00:16:47,966 what we're painting with so see 429 00:16:47,966 --> 00:16:49,600 I kind of created like 430 00:16:50,166 --> 00:16:50,900 blurry values 431 00:16:50,900 --> 00:16:52,366 especially on the edges of the 432 00:16:52,366 --> 00:16:54,600 of the paint stroke um 433 00:16:54,600 --> 00:16:58,200 a one way we can mitigate that is by changing the 434 00:16:58,200 --> 00:17:00,366 pixel filter that the Roto Paint node is using 435 00:17:00,366 --> 00:17:02,266 so if you look at the um 436 00:17:02,366 --> 00:17:04,900 clone tab of your Roto Paint node 437 00:17:04,900 --> 00:17:07,600 you can see that the filter is by default set to cubic 438 00:17:07,600 --> 00:17:11,566 this is the default in nuke for all pixel filters um 439 00:17:11,766 --> 00:17:13,533 so to get that a little sharper 440 00:17:13,533 --> 00:17:15,066 we can choose a different one 441 00:17:15,366 --> 00:17:17,700 the one that I like to use the most is 442 00:17:17,733 --> 00:17:19,666 is Riffman um 443 00:17:19,666 --> 00:17:21,333 so Riffman does a cubic 444 00:17:21,333 --> 00:17:23,166 but it also sharpens a little bit 445 00:17:23,166 --> 00:17:24,300 um so let's 446 00:17:24,800 --> 00:17:26,200 use that one and 447 00:17:26,200 --> 00:17:26,900 and see the difference 448 00:17:26,900 --> 00:17:28,266 so let's look at some 449 00:17:28,266 --> 00:17:30,166 some painting that I had already done 450 00:17:30,166 --> 00:17:33,300 and it might be a little hard to see on the um 451 00:17:33,900 --> 00:17:36,600 on my uh my screencast 452 00:17:36,600 --> 00:17:37,933 my recording um 453 00:17:37,933 --> 00:17:39,100 but I'm sure when you 454 00:17:39,100 --> 00:17:39,966 when you give it a shot 455 00:17:39,966 --> 00:17:42,300 you'll definitely see the difference um 456 00:17:42,700 --> 00:17:44,800 it's it is a little bit hard to see 457 00:17:44,800 --> 00:17:46,100 but just trust me 458 00:17:46,100 --> 00:17:47,200 give it a shot and 459 00:17:47,200 --> 00:17:49,400 and switch between the two for a while 460 00:17:49,400 --> 00:17:51,566 and you'll definitely notice the difference 461 00:17:52,566 --> 00:17:55,000 so I'm gonna keep painting and you should too 462 00:17:55,000 --> 00:17:58,066 and I'll meet you back here when uh 463 00:17:58,166 --> 00:18:00,633 when I finished the um 464 00:18:01,133 --> 00:18:02,466 when I finish the clean plates 465 00:18:02,466 --> 00:18:03,766 I'm gonna go through 466 00:18:03,933 --> 00:18:05,600 and do uh each of the roads 467 00:18:05,600 --> 00:18:07,700 so I'll meet you back here and uh 468 00:18:07,700 --> 00:18:09,533 and we'll discuss how to use 469 00:18:09,533 --> 00:18:12,000 these clean plates with our 3D track 470 00:18:13,366 --> 00:18:17,300 so I've gone ahead and I've generated clean plates for 471 00:18:17,500 --> 00:18:21,433 all three sections of road that we want to replace 472 00:18:21,466 --> 00:18:25,200 so here's the one that we started with and 473 00:18:27,066 --> 00:18:29,000 here's the southern road 474 00:18:31,000 --> 00:18:32,500 and here's the um 475 00:18:32,500 --> 00:18:33,266 the middle road 476 00:18:33,266 --> 00:18:34,533 so I've done it um 477 00:18:34,533 --> 00:18:36,000 for three separate frames 478 00:18:36,000 --> 00:18:38,133 um I did 50 479 00:18:38,133 --> 00:18:40,200 30 and 90 um 480 00:18:40,333 --> 00:18:43,966 I just I basically just chose uh areas that uh 481 00:18:43,966 --> 00:18:45,800 that had the most of the particular 482 00:18:45,800 --> 00:18:48,633 part of the image in frame um 483 00:18:48,966 --> 00:18:52,033 and I went from there and I also used our 484 00:18:52,066 --> 00:18:54,000 the lens distortion that um 485 00:18:54,000 --> 00:18:57,933 that we did in the track to undistort that paint um 486 00:18:57,933 --> 00:19:00,633 that's gonna come into play shortly when we 487 00:19:01,133 --> 00:19:04,100 um when we use these clean plates 488 00:19:04,100 --> 00:19:05,866 in the 3D track that we made 489 00:19:06,800 --> 00:19:08,633 so if I just turn uh 490 00:19:08,666 --> 00:19:09,566 one of them on and off 491 00:19:09,566 --> 00:19:11,266 you can see that um 492 00:19:11,266 --> 00:19:13,400 that it actually affects this road in particular 493 00:19:13,400 --> 00:19:15,066 a great deal um 494 00:19:15,066 --> 00:19:17,700 so that's gonna come in really handy when we go to 495 00:19:17,700 --> 00:19:18,900 integrate the uh 496 00:19:18,900 --> 00:19:20,766 when we go to integrate the clean plate 497 00:19:21,100 --> 00:19:24,233 so now what I'm gonna do is I'm gonna import our uh 498 00:19:24,333 --> 00:19:26,066 import our track into this scene 499 00:19:28,000 --> 00:19:29,200 so import 500 00:19:38,100 --> 00:19:39,200 import our track 501 00:19:41,500 --> 00:19:43,533 I actually don't need um 502 00:19:43,533 --> 00:19:46,366 any of the the tracking roto that we did 503 00:19:47,766 --> 00:19:49,166 and I'm gonna get rid of uh 504 00:19:49,166 --> 00:19:52,433 any parts of the scene that uh that we don't need 505 00:19:52,800 --> 00:19:55,900 um for use in the track so oops 506 00:19:57,733 --> 00:19:58,600 here we go 507 00:19:59,966 --> 00:20:02,633 so um if we look at uh 508 00:20:02,866 --> 00:20:04,200 look through the scan line render 509 00:20:04,200 --> 00:20:07,133 I also put um a lens distortion node 510 00:20:07,133 --> 00:20:08,566 these are all copies of each other 511 00:20:08,566 --> 00:20:10,200 you could clone them if you want but 512 00:20:10,200 --> 00:20:11,900 um some of them need to be 513 00:20:11,900 --> 00:20:14,133 distorting and some of them need to be un distorting 514 00:20:14,133 --> 00:20:16,000 so I just choose to copy them 515 00:20:16,166 --> 00:20:17,700 and if I turn that on and off 516 00:20:17,700 --> 00:20:19,366 you see it's distorting the 517 00:20:19,500 --> 00:20:21,100 the rendered image that we have 518 00:20:21,200 --> 00:20:22,700 so now let's um 519 00:20:23,166 --> 00:20:27,000 now what we need to do is we need to put this um 520 00:20:27,766 --> 00:20:29,666 clean plate and this clean plate 521 00:20:29,666 --> 00:20:30,833 all the clean plates 522 00:20:30,900 --> 00:20:32,100 um on separate 523 00:20:32,100 --> 00:20:35,066 layers or separate levels inside our 3D scene 524 00:20:35,066 --> 00:20:36,200 what we need to 525 00:20:36,900 --> 00:20:38,600 what we need to do is basically 526 00:20:38,700 --> 00:20:41,666 find where in 3D space the uh 527 00:20:41,666 --> 00:20:43,700 the plane of the road actually lives 528 00:20:43,900 --> 00:20:46,000 um so if we look around here um 529 00:20:46,000 --> 00:20:48,733 it I'm pretty confident that um 530 00:20:48,733 --> 00:20:51,000 the points near the bottom are where the 531 00:20:51,133 --> 00:20:52,900 the road is 532 00:20:52,900 --> 00:20:55,500 so uh I'm just gonna go ahead and make a 533 00:20:55,500 --> 00:20:56,566 make a card 534 00:20:56,600 --> 00:20:58,366 um make sure use the card node 535 00:20:58,366 --> 00:21:02,166 not a card 3D node because they do different things um 536 00:21:02,166 --> 00:21:04,700 we might talk about the card 3D note later in the class 537 00:21:04,700 --> 00:21:07,266 but for right now we're gonna be using a card 538 00:21:08,266 --> 00:21:10,466 so the card is just a um 539 00:21:10,933 --> 00:21:12,666 a three dimensional plane 540 00:21:13,400 --> 00:21:14,866 well it's a two dimensional plane 541 00:21:14,866 --> 00:21:17,900 but in 3 in 3D um 542 00:21:18,333 --> 00:21:20,900 so it just comes in by default at the center 543 00:21:21,100 --> 00:21:25,066 um horizontally rotated or oriented 544 00:21:25,066 --> 00:21:26,500 excuse me and uh 545 00:21:26,500 --> 00:21:27,933 I'm just gonna open up my uh 546 00:21:27,933 --> 00:21:29,800 my tracking points at the same time 547 00:21:29,800 --> 00:21:34,066 so I can see them both together and right 548 00:21:34,066 --> 00:21:37,300 off the bat I can rotate the card by oops 549 00:21:37,300 --> 00:21:39,500 not 19 y 90 and x 550 00:21:40,300 --> 00:21:43,566 so now it's it's vertically oriented for us 551 00:21:44,900 --> 00:21:46,400 and uh I'm just gonna 552 00:21:46,400 --> 00:21:48,466 put it towards the bottom of these points 553 00:21:48,466 --> 00:21:51,033 um just because I feel like that's probably 554 00:21:51,200 --> 00:21:52,300 where it should live 555 00:21:52,300 --> 00:21:55,000 I don't know if that's exactly where it's gonna end up 556 00:21:55,000 --> 00:21:56,866 but uh it's a good place to start 557 00:21:57,100 --> 00:22:00,600 so now um we're gonna do our first little bit of uh 558 00:22:00,600 --> 00:22:01,500 of compositing 559 00:22:01,500 --> 00:22:02,600 I need the uh 560 00:22:02,600 --> 00:22:04,066 I need the plate first of all 561 00:22:04,066 --> 00:22:06,500 so I'll just copy it from here instead of uh 562 00:22:06,500 --> 00:22:09,866 bringing in a whole new node and change its uh 563 00:22:09,966 --> 00:22:11,633 frame range back to normal 564 00:22:15,066 --> 00:22:16,433 and do our first merge 565 00:22:20,933 --> 00:22:23,666 and also uh plug the card into your C note 566 00:22:23,666 --> 00:22:26,066 so when I do that it uh it turns it black 567 00:22:26,066 --> 00:22:27,166 that's because there's really 568 00:22:27,166 --> 00:22:28,700 there's nothing plugged into the card 569 00:22:28,700 --> 00:22:31,366 so um just for uh 570 00:22:31,700 --> 00:22:32,733 testing purposes 571 00:22:32,733 --> 00:22:35,166 I'll just put a checkerboard in the image 572 00:22:35,166 --> 00:22:36,100 uh by default 573 00:22:36,100 --> 00:22:38,566 all of nukes 3D nodes come with um 574 00:22:38,566 --> 00:22:40,866 UV coordinates on all the geometry 575 00:22:41,066 --> 00:22:45,466 um UV coordinates are basically just a way of um 576 00:22:45,466 --> 00:22:48,166 of defining in uh 577 00:22:48,166 --> 00:22:49,466 two dimensional terms 578 00:22:49,466 --> 00:22:52,766 where a point is on a three dimensional surface 579 00:22:52,766 --> 00:22:55,100 um that's a little confusing 580 00:22:55,100 --> 00:22:57,900 or if you're not familiar with 3D um 581 00:22:58,500 --> 00:22:59,266 terminology 582 00:22:59,266 --> 00:23:01,133 you can go look up UV coordinates 583 00:23:01,133 --> 00:23:03,300 or I'll be happy to answer more questions about them on 584 00:23:03,300 --> 00:23:04,766 the forms but basically it's just 585 00:23:04,766 --> 00:23:07,466 a way of mapping a two dimensional image onto a 3D 586 00:23:07,466 --> 00:23:09,666 object so luckily 587 00:23:09,666 --> 00:23:11,766 nukes 3D notes come with those by default 588 00:23:11,766 --> 00:23:14,100 so it puts it right in the right place for us 589 00:23:14,100 --> 00:23:15,433 this checkerboard does 590 00:23:15,800 --> 00:23:17,566 so uh let's just scale it down 591 00:23:17,566 --> 00:23:19,366 cause it's obviously way too big 592 00:23:19,700 --> 00:23:21,466 and now we get to see our uh 593 00:23:21,933 --> 00:23:23,166 our plate behind it 594 00:23:24,000 --> 00:23:25,466 and I'll just rotate it 595 00:23:30,566 --> 00:23:31,833 and now we can just 596 00:23:32,900 --> 00:23:34,200 play through that and see 597 00:23:34,200 --> 00:23:35,966 how well it lines up with the road 598 00:23:39,500 --> 00:23:40,333 so right off the bat 599 00:23:40,333 --> 00:23:41,400 that looks pretty good 600 00:23:41,400 --> 00:23:43,100 it might need some tweaking once we get 601 00:23:43,100 --> 00:23:45,066 the actual clean plate on top of it 602 00:23:45,333 --> 00:23:48,033 um but I'm pretty happy with its position right now 603 00:23:49,000 --> 00:23:51,066 I'm just gonna disable those tracking points 604 00:23:51,066 --> 00:23:52,500 so we can see what's uh 605 00:23:52,533 --> 00:23:54,200 going on a little more clearly 606 00:24:10,000 --> 00:24:12,066 so now we'll actually um 607 00:24:12,066 --> 00:24:15,766 go ahead and put this uh 608 00:24:15,966 --> 00:24:19,166 clean plate into the card and uh 609 00:24:19,166 --> 00:24:20,200 and see what we get 610 00:24:20,200 --> 00:24:22,900 so I can say that this is not going to work 611 00:24:22,900 --> 00:24:23,900 right off the bat 612 00:24:23,900 --> 00:24:26,033 um first of all the uh 613 00:24:26,466 --> 00:24:29,166 the alpha channel obviously needs to be pre multiplied 614 00:24:29,166 --> 00:24:30,700 we can see that um 615 00:24:31,600 --> 00:24:33,200 that the road is being cut out 616 00:24:33,200 --> 00:24:34,500 that's the solid part 617 00:24:34,500 --> 00:24:35,766 but we're getting this um 618 00:24:35,766 --> 00:24:37,766 this addition because of the uh 619 00:24:37,766 --> 00:24:38,300 the overnode 620 00:24:38,300 --> 00:24:40,566 it's actually adding the values from 621 00:24:40,566 --> 00:24:44,500 this part of the card where the alpha is zero to um 622 00:24:44,500 --> 00:24:45,966 to what we're putting it over which is 623 00:24:45,966 --> 00:24:47,400 which is the plate um 624 00:24:47,400 --> 00:24:48,500 so to get rid of that 625 00:24:48,500 --> 00:24:51,366 we just do a pre multiply right underneath it 626 00:24:51,566 --> 00:24:53,200 and now we have just the road 627 00:24:53,200 --> 00:24:55,300 but it's horribly too small 628 00:24:55,400 --> 00:24:57,366 and it's not even in the right place 629 00:24:57,366 --> 00:25:00,966 um so that's where projections come in 630 00:25:00,966 --> 00:25:04,200 so I'm actually gonna take a little bit of an aside and 631 00:25:04,200 --> 00:25:07,266 um and set up a quick 3D scene 632 00:25:07,400 --> 00:25:09,266 um so we can explore what 633 00:25:09,266 --> 00:25:10,966 what exactly projection does 634 00:25:10,966 --> 00:25:12,800 so I'm gonna make a separate card 635 00:25:13,100 --> 00:25:14,366 a separate camera 636 00:25:18,000 --> 00:25:19,433 and another checkerboard 637 00:25:28,500 --> 00:25:30,500 plug the camera into our scan line 638 00:25:30,500 --> 00:25:32,233 and the scene into our scan line 639 00:25:32,533 --> 00:25:35,700 now I'm gonna look through that and then um 640 00:25:38,366 --> 00:25:39,900 change the position of the camera 641 00:25:39,900 --> 00:25:41,766 so that it's looking whoops 642 00:25:43,500 --> 00:25:45,666 so that it's looking at the card 643 00:25:47,466 --> 00:25:48,133 so there we go 644 00:25:48,133 --> 00:25:50,366 so now this is our just basic vanilla setup 645 00:25:50,366 --> 00:25:53,233 um if we you know rotate the card 646 00:25:55,966 --> 00:25:57,700 it does all that great stuff 647 00:26:01,766 --> 00:26:03,900 and it's moving the checkerboard pattern 648 00:26:03,933 --> 00:26:05,900 in lock step with the uh 649 00:26:06,166 --> 00:26:06,733 with the card 650 00:26:06,733 --> 00:26:08,800 because that's the image that's mapped onto it 651 00:26:08,800 --> 00:26:12,666 um but one of the great features about nuke and um 652 00:26:12,666 --> 00:26:13,833 dysfunctionality 653 00:26:14,300 --> 00:26:18,000 uh has been really well thought out and other um 654 00:26:18,000 --> 00:26:19,900 tools from the foundry like Mari 655 00:26:20,066 --> 00:26:22,766 um but I suspect that a lot of the 656 00:26:22,766 --> 00:26:24,900 the ideas for that came from how uh 657 00:26:24,900 --> 00:26:27,700 people use the project 3D note in nuke 658 00:26:27,800 --> 00:26:29,266 so what the Project 3D note is 659 00:26:29,266 --> 00:26:30,600 is it's a material 660 00:26:30,600 --> 00:26:32,200 it's a 3D material 661 00:26:32,366 --> 00:26:34,700 um you can tell by the way the icon looks 662 00:26:34,700 --> 00:26:37,166 it has these kind of two um 663 00:26:37,166 --> 00:26:39,900 two chevrons on either side of it um 664 00:26:39,900 --> 00:26:44,766 that that means that it's a material that's used for um 665 00:26:44,966 --> 00:26:47,066 used for other 3D objects 666 00:26:47,066 --> 00:26:49,233 so it's a material that defines the 667 00:26:49,500 --> 00:26:51,000 kind of surface properties 668 00:26:51,066 --> 00:26:53,566 of whatever geometry that we plug into it 669 00:26:54,133 --> 00:26:55,666 so it gives us black by default 670 00:26:55,666 --> 00:26:57,400 we don't have anything plugged into it yet 671 00:26:58,066 --> 00:27:02,300 if we plug in a camera to it and then an image 672 00:27:04,266 --> 00:27:08,800 so now what we have is instead of uh the the um 673 00:27:08,800 --> 00:27:12,533 instead of the image just being uh 674 00:27:12,533 --> 00:27:15,166 applied in UV space onto the object 675 00:27:15,300 --> 00:27:16,766 we have the camera 676 00:27:17,733 --> 00:27:18,500 or a camera 677 00:27:18,500 --> 00:27:19,900 it can actually be a different camera 678 00:27:19,900 --> 00:27:21,366 and will be a different camera 679 00:27:21,500 --> 00:27:24,700 but this image is getting projected through the camera 680 00:27:24,900 --> 00:27:27,233 so now if I rotate my card 681 00:27:28,966 --> 00:27:29,900 the uh 682 00:27:31,300 --> 00:27:35,766 the image actually stays oriented towards the camera 683 00:27:37,100 --> 00:27:38,700 you see it's just kind of projecting 684 00:27:38,700 --> 00:27:40,766 the image onto the card 685 00:27:40,866 --> 00:27:42,666 no matter how it's uh oriented 686 00:27:42,666 --> 00:27:44,166 so if I look at it in 3D 687 00:27:44,366 --> 00:27:45,800 you can see that actually the 688 00:27:45,800 --> 00:27:48,400 the texture is getting stretched across the uh 689 00:27:48,400 --> 00:27:49,400 across the card and 690 00:27:49,400 --> 00:27:51,666 and just to exaggerate that a little bit 691 00:27:52,000 --> 00:27:54,733 um when it's almost perfectly perpen 692 00:27:54,733 --> 00:27:56,266 uh parallel 693 00:27:56,266 --> 00:27:57,766 excuse me with the uh 694 00:27:57,766 --> 00:27:58,833 with the camera 695 00:27:59,100 --> 00:28:00,966 um the texture gets stretched 696 00:28:00,966 --> 00:28:03,166 but when you look through that camera 697 00:28:03,166 --> 00:28:05,366 it's still um 698 00:28:05,366 --> 00:28:07,200 oriented properly um 699 00:28:07,200 --> 00:28:10,200 so we're gonna use this technique to uh 700 00:28:10,933 --> 00:28:16,033 to put our uh clean plates onto those cards 701 00:28:16,066 --> 00:28:19,266 so I'll just delete that for now and um 702 00:28:20,900 --> 00:28:24,166 go back to our main comp and make a Project 3D node 703 00:28:25,700 --> 00:28:28,300 and use the clean plate as the image 704 00:28:28,866 --> 00:28:31,566 for that for the surface for the Project 3D surface 705 00:28:31,566 --> 00:28:32,900 now we just need a camera 706 00:28:33,066 --> 00:28:37,366 so what I can do is I can copy this camera and use that 707 00:28:37,533 --> 00:28:39,833 and then let's look through the bottom 708 00:28:40,466 --> 00:28:44,666 and uh our card actually probably isn't big enough 709 00:28:47,100 --> 00:28:49,433 yeah so let's make that card nice and big 710 00:28:55,000 --> 00:28:55,666 there we go 711 00:28:55,666 --> 00:28:56,666 now we're seeing it 712 00:28:57,466 --> 00:29:00,000 but it's still not lining up quite right 713 00:29:00,100 --> 00:29:02,966 and now I'll uh I'll explain why in just a second 714 00:29:03,100 --> 00:29:04,000 so like I said 715 00:29:04,000 --> 00:29:06,300 the projection is uh 716 00:29:06,933 --> 00:29:08,466 is getting projected through 717 00:29:08,466 --> 00:29:10,066 through a camera that we define 718 00:29:10,066 --> 00:29:12,166 but what's happening is it's actually getting projected 719 00:29:12,166 --> 00:29:13,866 through this moving camera 720 00:29:13,866 --> 00:29:15,200 so if we look at it here 721 00:29:15,200 --> 00:29:17,566 we can see that image um 722 00:29:18,100 --> 00:29:20,233 moving across the card 723 00:29:20,733 --> 00:29:22,766 and that's because the camera is also moving 724 00:29:22,766 --> 00:29:24,766 so instead of of um 725 00:29:25,333 --> 00:29:28,266 a projecting through the moving camera or seeing camera 726 00:29:28,500 --> 00:29:31,633 what we're gonna do is basically uh 727 00:29:32,500 --> 00:29:34,866 freeze this camera on a particular frame 728 00:29:34,866 --> 00:29:37,566 and which frame depends on which frame you uh 729 00:29:37,566 --> 00:29:38,966 you did your clean plate on 730 00:29:40,966 --> 00:29:43,300 so in this particular uh clean plate 731 00:29:43,300 --> 00:29:47,233 um we did it I actually did it on frame uh 100 732 00:29:47,333 --> 00:29:48,900 that was my reference frame 733 00:29:48,900 --> 00:29:51,766 so I'm gonna go to uh frame 100 734 00:29:51,766 --> 00:29:52,766 the last frame 735 00:29:53,133 --> 00:29:55,100 and uh delete the animation 736 00:29:55,100 --> 00:29:58,300 so uh it this is basically going to um 737 00:29:58,300 --> 00:30:00,266 freeze this camera in place 738 00:30:00,466 --> 00:30:02,833 so that that projection won't move 739 00:30:03,000 --> 00:30:05,766 and just don't forget to get rid of the animation in 740 00:30:05,766 --> 00:30:06,800 all the channels 741 00:30:18,733 --> 00:30:19,866 and also just 742 00:30:20,066 --> 00:30:21,566 just be sure that you name your 743 00:30:21,566 --> 00:30:22,266 your cameras 744 00:30:22,266 --> 00:30:24,133 cause it can get confusing when you get a lot of them 745 00:30:24,133 --> 00:30:25,933 so this is the naming 746 00:30:25,933 --> 00:30:28,100 convention that I stick to is proj cam 747 00:30:28,100 --> 00:30:29,433 and then the hunt the 748 00:30:30,133 --> 00:30:31,600 frame number that I 749 00:30:32,166 --> 00:30:33,600 that I locked it to 750 00:30:33,766 --> 00:30:34,566 so there we go 751 00:30:34,566 --> 00:30:36,000 Proge Cam 100 752 00:30:36,600 --> 00:30:39,066 so now when I look at the card 753 00:30:41,466 --> 00:30:42,966 great so that card 754 00:30:42,966 --> 00:30:46,100 that image is now getting projected on a uh 755 00:30:47,066 --> 00:30:49,400 on a card with this still camera 756 00:30:49,400 --> 00:30:51,566 so if we open up both cameras at once 757 00:30:51,733 --> 00:30:54,466 you can see that the camera is now going to be looking 758 00:30:54,466 --> 00:30:56,666 at that projection at that card 759 00:30:56,966 --> 00:30:59,933 um and it's always gonna line up on on the last frame 760 00:30:59,933 --> 00:31:01,766 frame 100 because that's where we 761 00:31:01,766 --> 00:31:03,200 uh froze the camera to 762 00:31:03,200 --> 00:31:07,100 so if I go back to 2D and uh look at our results now 763 00:31:08,666 --> 00:31:10,566 now you can kinda get the idea of uh 764 00:31:10,566 --> 00:31:11,300 what's going on 765 00:31:11,300 --> 00:31:16,000 so since I made the clean plate on frame 100 and I'm uh 766 00:31:16,000 --> 00:31:18,100 I locked the camera on frame 100 767 00:31:18,366 --> 00:31:20,700 the clean plate is now lining up pretty well 768 00:31:20,700 --> 00:31:22,066 with the plate 769 00:31:22,066 --> 00:31:23,133 it's still not perfect 770 00:31:23,133 --> 00:31:24,500 but now what we can do 771 00:31:24,500 --> 00:31:26,533 it's it's always gonna line up on frame 100 772 00:31:26,533 --> 00:31:27,466 because that's the 773 00:31:27,466 --> 00:31:28,266 the reference frame 774 00:31:28,266 --> 00:31:29,700 but as you can see 775 00:31:29,700 --> 00:31:32,500 the farther away it gets from um 776 00:31:32,600 --> 00:31:34,166 from that reference frame 777 00:31:34,466 --> 00:31:36,600 the uh the farther away the 778 00:31:36,666 --> 00:31:37,600 the projection 779 00:31:37,600 --> 00:31:38,933 the farther way the clean plate 780 00:31:38,933 --> 00:31:40,866 gets from where it should be um 781 00:31:40,866 --> 00:31:42,400 so this is where uh 782 00:31:42,400 --> 00:31:44,800 going in and tweaking the uh 783 00:31:44,900 --> 00:31:47,700 the position of that card really comes in into play 784 00:31:47,700 --> 00:31:48,866 so what we all 785 00:31:48,866 --> 00:31:51,466 we basically wanna do is just move that card 786 00:31:52,066 --> 00:31:53,766 up or down depending on 787 00:31:54,700 --> 00:31:56,200 you know how it's lining up 788 00:31:56,333 --> 00:31:58,333 and just find that it's kind of 789 00:31:58,333 --> 00:32:00,566 just find that sweet spot of where it should be 790 00:32:00,566 --> 00:32:03,766 and just switch between your plate and your 791 00:32:05,333 --> 00:32:08,633 and your and your clean plate your output rather 792 00:32:09,100 --> 00:32:10,966 and just kind of find that spot 793 00:32:15,166 --> 00:32:15,800 and what I'm looking 794 00:32:15,800 --> 00:32:17,900 at is the lines and making sure that they're 795 00:32:17,900 --> 00:32:19,000 they're looking good 796 00:32:19,000 --> 00:32:20,900 so now I'm just gonna scan through 797 00:32:21,766 --> 00:32:23,066 and that's looking much 798 00:32:23,066 --> 00:32:24,466 much much better 799 00:32:32,466 --> 00:32:33,266 great 800 00:32:35,733 --> 00:32:36,700 so at this point 801 00:32:36,700 --> 00:32:39,500 you can bring each other clean plate to 802 00:32:39,500 --> 00:32:40,466 the stage we're at now 803 00:32:40,466 --> 00:32:44,000 each on its own card and we'll meet back up when 804 00:32:44,400 --> 00:32:45,800 when we finished with that 805 00:32:49,666 --> 00:32:51,500 so now I've gotten all the uh 806 00:32:51,500 --> 00:32:53,466 clean plates roughly into position 807 00:32:53,500 --> 00:32:57,433 um if I uh I'll just play through this a little bit um 808 00:32:58,000 --> 00:32:59,400 as you can see um 809 00:32:59,400 --> 00:33:01,600 I just spent some time um 810 00:33:02,200 --> 00:33:04,600 tweaking the the position of all the 811 00:33:04,733 --> 00:33:07,100 of all the separate clean plates and just getting them 812 00:33:07,100 --> 00:33:10,166 um to match as close as I could without doing 813 00:33:10,166 --> 00:33:12,800 doing anything too special um 814 00:33:12,800 --> 00:33:15,866 so now we're gonna do is talk about um 815 00:33:16,100 --> 00:33:17,066 ways to just 816 00:33:18,166 --> 00:33:19,166 to get that a little 817 00:33:19,166 --> 00:33:20,666 um more perfect 818 00:33:20,666 --> 00:33:21,933 so if I uh oops 819 00:33:21,933 --> 00:33:25,066 if I switch back to my uh plate 820 00:33:25,133 --> 00:33:26,466 you can see that there's some 821 00:33:26,466 --> 00:33:28,566 areas that don't line up perfectly 822 00:33:28,700 --> 00:33:30,566 um like over here 823 00:33:31,566 --> 00:33:35,100 and the further way we get from this reference frame 824 00:33:35,366 --> 00:33:37,900 you know things kind of start floating a little bit 825 00:33:37,933 --> 00:33:39,266 up here especially 826 00:33:39,533 --> 00:33:43,166 um so we're gonna talk about ways to um ways 827 00:33:43,166 --> 00:33:44,866 ways to solve those problems 828 00:33:44,966 --> 00:33:49,766 um as well and just to keep you apprised of um 829 00:33:49,766 --> 00:33:52,466 little solutions that I arrived at um 830 00:33:52,466 --> 00:33:54,500 while I was doing it um 831 00:33:55,000 --> 00:33:56,133 these two um 832 00:33:56,133 --> 00:33:57,300 parts of the road um 833 00:33:57,366 --> 00:33:59,033 this part and this part 834 00:33:59,100 --> 00:34:01,666 um I found out could actually live on the same card 835 00:34:01,666 --> 00:34:04,266 so I just optimized my script a little bit 836 00:34:04,366 --> 00:34:06,466 and the way I accomplished that um 837 00:34:06,466 --> 00:34:08,200 getting both projections onto one 838 00:34:08,200 --> 00:34:09,700 and you can use this technique in a 839 00:34:09,700 --> 00:34:11,233 number of different situations 840 00:34:11,300 --> 00:34:13,600 um is you can use a merge material note 841 00:34:13,600 --> 00:34:16,333 and a merge material note is basically uh 842 00:34:16,333 --> 00:34:18,566 the same thing as a regular merge note 843 00:34:18,566 --> 00:34:20,866 except it's merging between um 844 00:34:20,866 --> 00:34:22,033 material nodes 845 00:34:22,466 --> 00:34:24,466 um instead of uh 846 00:34:24,500 --> 00:34:26,400 instead of two dimensional images 847 00:34:26,400 --> 00:34:27,600 um that options are 848 00:34:27,600 --> 00:34:28,466 are pretty similar 849 00:34:28,466 --> 00:34:31,666 but it doesn't have all the same ones um 850 00:34:31,666 --> 00:34:34,533 and it actually has another one called replace um 851 00:34:34,533 --> 00:34:35,266 but they basically 852 00:34:35,266 --> 00:34:38,000 do the same kind of operations that emerge node does 853 00:34:38,100 --> 00:34:39,466 um so you can 854 00:34:39,700 --> 00:34:42,266 it just make sure that your alpha channels are 855 00:34:43,000 --> 00:34:44,166 are basically the 856 00:34:44,166 --> 00:34:47,300 setup in the same way that you would use a uh 857 00:34:47,300 --> 00:34:49,466 a regular merge node to do that that stuff 858 00:34:49,466 --> 00:34:51,266 so if I look through um 859 00:34:51,266 --> 00:34:53,833 looking 3D and I look at the card that I made 860 00:34:55,133 --> 00:34:56,833 you can see that uh 861 00:34:57,266 --> 00:34:58,433 that both roads 862 00:34:59,466 --> 00:35:02,566 that are two separate project 3 D's um 863 00:35:02,566 --> 00:35:03,966 are on the same card 864 00:35:04,400 --> 00:35:06,766 so that's just a way to consolidate your work 865 00:35:06,766 --> 00:35:09,866 and speed up your script a tiny bit um 866 00:35:11,800 --> 00:35:14,500 so um also what I've done is uh 867 00:35:14,500 --> 00:35:15,400 as I was going through it 868 00:35:15,400 --> 00:35:18,400 I realized I didn't need so many of the uh 869 00:35:18,500 --> 00:35:19,700 of the camera tracking stuff 870 00:35:19,700 --> 00:35:22,833 I just left the original camera tracking note in there 871 00:35:22,900 --> 00:35:26,800 um linked to the scene camera so that um 872 00:35:27,300 --> 00:35:30,500 so that's what's driving the animation of that camera 873 00:35:30,700 --> 00:35:31,733 so just again 874 00:35:31,733 --> 00:35:32,666 little ways you can 875 00:35:32,666 --> 00:35:33,866 you can speed up your script 876 00:35:33,866 --> 00:35:36,500 and get rid of stuff that you don't need to see anymore 877 00:35:36,866 --> 00:35:38,466 you should have been saving 878 00:35:39,066 --> 00:35:40,666 different versions of your script 879 00:35:40,866 --> 00:35:41,933 at different times so that 880 00:35:41,933 --> 00:35:43,900 you always have something to go back to 881 00:35:44,966 --> 00:35:47,133 uh so don't worry about deleting stuff that 882 00:35:47,133 --> 00:35:48,533 you don't think you'll need because you should 883 00:35:48,533 --> 00:35:51,066 always be able to get it back by going back a version 884 00:35:51,333 --> 00:35:53,700 um so anyway um 885 00:35:55,933 --> 00:35:57,800 so I'm a little concerned about this area 886 00:35:57,800 --> 00:35:59,566 right off the bat um 887 00:35:59,600 --> 00:36:02,200 it uh the farther way we get from the 888 00:36:02,200 --> 00:36:02,900 the source frame 889 00:36:02,900 --> 00:36:05,100 which was uh 25 um 890 00:36:05,100 --> 00:36:07,933 the farther away this line gets from where it should be 891 00:36:07,933 --> 00:36:10,266 uh so rather than going back and uh 892 00:36:10,266 --> 00:36:12,366 and tweaking the card to get it perfect and 893 00:36:12,366 --> 00:36:13,666 and match um 894 00:36:13,666 --> 00:36:14,800 matching 3D 895 00:36:14,966 --> 00:36:16,733 um cause that can be quite time consuming 896 00:36:16,733 --> 00:36:19,966 and ultimately you need a perfectly accurate track 897 00:36:19,966 --> 00:36:20,866 um to do it 898 00:36:20,866 --> 00:36:23,066 which also can be quite time consuming 899 00:36:23,066 --> 00:36:25,100 but since we kind of wanna keep moving forward 900 00:36:25,100 --> 00:36:27,466 we don't wanna have to take too many steps backwards 901 00:36:27,500 --> 00:36:29,300 let's just isolate this area 902 00:36:29,366 --> 00:36:32,100 and what we wanna do is just kind of uh 903 00:36:32,133 --> 00:36:35,200 smoothly warp it over a number of frames to get it into 904 00:36:35,200 --> 00:36:36,400 the position we want 905 00:36:36,400 --> 00:36:39,966 so uh one of the best ways to do that is 906 00:36:39,966 --> 00:36:41,300 by using a grid warp node 907 00:36:41,300 --> 00:36:42,200 so I'm going to go ahead 908 00:36:42,200 --> 00:36:45,466 and make one of those right before my pre multiply 909 00:36:45,800 --> 00:36:47,466 and what that does is it gives us 910 00:36:47,466 --> 00:36:50,233 a source and destination grid in the lower left 911 00:36:50,733 --> 00:36:54,733 and let's just make those the size of the image 912 00:36:54,733 --> 00:36:56,500 uh you can use those two buttons to 913 00:36:56,500 --> 00:36:57,666 to do that really quick 914 00:36:57,666 --> 00:36:59,866 and uh we don't wanna touch the source grid 915 00:37:00,133 --> 00:37:01,666 um and just to give 916 00:37:01,666 --> 00:37:04,233 you a quick preview of what it's gonna do is it 917 00:37:04,466 --> 00:37:07,800 based on these points and the curves that you specify 918 00:37:07,933 --> 00:37:09,300 it warps the image 919 00:37:09,300 --> 00:37:10,500 um according to 920 00:37:10,500 --> 00:37:11,900 to those points 921 00:37:11,933 --> 00:37:16,300 so um this note can get quite um processor intensive 922 00:37:16,300 --> 00:37:18,366 so it's good to optimize it a little bit before 923 00:37:18,366 --> 00:37:19,200 you start using it 924 00:37:19,200 --> 00:37:21,800 and uh you can change the the 925 00:37:21,900 --> 00:37:23,333 where the grid lines are 926 00:37:23,333 --> 00:37:24,733 um by using add and remove 927 00:37:24,733 --> 00:37:25,766 so first of all 928 00:37:25,766 --> 00:37:27,200 I'm gonna get rid of the uh 929 00:37:27,200 --> 00:37:28,300 the inner points 930 00:37:28,533 --> 00:37:31,466 so I have kind of a fresh canvas to work off of 931 00:37:31,533 --> 00:37:33,500 and then I'm gonna make the uh 932 00:37:34,500 --> 00:37:36,666 make a bunch more lines that uh 933 00:37:36,666 --> 00:37:40,266 that surround the area that I'm going to be um 934 00:37:41,800 --> 00:37:43,866 that I'm going to be warping oops 935 00:37:49,600 --> 00:37:51,333 so I'm basically just drawing a box 936 00:37:51,333 --> 00:37:53,700 around the clean plate at this point 937 00:37:53,766 --> 00:37:55,066 and now I can add 938 00:37:55,966 --> 00:37:57,000 add detail only to 939 00:37:57,000 --> 00:37:59,900 the parts of the image that I want to distort 940 00:37:59,900 --> 00:38:02,266 so I basically just drew a box around this area 941 00:38:02,266 --> 00:38:04,366 because that's the area that I wanna focus on 942 00:38:04,400 --> 00:38:05,366 and then I can go ahead 943 00:38:05,366 --> 00:38:07,966 and remove parts of the image or parts of the uh 944 00:38:07,966 --> 00:38:11,900 the grid that aren't going to be affected at all by um 945 00:38:13,066 --> 00:38:14,766 by uh the grid warp 946 00:38:15,000 --> 00:38:16,566 so now if I look back through 947 00:38:16,566 --> 00:38:17,933 um my output 948 00:38:17,933 --> 00:38:19,566 I can see that nothing's changed yet 949 00:38:19,566 --> 00:38:22,800 this part's a little tricky because it can't draw the 950 00:38:22,800 --> 00:38:24,900 uh grid points through 951 00:38:24,900 --> 00:38:27,433 all the various transformations that are happening 952 00:38:27,466 --> 00:38:29,000 uh you know 953 00:38:29,000 --> 00:38:30,466 it's trying to draw the 954 00:38:30,466 --> 00:38:32,600 the points through um 955 00:38:32,666 --> 00:38:33,933 through a card 956 00:38:33,933 --> 00:38:35,466 through a scan line render 957 00:38:35,733 --> 00:38:37,933 um so I can't figure out where those points would 958 00:38:37,933 --> 00:38:40,500 lie once it's been transformed 959 00:38:40,500 --> 00:38:42,266 so you kind of have to do this part blind 960 00:38:42,266 --> 00:38:45,800 but basically what we wanna do is just kind of 961 00:38:46,333 --> 00:38:48,633 guess and check and move that uh 962 00:38:48,800 --> 00:38:50,566 move that grid warp um 963 00:38:50,566 --> 00:38:52,200 so that uh we get the 964 00:38:52,500 --> 00:38:55,600 the image to kinda line up so uh 965 00:38:57,966 --> 00:38:58,766 so there we go 966 00:38:58,766 --> 00:39:00,333 um that lines up pretty good 967 00:39:00,333 --> 00:39:04,266 um actually what we wanna do first is just undo all 968 00:39:04,466 --> 00:39:06,133 those transformations and 969 00:39:06,133 --> 00:39:07,700 go to your reference frame first 970 00:39:07,700 --> 00:39:09,566 so on frame 25 971 00:39:11,600 --> 00:39:13,166 that's our that's our first frame 972 00:39:13,166 --> 00:39:17,666 we don't want it to distort our warp at all on frame 25 973 00:39:17,666 --> 00:39:18,666 so I'm gonna set a 974 00:39:18,666 --> 00:39:21,000 keyframe on my destination grid first 975 00:39:21,133 --> 00:39:24,866 and then I will go to uh the extreme end of the clip 976 00:39:25,200 --> 00:39:27,400 and move that warp into place 977 00:39:33,700 --> 00:39:37,100 oops so it's a little tricky to get to work 978 00:39:37,100 --> 00:39:38,866 just because you can't see exactly 979 00:39:38,966 --> 00:39:39,866 you know where it's going 980 00:39:39,866 --> 00:39:41,366 and it automatically sets a keyframe 981 00:39:41,366 --> 00:39:42,966 for us on frame 100 982 00:39:43,133 --> 00:39:45,100 and now I'm just gonna spot check the rest 983 00:39:45,100 --> 00:39:46,100 and uh you know 984 00:39:46,100 --> 00:39:48,800 you may have to animate this a little bit um 985 00:39:49,000 --> 00:39:50,066 more finely 986 00:39:50,133 --> 00:39:51,466 um but usually 987 00:39:52,133 --> 00:39:53,666 it's best to um 988 00:39:53,666 --> 00:39:56,766 set as few key frames on this as possible just because 989 00:39:56,866 --> 00:39:58,100 um you know 990 00:39:58,100 --> 00:40:00,000 you don't want people to notice what's going on 991 00:40:00,000 --> 00:40:01,500 so the more it moves around 992 00:40:01,500 --> 00:40:03,366 the more chance um 993 00:40:03,533 --> 00:40:05,266 you have noticing what's happening 994 00:40:05,300 --> 00:40:06,300 and then go to the other 995 00:40:06,300 --> 00:40:08,466 extreme end and just make sure that's lining up 996 00:40:08,466 --> 00:40:11,200 so it looks like I have to move that again 997 00:40:11,300 --> 00:40:12,800 just a little bit more 998 00:40:16,400 --> 00:40:17,200 great 999 00:40:18,900 --> 00:40:22,400 so I'm pretty happy with that and now now we can just 1000 00:40:22,400 --> 00:40:24,866 you know preview that and see how it looks 1001 00:40:35,766 --> 00:40:36,400 so now it's 1002 00:40:36,400 --> 00:40:38,500 it's lining up pretty well on all the frames 1003 00:40:38,500 --> 00:40:39,433 which is great 1004 00:40:40,066 --> 00:40:42,633 so just go ahead and tweet that and um 1005 00:40:43,000 --> 00:40:44,600 and get that looking right 1006 00:40:44,766 --> 00:40:47,100 and uh now let's uh 1007 00:40:47,766 --> 00:40:50,366 let's also talk about um 1008 00:40:51,366 --> 00:40:52,600 about how the uh 1009 00:40:52,600 --> 00:40:54,700 the clean plate is actually still going over 1010 00:40:54,700 --> 00:40:55,733 all these buildings 1011 00:40:55,733 --> 00:40:58,400 so that's what we're gonna address next um 1012 00:41:00,266 --> 00:41:03,166 um that's really um a simple task 1013 00:41:03,166 --> 00:41:05,733 all we wanna do is basically um 1014 00:41:05,733 --> 00:41:07,666 do some roto for the buildings 1015 00:41:07,700 --> 00:41:10,466 uh basically isolate all the parts of the 1016 00:41:10,466 --> 00:41:13,900 original plate that uh are going over the roads 1017 00:41:14,066 --> 00:41:17,566 and then we'll use that roto to basically put the uh 1018 00:41:17,566 --> 00:41:19,000 the buildings back on top 1019 00:41:19,000 --> 00:41:20,000 so let's take care of that 1020 00:41:20,000 --> 00:41:21,966 I've actually already done some roto for that 1021 00:41:21,966 --> 00:41:25,033 so I'm gonna go ahead and uh import that roto 1022 00:41:25,500 --> 00:41:27,500 so I'm gonna go import script 1023 00:41:31,800 --> 00:41:33,233 and building roto 1024 00:41:35,166 --> 00:41:39,700 so I did this roto exactly the same way as as I roto 1025 00:41:39,866 --> 00:41:42,500 um object in class 1 nothing too special 1026 00:41:42,500 --> 00:41:45,466 so to use that what we need to do is uh 1027 00:41:48,333 --> 00:41:50,700 use the alpha from the Roto and the red 1028 00:41:50,700 --> 00:41:52,566 green and blue channels from the plate 1029 00:41:52,800 --> 00:41:54,433 and now we have uh 1030 00:41:55,900 --> 00:41:57,266 have those two things 1031 00:41:58,100 --> 00:41:58,900 cutting each 1032 00:41:58,900 --> 00:42:02,300 the Alpha is gonna be basically cutting out the plate 1033 00:42:02,300 --> 00:42:05,300 and we're going to merge it back on top 1034 00:42:06,533 --> 00:42:08,900 of our clean plate 1035 00:42:11,933 --> 00:42:15,033 and also don't forget to pre multiply 1036 00:42:19,300 --> 00:42:20,400 so now if I uh 1037 00:42:20,400 --> 00:42:21,700 AB between those 1038 00:42:22,133 --> 00:42:24,400 now we get the buildings back on top of the plate 1039 00:42:24,400 --> 00:42:27,266 um you could use that alpha channel to cut out 1040 00:42:27,266 --> 00:42:29,200 what's going on in the scanline render 1041 00:42:29,266 --> 00:42:31,933 um but this way is just really straightforward 1042 00:42:31,933 --> 00:42:35,533 um and you have much less of a chance of 1043 00:42:35,533 --> 00:42:39,066 of degrading the image in any way 1044 00:42:39,100 --> 00:42:40,733 um so as much as you can 1045 00:42:40,733 --> 00:42:42,300 try and put things on top of other things 1046 00:42:42,300 --> 00:42:44,100 instead of trying to cut out alpha channels 1047 00:42:44,100 --> 00:42:45,700 and generating a map that way 1048 00:42:45,766 --> 00:42:48,166 um it just makes things a lot easier to read 1049 00:42:48,166 --> 00:42:49,600 and a lot simpler 1050 00:42:49,733 --> 00:42:51,633 um to understand what's going on 1051 00:42:52,366 --> 00:42:53,066 so there we go 1052 00:42:53,066 --> 00:42:53,900 there's that 1053 00:42:53,900 --> 00:42:57,166 and uh now let's talk about the fact that uh 1054 00:42:57,166 --> 00:42:59,366 as I'm sure you've already noticed in doing your 1055 00:42:59,366 --> 00:43:02,033 your clean plates is that um 1056 00:43:02,266 --> 00:43:04,966 our clean plate is only as wide 1057 00:43:04,966 --> 00:43:07,933 or it covers as much area as the format of the image 1058 00:43:07,933 --> 00:43:10,900 so we end up with these lines where um 1059 00:43:10,900 --> 00:43:12,733 where the bottom of the format was 1060 00:43:12,733 --> 00:43:13,466 uh so let's go 1061 00:43:13,466 --> 00:43:15,866 take a closer look at that clean plate that I did 1062 00:43:15,866 --> 00:43:18,066 um this one I did on frame 100 1063 00:43:19,333 --> 00:43:20,200 so as you can see 1064 00:43:20,200 --> 00:43:21,400 this is the line that 1065 00:43:21,400 --> 00:43:23,166 that we were seeing in the output 1066 00:43:23,166 --> 00:43:24,300 um it really just 1067 00:43:24,300 --> 00:43:25,466 it doesn't have anything 1068 00:43:25,466 --> 00:43:28,866 else to to put there so it just stops 1069 00:43:29,000 --> 00:43:34,700 um and also you can't just move your card because again 1070 00:43:34,700 --> 00:43:35,566 this is a projection 1071 00:43:35,566 --> 00:43:40,566 so no matter how we move our card that that um 1072 00:43:40,700 --> 00:43:43,633 image is always gonna be in the same place on the card 1073 00:43:43,700 --> 00:43:46,900 um so one way to get around that um 1074 00:43:46,933 --> 00:43:48,333 is basically uh 1075 00:43:48,333 --> 00:43:51,466 what we wanna do is kind of bake this texture out 1076 00:43:51,666 --> 00:43:53,366 think of it as a texture in 3D 1077 00:43:53,366 --> 00:43:56,066 and we wanna bake it um into a 1078 00:43:56,066 --> 00:43:58,666 into an image so we can paint on top of that image 1079 00:43:58,666 --> 00:44:00,200 and then reapply it to the card 1080 00:44:00,200 --> 00:44:02,600 so I'll show you how to go about doing that right now 1081 00:44:02,600 --> 00:44:05,466 um one of the great features about the scanline render 1082 00:44:05,866 --> 00:44:08,733 is that you can change the way it's uh 1083 00:44:08,733 --> 00:44:11,966 it's projecting or the change the way it's rendering um 1084 00:44:11,966 --> 00:44:13,866 so instead of using a camera to render 1085 00:44:13,866 --> 00:44:16,266 what we wanna do is leave the camera input blank 1086 00:44:16,266 --> 00:44:18,366 and change its projection mode to UV 1087 00:44:18,466 --> 00:44:21,100 so what this is going to do is uh 1088 00:44:21,100 --> 00:44:22,666 if I plug it into the card 1089 00:44:23,700 --> 00:44:24,900 and if I look at it 1090 00:44:24,933 --> 00:44:27,700 this is actually now rendering out that 1091 00:44:28,200 --> 00:44:32,600 texture in UV space according to the card so it just 1092 00:44:32,600 --> 00:44:34,933 because of the way the UVs were laid out on the card 1093 00:44:34,933 --> 00:44:37,200 it's coming in upside down 1094 00:44:37,400 --> 00:44:38,433 but that's okay 1095 00:44:38,533 --> 00:44:39,366 it doesn't really matter 1096 00:44:39,366 --> 00:44:42,200 because what I'm gonna do next is copy that card 1097 00:44:45,066 --> 00:44:46,500 make its input 1098 00:44:46,766 --> 00:44:49,766 the scan line render because what we've done is um 1099 00:44:49,766 --> 00:44:51,066 like I said before 1100 00:44:51,066 --> 00:44:55,233 all 3D objects in nuke come with UVs already and uh 1101 00:44:56,100 --> 00:44:57,500 when you plug in image 1102 00:44:57,500 --> 00:45:00,066 when you plug an image directly into a 3D note 1103 00:45:00,066 --> 00:45:02,433 it basically just maps it onto 1104 00:45:02,500 --> 00:45:06,033 that object using the Uvs um 1105 00:45:06,266 --> 00:45:10,900 so since we rendered out our projection into UV space 1106 00:45:11,066 --> 00:45:12,566 when we put the card 1107 00:45:13,066 --> 00:45:16,166 when we put that into an identical card 1108 00:45:16,500 --> 00:45:17,766 and use that instead 1109 00:45:17,766 --> 00:45:19,100 you see nothing changed 1110 00:45:19,666 --> 00:45:20,366 if you zoom in 1111 00:45:20,366 --> 00:45:24,000 you can see a little bit of image degradation 1112 00:45:24,600 --> 00:45:26,366 but that's just the nature of the beast 1113 00:45:26,400 --> 00:45:28,000 you can always render 1114 00:45:29,266 --> 00:45:31,866 your UV texture out 1115 00:45:33,266 --> 00:45:33,966 a little bigger 1116 00:45:33,966 --> 00:45:35,500 actually that wasn't the input 1117 00:45:35,500 --> 00:45:36,300 this is the input 1118 00:45:36,300 --> 00:45:38,500 so if I switch back and forth between these 1119 00:45:38,533 --> 00:45:40,966 you can see it changing very very slightly 1120 00:45:41,166 --> 00:45:42,466 but it's not a big deal 1121 00:45:43,966 --> 00:45:46,800 because you know we'll be painting and graining this 1122 00:45:46,966 --> 00:45:51,666 later so now we can do is on top of our UV image 1123 00:45:53,600 --> 00:45:55,200 now we can paint some more 1124 00:45:55,500 --> 00:45:57,700 so I'm gonna make a roto paint node 1125 00:45:58,500 --> 00:46:00,500 and I can just paint directly on this 1126 00:46:02,900 --> 00:46:05,566 so I'll just now I'm just extending the road 1127 00:46:10,666 --> 00:46:12,100 so once again paying 1128 00:46:12,400 --> 00:46:14,766 close attention to where these lines go 1129 00:46:16,966 --> 00:46:18,700 you know the lines on the road are definitely 1130 00:46:18,700 --> 00:46:19,500 the biggest 1131 00:46:20,466 --> 00:46:22,500 the biggest visual cue that we have 1132 00:46:23,166 --> 00:46:24,866 for where things are supposed to be 1133 00:46:35,400 --> 00:46:37,500 so I'm not exactly sure how much road I need 1134 00:46:37,500 --> 00:46:40,400 but I'm just gonna keep painting just so that uh 1135 00:46:41,166 --> 00:46:43,733 you know something is there for it to 1136 00:46:43,733 --> 00:46:44,700 for it to use 1137 00:46:48,066 --> 00:46:51,366 good so now if I if I look back through my output 1138 00:46:53,100 --> 00:46:54,166 let that update 1139 00:46:54,166 --> 00:46:54,866 there we go 1140 00:46:54,866 --> 00:46:57,566 now I've extended the road um 1141 00:46:57,566 --> 00:46:59,700 now I just have to go back and uh 1142 00:46:59,700 --> 00:47:01,266 paint in this uh 1143 00:47:01,266 --> 00:47:04,066 this kind of outcropping that what is this a uh 1144 00:47:04,300 --> 00:47:06,500 you know side street and uh 1145 00:47:06,500 --> 00:47:08,500 and do that and also um 1146 00:47:08,500 --> 00:47:10,000 go ahead and uh 1147 00:47:10,000 --> 00:47:13,300 and paint the other areas of your clean plates 1148 00:47:13,400 --> 00:47:15,400 um that need extension like right here 1149 00:47:15,400 --> 00:47:18,100 and you can use the exact same method um 1150 00:47:18,100 --> 00:47:19,566 and then up here as well 1151 00:47:22,066 --> 00:47:23,266 and then um 1152 00:47:23,400 --> 00:47:25,066 so once you do that um 1153 00:47:25,066 --> 00:47:26,433 we can move on to 1154 00:47:26,700 --> 00:47:28,366 on to the final step of this 1155 00:47:28,400 --> 00:47:30,800 of this little clean plate exercise um 1156 00:47:30,800 --> 00:47:32,500 which is kind of those little finishing touches 1157 00:47:32,500 --> 00:47:35,200 we're gonna add grain and then um 1158 00:47:35,400 --> 00:47:37,566 add some motion blur to 1159 00:47:37,566 --> 00:47:39,000 to our clean plates 1160 00:47:39,466 --> 00:47:42,633 so we wanna do now is just talk about um 1161 00:47:43,333 --> 00:47:46,166 doing those finishing touches to 1162 00:47:46,366 --> 00:47:48,066 to integrate the uh 1163 00:47:48,133 --> 00:47:51,533 the clean plate into the shot completely um 1164 00:47:51,533 --> 00:47:53,066 so up until this point 1165 00:47:53,066 --> 00:47:54,266 you know we've been uh 1166 00:47:54,266 --> 00:47:55,933 working on this painting and it's been great 1167 00:47:55,933 --> 00:47:58,500 but we haven't been paying much attention to the green 1168 00:47:58,666 --> 00:48:02,300 um like we said in the beginning of the class this uh 1169 00:48:02,300 --> 00:48:04,366 this particular plate is uh 1170 00:48:04,366 --> 00:48:05,333 is fairly grainy 1171 00:48:05,333 --> 00:48:07,766 so um we're definitely gonna need to deal with that 1172 00:48:07,766 --> 00:48:08,733 because the uh 1173 00:48:08,733 --> 00:48:12,066 the the plates that we were painting on um 1174 00:48:12,200 --> 00:48:14,933 the the images that we're painting on with d grain 1175 00:48:14,933 --> 00:48:17,366 so we need to reintroduce that grain uh 1176 00:48:17,366 --> 00:48:20,000 so we're gonna use basically the same approach that uh 1177 00:48:20,000 --> 00:48:22,900 that Charles use was using in uh 1178 00:48:22,966 --> 00:48:24,900 in the previous class so uh 1179 00:48:24,900 --> 00:48:27,166 let's go ahead and set that up um 1180 00:48:27,566 --> 00:48:31,466 and will will get that green working pretty well 1181 00:48:31,733 --> 00:48:33,100 so I want to put it 1182 00:48:33,166 --> 00:48:35,066 I want to put this grain right 1183 00:48:35,333 --> 00:48:36,966 underneath the scan line render 1184 00:48:36,966 --> 00:48:38,800 because I only want it to apply grain to 1185 00:48:38,800 --> 00:48:42,100 the parts of my image that that I'm replacing 1186 00:48:42,400 --> 00:48:45,333 so um actually it's gonna go on top of the 1187 00:48:45,333 --> 00:48:46,766 lenses distortion as well 1188 00:48:46,766 --> 00:48:49,000 so we're gonna put it right here and just 1189 00:48:49,100 --> 00:48:50,566 start off with our grain node 1190 00:48:51,266 --> 00:48:53,466 so since we covered a lot of regraining techniques 1191 00:48:53,466 --> 00:48:55,133 in Class 2 with Charles 1192 00:48:55,133 --> 00:48:57,700 I'm gonna skip ahead a little bit and uh 1193 00:48:57,700 --> 00:48:58,833 and do that step 1194 00:48:58,933 --> 00:48:59,966 and then I'll show you a little 1195 00:48:59,966 --> 00:49:01,200 something cool that you can do with 1196 00:49:01,200 --> 00:49:04,166 the grain node to get a little finer control out of uh 1197 00:49:04,166 --> 00:49:05,066 out of that note 1198 00:49:05,666 --> 00:49:07,600 and the blue channel is really 1199 00:49:07,933 --> 00:49:10,533 always pretty tricky um 1200 00:49:10,533 --> 00:49:12,266 if we look at it in motion 1201 00:49:13,133 --> 00:49:14,666 you can see that it does have that 1202 00:49:14,666 --> 00:49:16,766 really fine grain that all the other channels have 1203 00:49:16,766 --> 00:49:20,000 but it also has this kind of blocky grain um 1204 00:49:20,333 --> 00:49:23,666 that that's probably coming from um 1205 00:49:23,933 --> 00:49:25,000 from compression I 1206 00:49:25,000 --> 00:49:26,766 I would wager um 1207 00:49:26,766 --> 00:49:29,066 so that's gonna be a little difficult to deal with 1208 00:49:29,066 --> 00:49:31,133 um you know 1209 00:49:31,133 --> 00:49:34,100 it's matching pretty well for uh 1210 00:49:34,733 --> 00:49:35,366 for right now 1211 00:49:35,366 --> 00:49:37,166 but I know we can get it a little better 1212 00:49:37,300 --> 00:49:40,766 uh so if we look back at our RGB channels um 1213 00:49:40,766 --> 00:49:42,400 probably have the right frequency of green 1214 00:49:42,400 --> 00:49:43,900 but clearly the 1215 00:49:43,900 --> 00:49:47,466 the green is way too saturated and multicolored 1216 00:49:47,466 --> 00:49:48,300 and you know 1217 00:49:48,300 --> 00:49:50,300 the intensities aren't really quite right 1218 00:49:50,300 --> 00:49:53,166 um so one thing that we can do is uh 1219 00:49:53,766 --> 00:49:55,533 it's actually open up the grain node 1220 00:49:55,533 --> 00:49:59,233 and kinda dissect it and make it do uh 1221 00:49:59,300 --> 00:50:01,533 make it a little more powerful than what it already is 1222 00:50:01,533 --> 00:50:02,366 so if we uh 1223 00:50:02,366 --> 00:50:04,966 take a look at that grain node um 1224 00:50:05,400 --> 00:50:06,800 if you go into the node 1225 00:50:07,200 --> 00:50:08,833 tab of the grain node 1226 00:50:08,900 --> 00:50:11,066 um there's a little button copied to group 1227 00:50:11,066 --> 00:50:12,933 what that's gonna do is it's gonna break up 1228 00:50:12,933 --> 00:50:14,733 break out the uh 1229 00:50:14,733 --> 00:50:15,766 the grain node 1230 00:50:15,866 --> 00:50:17,000 into a group 1231 00:50:17,000 --> 00:50:18,533 and like we discussed in Class 1 1232 00:50:18,533 --> 00:50:21,066 you can open up groups using the s button 1233 00:50:21,166 --> 00:50:22,600 on the side of uh 1234 00:50:22,733 --> 00:50:24,200 on the top of the uh 1235 00:50:24,500 --> 00:50:25,566 the note itself 1236 00:50:25,600 --> 00:50:27,933 and now we can see exactly how 1237 00:50:27,933 --> 00:50:29,800 the default grain node is uh 1238 00:50:29,800 --> 00:50:30,600 is doing its work 1239 00:50:30,600 --> 00:50:32,133 it's actually nothing too 1240 00:50:32,133 --> 00:50:33,900 um too fantastic 1241 00:50:34,100 --> 00:50:36,866 it's uh it's basically three separate 1242 00:50:37,066 --> 00:50:38,166 noise nodes 1243 00:50:38,533 --> 00:50:40,133 all generating uh 1244 00:50:40,133 --> 00:50:41,566 noise for each channel 1245 00:50:41,566 --> 00:50:42,833 and then um 1246 00:50:43,000 --> 00:50:44,666 then there's a mathematical 1247 00:50:44,766 --> 00:50:47,366 you know explanation for how each of those 1248 00:50:48,733 --> 00:50:52,666 each of those noise notes gets applied to the image 1249 00:50:52,766 --> 00:50:55,800 and so we end up with is just a bunch of noise 1250 00:50:55,800 --> 00:50:58,500 so if we look at what's going on 1251 00:50:59,666 --> 00:51:02,566 at the end of this and uh 1252 00:51:02,766 --> 00:51:07,266 isolate just the blue so you can see what's happening 1253 00:51:07,266 --> 00:51:09,300 it's just putting the blue right on top 1254 00:51:09,400 --> 00:51:11,133 and if we look through the expression 1255 00:51:11,133 --> 00:51:13,500 you can see it even better um 1256 00:51:14,466 --> 00:51:15,400 and there's the final result 1257 00:51:15,400 --> 00:51:18,500 so what I wanna do is that I really wanna add some 1258 00:51:19,000 --> 00:51:23,066 uh some finer controls to uh 1259 00:51:23,100 --> 00:51:25,700 to adjust how the frequency and look of this 1260 00:51:25,700 --> 00:51:28,166 of this blue channel specifically uh 1261 00:51:28,166 --> 00:51:30,300 is getting applied so uh 1262 00:51:31,600 --> 00:51:34,566 um what I think I wanna do is uh 1263 00:51:34,866 --> 00:51:36,033 is add some 1264 00:51:36,400 --> 00:51:38,366 I wanna get some of that blockiness 1265 00:51:38,366 --> 00:51:40,266 um into the um 1266 00:51:40,666 --> 00:51:41,333 into the grain 1267 00:51:41,333 --> 00:51:43,266 so um there's a 1268 00:51:43,266 --> 00:51:44,333 there's a node for that 1269 00:51:44,333 --> 00:51:46,766 and it's not a very well known node 1270 00:51:46,766 --> 00:51:49,900 it's not even terribly useful um 1271 00:51:49,900 --> 00:51:53,366 and you can't even get to it through the regular menus 1272 00:51:53,366 --> 00:51:55,200 it I to the best of my knowledge 1273 00:51:55,200 --> 00:51:56,566 it doesn't exist in uh 1274 00:51:56,566 --> 00:51:57,866 in the regular menus 1275 00:51:58,100 --> 00:52:01,900 um but if you go into the all plugins option 1276 00:52:02,600 --> 00:52:06,100 or menu and say update and then go back to it 1277 00:52:06,166 --> 00:52:10,233 um under the B category is a no called blocky 1278 00:52:10,333 --> 00:52:13,433 and what blocky does is it basically 1279 00:52:15,466 --> 00:52:18,133 takes whatever input and uh 1280 00:52:18,133 --> 00:52:20,433 and kind of turns it into a mosaic 1281 00:52:23,066 --> 00:52:27,600 so it's basically just roughly resampling the image 1282 00:52:27,666 --> 00:52:29,733 um and use this note at your own risk 1283 00:52:29,733 --> 00:52:31,333 you know it's not the uh 1284 00:52:31,333 --> 00:52:33,000 it's not useful for much 1285 00:52:33,000 --> 00:52:35,133 but in this case it's gonna get get us what we want 1286 00:52:35,133 --> 00:52:40,000 so I'm also gonna um blur these blocks by a little bit 1287 00:52:40,133 --> 00:52:42,366 uh so that we can get kind of that uh 1288 00:52:42,366 --> 00:52:44,600 that blurriness that uh 1289 00:52:44,600 --> 00:52:46,200 that I think we were missing in the 1290 00:52:46,200 --> 00:52:47,633 in the default grain 1291 00:52:56,966 --> 00:52:58,733 so it's a little hard to judge um 1292 00:52:58,733 --> 00:53:00,666 just looking at the channel by itself 1293 00:53:00,666 --> 00:53:03,666 uh so uh what we can actually do is um 1294 00:53:03,666 --> 00:53:06,633 do what we did in Class 1 and uh 1295 00:53:06,733 --> 00:53:08,700 externalize some of these controls 1296 00:53:08,700 --> 00:53:13,033 um just before I do that we have to of course add um 1297 00:53:13,666 --> 00:53:15,900 these blocks these 1298 00:53:17,533 --> 00:53:20,200 add the modified blue channel that we did 1299 00:53:20,200 --> 00:53:21,500 so I'm just gonna copy 1300 00:53:21,866 --> 00:53:25,000 the blue channel to the blue channel using a copy node 1301 00:53:25,333 --> 00:53:28,200 so now the the output of the 1302 00:53:28,966 --> 00:53:33,466 of the new of the art kind of break off network is uh 1303 00:53:33,466 --> 00:53:35,233 is getting added to the grain 1304 00:53:35,400 --> 00:53:38,100 so now if we wanna externalize those controls 1305 00:53:38,100 --> 00:53:41,200 we just open up the group like we did before and we can 1306 00:53:41,200 --> 00:53:45,566 uh manage user knobs and I'm gonna pick the uh 1307 00:53:46,366 --> 00:53:50,900 blocky size and pick the blur 1308 00:53:52,700 --> 00:53:56,300 size and so now we have controls for each of those 1309 00:53:58,666 --> 00:54:00,233 so if I look through that 1310 00:54:00,566 --> 00:54:02,900 um and now let's uh 1311 00:54:03,200 --> 00:54:05,066 pay close attention to the uh 1312 00:54:05,066 --> 00:54:07,766 to the blue channel I can uh 1313 00:54:07,766 --> 00:54:11,566 I can kind of adjust all of these right outside uh 1314 00:54:11,566 --> 00:54:12,333 looking at my comp 1315 00:54:12,333 --> 00:54:15,466 so uh let's see 1316 00:54:18,566 --> 00:54:21,166 something like that um 1317 00:54:45,566 --> 00:54:48,000 so it's still a little saturated so um 1318 00:54:48,000 --> 00:54:50,233 why don't we since we um 1319 00:54:50,366 --> 00:54:54,433 always need to at a dissolve node um 1320 00:54:54,566 --> 00:54:57,300 just to mix back and forth between the 1321 00:54:57,600 --> 00:54:59,333 the grain um 1322 00:54:59,333 --> 00:55:02,100 this is a good way to um 1323 00:55:02,266 --> 00:55:04,766 to quickly mix back and forth um 1324 00:55:04,766 --> 00:55:07,200 and just adjust the overall intensity of the 1325 00:55:07,200 --> 00:55:10,366 of the grain without having to go into the note itself 1326 00:55:10,466 --> 00:55:14,466 and we can just add a saturation node oops 1327 00:55:15,300 --> 00:55:18,900 right after the grain and just kinda tone down 1328 00:55:21,200 --> 00:55:22,000 tone down the 1329 00:55:22,000 --> 00:55:23,633 the colors um 1330 00:55:23,666 --> 00:55:24,933 let's have it not affect the blue 1331 00:55:24,933 --> 00:55:29,000 because I see some of those nice blues coming through 1332 00:55:31,000 --> 00:55:34,000 well be careful not to crank on it too hard because 1333 00:55:34,000 --> 00:55:35,133 uh you know 1334 00:55:35,133 --> 00:55:37,166 you'll obviously affect the uh 1335 00:55:37,166 --> 00:55:39,866 the actual values in the image too 1336 00:55:39,866 --> 00:55:42,000 so something like that feels pretty good 1337 00:55:42,000 --> 00:55:43,200 and now I'm just gonna bring up 1338 00:55:43,200 --> 00:55:44,666 the intensity a little bit 1339 00:55:48,200 --> 00:55:50,166 there that'll probably do as fine 1340 00:55:52,166 --> 00:55:54,066 let's look at it at 100% 1341 00:55:57,466 --> 00:56:00,766 good so if we just disable and enable that 1342 00:56:00,766 --> 00:56:03,266 we can see big difference um 1343 00:56:03,266 --> 00:56:05,766 the green really adds a lot and makes it look uh 1344 00:56:05,766 --> 00:56:07,733 looks like it was actually shot which is 1345 00:56:07,733 --> 00:56:09,500 you know exactly what we're going for 1346 00:56:09,600 --> 00:56:13,766 so uh I'm pretty happy with that and um 1347 00:56:15,400 --> 00:56:17,900 so good that's the grain and uh 1348 00:56:17,900 --> 00:56:19,633 now let's add uh 1349 00:56:20,000 --> 00:56:21,900 add something that's gonna 1350 00:56:21,900 --> 00:56:25,333 also give it a little touch of reality is uh 1351 00:56:25,333 --> 00:56:25,966 motion blur 1352 00:56:25,966 --> 00:56:27,100 you can add motion blur 1353 00:56:27,100 --> 00:56:29,200 blur very easily 1354 00:56:29,200 --> 00:56:31,666 um with a uh 1355 00:56:31,666 --> 00:56:34,500 with a vector blur um 1356 00:56:35,966 --> 00:56:38,766 so coming out of our scanline render node 1357 00:56:38,800 --> 00:56:41,600 um is not just the RGB channels uh 1358 00:56:41,600 --> 00:56:43,533 there's actually also um 1359 00:56:43,533 --> 00:56:46,000 motion vectors coming out of it so this uh 1360 00:56:46,366 --> 00:56:49,800 red channel and the green channel are defining uh 1361 00:56:49,800 --> 00:56:51,600 x and y motion 1362 00:56:51,666 --> 00:56:55,200 uh and velocity that the Vector Blur node can use 1363 00:56:55,366 --> 00:56:57,366 uh in order to uh 1364 00:56:57,366 --> 00:57:01,266 in order to motion blur the um 1365 00:57:02,133 --> 00:57:02,933 the clean plates 1366 00:57:02,933 --> 00:57:04,366 um very effectively 1367 00:57:04,366 --> 00:57:07,566 so uh I'm gonna tell it to blur all the channels 1368 00:57:07,566 --> 00:57:11,600 and I'm gonna tell it to use the motion channels as a 1369 00:57:11,600 --> 00:57:14,700 uh as UV channels as basically uh 1370 00:57:14,933 --> 00:57:16,466 you know values for blurring 1371 00:57:16,466 --> 00:57:17,266 and as you can see 1372 00:57:17,266 --> 00:57:20,166 I'm disabling this on and off and it is in fact 1373 00:57:20,366 --> 00:57:22,500 um blurring in the direction of the motion 1374 00:57:22,500 --> 00:57:23,300 which is great 1375 00:57:23,300 --> 00:57:24,633 um that's really cool 1376 00:57:24,666 --> 00:57:26,100 um it's a really quick way to 1377 00:57:26,100 --> 00:57:27,300 to get motion blur 1378 00:57:27,300 --> 00:57:28,566 so if we uh 1379 00:57:28,933 --> 00:57:30,233 just play through that 1380 00:57:31,333 --> 00:57:33,666 you can see it gets heavier where there's more motion 1381 00:57:33,666 --> 00:57:36,433 and kinda slows down um 1382 00:57:37,166 --> 00:57:39,833 or the blur gets shorter where the motion slows down 1383 00:57:41,300 --> 00:57:43,133 so now if we look at that back through our plate 1384 00:57:43,133 --> 00:57:44,366 I mean our output 1385 00:57:45,900 --> 00:57:47,066 and that's pretty cool 1386 00:57:56,466 --> 00:57:59,633 it does look like it's a little too heavy um 1387 00:58:00,300 --> 00:58:02,800 the shutter speed of the camera probably wasn't as 1388 00:58:02,800 --> 00:58:05,766 as uh as slow as um 1389 00:58:05,766 --> 00:58:07,600 as the one nuke is using so 1390 00:58:07,600 --> 00:58:10,066 um now I need to do is just kinda go back 1391 00:58:10,066 --> 00:58:12,700 and forth between the plate in my comp and uh 1392 00:58:12,966 --> 00:58:14,133 and you know find a 1393 00:58:14,133 --> 00:58:17,466 find out where that shutter value should really be yeah 1394 00:58:17,466 --> 00:58:20,200 see these lines aren't getting nearly as blurred as 1395 00:58:20,500 --> 00:58:21,833 as they are in the plate 1396 00:58:24,466 --> 00:58:25,933 oops that's the wrong value 1397 00:58:25,933 --> 00:58:28,400 I meant to change the multiply 1398 00:58:28,400 --> 00:58:30,466 so the multiply just kind of um 1399 00:58:30,466 --> 00:58:34,033 is a coefficient for the U in V values 1400 00:58:34,066 --> 00:58:37,000 so I'm just using that to kind of tone them down 1401 00:58:37,700 --> 00:58:38,466 that looks better 1402 00:58:38,466 --> 00:58:40,366 so if I enable and disable that 1403 00:58:40,366 --> 00:58:41,666 we're still getting the blur 1404 00:58:41,666 --> 00:58:43,966 it's not as not as heavy as before 1405 00:58:43,966 --> 00:58:45,900 so I think that's gonna match pretty well if we 1406 00:58:45,900 --> 00:58:47,200 if we play it back 1407 00:59:07,300 --> 00:59:09,066 the other thing that the plate has 1408 00:59:09,066 --> 00:59:11,666 that our clean plates missing is it just kinda has this 1409 00:59:11,666 --> 00:59:13,266 uh this little bit of 1410 00:59:13,266 --> 00:59:15,866 of sharpness that that got lost somehow 1411 00:59:15,866 --> 00:59:20,600 so we can just kinda reintroduce that if we uh 1412 00:59:21,400 --> 00:59:22,700 just use a sharpened node 1413 00:59:22,700 --> 00:59:24,766 um not gonna go heavy with it 1414 00:59:24,766 --> 00:59:26,633 by default goes way too heavy 1415 00:59:27,000 --> 00:59:31,900 um I'm gonna probably set it down to a size of one 1416 00:59:35,733 --> 00:59:38,600 and see how that looks maybe a little bigger 1417 00:59:44,200 --> 00:59:45,600 yeah that's starting to feel alright 1418 00:59:45,600 --> 00:59:47,166 and let's enable and disable that 1419 00:59:47,166 --> 00:59:50,533 see it's it's gotten rid of this kind of Halo that's uh 1420 00:59:50,533 --> 00:59:51,900 that's kinda cropped up 1421 00:59:52,400 --> 00:59:56,800 around our images are around our uh harsh lines um 1422 00:59:56,933 --> 00:59:58,800 so it's kinda taken the uh 1423 00:59:59,666 --> 01:00:01,200 the haziness out of it 1424 01:00:01,200 --> 01:00:03,666 a tiny bit which is um 1425 01:00:03,666 --> 01:00:04,633 which is probably 1426 01:00:04,733 --> 01:00:06,966 which is definitely helping us a lot so 1427 01:00:10,500 --> 01:00:14,300 so now the last thing to do is just uh render this out 1428 01:00:14,500 --> 01:00:17,666 um so that's what I'm gonna do right now um 1429 01:00:18,200 --> 01:00:20,133 so I'm gonna render that and uh 1430 01:00:20,133 --> 01:00:22,866 we'll flip book it and uh see how it looks 1431 01:00:26,666 --> 01:00:29,466 so here's my finished rendered clean plate 1432 01:00:29,533 --> 01:00:31,433 um so what we 1433 01:00:31,466 --> 01:00:35,500 so just to recap what we covered in Class 3 was 1434 01:00:35,800 --> 01:00:37,166 using projections 1435 01:00:37,166 --> 01:00:42,100 using the 3D tracker node to generate a camera and 1436 01:00:42,366 --> 01:00:44,966 and a point cloud for us so we can put 1437 01:00:45,200 --> 01:00:47,900 planes in our image that will 1438 01:00:48,133 --> 01:00:49,533 that will move appropriately 1439 01:00:49,533 --> 01:00:51,700 or rather the camera will move appropriately 1440 01:00:52,500 --> 01:00:55,000 to render those in three dimensions to make 1441 01:00:55,000 --> 01:00:57,100 paint work a snap um 1442 01:00:57,100 --> 01:00:59,866 it may seem like a lot to um 1443 01:00:59,866 --> 01:01:02,066 a lot to think about for um 1444 01:01:02,066 --> 01:01:03,466 for just generating a clean plate 1445 01:01:03,466 --> 01:01:05,800 but once you get into the habit of doing it 1446 01:01:05,800 --> 01:01:08,266 and once you get really used to it um 1447 01:01:08,266 --> 01:01:11,200 it it'll become really second nature to you um 1448 01:01:11,200 --> 01:01:12,333 to just make those 1449 01:01:12,333 --> 01:01:14,000 those networks and 1450 01:01:15,366 --> 01:01:18,066 and make quick work of any clean plates 1451 01:01:18,066 --> 01:01:18,900 so as always 1452 01:01:18,900 --> 01:01:21,366 Charles and I will be available in the forums 1453 01:01:21,366 --> 01:01:23,366 to answer any and all questions that 1454 01:01:23,366 --> 01:01:25,266 you guys have about this class and 1455 01:01:25,266 --> 01:01:27,066 and the other classes that we've covered 1456 01:01:27,333 --> 01:01:30,066 uh next class is gonna be taught by Charles 1457 01:01:30,066 --> 01:01:31,566 who's gonna be covering uh 1458 01:01:31,566 --> 01:01:33,200 keen techniques and uh 1459 01:01:33,200 --> 01:01:35,333 best practices for for doing that 1460 01:01:35,333 --> 01:01:36,733 so thanks for joining me again 1461 01:01:36,733 --> 01:01:38,966 and I'll see you in the forms 105763

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