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These are the user uploaded subtitles that are being translated: 1 00:00:03,750 --> 00:00:04,791 Hi, my name is Matt. 2 00:00:04,791 --> 00:00:08,666 And today we're going to talk about 3D compositing infusion within DaVinci 3 00:00:08,666 --> 00:00:10,083 Resolve. 4 00:00:10,083 --> 00:00:13,750 The main difference between 3D compositing and 2D compositing 5 00:00:13,791 --> 00:00:18,583 is that we'll use Fusion's 3D environment and a specific set of tools 6 00:00:18,750 --> 00:00:21,666 that are designed to work in that environment. 7 00:00:21,666 --> 00:00:25,333 When you're compositing live action footage in a 3D environment, 8 00:00:25,416 --> 00:00:28,750 you'll almost always need a virtual 3D camera 9 00:00:28,791 --> 00:00:34,750 that replicates what was filmed on the day with a real world camera. 10 00:00:34,833 --> 00:00:38,125 That virtual 3D camera will allow us to render 11 00:00:38,333 --> 00:00:43,083 objects placed in the 3D environment in a way that matches the real world 12 00:00:43,083 --> 00:00:47,500 camera in terms of perspective, camera, motion and depth of field. 13 00:00:47,541 --> 00:00:51,750 So let's go ahead and look at the footage and get started. 14 00:00:51,833 --> 00:00:55,875 So we're playing this back and what we want to add into this shot 15 00:00:55,875 --> 00:01:01,500 is a pirate ship over here and do a couple other refinements. 16 00:01:01,583 --> 00:01:03,583 The first thing I see when I look at this shot 17 00:01:03,583 --> 00:01:05,708 is that the camera's moving through space, 18 00:01:05,708 --> 00:01:09,375 and that tells me that this is not going to end up being a 3D composite 19 00:01:09,458 --> 00:01:12,125 because I need to recreate that camera motion 20 00:01:12,125 --> 00:01:15,666 for any of the objects that I'm going to place in the scene. 21 00:01:15,750 --> 00:01:17,875 So let's go ahead and get to the fusion page 22 00:01:17,875 --> 00:01:20,875 and get started. 23 00:01:21,083 --> 00:01:25,708 The first thing I'm going to do is I'm going to go ahead 24 00:01:25,708 --> 00:01:29,833 and just go to a single viewer here by clicking that button 25 00:01:29,916 --> 00:01:34,375 and then I'm going to rename my media node using the function 26 00:01:34,375 --> 00:01:39,666 F two button to bring up the rename pop up, 27 00:01:39,750 --> 00:01:43,500 and I'll just name this element plate. 28 00:01:43,583 --> 00:01:46,583 I'm going to need a 3D camera to really do anything. 29 00:01:46,791 --> 00:01:52,041 But even before getting the 3D camera, I need to actually define 30 00:01:52,041 --> 00:01:55,750 the areas that I'm going to track to generate that 3D camera. 31 00:01:55,833 --> 00:01:59,125 So when you're looking at the scene, you want to find the areas 32 00:01:59,125 --> 00:02:04,375 that are actually static objects and that don't have any emotion on their own. 33 00:02:04,458 --> 00:02:07,875 So we don't want to track these characters here. 34 00:02:07,875 --> 00:02:11,541 We don't want to track the woman, we don't want to track the ocean 35 00:02:11,541 --> 00:02:15,000 because they're all moving on their own. 36 00:02:15,083 --> 00:02:20,125 We just want to track static objects then, and that will give the camera tracker 37 00:02:20,125 --> 00:02:25,958 the information it needs to recreate this camera virtually. 38 00:02:26,041 --> 00:02:26,500 So we'll 39 00:02:26,500 --> 00:02:29,500 start off by defining those areas that we want to track. 40 00:02:29,666 --> 00:02:31,916 I'm going to go in there a polygon by dragging it 41 00:02:31,916 --> 00:02:39,458 in from the toolbar. 42 00:02:39,500 --> 00:02:41,000 And the first thing I'm going to go ahead 43 00:02:41,000 --> 00:02:50,791 and define is these rocks here. 44 00:02:50,875 --> 00:02:55,208 So I'm not really defining 45 00:02:55,291 --> 00:03:00,875 the tops of these palm trees here because they're moving a bit in the wind. 46 00:03:00,958 --> 00:03:02,958 And then as I click and drag this, I'm 47 00:03:02,958 --> 00:03:06,916 just creating a nice smooth curve here. 48 00:03:07,000 --> 00:03:10,708 I don't want any the ocean because it's moving on its own. 49 00:03:10,791 --> 00:03:13,791 And so that should work for those frames. 50 00:03:13,916 --> 00:03:22,416 And then I'll just jump to the end of the shot 51 00:03:22,500 --> 00:03:25,375 and adjust this polygon a bit 52 00:03:25,375 --> 00:03:27,583 by selecting all the points. 53 00:03:27,583 --> 00:03:30,958 And now that I'm closer to these rocks, this polygon is a bit too small. 54 00:03:30,958 --> 00:03:37,208 So I'm going to hold down s and click and drag and that'll allow me to scale 55 00:03:37,250 --> 00:03:38,625 without having to actually 56 00:03:38,625 --> 00:03:42,583 manipulate each of those individual points themselves. 57 00:03:42,666 --> 00:03:46,166 I can actually do a similar thing with rotation, so I'll select 58 00:03:46,166 --> 00:03:52,541 just these points and then I'll hold down T for twist and click and drag, 59 00:03:52,625 --> 00:03:58,125 and that allows me to rotate these points. 60 00:03:58,208 --> 00:04:01,750 I can also scale an X if I hold down X and click 61 00:04:01,750 --> 00:04:07,166 and drag for Y and click and drag. 62 00:04:07,250 --> 00:04:09,750 So that works for these rough frames, 63 00:04:09,750 --> 00:04:12,750 maybe a little bit less on the y axis. 64 00:04:12,875 --> 00:04:17,250 And let's play back to see how this is looking. 65 00:04:17,333 --> 00:04:19,916 Okay, so we're drifting a bit and then the camera pan. 66 00:04:19,916 --> 00:04:23,875 So I want to go to that point and adjust 67 00:04:23,875 --> 00:04:27,458 my polygon here. 68 00:04:27,541 --> 00:04:30,083 Now that seems to be 69 00:04:30,083 --> 00:04:34,125 roughly tracking how I want it to. 70 00:04:34,208 --> 00:04:40,500 Maybe one more keyframe in here, 71 00:04:40,583 --> 00:04:42,250 and that's going to work for what I need. 72 00:04:42,250 --> 00:04:43,375 Doesn't have to be exact. 73 00:04:43,375 --> 00:04:48,666 I'm just defining this rough area that I want the camera tracker to track. 74 00:04:48,750 --> 00:04:51,500 So I'm going to go ahead and name this tool 75 00:04:51,500 --> 00:04:56,166 by right clicking, then go to rename 76 00:04:56,250 --> 00:05:02,208 and I'm just going to name that Poly Rocks. 77 00:05:02,291 --> 00:05:04,000 I'm going to add another Polygon tool. 78 00:05:04,000 --> 00:05:08,000 Instead of dragging in from the toolbar, I'm going to hit shift space 79 00:05:08,083 --> 00:05:11,083 and then type in Polygon into my tool search, 80 00:05:11,291 --> 00:05:14,666 pop up. 81 00:05:14,750 --> 00:05:18,458 Now I'm going to define the beach 82 00:05:18,500 --> 00:05:18,916 a little bit. 83 00:05:18,916 --> 00:05:21,291 Overlap with the rocks 84 00:05:21,291 --> 00:05:29,916 right? 85 00:05:30,000 --> 00:05:33,250 Just my spot in here. But 86 00:05:33,333 --> 00:05:38,583 then I won't get too close to the water because I don't want to track the water. 87 00:05:38,666 --> 00:05:41,500 Okay, I'll jump to the last frame. 88 00:05:41,500 --> 00:05:45,958 Just this accordingly. 89 00:05:46,000 --> 00:05:47,041 Bit of scale here. 90 00:05:47,041 --> 00:05:49,333 Since we're closer 91 00:05:49,333 --> 00:05:55,958 and a better rotation with t click drag. 92 00:05:56,000 --> 00:05:56,416 All right. 93 00:05:56,416 --> 00:06:06,125 And let's see how that plays. 94 00:06:06,208 --> 00:06:08,666 Oh, maybe add another keyframe 95 00:06:08,666 --> 00:06:11,458 more in the middle here to retain a bit 96 00:06:11,458 --> 00:06:23,500 more of this beach. 97 00:06:23,583 --> 00:06:25,375 Okay, that'll work. 98 00:06:25,375 --> 00:06:27,500 So we're looking pretty good here. 99 00:06:27,500 --> 00:06:32,250 The only issues we have with this is this character here runs 100 00:06:32,250 --> 00:06:34,208 across one of these polygons, 101 00:06:34,208 --> 00:06:37,541 and then these characters are running across the rocks. 102 00:06:37,625 --> 00:06:41,541 So I'm going to do some additional polygons to make sure 103 00:06:41,541 --> 00:06:43,791 that they're not tracked. 104 00:06:43,791 --> 00:06:46,291 So let's go ahead and start with the woman here. 105 00:06:46,291 --> 00:06:51,541 And I'm going to add a polygon with shift space to bring up the tool search. 106 00:06:51,625 --> 00:06:53,875 And then I'm already preselected on Polygon. 107 00:06:53,875 --> 00:06:56,166 So I'll click add 108 00:06:56,250 --> 00:06:58,583 and I'll draw a row rough 109 00:06:58,583 --> 00:07:03,708 polygon spline around her. 110 00:07:03,791 --> 00:07:04,791 And instead of 111 00:07:04,791 --> 00:07:08,750 adding to these other shapes, I'm going to go ahead 112 00:07:08,750 --> 00:07:13,083 and change my paint mode in the inspector to subtract. 113 00:07:13,166 --> 00:07:16,875 And let's go ahead and view this tree real quick. 114 00:07:16,958 --> 00:07:20,333 You can see here that this polygon is actually subtracting 115 00:07:20,333 --> 00:07:25,000 from the other two polygons that I originally added. 116 00:07:25,083 --> 00:07:27,000 Go back to the plate 117 00:07:27,000 --> 00:07:31,041 and me play forward and add a few keyframes 118 00:07:31,041 --> 00:07:36,791 for this character. 119 00:07:36,875 --> 00:07:37,375 Again, I'm 120 00:07:37,375 --> 00:07:41,333 going to use s click drag to scale 121 00:07:41,416 --> 00:07:53,500 and a little bit of additional refinement. 122 00:07:53,583 --> 00:07:57,125 You don't have to be too tight and exact 123 00:07:57,208 --> 00:07:59,166 with this 124 00:07:59,166 --> 00:08:01,916 since there is quite a bit of good area 125 00:08:01,916 --> 00:08:04,583 that the trackers are going to have access to. 126 00:08:04,583 --> 00:08:15,916 One more keyframe for when she's out of frame. 127 00:08:16,000 --> 00:08:17,833 Okay, that should do it. 128 00:08:17,833 --> 00:08:22,208 And now I just need add two more polygons for these characters. 129 00:08:22,250 --> 00:08:28,166 L name the ones that I already have done. 130 00:08:28,250 --> 00:08:36,791 Okay. 131 00:08:36,875 --> 00:08:37,333 Okay. 132 00:08:37,333 --> 00:08:40,875 So now that we've finished the polygon for the woman, 133 00:08:40,875 --> 00:08:44,875 we've got two more polygons to do, one for each of these pirates. 134 00:08:44,958 --> 00:08:47,416 So I'm going to add 135 00:08:47,416 --> 00:08:50,416 another polygon tool by adding shift space 136 00:08:50,458 --> 00:08:55,166 and selecting the polygon from the search menu. 137 00:08:55,250 --> 00:08:57,916 And then for this one, I'm going to go to the last frame 138 00:08:57,916 --> 00:08:59,666 because the characters larger in frame. 139 00:08:59,666 --> 00:09:06,291 And so I need to add a little bit more detail to really define him roughly. 140 00:09:06,375 --> 00:09:09,375 So I'm going to go ahead and draw around this character, 141 00:09:09,541 --> 00:09:11,958 and I want to make sure that I capture his shadow. 142 00:09:11,958 --> 00:09:16,458 So not just his body, because that shadow is really high contrast 143 00:09:16,541 --> 00:09:20,625 and the tracker may actually track a point here 144 00:09:20,708 --> 00:09:24,125 and that would be a definitely a false positive. 145 00:09:24,208 --> 00:09:25,291 We've got that. 146 00:09:25,291 --> 00:09:28,708 I'm going to go ahead and play backwards 147 00:09:28,791 --> 00:09:32,541 and right here, he's basically moved pretty far off 148 00:09:32,625 --> 00:09:35,833 and I'm looking for those high points of animation. 149 00:09:35,833 --> 00:09:41,333 So either where the character is furthest away from the roto spine 150 00:09:41,416 --> 00:09:44,333 or they're too close to an edge. 151 00:09:44,333 --> 00:09:47,250 And that's generally when I need to add a keyframe. 152 00:09:47,250 --> 00:09:50,833 And as I'm adjusting this on these additional frames, 153 00:09:50,916 --> 00:09:53,875 Fusion is automatically laying down a new keyframe 154 00:09:53,875 --> 00:09:57,833 for this polygon 155 00:09:57,916 --> 00:09:58,583 play forward. 156 00:09:58,583 --> 00:10:00,541 And I see his arm sticks out a bit here. 157 00:10:00,541 --> 00:10:03,708 So I'm going to go ahead and adjust this 158 00:10:03,708 --> 00:10:09,000 and add a keyframe. 159 00:10:09,083 --> 00:10:10,541 So that works for those frames 160 00:10:10,541 --> 00:10:16,041 and play it back a bit further. 161 00:10:16,125 --> 00:10:17,333 Yeah, I'll add one 162 00:10:17,333 --> 00:10:22,541 at the beginning and then we can just see where we land in the middle. 163 00:10:22,625 --> 00:10:25,250 So I'm really scale this one down a lot 164 00:10:25,250 --> 00:10:29,708 by holding down s and click dragging 165 00:10:29,791 --> 00:10:32,166 and maybe scale down a bit on Y 166 00:10:32,166 --> 00:10:37,625 to get the top of the polygon a bit closer to his head 167 00:10:37,708 --> 00:10:41,708 and give him a little bit more room to the right side of him. 168 00:10:41,750 --> 00:10:45,875 So let's play forward from here. 169 00:10:45,958 --> 00:10:46,916 Looks pretty good. 170 00:10:46,916 --> 00:10:51,291 Doesn't get too close to the edge, so I think we're good on that character. 171 00:10:51,375 --> 00:10:55,375 Go ahead and name his polygon by right clicking in the inspector. 172 00:10:55,416 --> 00:10:59,541 I'm going to rename 173 00:10:59,625 --> 00:11:03,333 and I'll name him Pirate one. 174 00:11:03,416 --> 00:11:05,458 Okay, That leaves us with one more pirate. 175 00:11:05,458 --> 00:11:08,875 We're going to go to the last frame so we can capture 176 00:11:08,875 --> 00:11:13,083 all the detail around him, 177 00:11:13,166 --> 00:11:15,291 meaning we have to 178 00:11:15,291 --> 00:11:21,500 add a number of points to actually fit this polygon to his shape. 179 00:11:21,583 --> 00:11:23,916 Again, we want to 180 00:11:24,000 --> 00:11:25,416 make sure we're capturing 181 00:11:25,416 --> 00:11:29,291 the tip of the sword and his shadow 182 00:11:29,291 --> 00:11:32,333 so the tracker doesn't lock onto 183 00:11:32,333 --> 00:11:38,000 any of those high contrast areas. 184 00:11:38,083 --> 00:11:41,041 It seems like another good keyframe because cameras 185 00:11:41,041 --> 00:11:44,916 move significantly further away from him. 186 00:11:45,000 --> 00:11:49,250 I'm going to need to give him a little bit of room to the right of his hand, 187 00:11:49,333 --> 00:11:52,541 and I can probably tighten this up 188 00:11:52,541 --> 00:12:00,083 with a bit of a wide scale. 189 00:12:00,166 --> 00:12:03,833 I can even use this rotation on a single point like this. 190 00:12:03,916 --> 00:12:08,166 Sometimes I find it difficult to grab one of these control handles 191 00:12:08,250 --> 00:12:11,750 so I can just hold down T and rotate 192 00:12:11,833 --> 00:12:14,458 by holding down T and click dragging. 193 00:12:14,458 --> 00:12:17,125 One thing to keep in mind when you're using those hotkeys 194 00:12:17,125 --> 00:12:20,958 is that the anchor point for the rotation is based off of where you're clicking 195 00:12:21,208 --> 00:12:22,250 with the mouse. 196 00:12:22,250 --> 00:12:25,041 So if I hold down T and I click out here, I'm 197 00:12:25,041 --> 00:12:29,083 actually rotating around that point, which isn't really what I want to do. 198 00:12:29,083 --> 00:12:30,833 I want to rotate around this point here. 199 00:12:30,833 --> 00:12:36,541 So I hold down T and rotate from there. 200 00:12:36,625 --> 00:12:39,208 Okay. 201 00:12:39,208 --> 00:12:42,125 It's looking pretty good. 202 00:12:42,125 --> 00:12:45,125 So let me get another keyframe here at the very beginning 203 00:12:45,208 --> 00:12:57,791 and see how it interpolate 204 00:12:57,875 --> 00:12:59,666 or polygons get a little bit big. 205 00:12:59,666 --> 00:13:06,958 So I'm going to go and scale it back down. 206 00:13:07,041 --> 00:13:09,250 Yeah, that would work for our purposes. 207 00:13:09,250 --> 00:13:12,541 I'm going to go ahead and rename this last polygon 208 00:13:12,625 --> 00:13:20,958 to match the others. 209 00:13:21,041 --> 00:13:22,000 And the last thing 210 00:13:22,000 --> 00:13:25,375 I'm going to do is I'm actually going to view this polygon 211 00:13:25,458 --> 00:13:28,458 tree here to see what a result is. 212 00:13:28,458 --> 00:13:31,000 And you'll see I actually forgot to 213 00:13:31,000 --> 00:13:34,000 change the paint mode on these polygons 214 00:13:34,125 --> 00:13:37,500 for the pirates because we don't actually want to track these pirates, 215 00:13:37,500 --> 00:13:41,750 so we want them to actually poke a hole in the other mats that we've already drawn. 216 00:13:41,750 --> 00:13:42,958 So I'm going to go out 217 00:13:42,958 --> 00:13:47,583 and change the paint mode on the polygon for the second pirate to subtract. 218 00:13:47,666 --> 00:13:52,208 And the same thing for the first pirate. 219 00:13:52,250 --> 00:13:56,750 So now when we play back, 220 00:13:56,833 --> 00:13:58,750 this whole branch, we're seeing 221 00:13:58,750 --> 00:14:04,708 just the areas that we're going to want the tracker to track. 222 00:14:04,791 --> 00:14:07,791 Okay, now that we've completed our last polygon, 223 00:14:07,791 --> 00:14:12,500 let's go ahead and view this entire branch to see what we have. 224 00:14:12,583 --> 00:14:12,958 Okay? 225 00:14:12,958 --> 00:14:14,291 And so what you can see here is 226 00:14:14,291 --> 00:14:18,666 we've got the rocks to find and then we have the beach defined. 227 00:14:18,750 --> 00:14:21,500 So that's our rocks polygon and our beach polygon. 228 00:14:21,500 --> 00:14:23,291 And these are both overlapping. 229 00:14:23,291 --> 00:14:25,916 It's okay that they overlap 230 00:14:25,916 --> 00:14:29,708 because those are both areas that we want to be tracked. 231 00:14:29,791 --> 00:14:34,375 And then we have the woman's polygon that's actually cutting out a hole 232 00:14:34,458 --> 00:14:36,791 because we don't want to track her. 233 00:14:36,791 --> 00:14:38,291 And then we have this pirate. 234 00:14:38,291 --> 00:14:41,625 I actually didn't change the paint mode earlier, so I can change it now 235 00:14:41,625 --> 00:14:45,625 by clicking on that node and then going to the inspector 236 00:14:45,708 --> 00:14:49,625 and changing the paint mode to subtract. 237 00:14:49,708 --> 00:14:52,500 And I'll do the same thing for the second pirate. 238 00:14:52,500 --> 00:14:55,333 He's also overlapping the other pirate. 239 00:14:55,333 --> 00:14:59,000 That's okay, because we're just doing a very general 240 00:14:59,083 --> 00:15:01,000 definition of where these objects are. 241 00:15:01,000 --> 00:15:03,958 And ultimately the only purpose of that polygon 242 00:15:03,958 --> 00:15:08,166 is to subtract from the rock polygon and the beach polygon. 243 00:15:08,250 --> 00:15:10,916 So I'll set that to subtract. 244 00:15:10,916 --> 00:15:13,958 And now when we play this back, we're left with 245 00:15:13,958 --> 00:15:18,500 just the areas that we want the tracker to track and white and the areas 246 00:15:18,500 --> 00:15:26,250 that we don't want the track to track in black. 247 00:15:26,333 --> 00:15:27,291 So now that we have 248 00:15:27,291 --> 00:15:30,291 that, let's go back and view our plate footage 249 00:15:30,458 --> 00:15:35,750 and we're going to add a camera tracker, which is our 3D camera tracker. 250 00:15:35,750 --> 00:15:41,041 With infusion, you can find that in the effects library under tools 251 00:15:41,125 --> 00:15:44,125 tracking and camera tracker. 252 00:15:44,166 --> 00:15:47,750 So we'll drag the camera tracker down into our main flow. 253 00:15:47,833 --> 00:15:49,875 And this differs from the 254 00:15:49,875 --> 00:15:54,291 other tracker to the main fusion tracker because that's a 2D point tracker. 255 00:15:54,375 --> 00:15:59,625 This camera tracker will create dozens or hundreds of tracks 256 00:15:59,708 --> 00:16:03,875 and from all of those tracks it will derive 257 00:16:03,958 --> 00:16:06,916 the camera that was used to film the scene 258 00:16:06,916 --> 00:16:10,375 with its internal processing. 259 00:16:10,458 --> 00:16:12,333 And so these polygons 260 00:16:12,333 --> 00:16:16,625 that define the area that we want to track will feed into the camera 261 00:16:16,625 --> 00:16:21,625 trackers, track mask input, which is the great input. 262 00:16:21,708 --> 00:16:30,041 So I'll just grab the output and connected there. 263 00:16:30,125 --> 00:16:32,125 So now that we're feeding 264 00:16:32,125 --> 00:16:36,750 the mat for the information that we actually want to track, we're 265 00:16:36,750 --> 00:16:41,416 ready to really dive into this camera tracker and talk about how it works. 266 00:16:41,500 --> 00:16:43,541 So I'll hide my effects library. 267 00:16:43,541 --> 00:16:47,166 Now I've got the camera tracker selected and in my inspector 268 00:16:47,250 --> 00:16:48,416 there is a number of different things 269 00:16:48,416 --> 00:16:52,291 that we want to set up before we click auto track. 270 00:16:52,375 --> 00:16:55,958 First thing is, I want to set 271 00:16:56,041 --> 00:16:58,375 preview auto track locations. 272 00:16:58,375 --> 00:16:59,333 And what that'll do is 273 00:16:59,333 --> 00:17:02,750 it'll show me the points that the tracker is going to track next. 274 00:17:02,750 --> 00:17:07,125 I'm going to change my detection threshold, and as I manipulate 275 00:17:07,125 --> 00:17:10,750 that, you'll see that green dots appear on the screen. 276 00:17:10,791 --> 00:17:13,791 And actually so I can make it a little bit easier for you to view. 277 00:17:14,000 --> 00:17:16,666 I'm going to go to the three dot menu as a viewer. 278 00:17:16,666 --> 00:17:19,666 I'm going to bring up my gamma gain controller. 279 00:17:19,791 --> 00:17:23,666 And what this does is it allows me to to adjust the image. 280 00:17:23,750 --> 00:17:25,166 I'm not actually changing the image. 281 00:17:25,166 --> 00:17:27,500 I'm just adjusting how it's presenting. 282 00:17:27,500 --> 00:17:30,500 So now we can see all these green dots a lot better. 283 00:17:30,583 --> 00:17:32,458 So these are the tracker points 284 00:17:32,458 --> 00:17:37,041 that are automatically being laid down by the camera tracker. 285 00:17:37,125 --> 00:17:41,375 You can see as I adjust my detection threshold, those may change. 286 00:17:41,458 --> 00:17:45,250 Really, the detection threshold is controlling how much contrast 287 00:17:45,250 --> 00:17:49,791 that the camera trackers looking for to lay down a point. 288 00:17:49,875 --> 00:17:52,708 Then we have minimum feature separation. 289 00:17:52,708 --> 00:17:55,333 And the minimum feature separation adjusts. 290 00:17:55,333 --> 00:17:59,083 How far apart each of these trackers needs to be. 291 00:17:59,166 --> 00:18:02,166 I want to have a lot of points to work with, 292 00:18:02,375 --> 00:18:04,375 so I'm going to go ahead and reduce 293 00:18:04,375 --> 00:18:07,625 the minimum feature separation quite a bit. 294 00:18:07,708 --> 00:18:12,083 Next on the camera tracker tool is the track channel. 295 00:18:12,166 --> 00:18:15,583 Right now it's set to Luma, which is going to work for our purposes. 296 00:18:15,666 --> 00:18:19,166 But let's say you had footage that had a very noisy blue channel 297 00:18:19,375 --> 00:18:23,125 you may want to select or a red or green trail to track. 298 00:18:23,125 --> 00:18:25,500 Instead, 299 00:18:25,500 --> 00:18:26,666 but in this case, Luma 300 00:18:26,666 --> 00:18:30,125 should work for our purposes. 301 00:18:30,208 --> 00:18:31,916 So then we have track range. 302 00:18:31,916 --> 00:18:34,250 Right now we're going to track the render range. 303 00:18:34,250 --> 00:18:38,291 You can also adjust that to be global, valid. 304 00:18:38,375 --> 00:18:42,166 Valid is basically the valid range of that particular media 305 00:18:42,166 --> 00:18:45,166 in or a different custom range. 306 00:18:45,208 --> 00:18:47,791 We're going to leave it to render range. 307 00:18:47,875 --> 00:18:49,208 And lastly, we're 308 00:18:49,208 --> 00:18:52,208 going to turn on bidirectional tracking. 309 00:18:52,208 --> 00:18:54,541 By default, bidirectional tracking is off. 310 00:18:54,541 --> 00:18:58,583 And what that means is that the tracker will track all these points 311 00:18:58,583 --> 00:19:01,958 while the clip is playing forward. 312 00:19:02,000 --> 00:19:04,541 BI directional tracking will actually try 313 00:19:04,541 --> 00:19:08,625 to extend all of those previous tracks backwards in time. 314 00:19:08,708 --> 00:19:12,791 So this generally gives you a longer track which will ultimately 315 00:19:12,791 --> 00:19:13,916 give you a better score. 316 00:19:13,916 --> 00:19:17,958 So I generally like to have this option 317 00:19:18,041 --> 00:19:21,458 turned on. 318 00:19:21,541 --> 00:19:24,541 Lastly, we can talk about gutter size. 319 00:19:24,708 --> 00:19:27,333 Basically that defines how close 320 00:19:27,333 --> 00:19:30,541 these trackers are allowed to get to the edge of frame. 321 00:19:30,625 --> 00:19:34,416 You can get false tracks if they get too close to the edge of frame. 322 00:19:34,416 --> 00:19:38,458 So if you need to, you can adjust this parameter 323 00:19:38,625 --> 00:19:41,625 to pull some of these trackers back from the edge of frame. 324 00:19:41,666 --> 00:19:42,291 I'm going to go ahead. 325 00:19:42,291 --> 00:19:47,833 Just hit reset because this value should work fine, 326 00:19:47,916 --> 00:19:48,875 and I'm going to go ahead and 327 00:19:48,875 --> 00:19:54,750 reset my gain control and turn off that widget. 328 00:19:54,833 --> 00:19:57,500 And now that we've set up all these parameters, 329 00:19:57,500 --> 00:20:01,250 we're ready to click Auto track. 330 00:20:01,333 --> 00:20:03,458 So what that does is plays 331 00:20:03,458 --> 00:20:07,500 the clip forward and the auto tracker will follow all those features. 332 00:20:07,583 --> 00:20:10,375 And you can see here we've got our track points 333 00:20:10,375 --> 00:20:15,291 with blue lines that define the motion of that point. 334 00:20:15,375 --> 00:20:19,083 And if you hover over any of these points, you'll get some metadata about that. 335 00:20:19,166 --> 00:20:22,291 What the number of the tracker is, what the error 336 00:20:22,291 --> 00:20:25,666 is, etc., etc.. 337 00:20:25,750 --> 00:20:29,291 So you also notice all these trackers are tracking 338 00:20:29,291 --> 00:20:34,291 just the regions we defined in white with all of these polygons here. 339 00:20:34,375 --> 00:20:37,458 So that's exactly what we were looking to do. 340 00:20:37,541 --> 00:20:38,833 Now that we have some good 341 00:20:38,833 --> 00:20:43,041 track points, we can go to the next tab in the camera tracker tool. 342 00:20:43,250 --> 00:20:45,833 So we're going to go to camera. 343 00:20:45,833 --> 00:20:49,916 And here what you want to try to do is add in all the information 344 00:20:49,916 --> 00:20:53,750 that you know about the real world production camera. 345 00:20:53,833 --> 00:20:57,041 So in this case, I know this shot was captured 346 00:20:57,041 --> 00:21:01,291 with the Blackmagic Ursa production, 4K at 69. 347 00:21:01,541 --> 00:21:03,083 So I'll select that. 348 00:21:03,083 --> 00:21:07,166 And I also know the focal length is about 13 millimeters. 349 00:21:07,166 --> 00:21:10,166 So I'll just that there. 350 00:21:10,416 --> 00:21:12,625 And so that basically gives 351 00:21:12,625 --> 00:21:16,958 the camera tracker a hint to what the original camera was, 352 00:21:16,958 --> 00:21:23,416 which helps the camera tracker solve for the real world camera faster. 353 00:21:23,500 --> 00:21:26,458 So if you ever want to check to see if your source footage 354 00:21:26,458 --> 00:21:29,416 has any of the camera information embedded into it, 355 00:21:29,416 --> 00:21:34,208 you can click on the media in for that particular shot, 356 00:21:34,291 --> 00:21:38,958 view it and then go to your sub view button here. 357 00:21:39,041 --> 00:21:41,583 And so in that sub view, there's a dropdown 358 00:21:41,583 --> 00:21:44,000 which gives you a number of different options 359 00:21:44,000 --> 00:21:46,791 and if you select metadata, this will display 360 00:21:46,791 --> 00:21:50,291 all of the metadata that's associated with that source footage. 361 00:21:50,375 --> 00:21:52,583 In this particular case, we don't really have 362 00:21:52,583 --> 00:21:56,041 any useful information, but often there's camera information 363 00:21:56,041 --> 00:22:01,000 like focal length, ISO time code and other important things. 364 00:22:01,083 --> 00:22:04,833 So I can expand this box by just clicking, dragging the edge, 365 00:22:04,916 --> 00:22:08,333 and I can move around within the box by center 366 00:22:08,333 --> 00:22:12,666 clicking and dragging around. 367 00:22:12,750 --> 00:22:16,250 I already know all this information and I already know the camera information, 368 00:22:16,250 --> 00:22:19,458 so I'll just go ahead and hide the sub view and let's come back 369 00:22:19,458 --> 00:22:23,166 to the camera tracker. 370 00:22:23,250 --> 00:22:26,416 Now that we've filled in all of the camera information 371 00:22:26,416 --> 00:22:31,083 that we know, we can go to the next tab, which is the solve tab 372 00:22:31,166 --> 00:22:31,791 first thing you 373 00:22:31,791 --> 00:22:35,500 want to do on the solve tab is click solve. 374 00:22:35,541 --> 00:22:39,208 The progress bar may get to 98% multiple times. 375 00:22:39,291 --> 00:22:44,333 Just give it time and eventually that solved will complete. 376 00:22:44,416 --> 00:22:46,250 So in this case, the solve is now complete. 377 00:22:46,250 --> 00:22:49,833 And you can look in this area for information about the solve. 378 00:22:49,916 --> 00:22:52,916 Most importantly, you want to look at the average solve error. 379 00:22:52,916 --> 00:22:56,375 And in this case we've got point three pixels solve error. 380 00:22:56,458 --> 00:23:00,000 What that means is that for every point 381 00:23:00,208 --> 00:23:05,625 there is an average error rate of about a little bit under a half a pixel, 382 00:23:05,708 --> 00:23:08,791 and that's a pretty good solve rate You wouldn't want to solve error. 383 00:23:08,791 --> 00:23:10,250 That was over one. 384 00:23:10,250 --> 00:23:16,416 And generally the higher the resolution, the larger the solve error you can accept. 385 00:23:16,500 --> 00:23:19,291 So for HD footage, anything under 386 00:23:19,291 --> 00:23:22,291 five is generally considered usable. 387 00:23:22,500 --> 00:23:25,583 If you do need to refine this all further 388 00:23:25,583 --> 00:23:29,500 to get a better average solver, there's a few ways to do that. 389 00:23:29,541 --> 00:23:33,333 You can find points manually that you think might actually be an error. 390 00:23:33,416 --> 00:23:36,041 So in this case, I'm going to delete this point 391 00:23:36,041 --> 00:23:40,750 because it's on the edge between this foreground 392 00:23:40,833 --> 00:23:42,625 palm and this background palm. 393 00:23:42,625 --> 00:23:45,541 So it may be a false positive. 394 00:23:45,541 --> 00:23:46,875 So delete that. 395 00:23:46,875 --> 00:23:49,708 And in fact, these palm fronds 396 00:23:49,708 --> 00:23:52,958 move throughout the shot. 397 00:23:53,041 --> 00:23:54,458 So I'm going to select all these points 398 00:23:54,458 --> 00:24:01,166 and then delete them in the inspector 399 00:24:01,250 --> 00:24:04,791 and you can play through the shot and see if any additional points pop up. 400 00:24:04,791 --> 00:24:06,958 I see a few that are. 401 00:24:06,958 --> 00:24:09,958 So I'm going to go ahead and go to those frames 402 00:24:10,166 --> 00:24:15,750 and delete a few of those tracks manually. 403 00:24:15,833 --> 00:24:19,083 You can also find some read trackers and generally 404 00:24:19,083 --> 00:24:23,666 those are trackers that have a larger solver. 405 00:24:23,750 --> 00:24:25,458 That track in particular 406 00:24:25,458 --> 00:24:29,708 is moving up the edge of that rock. 407 00:24:29,750 --> 00:24:34,625 And so what's probably happening there is there's a false pattern that it's 408 00:24:34,625 --> 00:24:38,000 finding between this foreground rock and this background rock. 409 00:24:38,083 --> 00:24:41,708 So I'm going to definitely delete that point. 410 00:24:41,750 --> 00:24:43,833 There's a couple other points here that are red. 411 00:24:43,833 --> 00:24:46,833 Let's see how those play. 412 00:24:46,833 --> 00:24:48,583 Those actually don't look like errors to me 413 00:24:48,583 --> 00:24:52,250 except for this one on the bottom. 414 00:24:52,333 --> 00:24:55,041 This point on the bottom here ends up tracking 415 00:24:55,041 --> 00:25:00,583 the splash of the waves. 416 00:25:00,666 --> 00:25:02,333 So I'm going to delete that one. 417 00:25:02,333 --> 00:25:03,458 Okay. 418 00:25:03,458 --> 00:25:06,958 So that's one way to refine points 419 00:25:07,041 --> 00:25:09,666 and we're going to hit command F to go full screen. 420 00:25:09,666 --> 00:25:12,541 Another way to refine 421 00:25:12,541 --> 00:25:15,541 and reduce the number of bad points 422 00:25:15,750 --> 00:25:19,041 is to use your track filtering in the inspector. 423 00:25:19,125 --> 00:25:22,583 So if I adjust my track length, 424 00:25:22,666 --> 00:25:26,833 this is finding any point that has a minimum 425 00:25:26,833 --> 00:25:30,250 track of less than the number of frames that are defined here. 426 00:25:30,333 --> 00:25:33,916 Same thing for a track error and maximum solve error. 427 00:25:34,166 --> 00:25:36,958 So I can adjust these parameters to identify the 428 00:25:36,958 --> 00:25:40,791 the tracked points that don't fit these parameters. 429 00:25:40,875 --> 00:25:47,500 Select track satisfying filters, and then I can delete all those tracks. 430 00:25:47,583 --> 00:25:50,875 Now that I've deleted some of these points that are maybe less high quality, 431 00:25:50,875 --> 00:25:55,416 I'll go ahead and hit solve again to see if I get a better average solver. 432 00:25:55,500 --> 00:25:58,666 So our solver just went from point three to point 25, 433 00:25:58,666 --> 00:26:02,666 which is great. 434 00:26:02,750 --> 00:26:03,208 The lower 435 00:26:03,208 --> 00:26:06,500 the solver, the better result we're going to get. 436 00:26:06,583 --> 00:26:08,916 Now that we've completed the solve, 437 00:26:08,916 --> 00:26:11,916 we can move on to the export tab. 438 00:26:12,000 --> 00:26:14,458 So the export tab you use to actually generate 439 00:26:14,458 --> 00:26:18,083 your 3D camera and set up a 3D scene. 440 00:26:18,166 --> 00:26:22,875 Before we hit this export button though, we want to go into the 3D scene transform. 441 00:26:22,875 --> 00:26:26,791 So what the 3D transform will allow us to do is adjust 442 00:26:26,791 --> 00:26:30,000 where the origin of the scene is, what the orientation 443 00:26:30,000 --> 00:26:33,541 of the scene is, and what the overall scale of the scene is. 444 00:26:33,625 --> 00:26:35,791 So to get started with these parameters, 445 00:26:35,791 --> 00:26:39,458 you need to change it from aligned to unaligned, 446 00:26:39,500 --> 00:26:43,125 and that allows you to change the 3D scene transform. 447 00:26:43,208 --> 00:26:44,375 So the first thing I want to do 448 00:26:44,375 --> 00:26:49,125 is set the orientation to the ground plane. 449 00:26:49,208 --> 00:26:54,541 So I'm going to select a series of points that are on the ground plane 450 00:26:54,625 --> 00:26:58,291 and then I will set those from selection. 451 00:26:58,375 --> 00:27:01,375 So now the X, Y and Z rotation now 452 00:27:01,583 --> 00:27:06,500 are going to match these points in setting our ground plane. 453 00:27:06,583 --> 00:27:08,791 Now, if you don't see a ground plane, let's say 454 00:27:08,791 --> 00:27:13,750 we just saw this rock wall or a building, you could set your selection 455 00:27:13,750 --> 00:27:18,833 to x y plane, which will allow you to set your orientation based off of a wall. 456 00:27:18,833 --> 00:27:20,750 Instead of a ground plane. 457 00:27:20,750 --> 00:27:23,500 But in this case, the ground plane works fine for us. 458 00:27:23,500 --> 00:27:26,666 One thing I need to do now is set my origin. 459 00:27:26,666 --> 00:27:29,083 So I'm going to go ahead and go to the last frame, 460 00:27:29,083 --> 00:27:34,250 select a few of these points and set my origin to here 461 00:27:34,333 --> 00:27:37,291 by saying set from selection. 462 00:27:37,291 --> 00:27:41,875 Now I'm ready to actually export and create my 3D scene. 463 00:27:41,958 --> 00:27:46,583 I do that by clicking the export button here. 464 00:27:46,666 --> 00:27:50,833 You'll see in the flow a number of nodes automatically get added 465 00:27:50,833 --> 00:27:59,000 and I'll just move them to organize things a bit better. 466 00:27:59,083 --> 00:28:00,958 So the camera tracker has created 467 00:28:00,958 --> 00:28:04,750 all these nodes for us and basically set up our 3D scene. 468 00:28:04,791 --> 00:28:09,833 What we have here is the camera 3D node, which is our virtual 3D camera 469 00:28:09,833 --> 00:28:14,375 that matches the camera that was used to actually film this footage originally. 470 00:28:14,458 --> 00:28:17,458 We have a point cloud 471 00:28:17,458 --> 00:28:20,166 and a ground plane that we just define. 472 00:28:20,166 --> 00:28:23,583 Those are all feeding into a merged 3D node, 473 00:28:23,666 --> 00:28:27,625 which is a specific node used in the 3D environment to combine 474 00:28:27,625 --> 00:28:29,583 3D objects together. 475 00:28:29,583 --> 00:28:33,000 And then we have a camera tracker renderer node. 476 00:28:33,083 --> 00:28:38,541 And so what this will do is it will render all of the 3D objects 477 00:28:38,625 --> 00:28:40,833 using this 3D camera. 478 00:28:40,833 --> 00:28:44,166 So when we place a 3D object into this scene, 479 00:28:44,250 --> 00:28:47,666 it will match the live action footage perfectly. 480 00:28:47,750 --> 00:28:50,708 So let's go ahead and view the 3D scene by clicking on Merge 481 00:28:50,708 --> 00:28:54,041 3D and pressing two. 482 00:28:54,125 --> 00:28:58,208 So you'll see I go into Fusion's 3D environment 483 00:28:58,291 --> 00:29:01,666 and as I drag around 484 00:29:01,708 --> 00:29:04,708 I'm using alt click to drag around. 485 00:29:04,958 --> 00:29:09,250 I can see my ground plane's a little bit slanted here, which actually is fine 486 00:29:09,250 --> 00:29:11,541 because the beach is a bit slanted as well. 487 00:29:11,541 --> 00:29:14,250 So I'm going to be okay with that. 488 00:29:14,250 --> 00:29:17,083 I've got my virtual 3D camera 489 00:29:17,083 --> 00:29:20,458 that you can see here and all these points. 490 00:29:20,708 --> 00:29:23,500 This is the point cloud and these points 491 00:29:23,500 --> 00:29:27,333 match the tracker points from the 3D camera tracker. 492 00:29:27,416 --> 00:29:31,041 So let's go ahead and play this through. 493 00:29:31,125 --> 00:29:31,416 You can 494 00:29:31,416 --> 00:29:35,166 see that this camera's moving through the 3D space, 495 00:29:35,291 --> 00:29:38,541 recreating the camera that was used to capture this footage. 496 00:29:38,541 --> 00:29:45,250 Originally. 497 00:29:45,291 --> 00:29:45,666 All right. 498 00:29:45,666 --> 00:29:49,625 Now that we have our 3D camera, we can actually place objects 499 00:29:49,625 --> 00:29:54,625 in this 3D scene for final compositing. 500 00:29:54,708 --> 00:29:58,208 So let me go back to the original footage 501 00:29:58,250 --> 00:30:01,750 and do a little bit of organization in this flow. 502 00:30:01,791 --> 00:30:05,375 I'm going to go ahead and just move this camera tracker off to the side 503 00:30:05,458 --> 00:30:08,916 and connect this plate to my media out. 504 00:30:09,000 --> 00:30:11,000 I'm not going to actually need this camera tracker 505 00:30:11,000 --> 00:30:14,041 for the remainder of this project, so I'm just going to move it 506 00:30:14,041 --> 00:30:15,416 up to the side here. 507 00:30:15,416 --> 00:30:23,833 If I ever do need to modify anything, I can go back to this camera tracker later. 508 00:30:23,916 --> 00:30:24,375 Okay. 509 00:30:24,375 --> 00:30:27,625 So in this scene, I actually want to put a pirate ship here 510 00:30:27,708 --> 00:30:30,708 a couple of hundred yards off of the coast. 511 00:30:30,791 --> 00:30:36,333 So let's go to our media pool and I'm going to grab that pirate ship 512 00:30:36,416 --> 00:30:39,791 and drag it in. 513 00:30:39,875 --> 00:30:42,166 First thing I'm going to do is name 514 00:30:42,166 --> 00:30:46,500 this element by 515 00:30:46,583 --> 00:30:51,125 changing it in the inspector. 516 00:30:51,208 --> 00:30:52,583 And now I want to place 517 00:30:52,583 --> 00:30:55,916 this pirate ship in that 3D scene. 518 00:30:56,000 --> 00:31:00,250 So what I need to do is actually put this image 519 00:31:00,250 --> 00:31:03,958 onto a 3D object so I can place it in the scene. 520 00:31:04,041 --> 00:31:06,875 So I do that by going to the effects library 521 00:31:06,875 --> 00:31:09,500 and then under my 3D menu, 522 00:31:09,500 --> 00:31:13,916 I can scroll down to find my 3D section 523 00:31:14,166 --> 00:31:18,791 and in there I have an object called Image playing 3D, so I can go ahead 524 00:31:18,791 --> 00:31:24,875 and add that into my flow and connect the ship to the image plane. 525 00:31:24,958 --> 00:31:25,666 So what this will 526 00:31:25,666 --> 00:31:29,583 do is it will map the image onto this plane, 527 00:31:29,666 --> 00:31:33,250 which I then can merge into the rest of my 3D scene 528 00:31:33,291 --> 00:31:37,708 by dragging the output and dropping it over Merge 3D. 529 00:31:37,791 --> 00:31:42,291 And let's look at our three scene and see what we have. 530 00:31:42,375 --> 00:31:47,250 So if I can't see where this image point is 531 00:31:47,333 --> 00:31:51,916 because I'm too far zoomed out, I can click on it and then in the viewer 532 00:31:52,000 --> 00:31:56,333 I can click F and that will zoom in just to that object. 533 00:31:56,583 --> 00:32:00,125 And now I can rotate around and I see 534 00:32:00,208 --> 00:32:02,500 my ship has been placed 535 00:32:02,500 --> 00:32:05,458 right where the camera's that 536 00:32:05,458 --> 00:32:08,875 I want the ship to be placed very far in the distance. 537 00:32:08,958 --> 00:32:14,083 So what I need to do is push it further back in the scene. 538 00:32:14,166 --> 00:32:16,291 And what I'm going to do actually now is I'm going 539 00:32:16,291 --> 00:32:19,500 to switch my view to a top view. 540 00:32:19,583 --> 00:32:22,583 So I right click in the viewer, I go to camera 541 00:32:22,666 --> 00:32:25,250 and then I select up from here. 542 00:32:25,250 --> 00:32:30,625 I'm going to zoom out by holding command and then scroll wheel 543 00:32:30,708 --> 00:32:32,833 and then translate 544 00:32:32,833 --> 00:32:36,541 by clicking my scroll wheel 545 00:32:36,625 --> 00:32:38,791 and dragging. 546 00:32:38,791 --> 00:32:40,250 And so I can see all my points. 547 00:32:40,250 --> 00:32:43,041 This is my beach, these are my rocks. 548 00:32:43,041 --> 00:32:47,291 So I want this image plane to be pretty far out in the distance. 549 00:32:47,375 --> 00:32:50,791 And if I'm not sure which object is the image plane, 550 00:32:50,791 --> 00:32:53,750 I can click off of that node and then click back on it. 551 00:32:53,750 --> 00:32:55,625 Now I can see where it is. 552 00:32:55,625 --> 00:32:58,916 So I would say these rocks are probably 553 00:32:59,000 --> 00:33:02,750 50 or 60 yards from the camera, so I really want this ship 554 00:33:02,750 --> 00:33:06,250 to be pretty darn far away, maybe two or 300 yards away. 555 00:33:06,333 --> 00:33:10,125 So I'm going to move it roughly over here. 556 00:33:10,208 --> 00:33:10,541 So what's 557 00:33:10,541 --> 00:33:13,666 happening here is that the camera has a far clipping plane, 558 00:33:13,666 --> 00:33:17,333 which this ship is beyond, So that's why I can't see it. 559 00:33:17,416 --> 00:33:20,541 So what we need to do is actually adjust this far clipping plane. 560 00:33:20,541 --> 00:33:23,833 So I'm going to select camera 561 00:33:23,916 --> 00:33:26,458 and I'm going to turn off the lock 562 00:33:26,458 --> 00:33:30,708 that's automatically on it, and then I'm going to adjust my far plane. 563 00:33:30,791 --> 00:33:33,750 So I've just added our two 250 or 564 00:33:33,750 --> 00:33:36,750 so when to reset that lock 565 00:33:36,750 --> 00:33:41,625 and now lets VR render. 566 00:33:41,708 --> 00:33:45,416 So I can see here that even though I've scaled up the ship, I can't see it. 567 00:33:45,500 --> 00:33:50,166 And what's happening here is my image plane is blocking the ship 568 00:33:50,375 --> 00:33:54,958 and also my far clipping plane is blocking the ship. 569 00:33:55,041 --> 00:33:57,708 So the far clipping plane is 570 00:33:57,708 --> 00:34:01,708 where the 3D environment will basically end. 571 00:34:01,708 --> 00:34:03,125 As far as this camera is concerned, 572 00:34:03,125 --> 00:34:05,833 they won't render anything that's beyond that point. 573 00:34:05,833 --> 00:34:11,333 So to just that, I'm going to go to Camera 3D when a disabled or my lock 574 00:34:11,416 --> 00:34:16,833 and then I'm going to adjust my far clipping plane 575 00:34:16,916 --> 00:34:19,041 somewhere like 50. 576 00:34:19,041 --> 00:34:22,750 And so that's beyond the position where I put the ship. 577 00:34:22,791 --> 00:34:25,625 And then I'm also going to adjust my image plane 578 00:34:25,625 --> 00:34:28,833 as well by going to the image tab 579 00:34:28,916 --> 00:34:31,041 and adjusting the depth of that. 580 00:34:31,041 --> 00:34:34,708 So now nothing should be blocking my ship. 581 00:34:34,791 --> 00:34:37,916 So I'll go ahead and set this lock again because I don't want to accidentally 582 00:34:37,916 --> 00:34:43,041 change this camera and let's view the tracker. 583 00:34:43,125 --> 00:34:43,750 Okay? 584 00:34:43,750 --> 00:34:47,333 Now we've got a ship, it's showing up and we can see it. 585 00:34:47,416 --> 00:34:50,833 So I've roughly placed it at the distance I want. 586 00:34:50,833 --> 00:34:54,541 I can also change where it's positioned on X and Y. 587 00:34:54,708 --> 00:35:03,750 So let's go ahead and adjust that a bit. 588 00:35:03,833 --> 00:35:04,500 You know, 589 00:35:04,500 --> 00:35:08,750 when it roughly there, I think the ship looks a little bit big, 590 00:35:08,750 --> 00:35:13,583 so I'm just going to make it a bit smaller, maybe 591 00:35:13,666 --> 00:35:19,500 maybe 15 or so. 592 00:35:19,583 --> 00:35:20,500 Okay. 593 00:35:20,500 --> 00:35:23,458 Now that I have that, let's go and play this back and see how it looks 594 00:35:23,458 --> 00:35:30,750 in context or make my screen a bit bigger. 595 00:35:30,833 --> 00:35:33,541 So you can see that the ship is tracking nicely in the sea 596 00:35:33,541 --> 00:35:36,833 and it's staying where it should size 597 00:35:36,833 --> 00:35:39,833 looks pretty good. 598 00:35:40,000 --> 00:35:43,000 Make it a little bit smaller and move it a little bit to the right 599 00:35:43,041 --> 00:35:44,750 because at the last frame here, 600 00:35:44,750 --> 00:35:48,791 this character is crossing over it and I'd rather not rotoscope him. 601 00:35:48,875 --> 00:35:52,250 So I'm just going to go ahead and adjust my X translation 602 00:35:52,250 --> 00:35:59,583 a bit, scaled down a bit. 603 00:35:59,666 --> 00:36:04,375 And just to recap a little bit, I'm adjusting the image plane directly. 604 00:36:04,375 --> 00:36:06,208 I'm not doing anything to the ship. 605 00:36:06,208 --> 00:36:09,958 So this is just changing the position of that 3D object. 606 00:36:10,041 --> 00:36:14,708 I'm leaving the Z position alone because I liked how far I put it 607 00:36:14,791 --> 00:36:18,250 and then I'm going to adjust my y position. 608 00:36:18,333 --> 00:36:22,083 So it's right on the edge, all these waves 609 00:36:22,166 --> 00:36:28,083 and let's see how that plays back. 610 00:36:28,166 --> 00:36:28,625 Cool. 611 00:36:28,625 --> 00:36:29,666 Looking good. 612 00:36:29,666 --> 00:36:32,458 And on this last frame here, this guy doesn't appear to be 613 00:36:32,458 --> 00:36:37,000 crossing over, which is perfect. 614 00:36:37,083 --> 00:36:38,458 So we've placed our ship 615 00:36:38,458 --> 00:36:43,041 in this 3D environment and we're rendering that 616 00:36:43,041 --> 00:36:47,083 3D environment a rendering that ships through that 3D environment. 617 00:36:47,083 --> 00:36:51,166 And it's matching the camera's original motion because we did the 3D 618 00:36:51,166 --> 00:36:56,166 camera track that generated our virtual 3D camera here. 619 00:36:56,250 --> 00:36:59,458 So the next thing we need to do in this composition is 620 00:36:59,458 --> 00:37:02,833 we need to improve the blending of this ship. 621 00:37:02,833 --> 00:37:05,125 Right now, it's obviously way too dark. 622 00:37:05,125 --> 00:37:10,208 We could match the ship to the scene with a color corrector node, 623 00:37:10,291 --> 00:37:13,291 but there's a 3D node that can also help us achieve that. 624 00:37:13,291 --> 00:37:20,625 Look, we're looking for, and that's called ambient light, 625 00:37:20,708 --> 00:37:22,083 so we can find ambient light 626 00:37:22,083 --> 00:37:26,083 under the effects library, under the 3D tools and then light. 627 00:37:26,166 --> 00:37:27,750 So I drag that in. 628 00:37:27,750 --> 00:37:31,791 This is going to basically create a light source 629 00:37:31,875 --> 00:37:35,333 that is going to illuminate any of the 3D objects. 630 00:37:35,416 --> 00:37:41,041 It's not directional, it's just an ambient light that's in the environment. 631 00:37:41,125 --> 00:37:46,125 So what I want to do is I want to connect that to my merged 3D node so that it's 632 00:37:46,125 --> 00:37:49,250 part of this 3D scene and I actually want 633 00:37:49,250 --> 00:37:53,166 to turn on my lighting in my renderer. 634 00:37:53,250 --> 00:37:58,041 So I select my renderer, they go under lighting and I want to enable lighting 635 00:37:58,125 --> 00:38:01,291 so I can see immediately the shift becomes pretty dark. 636 00:38:01,375 --> 00:38:04,375 We can adjust that by adjusting our ambient light. 637 00:38:04,500 --> 00:38:08,750 So I'm going to go ahead and click my ambient light and adjust my intensity. 638 00:38:08,833 --> 00:38:12,750 It's getting pretty close, but I'm going to go beyond one. 639 00:38:12,750 --> 00:38:15,291 Let me just jump it up to, let's say eight. 640 00:38:15,291 --> 00:38:21,333 It's too bright, can pull it back from there 641 00:38:21,416 --> 00:38:24,791 and that's looking reasonable. 642 00:38:24,875 --> 00:38:26,625 Now I'm just relighting it a bit. 643 00:38:26,625 --> 00:38:31,625 But one thing about this ship, if we just view that asset on its own, 644 00:38:31,708 --> 00:38:34,708 is it looks pretty red 645 00:38:34,916 --> 00:38:38,458 and warm, the ship looks pretty warm. 646 00:38:38,541 --> 00:38:40,916 So when we're viewing the actual environment, it's 647 00:38:40,916 --> 00:38:42,416 pretty far in the distance. 648 00:38:42,416 --> 00:38:44,041 It should maybe look a bit bluer. 649 00:38:44,041 --> 00:38:47,416 So what I'm going to do is instead of just lighting this scene 650 00:38:47,416 --> 00:38:50,708 with a white light, I'm going to change the tint a bit 651 00:38:50,791 --> 00:38:54,875 and I'm going to drag this eyedropper over the sky here. 652 00:38:54,958 --> 00:39:00,166 And so that's going to give us basically a blue light to help illuminate this ship. 653 00:39:00,250 --> 00:39:03,083 Okay, So this is a before 654 00:39:03,083 --> 00:39:06,750 and after, before and after. 655 00:39:06,833 --> 00:39:12,000 It just tends to blend a little bit better with the background here. 656 00:39:12,083 --> 00:39:14,166 So the ship is in the scene. 657 00:39:14,166 --> 00:39:16,583 It's tinted just about right. 658 00:39:16,583 --> 00:39:18,500 The black levels are too dark for this. 659 00:39:18,500 --> 00:39:21,083 So I'm going to add a color corrector this time 660 00:39:21,083 --> 00:39:23,291 actually after the camera tracker. 661 00:39:23,291 --> 00:39:25,750 So going to do that by bringing up 662 00:39:25,750 --> 00:39:28,750 my tool search 663 00:39:28,791 --> 00:39:31,583 and finding color corrector. 664 00:39:31,583 --> 00:39:35,333 And now I can adjust my black point by adjusting the lift. 665 00:39:35,416 --> 00:39:38,416 But you'll notice that the entire scene is lifting. 666 00:39:38,458 --> 00:39:40,666 So I view this color corrector. 667 00:39:40,666 --> 00:39:44,375 You'll see that it's actually bringing up 668 00:39:44,458 --> 00:39:47,875 what was transparent for the color corrector tool 669 00:39:47,875 --> 00:39:51,208 you need to enable the pre divide and post 670 00:39:51,208 --> 00:39:54,875 multiply option under the options tab. 671 00:39:54,958 --> 00:39:58,125 What this will do is it will make sure that your color correction 672 00:39:58,125 --> 00:40:04,041 is only applied to the areas defined in the Alpha Channel. 673 00:40:04,125 --> 00:40:07,375 So now that we've done that, let's view the merge node 674 00:40:07,458 --> 00:40:11,291 and we can adjust our color corrector. 675 00:40:11,375 --> 00:40:13,916 So when to bring up 676 00:40:13,916 --> 00:40:16,000 black levels, 677 00:40:16,000 --> 00:40:18,833 this is roughly matching the black levels of these rocks, 678 00:40:18,833 --> 00:40:21,833 which is grays. 679 00:40:22,041 --> 00:40:23,791 And I'm going to adjust my gamma 680 00:40:23,791 --> 00:40:28,541 to get a little bit less contrast because the ship is so far away. 681 00:40:28,625 --> 00:40:35,541 I need to bring down my left slightly as well. 682 00:40:35,625 --> 00:40:37,416 And so now I feel like I'm 683 00:40:37,416 --> 00:40:40,291 I'm generally recreating the proper look 684 00:40:40,291 --> 00:40:44,083 because there's a lot of atmosphere between me and that ship. 685 00:40:44,166 --> 00:40:48,375 It would be a bit blue, a bit less contrasty. 686 00:40:48,416 --> 00:40:52,083 And so this is looking a little bit more realistic. 687 00:40:52,166 --> 00:40:57,333 So let's play back those results. 688 00:40:57,416 --> 00:40:58,583 That's looking pretty good. 689 00:40:58,583 --> 00:41:04,000 One thing I do notice, though, is that when I'm playing this back, the 690 00:41:04,041 --> 00:41:05,375 ship is very sharp. 691 00:41:05,375 --> 00:41:08,916 Even during this this camera motion in these camera pans. 692 00:41:09,000 --> 00:41:13,000 What I need is to actually have some motion blur apply to this ship. 693 00:41:13,041 --> 00:41:16,791 And I can do that actually directly in the camera renderer. 694 00:41:16,875 --> 00:41:20,916 So if I go to the renderer for the scene, 695 00:41:21,000 --> 00:41:23,666 I can go to the settings tab 696 00:41:23,666 --> 00:41:27,083 and enable motion blur. 697 00:41:27,166 --> 00:41:29,625 So let me actually before I enable that, 698 00:41:29,625 --> 00:41:33,250 I'm going to go to a frame where there should be motion blur. 699 00:41:33,333 --> 00:41:36,541 Maybe you're right there where there's a pretty good pan, 700 00:41:36,625 --> 00:41:39,625 so I'll enable motion Blur on the render. 701 00:41:39,625 --> 00:41:43,375 See, now we get some motion blur that seems like it'll probably match 702 00:41:43,375 --> 00:41:44,625 pretty well. 703 00:41:44,625 --> 00:41:48,125 I'm going to adjust the quality up to maybe four. 704 00:41:48,208 --> 00:41:51,125 And what the quality does is 705 00:41:51,125 --> 00:41:54,750 it will draw additional 706 00:41:54,833 --> 00:41:56,208 versions of the ship. 707 00:41:56,208 --> 00:42:00,250 So if I draw this all the way down to one, there's no more motion blur. 708 00:42:00,250 --> 00:42:05,250 If I lift it up to two, there's actually two images superimposed on each other. 709 00:42:05,333 --> 00:42:06,833 You can kind of see that up here. 710 00:42:06,833 --> 00:42:10,708 I get two additional images around the original, so I want to 711 00:42:10,708 --> 00:42:13,708 maybe bring that up to four 712 00:42:13,791 --> 00:42:16,583 so I get a nice smooth motion blur. 713 00:42:16,583 --> 00:42:20,958 The faster the motion, the higher the quality you need to go. 714 00:42:21,041 --> 00:42:26,333 I get also adjust my my shutter angle if I know this is a 90 degree shutter 715 00:42:26,333 --> 00:42:29,333 or a 360 shutter, I'll leave it at 180 716 00:42:29,333 --> 00:42:32,791 because that's pretty standard. 717 00:42:32,875 --> 00:42:37,458 So now when we view this playing back, 718 00:42:37,541 --> 00:42:43,125 we'll get a much better result because we have the blur baked in. 719 00:42:43,208 --> 00:42:43,750 So let's 720 00:42:43,750 --> 00:42:46,833 go ahead and view our results and then we're going to jump 721 00:42:46,833 --> 00:42:49,833 to the edit page and watch them full screen. 722 00:42:50,041 --> 00:42:51,125 We jump to the edit page. 723 00:42:51,125 --> 00:42:51,708 I'm going to let it 724 00:42:51,708 --> 00:42:55,708 cache here for a minute and then I'll shoot that playback command 725 00:42:55,708 --> 00:43:12,416 F to go full screen. 726 00:43:12,500 --> 00:43:13,916 So that's looking pretty good. 727 00:43:13,916 --> 00:43:17,750 There's a few additional things we want to do to this scene and that will 728 00:43:17,833 --> 00:43:22,583 illuminate some other parts of 3D compositing. 729 00:43:22,666 --> 00:43:28,958 So the first one, if I go forward a bit in the timeline, 730 00:43:29,000 --> 00:43:32,500 is we have some of the crew's footprints here. 731 00:43:32,541 --> 00:43:35,250 So a very common task 732 00:43:35,250 --> 00:43:38,125 in 3D compositing is painting out 733 00:43:38,125 --> 00:43:42,000 objects and doing cleanup, but in the 3D environment. 734 00:43:42,083 --> 00:43:45,000 So in this particular case, I want to paint out this footprint, 735 00:43:45,000 --> 00:43:49,750 but I need to have it actually mapped to the proper surface and 736 00:43:49,833 --> 00:43:53,708 and track properly so it matches perfectly. 737 00:43:53,750 --> 00:43:58,208 I could maybe do that with a point tracker or plane or tracker, 738 00:43:58,291 --> 00:44:01,583 but often that's pretty difficult and it can be even more difficult 739 00:44:01,583 --> 00:44:05,000 if it's a more complex shape like a barrel 740 00:44:05,000 --> 00:44:08,750 or the corner of a wall or something like that. 741 00:44:08,833 --> 00:44:13,291 So in this case, we're going to go ahead and paint this footprint out 742 00:44:13,375 --> 00:44:14,333 on this particular 743 00:44:14,333 --> 00:44:19,791 frame, and then we're going to place that paint work on on a 3D object 744 00:44:19,791 --> 00:44:23,458 that will then track perfectly into the scene. 745 00:44:23,541 --> 00:44:25,166 So the first thing we want to do for this 746 00:44:25,166 --> 00:44:29,166 kind of paint work is we want to find a frame. 747 00:44:29,250 --> 00:44:34,375 This area is biggest in frame and it's also 748 00:44:34,458 --> 00:44:36,500 pretty much in focus 749 00:44:36,500 --> 00:44:39,500 with no motion blur or depth of field. 750 00:44:39,625 --> 00:44:43,083 This frame should work pretty well for us, 751 00:44:43,166 --> 00:44:45,333 and I'm going to start out this process 752 00:44:45,333 --> 00:44:48,625 by using the Time stretcher tool, 753 00:44:48,708 --> 00:44:51,708 which you can find in the pop up menu, 754 00:44:51,916 --> 00:44:58,041 or you can go to the effects library 755 00:44:58,125 --> 00:45:01,791 and miscellaneous, 756 00:45:01,875 --> 00:45:04,166 which has the time structure tool. 757 00:45:04,166 --> 00:45:06,875 So drag that into my flow. 758 00:45:06,875 --> 00:45:09,666 I'll connect it to the original plate. 759 00:45:09,750 --> 00:45:13,541 And what the time structure tool does is it allows you to re 760 00:45:13,541 --> 00:45:18,666 time things where allows you to freeze frame one of the sources. 761 00:45:18,666 --> 00:45:23,166 So in this case, I want to hold this frame on frame 71. 762 00:45:23,250 --> 00:45:28,000 So I'm going to go ahead and enter 71 into the source time. 763 00:45:28,041 --> 00:45:30,291 Now, if I view this time structure 764 00:45:30,291 --> 00:45:33,083 and I playback, all I see is frame 71. 765 00:45:33,083 --> 00:45:36,666 That's exactly what I want. 766 00:45:36,750 --> 00:45:38,916 So a bit of organization, I'm 767 00:45:38,916 --> 00:45:45,250 going to go ahead and move some of my nodes around, 768 00:45:45,291 --> 00:45:46,750 clean things up 769 00:45:46,750 --> 00:45:49,750 and to make room for this time stretcher, 770 00:45:49,833 --> 00:45:52,250 which I'm going to 771 00:45:52,250 --> 00:45:56,083 put down here. 772 00:45:56,166 --> 00:45:59,375 So now I want to paint this one individual frame. 773 00:45:59,458 --> 00:46:03,458 So I'm going to add a paint node from the effects library, 774 00:46:03,541 --> 00:46:10,958 the paint bin, and then I'm going to drag paint in. 775 00:46:11,041 --> 00:46:13,708 So there's several options to this paint tool. 776 00:46:13,708 --> 00:46:18,791 There is multi stroke clone, multi stroke and stroke. 777 00:46:18,875 --> 00:46:19,875 I'm going to use stroke 778 00:46:19,875 --> 00:46:24,833 because that lays down a paint stroke that will apply across all frames. 779 00:46:24,916 --> 00:46:27,000 I'm going to change my apply mode 780 00:46:27,000 --> 00:46:30,583 from color to clone 781 00:46:30,666 --> 00:46:35,250 and then I'm going to adjust my brush controls as I need to. 782 00:46:35,333 --> 00:46:38,833 I'm fine with this size, but I could make it a bigger 783 00:46:38,916 --> 00:46:41,916 brush and I could adjust the softness of that brush. 784 00:46:42,000 --> 00:46:46,958 But I'm going to go ahead and just leave it at default. 785 00:46:47,041 --> 00:46:48,833 I want to view this tool, 786 00:46:48,833 --> 00:46:52,458 so I'm going to go ahead and load it into the second viewer. 787 00:46:52,541 --> 00:46:55,541 So using the clone tool is very simple. 788 00:46:55,666 --> 00:46:59,208 I've got this X in the middle and I've got a circle around 789 00:46:59,208 --> 00:47:02,708 the outside that defines my brush area. 790 00:47:02,750 --> 00:47:05,583 Now I want to clone from this area and paint over here. 791 00:47:05,583 --> 00:47:11,375 So I'm going to hover over this part of the image press alt and then left click. 792 00:47:11,625 --> 00:47:16,583 And that's going to lay down this X which defines my source point. 793 00:47:16,666 --> 00:47:18,958 Now I'm going to move the brush over 794 00:47:18,958 --> 00:47:23,125 and as soon as I click and start dragging this 795 00:47:23,208 --> 00:47:26,875 X for the source is going to lock to that point and start 796 00:47:27,083 --> 00:47:30,291 painting the area from here 797 00:47:30,500 --> 00:47:33,291 over to where my brush is located. 798 00:47:33,291 --> 00:47:38,541 So as I do that, I can now start to remove that footprint. 799 00:47:38,625 --> 00:47:41,625 And if I want to 800 00:47:41,833 --> 00:47:47,000 change the position of this offset for the source and the destination 801 00:47:47,000 --> 00:47:50,500 of the paint, I can do alt click again 802 00:47:50,500 --> 00:47:53,833 to select a new area to paint. 803 00:47:53,916 --> 00:47:59,166 And now effectively remove that foot. 804 00:47:59,250 --> 00:48:01,625 So now that I've done that, 805 00:48:01,625 --> 00:48:06,958 I'm going to actually just create a rough polygon. 806 00:48:07,041 --> 00:48:09,750 So I can just cut out this region 807 00:48:09,750 --> 00:48:13,291 and I can use that to place in the 3D scene. 808 00:48:13,375 --> 00:48:16,041 So to do that, I'm going to add a polygon 809 00:48:16,041 --> 00:48:18,625 with my tool search menu 810 00:48:18,625 --> 00:48:24,333 and draw around the rough area 811 00:48:24,416 --> 00:48:28,083 where I laid down those paint strokes. 812 00:48:28,166 --> 00:48:29,875 I mean, low down the viewer, 813 00:48:29,875 --> 00:48:34,625 and I'm going to soften this edge a bit to just smooth the transition 814 00:48:34,625 --> 00:48:41,666 from the paint work I've done to the original footage 815 00:48:41,750 --> 00:48:46,416 and to actually combine this alpha with this paint work. 816 00:48:46,500 --> 00:48:49,125 I'm going to use a matte control node, 817 00:48:49,125 --> 00:48:52,666 which I'm going to find through my quick search menu, and that's going 818 00:48:52,666 --> 00:48:57,666 to allow me to combine this RG information with the alpha from the polygon. 819 00:48:57,750 --> 00:49:01,750 So I'm going to connect that to the foreground input of Mac control, 820 00:49:01,833 --> 00:49:07,375 view that tool and then change my mode from none to combined Alpha. 821 00:49:07,458 --> 00:49:10,458 So that's basically copying the alpha from the polygon 822 00:49:10,666 --> 00:49:15,125 into the flow with the RGV data from the paint. 823 00:49:15,208 --> 00:49:17,750 Now I can still see some of the background there. 824 00:49:17,750 --> 00:49:20,958 That's because I have an alpha, but I haven't pre multiplied the image, 825 00:49:21,041 --> 00:49:24,333 so I have to select post multiply image. 826 00:49:24,416 --> 00:49:29,500 Now I have just the paint work and this patch of ground that I can work with. 827 00:49:29,583 --> 00:49:32,333 So one thing to note here is actually I'm on the edge of frame 828 00:49:32,333 --> 00:49:34,958 and if I'm going to actually place this on a 3D object, 829 00:49:34,958 --> 00:49:37,166 I don't want to have a hard edge like that. 830 00:49:37,166 --> 00:49:42,250 So I'm going to actually adjust my polygon back a bit 831 00:49:42,333 --> 00:49:43,125 like that 832 00:49:43,125 --> 00:49:46,541 and I'm going to reduce the softness a bit. 833 00:49:46,625 --> 00:49:49,000 So that's a little bit more than I need. 834 00:49:49,000 --> 00:49:51,708 So now I've got a nice soft patch here 835 00:49:51,708 --> 00:49:55,625 that I can have placed in the 3D environment. 836 00:49:55,708 --> 00:49:58,916 So to actually place this patch into the 3D environment, 837 00:49:58,916 --> 00:50:01,916 we're going to use a technique called reproduction. 838 00:50:01,958 --> 00:50:05,541 So what that does is we will project this patch 839 00:50:05,625 --> 00:50:09,000 through the camera on this particular frame 840 00:50:09,083 --> 00:50:12,875 and it will project onto a piece of geometry 841 00:50:12,958 --> 00:50:15,250 just like you would have a movie projector. 842 00:50:15,250 --> 00:50:16,458 So I'll get a little bit 843 00:50:16,458 --> 00:50:20,375 more into the detail of why that works and show you why that works. 844 00:50:20,458 --> 00:50:24,750 But just as an overview, that's the rough technique we're going to use. 845 00:50:24,833 --> 00:50:26,916 So to set that up, 846 00:50:27,000 --> 00:50:29,083 we want to actually 847 00:50:29,083 --> 00:50:33,833 project through our camera, our 3D camera, but only on this frame. 848 00:50:33,833 --> 00:50:37,541 I'm going to copy this 3D camera 849 00:50:37,625 --> 00:50:40,833 and paste it up here, 850 00:50:40,916 --> 00:50:42,791 and I'm actually going to unlock that 851 00:50:42,791 --> 00:50:46,541 copy of the camera and I'm going to rename it 852 00:50:46,625 --> 00:50:49,166 and I'm to rename it to Cam 853 00:50:49,166 --> 00:50:52,625 f r 71 for frame 71. 854 00:50:52,708 --> 00:50:55,541 I don't want this camera to be moving at all 855 00:50:55,541 --> 00:50:58,375 because this is from frame 71. 856 00:50:58,375 --> 00:51:01,166 I want that camera to stay put 857 00:51:01,166 --> 00:51:04,000 because I want my projector to stay put. 858 00:51:04,000 --> 00:51:06,541 So I'm going to go to transform 859 00:51:06,541 --> 00:51:09,833 and I can see that there's animations in this transform 860 00:51:09,833 --> 00:51:14,875 because there's all these red diamonds and I can see it in the timeline here 861 00:51:14,958 --> 00:51:17,458 to actually freeze this camera on this frame. 862 00:51:17,458 --> 00:51:21,458 I want to right click translation and then remove all 863 00:51:21,500 --> 00:51:25,208 which is remove all key frames from the translate group. 864 00:51:25,250 --> 00:51:28,250 And what that will do is it will keep the parameters for that frame, 865 00:51:28,250 --> 00:51:33,666 but remove all the rest of the parameters and I'll do the same thing for rotation. 866 00:51:33,750 --> 00:51:37,291 Right now I've got a static 867 00:51:37,375 --> 00:51:40,958 camera that I can use to project this image 868 00:51:40,958 --> 00:51:46,000 onto a piece of geometry, so I'll go ahead and drag this down 869 00:51:46,041 --> 00:51:49,166 here and I'll connect the Mac control 870 00:51:49,166 --> 00:51:54,750 output to the camera as an image input 871 00:51:54,833 --> 00:51:57,625 and a few other settings I want to adjust is 872 00:51:57,625 --> 00:52:00,625 I need to go to this projection tab. 873 00:52:00,750 --> 00:52:03,500 This is a new tab that just popped up for a disconnect. 874 00:52:03,500 --> 00:52:08,125 This camera again, I only have three tabs, but when I connect an image 875 00:52:08,208 --> 00:52:10,458 I'll get additional tabs to work with. 876 00:52:10,458 --> 00:52:13,708 So I want to go to the projection tab and I want to enable 877 00:52:13,708 --> 00:52:18,750 camera projections, turns this virtual camera into a projector, 878 00:52:18,833 --> 00:52:19,458 and I want 879 00:52:19,458 --> 00:52:23,125 to change our projection mode to texture. 880 00:52:23,208 --> 00:52:26,250 So what that means is that it will take this texture input 881 00:52:26,458 --> 00:52:30,500 and directly map that onto a piece of geometry 882 00:52:30,500 --> 00:52:33,708 without letting the scenes light color 883 00:52:33,708 --> 00:52:37,083 that texture at all. 884 00:52:37,166 --> 00:52:40,041 So now I can connect this camera to my Merge 885 00:52:40,041 --> 00:52:43,833 3D to bring it into the scene. 886 00:52:43,916 --> 00:52:45,125 And if we view 887 00:52:45,125 --> 00:52:49,541 the Merge 3D, so we're viewing the scene, we can see 888 00:52:49,625 --> 00:52:52,916 I've got my patch here and it's projected far in the distance. 889 00:52:52,916 --> 00:52:56,708 Not exactly where I want it, but it is now in the scene. 890 00:52:56,791 --> 00:53:00,458 What I need to do now is actually place a piece of geometry 891 00:53:00,458 --> 00:53:03,875 for this projector to project on to. 892 00:53:03,958 --> 00:53:08,291 So what we're going to do is we're going to change our view from this perspective 893 00:53:08,291 --> 00:53:13,458 view by right clicking in the viewer and going to camera. 894 00:53:13,541 --> 00:53:18,041 And then we want to view actually through the original 3D camera. 895 00:53:18,125 --> 00:53:21,791 So now we can see the scene as it was. 896 00:53:21,791 --> 00:53:22,708 But let me do this. 897 00:53:22,708 --> 00:53:26,625 I'm going to go ahead and connect my plate back to our main 898 00:53:26,625 --> 00:53:30,000 3D camera so we can see what's going on. 899 00:53:30,083 --> 00:53:33,833 So you can see I have all these points on the distant rocks 900 00:53:33,833 --> 00:53:38,458 and the near ground plane and they're a little bit too big. 901 00:53:38,458 --> 00:53:40,791 So I'm going to go in and click on the Point cloud. 902 00:53:40,791 --> 00:53:44,958 I'm going to adjust the size down so I can see a little bit better 903 00:53:44,958 --> 00:53:49,416 what's going on. 904 00:53:49,500 --> 00:53:50,833 Okay. 905 00:53:50,833 --> 00:53:55,833 And for the time being, I'm going to go ahead and deactivate 906 00:53:55,916 --> 00:54:01,250 or I'm going to disconnect this projection. 907 00:54:01,333 --> 00:54:04,625 All right. 908 00:54:04,708 --> 00:54:06,833 There we go. 909 00:54:06,833 --> 00:54:09,250 So now I can see the footprint here. 910 00:54:09,250 --> 00:54:14,208 So what I want to do is I want to select a couple of these points 911 00:54:14,291 --> 00:54:15,833 and I want to actually 912 00:54:15,833 --> 00:54:19,916 align a shape to this 913 00:54:20,000 --> 00:54:22,541 actual set of points. So I can do that. 914 00:54:22,541 --> 00:54:27,916 I can align the shape to these points by selecting them and then right clicking 915 00:54:28,000 --> 00:54:31,000 go to point cloud, 916 00:54:31,166 --> 00:54:33,250 and then I can create a shape 917 00:54:33,250 --> 00:54:35,625 aligned shape or an image plane. 918 00:54:35,625 --> 00:54:38,166 And in this case, since I'm going to be projecting the image, 919 00:54:38,166 --> 00:54:42,416 I'm going to go ahead and just create an image plane. 920 00:54:42,500 --> 00:54:42,916 All right? 921 00:54:42,916 --> 00:54:45,916 And you can kind of see that there is a little sliver. 922 00:54:45,958 --> 00:54:53,916 I'm going to go ahead and go back to perspective view 923 00:54:54,000 --> 00:54:55,583 and we can see 924 00:54:55,583 --> 00:54:58,875 our image plane was created up here 925 00:54:58,958 --> 00:55:00,833 merged into our point cloud. 926 00:55:00,833 --> 00:55:03,833 I'm actually going to separate this image plane 927 00:55:03,833 --> 00:55:07,500 by shift click and then dragging 928 00:55:07,583 --> 00:55:12,125 and I'll delete that extra merge and I'll put this 929 00:55:12,208 --> 00:55:15,583 image plane back into the scene. 930 00:55:15,666 --> 00:55:18,291 I can't quite see it, so I'm going to f find 931 00:55:18,291 --> 00:55:23,666 where the image plane is that now I can see where it's at. 932 00:55:23,750 --> 00:55:25,125 All right. 933 00:55:25,125 --> 00:55:28,625 So I want to check the orientation and the size of this. 934 00:55:28,708 --> 00:55:32,750 It's a bit tilted back for my liking, 935 00:55:32,833 --> 00:55:39,291 so I'm going to go ahead and turn on this rotate widget 936 00:55:39,375 --> 00:55:43,791 and just fine tune the orientation of this plane 937 00:55:43,875 --> 00:55:46,583 so that it's aligned 938 00:55:46,583 --> 00:55:51,333 with the other points in the 939 00:55:51,416 --> 00:55:55,166 3D environment. 940 00:55:55,250 --> 00:55:55,583 Okay. 941 00:55:55,583 --> 00:55:57,833 So that should roughly work. 942 00:55:57,833 --> 00:56:01,166 And I'm going to go back to the original 3D camera 943 00:56:01,375 --> 00:56:06,083 by right clicking, going to camera and then viewing through the 3D camera. 944 00:56:06,083 --> 00:56:08,666 Now I can see that that plane is a little bit 945 00:56:08,666 --> 00:56:13,208 better oriented to look like it's on the beach. 946 00:56:13,291 --> 00:56:15,625 I'm going to go ahead and increase that size 947 00:56:15,625 --> 00:56:19,416 by going to the transform tab 948 00:56:19,500 --> 00:56:22,875 and scaling it up 949 00:56:22,958 --> 00:56:25,125 so that way we have a nice large surface 950 00:56:25,125 --> 00:56:29,333 for this projection to land on. 951 00:56:29,416 --> 00:56:31,708 So the last thing we need to do is actually change this 952 00:56:31,708 --> 00:56:35,916 from a regular 3D object to what's called a catcher. 953 00:56:36,000 --> 00:56:41,291 So we're going to go to the effects library tools, 3D texture 954 00:56:41,375 --> 00:56:42,958 and then catcher. 955 00:56:42,958 --> 00:56:45,708 And so basically this catcher texture 956 00:56:45,708 --> 00:56:49,541 is designed to catch image projections. 957 00:56:49,625 --> 00:56:54,541 So I'm going to go ahead and drag that in and attach that to my image plane. 958 00:56:54,625 --> 00:56:58,958 And now instead of seeing this image plane, we will just see the images 959 00:56:58,958 --> 00:57:04,583 that are projected onto that image point because of this catcher. 960 00:57:04,666 --> 00:57:07,666 So I can go back down to 961 00:57:07,666 --> 00:57:11,041 this group of nodes, which is where I set up that patch 962 00:57:11,041 --> 00:57:14,833 and that projection, that camera to project 963 00:57:14,916 --> 00:57:17,916 that patch and reconnect it to the scene. 964 00:57:18,083 --> 00:57:22,750 And now projected that patch onto this piece of geometry. 965 00:57:22,833 --> 00:57:28,291 If I go ahead and go back to perspective mode, 966 00:57:28,375 --> 00:57:31,708 we can see that now that patch is mapped 967 00:57:31,708 --> 00:57:35,291 onto that piece of geometry which aligns with this ground plane. 968 00:57:35,375 --> 00:57:38,375 So what that gives us 969 00:57:38,458 --> 00:57:41,458 is that when we play back this scene, 970 00:57:41,541 --> 00:57:44,833 you can see this camera here, this is the projection camera. 971 00:57:44,833 --> 00:57:46,166 And so it's always static 972 00:57:46,166 --> 00:57:50,375 projecting that piece of texture onto that piece of geometry. 973 00:57:50,458 --> 00:57:53,541 All the while the main 3D camera is moving 974 00:57:53,541 --> 00:57:58,375 through our 3D environment and capturing that patch 975 00:57:58,458 --> 00:58:04,083 as if it were stuck to that spot in the environment. 976 00:58:04,166 --> 00:58:13,625 So if we view that through our renderer, 977 00:58:13,708 --> 00:58:16,875 we won't see the footprint anymore. 978 00:58:16,916 --> 00:58:19,250 That footprint has been completely painted out. 979 00:58:19,250 --> 00:58:22,041 And actually let me go ahead and disconnect 980 00:58:22,041 --> 00:58:25,541 our original plate from the main camera. 981 00:58:25,625 --> 00:58:31,916 So we just see the objects that we've added. 982 00:58:32,000 --> 00:58:34,500 Oh, and one thing I forgot to turn off. 983 00:58:34,500 --> 00:58:39,125 So right here you're seeing the projection, and right here you're seeing 984 00:58:39,208 --> 00:58:42,208 something. 985 00:58:42,291 --> 00:58:46,208 You're seeing the actual image projection. 986 00:58:46,291 --> 00:58:49,291 So by default, this projection camera 987 00:58:49,500 --> 00:58:52,958 also has enable image point enabled. 988 00:58:53,000 --> 00:58:54,541 So I want to disable that. 989 00:58:54,541 --> 00:59:00,375 And now that disappears and I'm just left with the projection from that camera. 990 00:59:00,458 --> 00:59:03,250 So as I play through, 991 00:59:03,250 --> 00:59:06,250 I'm going to go ahead and pause on this is frame 71 992 00:59:06,250 --> 00:59:09,208 from which the patch originally came from, 993 00:59:09,208 --> 00:59:12,791 and it is mapped to that scene 994 00:59:12,875 --> 00:59:17,375 as if it was actually in this 3D environment. 995 00:59:17,458 --> 00:59:20,833 So if we look at that merged over the top, 996 00:59:20,916 --> 00:59:22,500 we'll see. 997 00:59:22,500 --> 00:59:24,625 We're getting a pretty darn good result. 998 00:59:24,625 --> 00:59:27,375 Now this patch is too bright. 999 00:59:27,375 --> 00:59:29,583 What's happening here is 1000 00:59:29,666 --> 00:59:32,500 all of our renders are going through this color corrector. 1001 00:59:32,500 --> 00:59:36,291 So if I disable this color corrector, the patch actually looks correct. 1002 00:59:36,375 --> 00:59:41,416 So what I need to do is constrain this color corrector to just the ship. 1003 00:59:41,500 --> 00:59:46,625 So I'm going to create a very simple rectangle, 1004 00:59:46,708 --> 00:59:50,250 move that over the ship 1005 00:59:50,333 --> 00:59:52,875 and this will give me a mask 1006 00:59:52,875 --> 00:59:56,083 that will constrain the color corrector tool. 1007 00:59:56,166 --> 01:00:01,125 So if I view the rectangle on the viewer, it's just a very simple 1008 01:00:01,208 --> 01:00:02,458 mask. 1009 01:00:02,458 --> 01:00:05,250 So now if I pull it back, 1010 01:00:05,250 --> 01:00:07,916 I'm going to get a much better result 1011 01:00:07,916 --> 01:00:11,416 where the ship looks right in Patch looks right. 1012 01:00:11,500 --> 01:00:14,416 And actually I look at this a little bit closer. 1013 01:00:14,416 --> 01:00:18,458 I think this patch is a bit red early on 1014 01:00:18,500 --> 01:00:22,000 and then it matches better later in the shot. 1015 01:00:22,041 --> 01:00:25,125 So what I'm going to do is I'm going to actually add 1016 01:00:25,125 --> 01:00:36,666 another color corrector, may organize my flow a bit better here. 1017 01:00:36,750 --> 01:00:38,250 I'm going to add another color corrector 1018 01:00:38,250 --> 01:00:43,958 just for that patch, 1019 01:00:44,041 --> 01:00:44,750 and I'll do that 1020 01:00:44,750 --> 01:00:48,000 after the color corrector for the ship. 1021 01:00:48,083 --> 01:00:49,416 And just keep things clear. 1022 01:00:49,416 --> 01:00:53,916 Let me rename that color corrector patch 1023 01:00:54,000 --> 01:00:59,166 and I'll rename the original color corrector 1024 01:00:59,250 --> 01:01:06,958 as color corrector ship. 1025 01:01:07,041 --> 01:01:10,583 And I also want to do a rectangle to constrain 1026 01:01:10,666 --> 01:01:13,791 this color corrector to just 1027 01:01:13,791 --> 01:01:19,541 wear the patches. 1028 01:01:19,625 --> 01:01:22,500 And like before, we need to enable 1029 01:01:22,500 --> 01:01:26,458 pre divide and post multiply on the color corrector 1030 01:01:26,541 --> 01:01:30,416 and I'm going to go ahead and lay down a keyframe 1031 01:01:30,500 --> 01:01:33,750 for gain and for color on this frame. 1032 01:01:33,750 --> 01:01:37,833 When this patch looks good and I'll go back to the first frame 1033 01:01:37,916 --> 01:01:41,500 and adjust things a bit on the wheel 1034 01:01:41,500 --> 01:01:46,958 here to get this color a little bit more yellow. 1035 01:01:47,000 --> 01:01:56,583 And I'm going to boost the gain slightly 1036 01:01:56,666 --> 01:01:57,500 to get something 1037 01:01:57,500 --> 01:02:04,083 that's a little closer match. 1038 01:02:04,166 --> 01:02:04,416 Okay. 1039 01:02:04,416 --> 01:02:06,041 Those are before and after. 1040 01:02:06,041 --> 01:02:07,833 That's looking pretty good. 1041 01:02:07,833 --> 01:02:11,583 Now we can play through. 1042 01:02:11,666 --> 01:02:13,625 Gets a bit red here still, 1043 01:02:13,625 --> 01:02:17,708 so I'll go ahead and 1044 01:02:17,750 --> 01:02:20,750 just that. 1045 01:02:20,875 --> 01:02:21,541 There we go. 1046 01:02:21,541 --> 01:02:24,000 So I've got a third keyframe 1047 01:02:24,000 --> 01:02:26,833 and that seems to blend pretty nice over 1048 01:02:26,833 --> 01:02:33,458 time. 1049 01:02:33,500 --> 01:02:34,916 Okay, so that's looking pretty good. 1050 01:02:34,916 --> 01:02:38,208 I'm going to go to the edit page so we can play this back full screen 1051 01:02:38,208 --> 01:02:45,000 and take one more look. 1052 01:02:45,083 --> 01:02:46,041 So as we're playing back, 1053 01:02:46,041 --> 01:02:50,041 it's looking pretty darn good. 1054 01:02:50,125 --> 01:02:52,291 One last thing that I notice that I think 1055 01:02:52,291 --> 01:02:56,250 probably should be addressed is 1056 01:02:56,333 --> 01:02:59,500 this is an American flag and this pirate ship. 1057 01:02:59,583 --> 01:03:04,625 So a pirate ship is not really a pirate ship unless it has a pirate flag. 1058 01:03:04,708 --> 01:03:07,333 So let's go in there that in real quick 1059 01:03:07,333 --> 01:03:11,666 and we can actually make that pirate flag wave in the wind a bit. 1060 01:03:11,750 --> 01:03:14,708 So back in our fusion composition, 1061 01:03:14,708 --> 01:03:16,708 I'll go to my media pool 1062 01:03:16,708 --> 01:03:19,708 to find my pirate flag, 1063 01:03:19,958 --> 01:03:22,958 drop it into the scene, 1064 01:03:23,208 --> 01:03:24,666 and I'll just work directly 1065 01:03:24,666 --> 01:03:28,458 on this pirate flag for a couple of minutes. 1066 01:03:28,541 --> 01:03:32,416 I may rename it 1067 01:03:32,500 --> 01:03:35,791 the flag and let's view that. 1068 01:03:35,875 --> 01:03:37,791 So it's going to be pretty far in the distance. 1069 01:03:37,791 --> 01:03:41,708 I think I can get away with all this color that's already built in. 1070 01:03:41,750 --> 01:03:44,416 But what I want to do is actually change the color 1071 01:03:44,416 --> 01:03:48,583 over time as if it's catching the light a bit differently in the breeze. 1072 01:03:48,666 --> 01:03:52,583 So I'm going to add a tool called Fast Noise 1073 01:03:52,666 --> 01:03:55,750 so you can find the fast noise tool under effects library generator 1074 01:03:55,750 --> 01:03:59,583 and then fast noise. 1075 01:03:59,666 --> 01:04:04,166 And what this will do is it'll create a noise texture 1076 01:04:04,250 --> 01:04:07,375 that's static at first, and I'm going to go ahead and change it 1077 01:04:07,375 --> 01:04:11,625 so it animates a bit by adjusting the seas rate 1078 01:04:11,708 --> 01:04:16,625 and just my contrast and my brightness a bit. 1079 01:04:16,708 --> 01:04:22,541 I'm bringing the brightness down because I want some areas to be totally black. 1080 01:04:22,541 --> 01:04:27,333 I want some areas to be negative and 1081 01:04:27,416 --> 01:04:30,791 yeah, let's see what we're looking at here 1082 01:04:30,875 --> 01:04:43,416 right? 1083 01:04:43,500 --> 01:04:44,666 There we go. 1084 01:04:44,666 --> 01:04:47,666 Now I've got some negative values and just had to adjust 1085 01:04:47,666 --> 01:04:50,958 that contrast up a bit. 1086 01:04:51,041 --> 01:04:54,125 So I'm going to modify this flag 1087 01:04:54,375 --> 01:04:57,583 by using a tool called 1088 01:04:57,666 --> 01:04:59,750 Channel Boolean. 1089 01:04:59,750 --> 01:05:03,625 And let me show you where that is in the effects library 1090 01:05:03,708 --> 01:05:05,958 color bin. 1091 01:05:05,958 --> 01:05:08,958 Now drag that in. 1092 01:05:09,000 --> 01:05:11,416 I'll connect the flag to the background and I'll connect the 1093 01:05:11,416 --> 01:05:16,750 fast noise to the foreground, 1094 01:05:16,791 --> 01:05:17,750 and I'm going to change the 1095 01:05:17,750 --> 01:05:20,750 operation from copy to add. 1096 01:05:20,916 --> 01:05:24,208 Send some of our fast noise values or negative values, 1097 01:05:24,208 --> 01:05:27,791 which if I have my mouse and then you look at the bottom portion 1098 01:05:27,791 --> 01:05:31,833 of the screen here, you'll see negative values and then you'll see 1099 01:05:31,916 --> 01:05:36,041 values that are above zero and some values that are just about zero. 1100 01:05:36,125 --> 01:05:39,000 What's going to happen is I'm going to add a negative, 1101 01:05:39,000 --> 01:05:40,708 which will darken part of the flag, 1102 01:05:40,708 --> 01:05:44,041 and I'll add values that are positive, which will brighten it up. 1103 01:05:44,125 --> 01:05:47,833 So if I go to the flag and then we look at the channel Booleans, 1104 01:05:47,916 --> 01:05:51,583 now we can see some areas are brighter, some areas are darker. 1105 01:05:51,666 --> 01:05:54,291 I may hide my effects library. 1106 01:05:54,291 --> 01:05:57,291 I do see a hard line here and what's happening is my fast 1107 01:05:57,291 --> 01:06:00,291 noise isn't the same resolution as my flag. 1108 01:06:00,291 --> 01:06:01,625 So I need a change that real quick. 1109 01:06:01,625 --> 01:06:07,583 So I'm going to click fast noise, go to image, turn off auto resolution, 1110 01:06:07,583 --> 01:06:11,208 and then change my Y-axis resolution 1111 01:06:11,291 --> 01:06:16,791 to be the same height as my flag. 1112 01:06:16,875 --> 01:06:18,291 And now 1113 01:06:18,291 --> 01:06:22,291 I'm going to go ahead and just change my alpha. 1114 01:06:22,291 --> 01:06:24,500 Instead of making some of the flag transparent. 1115 01:06:24,500 --> 01:06:28,583 I'm just going to keep my background Alpha. 1116 01:06:28,666 --> 01:06:30,083 Okay. 1117 01:06:30,083 --> 01:06:32,041 So now this operation is just 1118 01:06:32,041 --> 01:06:35,333 affecting the red, green and blue channels, 1119 01:06:35,416 --> 01:06:36,916 so it's getting a little bit too bright. 1120 01:06:36,916 --> 01:06:41,166 So I'm going to adjust some of these fast noise parameters 1121 01:06:41,250 --> 01:06:49,333 to get a little bit better results 1122 01:06:49,416 --> 01:06:50,833 where we go. 1123 01:06:50,833 --> 01:06:53,666 So let's play that through. 1124 01:06:53,666 --> 01:06:56,458 Now we're seeing some lighting changes. 1125 01:06:56,458 --> 01:06:58,708 Doesn't look amazing at this point, but it will work 1126 01:06:58,708 --> 01:07:01,708 later on, especially given how far away the flag is going to be. 1127 01:07:01,875 --> 01:07:04,708 So the next thing we need to do is actually place this 1128 01:07:04,708 --> 01:07:08,291 flag on a 3D object placed in the 3D scene. 1129 01:07:08,375 --> 01:07:14,041 So we'll go ahead and do that with image playing 1130 01:07:14,125 --> 01:07:16,166 and then we'll add that image plane 1131 01:07:16,166 --> 01:07:21,416 into our 3D scene by connecting it to the Merge 3D node. 1132 01:07:21,500 --> 01:07:27,166 And let's go ahead and view the 3D scene 1133 01:07:27,250 --> 01:07:27,666 again. 1134 01:07:27,666 --> 01:07:32,125 If you can't actually find the object in the 3D environment, 1135 01:07:32,208 --> 01:07:36,375 you can just select the tool and then hit F 1136 01:07:36,458 --> 01:07:39,791 and then it'll bring you right to that tool. 1137 01:07:39,875 --> 01:07:43,666 Well, I know that I want this flag to be on the ship. 1138 01:07:43,750 --> 01:07:49,166 So what I'm going to do is I'm going to go to my ship object here. 1139 01:07:49,250 --> 01:07:51,250 I'm going to pin that. 1140 01:07:51,250 --> 01:07:53,791 And what that'll do is that'll keep this node visible. 1141 01:07:53,791 --> 01:07:56,416 Even when I another node. 1142 01:07:56,416 --> 01:08:00,208 So I'll select the image, play node for my flag 1143 01:08:00,291 --> 01:08:03,291 and now I can go to the transform tab and I can match some 1144 01:08:03,291 --> 01:08:06,250 of these values to get this 1145 01:08:06,291 --> 01:08:10,208 flag into roughly the same position as the ship. 1146 01:08:10,250 --> 01:08:14,916 So I'm going to go ahead and put in a value of 14.51 1147 01:08:15,000 --> 01:08:18,375 and -35 oh. 1148 01:08:18,416 --> 01:08:21,416 The misma negative. 1149 01:08:21,583 --> 01:08:24,458 And now for F 1150 01:08:24,458 --> 01:08:27,458 looks like that flag is right 1151 01:08:27,500 --> 01:08:29,208 roughly where the ship is at. 1152 01:08:29,208 --> 01:08:32,208 So now I just need to use my on screen controls here 1153 01:08:32,375 --> 01:08:36,625 to put this flag right where the American flag is 1154 01:08:36,708 --> 01:08:40,000 and change my scale and all the rest of it. 1155 01:08:40,041 --> 01:08:43,625 So I hit my rotation widget there, 1156 01:08:43,708 --> 01:08:46,708 match that up 1157 01:08:46,916 --> 01:08:53,083 and again, 1158 01:08:53,083 --> 01:08:56,375 I'm using alt center click 1159 01:08:56,458 --> 01:08:59,291 drag to orbit around and just center 1160 01:08:59,291 --> 01:09:11,500 click drag to translate around. 1161 01:09:11,583 --> 01:09:12,291 Okay, 1162 01:09:12,291 --> 01:09:16,416 we're roughly in the right position, but my flag is definitely too big, 1163 01:09:16,500 --> 01:09:20,833 so let's scale that down 1164 01:09:20,916 --> 01:09:24,125 on our image plane so they should be 1165 01:09:24,208 --> 01:09:30,458 big enough to cover the American flag but not too big. 1166 01:09:30,541 --> 01:09:31,791 Okay, we're looking pretty good. 1167 01:09:31,791 --> 01:09:36,666 I don't want to intersect it, so I'm just going to pull this flag a bit off. 1168 01:09:36,750 --> 01:09:38,625 That's looking pretty good. 1169 01:09:38,625 --> 01:09:42,666 The one thing we're missing is this piece of geometry is just flat. 1170 01:09:42,750 --> 01:09:47,458 What we can actually do is we can manipulate this geometry 1171 01:09:47,541 --> 01:09:51,916 with a node called the displaced 3D node. 1172 01:09:52,000 --> 01:09:54,833 So let's get that from the effects library, 1173 01:09:54,833 --> 01:10:05,041 3D tools 1174 01:10:05,125 --> 01:10:07,083 and displays 3D. 1175 01:10:07,083 --> 01:10:13,041 So again, that's under the effects library 3D and then the 3D tools, 1176 01:10:13,125 --> 01:10:18,750 it'll be displays 3D, and I'll drop that in the flow test before, 1177 01:10:18,833 --> 01:10:26,500 oh, just after the image plane. 1178 01:10:26,541 --> 01:10:30,666 And I'm going to actually connect my input 1179 01:10:30,750 --> 01:10:32,375 to the fast noise. 1180 01:10:32,375 --> 01:10:37,583 And so this fast noise texture will actually displace this geometry in depth. 1181 01:10:37,666 --> 01:10:40,833 So let me do that. You 1182 01:10:40,916 --> 01:10:43,500 can see right now very spiky. 1183 01:10:43,500 --> 01:10:44,958 We don't want it that spiky. 1184 01:10:44,958 --> 01:10:48,791 What we can do is go to the image plane here 1185 01:10:48,875 --> 01:10:52,166 controls tab and let me unpin 1186 01:10:52,166 --> 01:10:55,166 that image there in image plane 1187 01:10:55,166 --> 01:10:58,958 and I can increase the subdivisions and that's going to really smooth out 1188 01:10:59,041 --> 01:11:03,041 me zoom in there so we can see a better 1189 01:11:03,125 --> 01:11:05,541 that'll smooth out 1190 01:11:05,541 --> 01:11:06,958 the displacement. 1191 01:11:06,958 --> 01:11:10,458 So now we get much softer curves 1192 01:11:10,541 --> 01:11:12,500 still the displacement a bit too extreme. 1193 01:11:12,500 --> 01:11:17,000 So I'm going to bring down the scale 1194 01:11:17,083 --> 01:11:21,166 and now we're starting to have a flag that if I play this, 1195 01:11:21,250 --> 01:11:25,041 be waving in the wind, you know, very roughly something 1196 01:11:25,125 --> 01:11:29,458 that would be effective because it's so far in the distance. 1197 01:11:29,541 --> 01:11:32,333 One last refinement I'm going to do is 1198 01:11:32,333 --> 01:11:35,041 this flag is actually going to be attached to this pole. 1199 01:11:35,041 --> 01:11:37,833 So we don't want it waving at this far edge here. 1200 01:11:37,833 --> 01:11:43,458 So I'm going to adjust the fast noise so there's no effect on this left edge. 1201 01:11:43,541 --> 01:11:45,833 So I'm going to view my fast noise. 1202 01:11:45,833 --> 01:11:56,583 And to do that, I'm just going to add a simple rectangle 1203 01:11:56,666 --> 01:11:58,166 and connect that to the mask 1204 01:11:58,166 --> 01:12:02,375 input of the fast noise, 1205 01:12:02,458 --> 01:12:04,833 adjust my size 1206 01:12:04,833 --> 01:12:09,875 so it's not affecting any of the regions to the right 1207 01:12:09,958 --> 01:12:12,250 and it's just cropping off a bit here 1208 01:12:12,250 --> 01:12:16,833 and I'm going to go ahead and soften this rectangle. 1209 01:12:16,916 --> 01:12:19,208 So essentially what's happening 1210 01:12:19,208 --> 01:12:21,416 is we're going from zero effect. 1211 01:12:21,416 --> 01:12:24,666 We just view one of the channels, we're going from zero effect 1212 01:12:24,750 --> 01:12:27,750 up to having the full effect by about here. 1213 01:12:27,750 --> 01:12:31,500 So the effect on the 3D object 1214 01:12:31,583 --> 01:12:37,375 is there's 1215 01:12:37,375 --> 01:12:41,375 no distortion at the very edge of the flag here. 1216 01:12:41,458 --> 01:12:44,333 And then there is more at the end. 1217 01:12:44,333 --> 01:12:53,666 And actually I can probably go a little bit more extreme with the soft edge 1218 01:12:53,750 --> 01:12:55,333 that's going to make my box bigger 1219 01:12:55,333 --> 01:12:59,208 so I don't affect any of the other edges 1220 01:12:59,291 --> 01:13:08,000 and let's take a look at that again. 1221 01:13:08,083 --> 01:13:11,291 Yep. So that's giving me roughly the effect I want. 1222 01:13:11,375 --> 01:13:15,875 Now let's view it in the final composite. 1223 01:13:15,958 --> 01:13:18,291 So now we've got the image comped in there. 1224 01:13:18,291 --> 01:13:20,458 We can see our flag in the distance here. 1225 01:13:20,458 --> 01:13:23,500 It's catching a bit of light there, but we can see it's still skull 1226 01:13:23,500 --> 01:13:25,041 and crossbones. 1227 01:13:25,041 --> 01:13:29,791 And let's go to the edit page to actually play this back. 1228 01:13:29,875 --> 01:13:31,791 And now we have our flag flapping in the wind 1229 01:13:31,791 --> 01:13:36,833 and I think it's selling pretty well. 1230 01:13:36,916 --> 01:13:37,333 And now 1231 01:13:37,333 --> 01:13:40,541 we've got the final playback with the flag flapping in the breeze. 1232 01:13:40,541 --> 01:13:46,166 And just as a quick recap, this is 3D compositing with fusion within resolve, 1233 01:13:46,166 --> 01:13:50,916 where we use the 3D camera tracker to create a virtual 3D camera 1234 01:13:51,000 --> 01:13:54,708 so that we could place our pirate ship into that 3D scene 1235 01:13:54,791 --> 01:13:59,333 and also do some cleanup to remove the crew members footprints 1236 01:13:59,541 --> 01:14:03,250 and add a flag at the end that's flapping in the breeze. 1237 01:14:03,291 --> 01:14:06,333 So thank you for joining me and see you next time. 103700

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