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These are the user uploaded subtitles that are being translated: 1 00:00:04,700 --> 00:00:05,333 to begin with 2 00:00:05,333 --> 00:00:07,766 what we're gonna do is have a look at our renders 3 00:00:07,766 --> 00:00:10,200 so here is our city render 4 00:00:10,366 --> 00:00:12,766 and if we look at our lender 5 00:00:12,766 --> 00:00:13,866 um rota channel 6 00:00:13,866 --> 00:00:15,966 the XR and look at our AOVs here 7 00:00:16,100 --> 00:00:18,233 you could see that we have a velocity pass 8 00:00:18,366 --> 00:00:20,666 um for the city 9 00:00:20,666 --> 00:00:23,100 and if we look at our Zillow element 10 00:00:23,266 --> 00:00:25,900 we have velocity pass rendered here as well 11 00:00:25,966 --> 00:00:26,966 and generally uh 12 00:00:26,966 --> 00:00:28,400 what these passes 13 00:00:28,400 --> 00:00:31,800 um these channels represents is the red channel 14 00:00:31,866 --> 00:00:33,800 is the motion in X 15 00:00:33,933 --> 00:00:36,400 and the green channel is the motion in Y 16 00:00:36,933 --> 00:00:38,100 and similarly again 17 00:00:38,100 --> 00:00:39,633 if you look at our city 18 00:00:40,000 --> 00:00:41,333 velocity pass um 19 00:00:41,333 --> 00:00:43,700 red is our motion in in X 20 00:00:43,900 --> 00:00:46,066 and green is our motion in y 21 00:00:46,400 --> 00:00:48,566 so that's great that we have these passes 22 00:00:48,766 --> 00:00:50,566 and if you go back to RGBA 23 00:00:51,100 --> 00:00:53,733 um what we wanna do is we wanna 24 00:00:53,733 --> 00:00:57,566 apply this vector blur node using the velocity um 25 00:00:57,566 --> 00:00:59,900 where these merge together um 26 00:00:59,900 --> 00:01:02,233 we could definitely put them individually 27 00:01:02,300 --> 00:01:05,166 but for for sake of speed 28 00:01:05,166 --> 00:01:06,933 what we could do is just apply it 29 00:01:06,933 --> 00:01:09,466 where these characters have merged together 30 00:01:09,566 --> 00:01:11,766 so upstream here we've got 31 00:01:11,966 --> 00:01:14,333 our city with our Dinosaur held out 32 00:01:14,333 --> 00:01:15,866 our Zilla element held out 33 00:01:16,266 --> 00:01:18,600 and we also have 34 00:01:18,600 --> 00:01:21,533 our zilla with the city and debris pieces held out 35 00:01:21,533 --> 00:01:23,766 and we are merging them over here 36 00:01:24,000 --> 00:01:27,366 and whether you've done a disjoint over or plus 37 00:01:27,366 --> 00:01:28,866 this is where we wanna 38 00:01:29,200 --> 00:01:30,366 apply our vector blur 39 00:01:30,366 --> 00:01:31,500 so we could just hit 40 00:01:31,500 --> 00:01:33,133 hit the motion blur at once 41 00:01:33,133 --> 00:01:34,633 um on these elements 42 00:01:35,200 --> 00:01:37,666 so if we grab ourselves a vector blur node 43 00:01:37,933 --> 00:01:41,300 um and plug this in over here to our stream 44 00:01:41,466 --> 00:01:42,366 to begin with 45 00:01:42,366 --> 00:01:45,000 what we wanna do is isolate the 46 00:01:45,000 --> 00:01:45,566 motion blur 47 00:01:45,566 --> 00:01:47,366 adjust to our rgba 48 00:01:47,533 --> 00:01:48,500 uh by default 49 00:01:48,500 --> 00:01:49,766 this is set to all 50 00:01:49,766 --> 00:01:50,933 which is totally fine 51 00:01:50,933 --> 00:01:52,800 but what that's gonna do is apply 52 00:01:52,800 --> 00:01:55,700 vector blur to every one of these AOVs 53 00:01:55,800 --> 00:01:57,700 which um we could definitely do 54 00:01:57,700 --> 00:02:01,066 but for the sake of time and efficiency 55 00:02:01,066 --> 00:02:02,400 if we're not gonna be needing those 56 00:02:02,400 --> 00:02:03,966 elements motion blur downstream 57 00:02:03,966 --> 00:02:06,266 then we could just forget 58 00:02:06,533 --> 00:02:09,266 applying vector blur to those and just isolate it to 59 00:02:09,266 --> 00:02:11,500 RGBA here and 60 00:02:11,566 --> 00:02:14,900 the next thing you wanna set is for the UV channels 61 00:02:14,966 --> 00:02:17,566 you wanna select your velocity pass 62 00:02:17,866 --> 00:02:18,533 as you remember 63 00:02:18,533 --> 00:02:20,466 with the Motion Blur 2D and 3D 64 00:02:20,466 --> 00:02:21,766 we were using 65 00:02:22,000 --> 00:02:22,966 Motion passes 66 00:02:22,966 --> 00:02:23,766 so in this case 67 00:02:23,766 --> 00:02:25,466 we're just gonna use velocity 68 00:02:28,700 --> 00:02:29,766 you could see we're getting 69 00:02:29,766 --> 00:02:31,166 uh motion blur applied 70 00:02:31,166 --> 00:02:33,766 but something looks a little bit strange about this 71 00:02:33,766 --> 00:02:35,600 and what what's happening 72 00:02:35,600 --> 00:02:38,166 um we're getting motion blur on our background 73 00:02:38,766 --> 00:02:41,500 but the Zilla element isn't 74 00:02:41,500 --> 00:02:43,566 getting motion blur where you would think 75 00:02:43,700 --> 00:02:45,333 you would be seeing it um 76 00:02:45,333 --> 00:02:45,933 for example 77 00:02:45,933 --> 00:02:46,600 in this case 78 00:02:46,600 --> 00:02:48,566 he is in the process of moving his head 79 00:02:48,566 --> 00:02:51,700 so you'd expect to see some motion blur on his head 80 00:02:51,800 --> 00:02:55,300 and the reason why we're not getting that is um 81 00:02:55,366 --> 00:02:57,800 we have to take a couple steps to make sure 82 00:02:57,800 --> 00:03:00,433 we're passing our velocity pass properly 83 00:03:00,933 --> 00:03:03,633 so if we view are disjoined over 84 00:03:03,966 --> 00:03:08,466 and we look at our AOVs here and we look at uh velocity 85 00:03:08,800 --> 00:03:11,500 and if I bring gamma down and our exposure 86 00:03:11,766 --> 00:03:13,100 you could see that 87 00:03:13,100 --> 00:03:14,666 right now all we're doing 88 00:03:14,666 --> 00:03:17,266 is we're just getting the velocity for our building 89 00:03:17,266 --> 00:03:18,266 but for some 90 00:03:18,400 --> 00:03:21,566 reason we don't have Zilla's velocity coming through 91 00:03:21,733 --> 00:03:24,700 and the reason why that's not coming through is in our 92 00:03:25,200 --> 00:03:27,700 disjoint over or plus that you've done 93 00:03:27,700 --> 00:03:30,300 in this merge operation um 94 00:03:30,333 --> 00:03:31,966 we're not carrying over 95 00:03:31,966 --> 00:03:34,133 we're not merging our velocity together 96 00:03:34,133 --> 00:03:36,233 so if we select 97 00:03:36,766 --> 00:03:39,933 velocity in the also merge section 98 00:03:39,933 --> 00:03:42,066 and we view this merger note now 99 00:03:42,200 --> 00:03:44,033 now you could see that we've got 100 00:03:44,133 --> 00:03:46,166 the Zilla velocity coming through 101 00:03:46,300 --> 00:03:48,966 and merging with our city velocity 102 00:03:48,966 --> 00:03:50,800 so again to look at this again 103 00:03:50,800 --> 00:03:52,400 if we set this to none 104 00:03:52,600 --> 00:03:55,333 we were bypassing and not passing through 105 00:03:55,333 --> 00:03:57,900 the velocity for our Zilla character 106 00:03:57,933 --> 00:04:01,133 so this is why we wanna set this to velocity as well 107 00:04:01,133 --> 00:04:03,033 so that that comes downstream 108 00:04:03,300 --> 00:04:05,666 the other thing you could do is um 109 00:04:05,666 --> 00:04:06,333 you could select 110 00:04:06,333 --> 00:04:08,433 you could simply just select all here 111 00:04:08,533 --> 00:04:12,666 so that you can have all those AAVs come through but um 112 00:04:12,766 --> 00:04:15,100 if you don't need those downstream 113 00:04:15,100 --> 00:04:16,933 you could just simply select velocity 114 00:04:16,933 --> 00:04:18,766 and make sure that that comes through 115 00:04:19,366 --> 00:04:21,366 so now that we've got Zilla's 116 00:04:21,366 --> 00:04:22,266 Motion Blur 117 00:04:22,266 --> 00:04:24,666 Velocity pass coming through and the building 118 00:04:24,733 --> 00:04:26,066 we could look at our um 119 00:04:26,066 --> 00:04:27,366 our Vector Blur node 120 00:04:28,300 --> 00:04:29,566 you looking at our RGBA 121 00:04:29,566 --> 00:04:31,900 so now if we view the Vector Blur node 122 00:04:32,866 --> 00:04:33,466 there we go 123 00:04:33,466 --> 00:04:35,900 now you can see we're getting motion blur on his head 124 00:04:35,933 --> 00:04:39,033 um which is what we want 125 00:04:39,933 --> 00:04:42,500 the other thing you could see is there's a little 126 00:04:42,500 --> 00:04:46,833 bit of an artifacting happening here and um 127 00:04:47,266 --> 00:04:49,466 it's something a little bit strange here 128 00:04:49,466 --> 00:04:53,666 so one thing we wanna do is in this 129 00:04:54,300 --> 00:04:57,466 premult and unpremult that we did for these elements 130 00:04:57,700 --> 00:05:00,033 what we wanna do is set 131 00:05:00,100 --> 00:05:02,433 the unpremult to all 132 00:05:02,800 --> 00:05:06,033 so that all of our channels get unpremultified as well 133 00:05:07,100 --> 00:05:09,366 and then similarly here with our pre mold 134 00:05:09,366 --> 00:05:11,766 we wanna pre multiply all those a 135 00:05:11,766 --> 00:05:12,800 0 V's again 136 00:05:13,500 --> 00:05:15,666 and we'll do the same thing for our Zelo element 137 00:05:15,666 --> 00:05:17,233 so we'll un pre mold 138 00:05:17,566 --> 00:05:18,566 instead of just 139 00:05:18,566 --> 00:05:19,266 RGB will un 140 00:05:19,266 --> 00:05:20,366 pre mold all 141 00:05:21,100 --> 00:05:23,066 and we will pre mold all 142 00:05:23,066 --> 00:05:24,300 down here too 143 00:05:25,700 --> 00:05:29,066 so this way we're on premulting our velocity pass 144 00:05:29,800 --> 00:05:32,500 and pre multiplying all cleanly together 145 00:05:32,500 --> 00:05:34,500 and now if we look at our vector blur 146 00:05:35,366 --> 00:05:37,800 we should have a little bit better result here 147 00:05:40,200 --> 00:05:42,966 now we've got this strange situation here 148 00:05:42,966 --> 00:05:46,566 with this sort of cut out quality on our Zilla here 149 00:05:46,733 --> 00:05:49,766 and where that's coming from 150 00:05:49,766 --> 00:05:52,066 there's a couple areas where we need to troubleshoot 151 00:05:52,066 --> 00:05:54,400 and sort out where that's coming from 152 00:05:54,600 --> 00:05:57,200 normally what happens is this 153 00:05:57,200 --> 00:05:59,366 on the vector blur node 154 00:05:59,366 --> 00:06:01,633 this normalized checkbox is on 155 00:06:01,666 --> 00:06:04,866 and what this normalizes doing is it's trying to 156 00:06:05,166 --> 00:06:08,566 normalize the tearing effect that would happen with 157 00:06:08,566 --> 00:06:10,600 elements overlapping one another 158 00:06:10,700 --> 00:06:12,700 so this is nukes 159 00:06:12,866 --> 00:06:15,766 vector blurs approach and trying to minimize that 160 00:06:15,766 --> 00:06:18,066 so if I uncheck this normalize 161 00:06:18,466 --> 00:06:20,233 and we look at our RGB channels 162 00:06:21,066 --> 00:06:22,766 you could see that took care of that 163 00:06:23,100 --> 00:06:24,133 again if I check it on 164 00:06:24,133 --> 00:06:26,300 we have this odd behavior happening 165 00:06:26,500 --> 00:06:28,500 and if I uncheck it 166 00:06:28,766 --> 00:06:31,166 that is giving us some more smoother 167 00:06:31,400 --> 00:06:33,200 motion blur as we'd expect 168 00:06:33,666 --> 00:06:34,600 which is good 169 00:06:35,533 --> 00:06:38,766 um again unchecked and checked 170 00:06:38,933 --> 00:06:40,000 we are getting 171 00:06:40,500 --> 00:06:42,366 we're getting a better motion blur with it 172 00:06:42,366 --> 00:06:43,566 unchecked here 173 00:06:44,133 --> 00:06:45,833 now one problem 174 00:06:46,066 --> 00:06:47,866 if you're looking at the RGB channels 175 00:06:47,866 --> 00:06:48,900 this is great 176 00:06:48,966 --> 00:06:50,833 but if you look at our alpha channel 177 00:06:51,100 --> 00:06:52,500 you could see we've got this 178 00:06:52,500 --> 00:06:54,500 cut out situation happening 179 00:06:54,600 --> 00:06:56,500 and that's something that this 180 00:06:56,500 --> 00:06:59,066 normalized feature likes to resolve 181 00:06:59,200 --> 00:07:01,000 but in our case 182 00:07:01,066 --> 00:07:03,466 it was giving us a little bit of an odd behavior 183 00:07:03,466 --> 00:07:05,200 so there's a couple things we could do 184 00:07:05,733 --> 00:07:07,166 we can uncheck this for now 185 00:07:07,166 --> 00:07:09,400 and we'll make sure to check on this soft lines 186 00:07:09,400 --> 00:07:10,800 so what this does 187 00:07:10,866 --> 00:07:12,600 is it'll try to 188 00:07:12,866 --> 00:07:15,266 blur out any of the um 189 00:07:15,300 --> 00:07:16,766 the lines on the inside 190 00:07:16,766 --> 00:07:18,700 so if we uncheck this 191 00:07:19,200 --> 00:07:20,733 we've got this odd behavior 192 00:07:20,733 --> 00:07:22,366 and if we check soft lines 193 00:07:22,366 --> 00:07:24,466 it softens up these lines inside 194 00:07:24,466 --> 00:07:25,433 which is good 195 00:07:25,500 --> 00:07:29,366 but we still have our issue here with these um overlap 196 00:07:29,366 --> 00:07:30,666 overlapped areas 197 00:07:30,900 --> 00:07:34,300 so one way to fix that is 198 00:07:34,333 --> 00:07:37,600 to apply a clamp node to our 199 00:07:38,466 --> 00:07:39,766 upstream here 200 00:07:39,766 --> 00:07:41,100 before vector blur 201 00:07:41,100 --> 00:07:43,500 and we could clamp our velocity passes 202 00:07:43,666 --> 00:07:47,266 just to negate any odd values inside our 203 00:07:47,266 --> 00:07:48,566 velocity passes 204 00:07:48,566 --> 00:07:51,300 so again I'm just gonna look at our alpha channel here 205 00:07:51,566 --> 00:07:53,966 and what I'm gonna do is grab a clamp node 206 00:07:55,766 --> 00:07:58,833 and I'll plug this in our stream here 207 00:07:59,666 --> 00:08:01,966 and if I instead of 208 00:08:02,066 --> 00:08:04,833 clamping all channels if I select velocity 209 00:08:06,666 --> 00:08:08,266 and plug this in our stream 210 00:08:10,133 --> 00:08:12,366 that took care of these holes 211 00:08:12,366 --> 00:08:15,000 that we were seeing from our city render 212 00:08:15,600 --> 00:08:20,400 and now if we apply the same clamp to our Zilla render 213 00:08:21,500 --> 00:08:23,600 that took care of that as well 214 00:08:24,200 --> 00:08:25,166 which is good 215 00:08:28,766 --> 00:08:31,266 so now we're getting a cleaner motion blur 216 00:08:31,666 --> 00:08:34,200 now the thing that we need to do is 217 00:08:35,133 --> 00:08:36,066 with our velocity 218 00:08:36,066 --> 00:08:38,800 we don't necessarily wanna clamp it at 0 and 1 219 00:08:38,800 --> 00:08:41,866 because this is cutting any motion that we might have 220 00:08:41,866 --> 00:08:43,433 like any severe motion 221 00:08:43,666 --> 00:08:47,366 and um in this case what we wanna do is maybe set 222 00:08:47,366 --> 00:08:51,000 the maximum instead of 1 to maybe a value of six 223 00:08:52,133 --> 00:08:54,300 and we'll do the same thing for our Zilla 224 00:08:54,400 --> 00:08:57,100 clamp node will just set that to six as well 225 00:08:57,533 --> 00:08:59,066 and you could see we're getting 226 00:08:59,100 --> 00:09:01,733 more motion blur as that you'd expect um 227 00:09:01,733 --> 00:09:04,500 so you could take this up as high as you want 228 00:09:04,500 --> 00:09:05,366 we could um 229 00:09:05,366 --> 00:09:09,066 we could maybe even say like clamp it at sixteen 230 00:09:10,300 --> 00:09:12,666 and we'll do the same thing with our city 231 00:09:13,266 --> 00:09:15,200 we'll set that to 16 as well 232 00:09:15,766 --> 00:09:16,700 and you could see 233 00:09:16,700 --> 00:09:20,200 we're getting more motion blur as you'd expect here 234 00:09:20,266 --> 00:09:21,866 but it's a little bit cleaner 235 00:09:22,000 --> 00:09:24,666 now the final touch on this is 236 00:09:25,100 --> 00:09:28,033 you could see by increasing this clamp on both the 237 00:09:28,200 --> 00:09:29,700 Zillow and our city 238 00:09:29,733 --> 00:09:31,400 we're getting a bit more 239 00:09:31,600 --> 00:09:33,300 we're introducing some of this 240 00:09:33,300 --> 00:09:35,266 edgy quality back into this 241 00:09:35,266 --> 00:09:36,666 so to resolve that now 242 00:09:36,666 --> 00:09:39,166 we could just go back to our Vector Blur node 243 00:09:39,166 --> 00:09:41,266 and select normalize here 244 00:09:41,766 --> 00:09:45,000 and now that has cleaned up any of that 245 00:09:45,866 --> 00:09:47,700 little outline that we have 246 00:09:47,700 --> 00:09:49,500 but we have a clean 247 00:09:49,733 --> 00:09:50,566 alpha channel 248 00:09:50,566 --> 00:09:53,600 and we're getting good motion blur so again 249 00:09:53,666 --> 00:09:55,466 but just for the sake of this example 250 00:09:55,466 --> 00:09:57,833 if I disable these two clamp nodes 251 00:10:00,166 --> 00:10:01,066 you could see 252 00:10:01,166 --> 00:10:03,233 some of these um really 253 00:10:03,666 --> 00:10:04,933 if I gamma this up 254 00:10:04,933 --> 00:10:08,000 you could see some of this odd behavior in here 255 00:10:08,266 --> 00:10:10,400 because of these debris pieces having really 256 00:10:10,400 --> 00:10:12,633 odd velocity data in them 257 00:10:12,666 --> 00:10:14,366 which is sort of a result 258 00:10:14,366 --> 00:10:17,100 that happens sometimes when it's rendered out so 259 00:10:17,400 --> 00:10:19,600 we to fix that um 260 00:10:19,600 --> 00:10:21,600 the simple normalize option 261 00:10:21,933 --> 00:10:23,000 helps for the most part 262 00:10:23,000 --> 00:10:25,900 but it doesn't fully get rid of all of this so 263 00:10:25,966 --> 00:10:28,733 um the best way to do it is essentially just clamp that 264 00:10:28,733 --> 00:10:29,966 velocity data 265 00:10:30,200 --> 00:10:32,966 and now if we enable those again 266 00:10:33,500 --> 00:10:36,166 you could see it's cut those values down 267 00:10:36,200 --> 00:10:37,466 and we're not getting those 268 00:10:37,466 --> 00:10:39,466 really strange streaks happening 269 00:10:39,533 --> 00:10:42,566 and we're getting good vector blur happening 270 00:10:43,200 --> 00:10:44,500 on our character 271 00:10:44,733 --> 00:10:47,066 and we could test another frame 272 00:10:47,066 --> 00:10:52,700 I will disable this and maybe go to frame 1080 10 80 273 00:10:53,066 --> 00:10:54,600 85 for example 274 00:10:54,700 --> 00:10:56,900 and if we reapply our vector blur 275 00:10:57,133 --> 00:10:59,100 you could see we're getting good vector blur 276 00:10:59,933 --> 00:11:01,266 where you'd expect to see it 277 00:11:01,266 --> 00:11:03,933 and maybe if we go to another frame 278 00:11:03,933 --> 00:11:06,400 where maybe the cameras panning as well 279 00:11:07,533 --> 00:11:09,500 with a debris pieces falling 280 00:11:09,733 --> 00:11:11,700 if we re enable our vector blur 281 00:11:14,333 --> 00:11:16,333 we're getting what we'd expect to see here 282 00:11:16,333 --> 00:11:17,300 we're getting 283 00:11:17,466 --> 00:11:19,200 not only is it just camera motion blur 284 00:11:19,200 --> 00:11:20,700 but you're actually getting motion blur 285 00:11:20,700 --> 00:11:23,100 applied on these pieces that are falling 286 00:11:23,300 --> 00:11:26,633 and everything looks good where the contacts are 287 00:11:28,100 --> 00:11:30,733 and we're getting vector blur nicely on him too 288 00:11:30,733 --> 00:11:32,900 cause he's in the process of moving as well 289 00:11:32,900 --> 00:11:34,400 and now if you look at our alpha channel 290 00:11:34,400 --> 00:11:36,233 it's nice and clean as well too 291 00:11:36,300 --> 00:11:38,900 if you even gamble this down we would we would see 292 00:11:39,100 --> 00:11:41,900 any potential artifacts within this 293 00:11:44,000 --> 00:11:48,666 so hopefully that helps explain a little bit of how to 294 00:11:48,733 --> 00:11:50,533 um customize uh 295 00:11:50,533 --> 00:11:51,500 sorry not customize 296 00:11:51,500 --> 00:11:53,133 but how to clean up 297 00:11:53,133 --> 00:11:55,800 any issues with the vector blur node 298 00:11:55,800 --> 00:11:57,500 and any um odd 299 00:11:57,666 --> 00:12:00,266 pixel values in our velocity passes 300 00:12:00,466 --> 00:12:01,733 so to recap 301 00:12:01,733 --> 00:12:06,066 just make sure to apply a clamp to our velocity and 302 00:12:06,166 --> 00:12:08,500 set a fairly high maximum for this 303 00:12:09,266 --> 00:12:12,033 and just make sure the um 304 00:12:12,133 --> 00:12:13,266 the minimum uh 305 00:12:13,266 --> 00:12:14,200 the maximum 306 00:12:14,200 --> 00:12:16,700 you know it doesn't just clamp it at one 307 00:12:17,200 --> 00:12:19,933 and then to put the final touch on it is 308 00:12:19,933 --> 00:12:21,866 experiment with the normalize 309 00:12:21,966 --> 00:12:24,433 checked on and off and 310 00:12:24,500 --> 00:12:25,866 see if that's giving you any 311 00:12:25,866 --> 00:12:27,900 additional artifacts or if it's actually 312 00:12:27,966 --> 00:12:30,300 um taking care of artifacts that you would be seeing 313 00:12:30,300 --> 00:12:32,000 in that case um 314 00:12:32,000 --> 00:12:35,200 the other thing you might wanna do is potentially 315 00:12:35,200 --> 00:12:36,500 with the clamp node 316 00:12:36,933 --> 00:12:40,033 set the minimum to a minus 1 317 00:12:42,500 --> 00:12:44,933 and the reason you wanna do this is because 318 00:12:44,933 --> 00:12:48,500 the values in the negative direction are 319 00:12:48,566 --> 00:12:50,566 things moving left 320 00:12:50,600 --> 00:12:52,700 so if you clamp this at zero 321 00:12:52,700 --> 00:12:53,900 then you're gonna be 322 00:12:54,100 --> 00:12:55,800 clamping any values 323 00:12:55,800 --> 00:12:58,000 any motion and and and left 324 00:12:58,000 --> 00:13:02,400 so you wanna set the minimum on the um 325 00:13:03,100 --> 00:13:06,133 the minimum below zero as well to just so that 326 00:13:06,133 --> 00:13:07,766 you're picking up any motion 327 00:13:07,766 --> 00:13:09,700 that's gonna be going to the left 328 00:13:09,700 --> 00:13:12,433 and I'll do the same thing here with our clamp on our 329 00:13:12,566 --> 00:13:13,766 Zilla character 330 00:13:13,800 --> 00:13:15,500 and I'll set that to minus 1 331 00:13:17,200 --> 00:13:18,666 this way we're getting 332 00:13:18,700 --> 00:13:20,900 at least any motion coming from our 333 00:13:20,900 --> 00:13:23,300 our Z direction through there too 334 00:13:25,000 --> 00:13:26,066 so there you go 335 00:13:26,066 --> 00:13:28,266 now we've got vector blur applied 336 00:13:28,766 --> 00:13:29,966 to our character 337 00:13:30,533 --> 00:13:31,933 to our characters I should say 338 00:13:31,933 --> 00:13:33,566 and they're all playing nicely 339 00:13:33,600 --> 00:13:35,100 now um again 340 00:13:35,166 --> 00:13:38,266 to recap you could simply put a vector blur 341 00:13:38,266 --> 00:13:40,500 perk element and merge them together 342 00:13:40,500 --> 00:13:41,600 but this way 343 00:13:41,766 --> 00:13:43,133 it's less calculation 344 00:13:43,133 --> 00:13:46,100 and less processing by having multiple of these in your 345 00:13:46,200 --> 00:13:47,200 in your script 346 00:13:47,266 --> 00:13:51,333 and if you merge things cleanly using the 347 00:13:51,333 --> 00:13:54,833 also merge feature and the merge node and 348 00:13:55,200 --> 00:13:57,000 making sure you're getting your velocity pass 349 00:13:57,000 --> 00:13:57,966 coming through 350 00:13:58,000 --> 00:13:59,266 um you could 351 00:13:59,400 --> 00:14:01,366 vector blur everything all together at once 352 00:14:01,366 --> 00:14:03,900 so now we could just plug this in our stream 353 00:14:04,266 --> 00:14:07,200 and if we look at our final result 354 00:14:07,866 --> 00:14:09,800 with everything over our background 355 00:14:09,800 --> 00:14:11,600 we are getting nice motion blur 356 00:14:12,766 --> 00:14:14,366 on all the characters 357 00:14:15,566 --> 00:14:19,000 together and we could go again to frame 358 00:14:19,266 --> 00:14:22,533 another frame like 1092 and we enable our velocity 359 00:14:22,533 --> 00:14:23,700 our vector blur 360 00:14:25,200 --> 00:14:28,100 you can see we're getting good motion blur right now 361 00:14:28,100 --> 00:14:29,700 the camera is fairly locked off here 362 00:14:29,700 --> 00:14:32,066 so we're getting mainly his movement here 363 00:14:32,066 --> 00:14:34,900 but everything is getting blurred nicely together 25821

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