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hi everybody and welcome back to Nuke 2 14
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this is class 3
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we're gonna be discussing some 3D paint techniques um
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and exploring some of the 3D features of nuke
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how to use projections
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how to use cards
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how to use the scanline render
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um all these things to eventually make a
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make a clean plate out of this shot
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we're gonna be focusing mainly on the roads here
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taking out some of these cars
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all of these cars actually um
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so that there's no moving objects
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uh left on the road because we might
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you know if this were a
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in a real life situation
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you might be asked to do something like this if uh
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if the shot called for
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some objects to be placed on the roads
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someone would need to
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generate a clean plate of this shot
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uh for use by
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by compositor so this is
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the shot that we're going to be clean plating today
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um and eventually when we're done
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it's gonna turn into something like
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something like this where we've removed
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all the cars from the shot
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alright so now we're in nuke
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and I've gone ahead and imported our
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uh plate that we're gonna be working on
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uh so the first
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thing we need to do is uh
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is get a 3D track for the scene
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now um you could do a 3D track in um
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any software really that does 3D tracking um
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if you're more familiar with Synthize or
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PF track or Bourgeo or something like that
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by all means
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go ahead and use that
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um but for right now I'm just gonna explore the uh
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the camera tracker node and Nuke X
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you just have to make sure that you have Nuke
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X installed
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um and you're using that
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otherwise uh
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you can't generate a 3D track
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if you're using non x nuke
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uh you can still utilize uh the node
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but it just won't let you do the actual tracking
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um this is just to make it more affordable for
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for studios and things like that
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so typically
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you might have one or two seats of Nuke X and um
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everyone else can use regular nuke to
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to work with those files
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so I've gone ahead and I've
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made our first camera tracker node
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and uh all you have to do is plug it into um
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into the source and uh
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and you can try tracking features right off the bat
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but let's just take a look at the uh
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at the clip that we're gonna be tracking today um
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so that's got some great parallax
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it's an excellent candidate for a 3D track um
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because there's so many um
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different planes of motion
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for the camera tracker to grab onto
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so that's a good sign uh
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the one thing that I just know is gonna cause problems
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if we just try and track it right off the bat is um
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there's a lot of moving cars
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on this southern road right here
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and there's a few slightly moving cars on uh
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this road over here as well
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so what we need to do first is
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generate a mat to take those areas out of the
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plate before we can track it
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so building upon some of the
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um the skills that we picked up in my first class
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the roto class
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um I've gone ahead and I've actually
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generated mats for that part already
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so I'm gonna go ahead and import that roto
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that I've saved out
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tracking Roto
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and uh now we have uh
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a collection of notes that I put on a backdrop
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backdrops are great ways to um
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to organize your script
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uh you can create one
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it's just called backdrop
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uh if you don't have any notes selected
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it'll just make a
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uh a backdrop that
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an empty backdrop that you can put notes into
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and so if I move a note onto it and I move the backdrop
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it moves those notes with it
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so it's a great way to uh
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to organize your script like that
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you can also select a collection of nodes
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and make a backdrop
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and it'll automatically make a backdrop
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that's the size of the nodes that you had selected
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um if you wanna select
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just the backdrop node without grabbing the ones
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that are on top of it
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you can hold down command on a Mac or control on a PC
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and that'll select just the backdrop node
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um so now that I have that roto
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I'm gonna copy it into our um
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into our plate
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so the a side is our alpha channel
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and the B side is gonna be our RGB channels
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so if I look through that
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I've got the plate in my RGB and my mat in the
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in the Alpha
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so that's just basically taking out that
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that southern road so the tracker won't get confused
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and let's just
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check that roto real quick
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so you can see what's going on
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so there we go
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and it's really just really simple roto just uh
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just like we did in class 1 um
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it's not perfect
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I'm not using it to
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to extract any of these objects just yet
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I'm just using it to kinda take out the uh
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the road so that the camera tracker has
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useful points to track to
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so now we plug our camera tracker into um
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into the bottom of that network
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and we can tell the camera tracker to um
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use as a mask the source alpha
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so it's gonna ignore anything inside that alpha channel
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um you can tell it to invert the alpha or
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use the luminance from the
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RGB channels or all kinds of different things like that
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but basically it's just looking for um
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for one channel
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uh that it can use to um
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that it can use to
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discern which points to track and which to ignore so uh
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let's just try the track features button um
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and see what that gets us
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so what it's doing now is
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it's just tracking a bunch of features in the shot
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might take a little bit uh
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it has to go backwards and forwards
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and as you can see
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it's not picking up any features in the uh
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in the southern road where the cars are moving um
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which is exactly what we want
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so it's not gonna throw off um
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throw off our track in any way
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so now that it the
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it's tracked a number of different points on the uh
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on the plate
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I'm just gonna quickly
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scrub through and make sure that there's no
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points that are um
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totally inaccurate
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uh there's a couple that uh
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that aren't perfect
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but for the most part
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I'm pretty happy with the features that it tracked
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good so that's pretty good um
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now I'm just gonna tell it to go ahead
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and solve the camera
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so now it's going to uh
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look through all the features that it's tracked and um
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and basically figure out uh
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where to put the camera so that each of those points
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lines up excuse me
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lines up in 3D space
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so you can see it did paint one of the trackers red
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um it paints them red just to
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tell you that it doesn't have a lot of faith in um
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in what that track is doing
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you see it gives you some statistics about that point
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um it's it's a good long track
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but it's it has a pretty high error rating
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um compared to points that are surrounding it
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see this green one has a error point too
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and whereas this uh
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this point has a error of two
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which is I guess about 10 times
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um more prone to to error than the other one
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so we can just go ahead and
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get rid of that track right
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click and delete selected
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and I'm just gonna tell it to
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to solve that camera again
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without that point
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that point probably wasn't gonna cause us any
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real problems um
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if there were more
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we might have uh
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gone back and been a little more detailed about that
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but um now that that track's gone
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and feel pretty confident about it
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so now all we need to do
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is just have it create the scene
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so what the
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what that does is it gives us a bunch of 3D notes
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so these are the first
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3D notes that we'll be using in nuke um
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the whenever a notice is red
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um that usually means that it's a
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it's a um 3 dimensional
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it contains some kind of 3 dimensional information um
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so it's given us uh
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it's given us a note that contains all the 3D points
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so if we switch to 3D mode by pressing tab
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I can pan around using the middle mouse button
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zoom in and out using the right mouse
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button and rotate with the left mouse button
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and you can kinda get an idea of what's going on
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um these points over here
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are that really tall building in the foreground
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and then uh
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all the points over here
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represent all the other points in the scene
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you can see that there's a bunch of big clumps for
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the tops of some of the buildings and stuff like that
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and uh so basically I'm just making sure that it's not
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uh you know
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creating something that's absolutely wrong
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um this looks pretty good
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um but I also noticed that it's um
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horizontally wrote oriented
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um you know
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the camera tracker
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really has no idea what it's looking at
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it orients the camera on the Z axis
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which isn't exactly what we want
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um you could leave this alone
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and it wouldn't cause you a lot of problems
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but just so um
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so it makes a little more sense to us
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uh it's really easy to orient your scene
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uh you just go into the scene tab and tell it to uh
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rotate everything by uh
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in this case we want negative 90 degrees
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so now what that's done is it's just moved
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everything so that the uh
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the top of the building is the highest point in y
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and the lowest point in y is the uh
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is the furthest point away from the camera
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and the it's also generated the camera for us
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right here and if we press play
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you can see that camera moving
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just like the
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the shot really would
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and if you wanna look through that camera in um in 3D
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you can choose up here in the upper right
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to tell it to look through the camera
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and press that little red button
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so it locks it
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and let's also open up our uh
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point cloud
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so there we have a pretty good representation of
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of uh what's going on in the scene
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and now um if we wanna see the output of that
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or go back into two dimensions into 2D
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and at the bottom
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coming out of the scene note
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the scene note is basically just a way of
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combining a bunch of different pieces of geometry
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or cameras it's just
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it's just basically a metanode that combines all
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a bunch of different things
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so out of that note
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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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