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Hi, my name is Matt.
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And today we're going to talk about 3D
compositing infusion within DaVinci
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Resolve.
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The main difference between 3D
compositing and 2D compositing
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is that we'll use Fusion's 3D environment
and a specific set of tools
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that are designed
to work in that environment.
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When you're compositing
live action footage in a 3D environment,
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you'll
almost always need a virtual 3D camera
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that replicates what was filmed on the day
with a real world camera.
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That virtual 3D camera will allow us to
render
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objects placed in the 3D environment
in a way that matches the real world
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camera in terms of perspective,
camera, motion and depth of field.
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So let's go ahead and look at the footage
and get started.
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So we're playing this back
and what we want to add into this shot
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is a pirate ship over here
and do a couple other refinements.
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The first
thing I see when I look at this shot
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is that the camera's moving through space,
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and that tells me that this is not going
to end up being a 3D composite
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because I need to recreate
that camera motion
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for any of the objects
that I'm going to place in the scene.
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So let's
go ahead and get to the fusion page
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and get started.
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The first thing I'm going to do
is I'm going to go ahead
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and just go to a single viewer here
by clicking that button
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and then I'm going to rename my media node
using the function
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F two button
to bring up the rename pop up,
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and I'll just name this element plate.
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I'm going to need a 3D camera
to really do anything.
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But even before getting the 3D camera,
I need to actually define
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the areas that I'm going to track
to generate that 3D camera.
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So when you're looking at the scene,
you want to find the areas
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that are actually static objects and
that don't have any emotion on their own.
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So we don't want to track these characters
here.
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We don't want to track the woman,
we don't want to track the ocean
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because they're all moving on their own.
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We just want to track static objects then,
and that will give the camera tracker
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the information it needs
to recreate this camera virtually.
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So we'll
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start off by defining those areas
that we want to track.
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I'm going to go in there a polygon
by dragging it
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in from the toolbar.
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And the first thing I'm going to go ahead
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and define is these rocks here.
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So I'm not really defining
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the tops of these palm trees here
because they're moving a bit in the wind.
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And then as I click and drag this, I'm
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just creating a nice smooth curve here.
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I don't want any the ocean
because it's moving on its own.
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And so that should work for those frames.
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And then I'll just jump
to the end of the shot
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and adjust this polygon a bit
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by selecting all the points.
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And now that I'm closer to these rocks,
this polygon is a bit too small.
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So I'm going to hold down s and click
and drag and that'll allow me to scale
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without having to actually
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manipulate each of those individual points
themselves.
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I can actually do a similar thing
with rotation, so I'll select
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just these points and then I'll hold down
T for twist and click and drag,
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and that allows me to rotate these points.
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I can also scale an X
if I hold down X and click
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and drag for Y and click and drag.
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So that works for these rough frames,
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maybe a little bit less on the y axis.
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And let's play
back to see how this is looking.
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Okay, so we're drifting a bit
and then the camera pan.
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So I want to go to that point and adjust
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my polygon here.
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Now that seems to be
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roughly tracking how I want it to.
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Maybe one more keyframe in here,
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and that's going to work for what I need.
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Doesn't have to be exact.
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I'm just defining this rough area
that I want the camera tracker to track.
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So I'm going to go ahead
and name this tool
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by right clicking, then go to rename
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and I'm just going to name
that Poly Rocks.
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I'm going to add another Polygon tool.
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Instead of dragging in from the toolbar,
I'm going to hit shift space
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and then type in Polygon into my tool
search,
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pop up.
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Now I'm going to define the beach
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a little bit.
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Overlap with the rocks
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right?
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Just my spot in here. But
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then I won't get too close to the water
because I don't want to track the water.
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Okay, I'll jump to the last frame.
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Just this accordingly.
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Bit of scale here.
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Since we're closer
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and a better rotation with t click drag.
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All right.
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00:05:56,416 --> 00:06:06,125
And let's see how that plays.
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00:06:06,208 --> 00:06:08,666
Oh, maybe add another keyframe
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more in the middle here to retain a bit
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more of this beach.
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Okay, that'll work.
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00:06:25,375 --> 00:06:27,500
So we're looking pretty good here.
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00:06:27,500 --> 00:06:32,250
The only issues we have with
this is this character here runs
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across one of these polygons,
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and then these characters
are running across the rocks.
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So I'm going to do
some additional polygons to make sure
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that they're not tracked.
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So let's
go ahead and start with the woman here.
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And I'm going to add a polygon with shift
space to bring up the tool search.
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And then I'm already preselected
on Polygon.
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So I'll click add
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and I'll draw a row rough
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polygon spline around her.
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And instead of
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adding to these other shapes, I'm
going to go ahead
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and change my paint mode
in the inspector to subtract.
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And let's go ahead and view this tree
real quick.
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You can see here
that this polygon is actually subtracting
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from the other two polygons
that I originally added.
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Go back to the plate
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and me play forward
and add a few keyframes
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for this character.
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Again, I'm
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going to use s click drag to scale
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and a little bit of additional refinement.
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You don't have to be too tight and exact
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with this
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since there is quite a bit of good area
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that the trackers are going to have
access to.
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One more keyframe
for when she's out of frame.
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Okay, that should do it.
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00:08:17,833 --> 00:08:22,208
And now I just need add two more polygons
for these characters.
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L name the ones that I already have done.
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Okay.
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Okay.
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00:08:37,333 --> 00:08:40,875
So now that we've finished the polygon
for the woman,
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we've got two more polygons
to do, one for each of these pirates.
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So I'm going to add
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another polygon tool by adding shift space
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and selecting the polygon
from the search menu.
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And then for this one,
I'm going to go to the last frame
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because the characters larger in frame.
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And so I need to add a little bit
more detail to really define him roughly.
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So I'm going to go ahead
and draw around this character,
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00:09:09,541 --> 00:09:11,958
and I want to make sure
that I capture his shadow.
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So not just his body, because that shadow
is really high contrast
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and the tracker
may actually track a point here
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and that would be a
definitely a false positive.
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We've got that.
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I'm going to go ahead and play backwards
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and right here, he's
basically moved pretty far off
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and I'm looking
for those high points of animation.
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So either where the character
is furthest away from the roto spine
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or they're too close to an edge.
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And that's generally
when I need to add a keyframe.
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And as I'm adjusting this
on these additional frames,
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Fusion is automatically
laying down a new keyframe
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for this polygon
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play forward.
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And I see his arm sticks out a bit here.
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So I'm going to go ahead and adjust this
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and add a keyframe.
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So that works for those frames
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and play it back a bit further.
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Yeah, I'll add one
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at the beginning and then we can just see
where we land in the middle.
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So I'm really scale this one down a lot
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by holding down s and click dragging
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and maybe scale down a bit on Y
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00:10:32,166 --> 00:10:37,625
to get the top of the polygon
a bit closer to his head
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and give him a little bit more room
to the right side of him.
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So let's play forward from here.
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Looks pretty good.
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Doesn't get too close to the edge,
so I think we're good on that character.
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Go ahead and name his polygon
by right clicking in the inspector.
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I'm going to rename
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and I'll name him Pirate one.
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Okay, That leaves us with one more pirate.
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We're going to go to the last frame
so we can capture
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all the detail around him,
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meaning we have to
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add a number of points
to actually fit this polygon to his shape.
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Again, we want to
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make sure we're capturing
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the tip of the sword and his shadow
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so the tracker doesn't lock onto
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any of those high contrast areas.
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It seems like another good keyframe
because cameras
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move significantly further away from him.
186
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I'm going to need to give him a little
bit of room to the right of his hand,
187
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and I can probably tighten this up
188
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with a bit of a wide scale.
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00:12:00,166 --> 00:12:03,833
I can even use this rotation
on a single point like this.
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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
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by holding down T and click dragging.
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00:12:14,458 --> 00:12:17,125
One thing to keep in mind
when you're using those hotkeys
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is that the anchor point for the rotation
is based off of where you're clicking
195
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with the mouse.
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00:12:22,250 --> 00:12:25,041
So if I hold down T
and I click out here, I'm
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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
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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
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and see how it interpolate
204
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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
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I'm going to go ahead
and rename this last polygon
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to match the others.
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And the last thing
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I'm going to do
is I'm actually going to view this polygon
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tree here to see what a result is.
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00:13:28,458 --> 00:13:31,000
And you'll see I actually forgot to
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change the paint mode on these polygons
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for the pirates because we don't actually
want to track these pirates,
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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
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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,
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this whole branch, we're seeing
221
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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,
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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
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It's okay that they overlap
230
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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
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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
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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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