Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated:
1
00:00:04,900 --> 00:00:06,000
clean plates are the unseen
2
00:00:06,000 --> 00:00:07,500
visual effects in visual effects world
3
00:00:07,500 --> 00:00:08,900
where artists paint out and remove
4
00:00:08,900 --> 00:00:09,966
objects so you'll never
5
00:00:09,966 --> 00:00:12,166
see them in the film if they've been done correctly
6
00:00:12,266 --> 00:00:12,466
there are
7
00:00:12,466 --> 00:00:14,366
different levels of detail for different productions
8
00:00:14,366 --> 00:00:15,133
so television
9
00:00:15,133 --> 00:00:17,133
episodic and films have different requirements
10
00:00:17,133 --> 00:00:18,766
my background is working in feature films
11
00:00:18,766 --> 00:00:20,800
so we'll be talking about the techniques used for this
12
00:00:20,800 --> 00:00:22,066
level work professionally
13
00:00:22,066 --> 00:00:22,966
by the end of this video
14
00:00:22,966 --> 00:00:24,266
you'll be able to look at the scene and
15
00:00:24,266 --> 00:00:26,333
break down the steps necessary to approach a
16
00:00:26,333 --> 00:00:28,166
cleanplate with modern difficulty
17
00:00:28,166 --> 00:00:29,466
as well as understanding
18
00:00:29,466 --> 00:00:32,300
different methods of 3d reconstruction that we can use
19
00:00:32,766 --> 00:00:34,600
so this is the scene we're going to be looking at
20
00:00:34,600 --> 00:00:37,066
and we have a camera that kind of pushes in here
21
00:00:37,200 --> 00:00:39,200
the first thing that we actually need to do is
22
00:00:39,200 --> 00:00:42,200
establish 3D for basically everything
23
00:00:42,200 --> 00:00:44,066
that is not the object that we're
24
00:00:44,133 --> 00:00:45,133
going to be removing
25
00:00:45,133 --> 00:00:46,200
so we're going to be removing this
26
00:00:46,200 --> 00:00:47,500
object that's in the center
27
00:00:47,500 --> 00:00:50,066
and also flattening the grass just a tiny bit
28
00:00:50,566 --> 00:00:52,966
around it so we need to have 3D for the
29
00:00:53,100 --> 00:00:56,133
area behind and the rocks that are a bit vertical
30
00:00:56,400 --> 00:00:58,933
the three primary techniques we can use are cards
31
00:00:58,933 --> 00:01:01,166
point cloud meshes or a lighter scan
32
00:01:01,600 --> 00:01:03,266
so we need to have a ground plane
33
00:01:03,266 --> 00:01:05,600
and some kind of vertical geometry or
34
00:01:05,600 --> 00:01:07,700
proper 3d geometry for the rocks
35
00:01:07,700 --> 00:01:09,933
and an area that's behind the rocks
36
00:01:09,933 --> 00:01:12,133
if we do it like this instead
37
00:01:12,466 --> 00:01:13,600
this would be the alternative
38
00:01:13,600 --> 00:01:15,066
and this would be kind of a mistake
39
00:01:15,066 --> 00:01:17,733
so if you project this whole image onto just a flat
40
00:01:17,733 --> 00:01:18,533
card
41
00:01:18,600 --> 00:01:21,133
you're going to actually lose the three dimensionality
42
00:01:21,133 --> 00:01:23,166
of these rocks and it's going to feel like
43
00:01:23,166 --> 00:01:24,533
you have a stretch projection
44
00:01:24,533 --> 00:01:26,933
so beginners might make this mistake sometimes
45
00:01:26,933 --> 00:01:28,300
and you'll notice in the projections
46
00:01:28,300 --> 00:01:29,400
they're looking stretched
47
00:01:29,400 --> 00:01:31,133
and that's because they're not actually
48
00:01:31,133 --> 00:01:33,000
building out the geometry properly
49
00:01:33,300 --> 00:01:34,466
and layering it together
50
00:01:34,533 --> 00:01:36,400
so using the first method it looks like this
51
00:01:36,400 --> 00:01:38,933
we get a basic point cloud from the camera track
52
00:01:39,000 --> 00:01:41,466
and then after that we just place some geometry
53
00:01:41,466 --> 00:01:42,700
flat and a little bit
54
00:01:42,700 --> 00:01:44,166
vertical where the rocks are
55
00:01:44,866 --> 00:01:47,000
the second method is trying to achieve the same result
56
00:01:47,000 --> 00:01:48,533
except with the point cloud generator
57
00:01:48,533 --> 00:01:50,200
so if we go to vertex selection
58
00:01:50,200 --> 00:01:52,200
and we select the vertices like this
59
00:01:52,333 --> 00:01:55,500
and then we go to groups and we say create group
60
00:01:55,566 --> 00:01:56,333
it will create
61
00:01:56,333 --> 00:01:57,166
this group here
62
00:01:57,166 --> 00:01:59,200
that we can click on and say base selected
63
00:01:59,200 --> 00:02:00,300
group to mesh
64
00:02:00,300 --> 00:02:01,466
and when you do that
65
00:02:01,733 --> 00:02:02,533
you can get this
66
00:02:02,533 --> 00:02:05,266
geometry that represents across your point cloud
67
00:02:05,266 --> 00:02:07,466
it's a little bit better for organic scenes as well
68
00:02:07,466 --> 00:02:07,766
whereas
69
00:02:07,766 --> 00:02:10,166
cards sometimes could be better for flat surfaces
70
00:02:10,466 --> 00:02:12,166
so this is kind of what that would look like
71
00:02:13,300 --> 00:02:15,333
our last method here is using a lighter scan
72
00:02:15,333 --> 00:02:17,666
which is more accurate than the point cloud mesh
73
00:02:17,666 --> 00:02:20,266
and this can be captured using an iPhone
74
00:02:20,600 --> 00:02:22,000
Pro which has a lighter scanner
75
00:02:22,000 --> 00:02:24,600
built in and we can reconstruct 3 scene
76
00:02:24,900 --> 00:02:27,000
using this depth data that comes from a laser
77
00:02:28,300 --> 00:02:29,866
so this is showing where the lighter scanner is
78
00:02:29,866 --> 00:02:33,333
on an iPhone and this is me using Polycam
79
00:02:33,400 --> 00:02:36,366
just shooting some lighter and getting a capture
80
00:02:36,400 --> 00:02:37,400
so it's really easy
81
00:02:37,400 --> 00:02:38,466
you just basically film
82
00:02:38,466 --> 00:02:40,666
and it uses the lighter scanner in the back
83
00:02:40,866 --> 00:02:41,933
you can also use the
84
00:02:41,933 --> 00:02:43,966
photogrammetry mode if you don't have the scanner
85
00:02:43,966 --> 00:02:45,133
and that will also give you a high
86
00:02:45,133 --> 00:02:46,800
quality model out of the application
87
00:02:47,200 --> 00:02:49,366
so polycamp is a sponsor on this video
88
00:02:49,366 --> 00:02:51,333
but I thought it would be a good fit for this channel
89
00:02:51,333 --> 00:02:53,733
because I've been using their software for a few years
90
00:02:53,733 --> 00:02:55,066
and I think it's really convenient
91
00:02:55,066 --> 00:02:57,566
to have a lighter scanner in your pocket
92
00:02:57,666 --> 00:02:59,866
being able to capture larger environments
93
00:02:59,866 --> 00:03:01,700
either for lining 3D up
94
00:03:01,700 --> 00:03:03,533
or doing projections directly
95
00:03:03,966 --> 00:03:05,666
the photogrammetry side is really good for
96
00:03:05,666 --> 00:03:06,400
assets as well
97
00:03:06,400 --> 00:03:07,500
to get detailed assets
98
00:03:07,500 --> 00:03:09,600
and not have to worry about the processing time
99
00:03:09,600 --> 00:03:11,300
or dealing with that on the computer
100
00:03:11,500 --> 00:03:14,866
now I did use a lighter scan for this specific project
101
00:03:14,866 --> 00:03:16,700
even though we could have done it with either
102
00:03:16,900 --> 00:03:18,400
of the methods there but
103
00:03:19,266 --> 00:03:21,400
basically one thing you need to do is delete the
104
00:03:21,400 --> 00:03:22,466
object that you're trying to
105
00:03:22,466 --> 00:03:23,266
clean plate out
106
00:03:23,266 --> 00:03:25,166
because we don't want to project onto this
107
00:03:25,166 --> 00:03:26,666
so basically what I did was bring it in
108
00:03:26,666 --> 00:03:28,200
blender and delete the faces
109
00:03:28,200 --> 00:03:30,500
and you get a geometry that looks like this
110
00:03:30,733 --> 00:03:31,866
but after that you can
111
00:03:31,866 --> 00:03:32,666
go to the
112
00:03:32,666 --> 00:03:34,800
vertices and just merge them all to the center
113
00:03:34,800 --> 00:03:36,100
so you can do this in Maya as well
114
00:03:36,100 --> 00:03:37,166
it doesn't really matter
115
00:03:37,200 --> 00:03:39,366
you just need to basically fill the gap
116
00:03:39,366 --> 00:03:40,600
so that we have a solid
117
00:03:40,600 --> 00:03:42,466
geometry that we can project onto
118
00:03:42,566 --> 00:03:45,000
so you can see here I just merge the vertices
119
00:03:45,000 --> 00:03:47,100
and that's basically how we get
120
00:03:47,333 --> 00:03:48,733
a mesh that we can project onto
121
00:03:48,733 --> 00:03:50,733
but not on the object that we're removing
122
00:03:50,866 --> 00:03:52,133
so that's kind of what we got
123
00:03:52,133 --> 00:03:54,000
and it doesn't matter that the texture stretch
124
00:03:54,000 --> 00:03:55,133
because we're not actually using this
125
00:03:55,133 --> 00:03:57,166
texture that came with the lighter scan
126
00:03:57,266 --> 00:03:59,300
so one important principle is to
127
00:03:59,300 --> 00:04:02,700
use what's real and use multiple projections
128
00:04:02,766 --> 00:04:05,366
so if I just do a very simple projection setup here
129
00:04:05,366 --> 00:04:06,700
with one projection
130
00:04:07,133 --> 00:04:08,700
we can see something like this
131
00:04:08,700 --> 00:04:10,300
so I go to the last frame here
132
00:04:10,300 --> 00:04:11,900
and I'm projecting this image
133
00:04:11,900 --> 00:04:13,866
so just to quickly run through it
134
00:04:14,266 --> 00:04:16,066
I'm just doing a frame hold here
135
00:04:16,366 --> 00:04:18,866
and I am painting out on that frame
136
00:04:18,900 --> 00:04:20,933
now normally you would do an undistored
137
00:04:20,966 --> 00:04:22,366
and you would do your paint
138
00:04:22,800 --> 00:04:24,333
and then you would redistored at the end
139
00:04:24,333 --> 00:04:26,300
but since we're dealing with grass and
140
00:04:26,300 --> 00:04:28,166
really small details and everything is in
141
00:04:28,166 --> 00:04:29,133
center of the frame
142
00:04:29,133 --> 00:04:31,733
and it's an iPhone which has low lens distortion
143
00:04:31,733 --> 00:04:33,300
relative to other lenses
144
00:04:33,533 --> 00:04:34,933
I've basically just turned them off here
145
00:04:34,933 --> 00:04:35,800
because the sampling is
146
00:04:35,800 --> 00:04:36,900
kind of making it a little bit blurry
147
00:04:36,900 --> 00:04:37,133
which we
148
00:04:37,133 --> 00:04:39,666
don't have to do if there's no noticeable sliding
149
00:04:39,666 --> 00:04:41,166
so that's just a quick
150
00:04:41,800 --> 00:04:42,800
thing to point out
151
00:04:42,866 --> 00:04:44,766
but anyways we have a frame hold
152
00:04:44,766 --> 00:04:45,666
we have the paint
153
00:04:45,666 --> 00:04:48,366
and projecting onto the lighter scan that we've taken
154
00:04:48,500 --> 00:04:50,533
and this is kind of what we have
155
00:04:51,066 --> 00:04:53,866
but the idea is with multiple projections
156
00:04:53,866 --> 00:04:56,766
is to use what's real from different angles
157
00:04:56,766 --> 00:04:58,666
and so from our first angle here
158
00:04:58,666 --> 00:05:01,133
we see that this rock is actually covered
159
00:05:01,133 --> 00:05:03,200
by the object that we're trying to remove
160
00:05:03,200 --> 00:05:06,066
but on the left side we see this rock that's uncovered
161
00:05:06,066 --> 00:05:07,466
so when we're painting it out
162
00:05:07,566 --> 00:05:09,500
we're actually kind of having to restore
163
00:05:09,533 --> 00:05:10,966
the rock that's here
164
00:05:11,200 --> 00:05:14,300
but if we actually go earlier into the video
165
00:05:14,300 --> 00:05:15,766
and we go backwards in time
166
00:05:15,866 --> 00:05:17,333
we can actually see that rock
167
00:05:17,333 --> 00:05:19,566
so we don't actually want to make up what's there
168
00:05:19,866 --> 00:05:21,500
because at the start of the video
169
00:05:21,566 --> 00:05:23,966
we're kind of losing detail if we do it that way
170
00:05:24,066 --> 00:05:25,000
so rather
171
00:05:25,300 --> 00:05:27,566
what you want to do is do at least two projections
172
00:05:27,566 --> 00:05:30,000
if not more to establish
173
00:05:30,600 --> 00:05:32,500
as much real information as we can
174
00:05:32,500 --> 00:05:35,200
so here we might project the left side to get
175
00:05:35,200 --> 00:05:36,100
to this detail
176
00:05:36,100 --> 00:05:37,866
and then more towards the beginning
177
00:05:37,866 --> 00:05:40,000
before the rock gets covered up we would project
178
00:05:40,000 --> 00:05:41,466
another projection here
179
00:05:41,600 --> 00:05:42,300
and basically
180
00:05:42,300 --> 00:05:44,600
you just have multiple patches of projections
181
00:05:44,600 --> 00:05:45,800
that you layer over
182
00:05:46,166 --> 00:05:47,166
just a over B
183
00:05:47,600 --> 00:05:48,500
after that point
184
00:05:48,500 --> 00:05:48,766
another
185
00:05:48,766 --> 00:05:50,933
technique that we need to keep in mind when doing clean
186
00:05:50,933 --> 00:05:53,266
plates is to dissolve your patches
187
00:05:53,266 --> 00:05:56,000
so a lot of times when you're doing projections
188
00:05:56,533 --> 00:05:58,966
one projection will only work for like a certain
189
00:05:58,966 --> 00:06:00,333
portion of the frame
190
00:06:00,400 --> 00:06:02,900
which means like your geometry might not be completely
191
00:06:02,900 --> 00:06:04,533
perfect or you might see
192
00:06:04,566 --> 00:06:07,333
from a slightly different angle of that geometry
193
00:06:07,333 --> 00:06:09,866
so the projection doesn't work from every single angle
194
00:06:09,866 --> 00:06:12,866
and that means we have to be kind of dissolving to
195
00:06:13,000 --> 00:06:15,100
account for those perspective changes
196
00:06:15,466 --> 00:06:17,200
now this can be a bit difficult to describe
197
00:06:17,200 --> 00:06:18,400
just through a video tutorial
198
00:06:18,400 --> 00:06:19,933
because you really have to see the really
199
00:06:19,933 --> 00:06:20,766
small details
200
00:06:20,766 --> 00:06:22,700
and parallax shifts that are happening in footage
201
00:06:22,700 --> 00:06:24,966
which takes a lot of like scrubbing back
202
00:06:24,966 --> 00:06:26,500
and forth and looking very close
203
00:06:26,500 --> 00:06:28,066
so the best way to actually learn
204
00:06:28,066 --> 00:06:29,800
this is just by practice and actually
205
00:06:29,800 --> 00:06:31,133
running into problems
206
00:06:31,166 --> 00:06:33,333
but I'll explain the example quickly here
207
00:06:33,666 --> 00:06:35,366
kind of where we use this example
208
00:06:35,500 --> 00:06:38,100
so up on this part of this pre comp
209
00:06:38,166 --> 00:06:40,733
if you look at this rock towards
210
00:06:40,900 --> 00:06:41,800
towards a certain frame
211
00:06:41,800 --> 00:06:43,533
it starts to look a little bit flat
212
00:06:43,533 --> 00:06:45,466
which is actually not what it looked like in
213
00:06:45,466 --> 00:06:46,466
the real plate
214
00:06:46,466 --> 00:06:47,733
so if I compare to the real plate
215
00:06:47,733 --> 00:06:49,900
you see the angle of this corner here
216
00:06:50,133 --> 00:06:52,900
it's a little bit different it's kind of being shifted
217
00:06:52,900 --> 00:06:54,733
and so this is where we need to create
218
00:06:54,733 --> 00:06:56,533
multiple patches to make sure that
219
00:06:56,900 --> 00:06:58,166
the angle is changing with the
220
00:06:58,166 --> 00:07:00,000
perspective and the parallax that's actually
221
00:07:00,000 --> 00:07:01,300
in the real geometry
222
00:07:01,300 --> 00:07:03,766
so your geometry will never be 100% perfect
223
00:07:03,800 --> 00:07:04,900
100% lined up
224
00:07:04,900 --> 00:07:06,700
so that's where the 2d techniques
225
00:07:07,066 --> 00:07:10,100
and also dissolving multiple projections comes in
226
00:07:10,866 --> 00:07:11,800
so if we look here
227
00:07:12,333 --> 00:07:13,600
if we go towards the end of the shot
228
00:07:13,600 --> 00:07:15,366
what I did here is a patch
229
00:07:15,366 --> 00:07:16,700
so if I disable it
230
00:07:16,700 --> 00:07:18,333
and I go to this frame and I reenable it
231
00:07:18,333 --> 00:07:19,866
you see I'm kind of correcting
232
00:07:20,133 --> 00:07:22,333
where our perspective started to shift
233
00:07:22,333 --> 00:07:24,666
and kind of just putting a patch over this area
234
00:07:24,666 --> 00:07:26,600
which is bringing some sharpness back as well
235
00:07:26,866 --> 00:07:27,133
now
236
00:07:27,133 --> 00:07:29,666
this projection actually only works for a few frames
237
00:07:29,666 --> 00:07:31,266
if I go backwards in time
238
00:07:31,266 --> 00:07:31,900
we see that it
239
00:07:31,900 --> 00:07:33,766
starts to become a little bit flat again
240
00:07:33,800 --> 00:07:34,866
and so either
241
00:07:34,900 --> 00:07:36,500
there's multiple ways you can correct this
242
00:07:36,500 --> 00:07:39,300
you could use tools like an I transform
243
00:07:39,900 --> 00:07:41,533
so if I create an I transform node
244
00:07:42,566 --> 00:07:43,800
you can get this on the Wikipedia
245
00:07:43,800 --> 00:07:45,066
if you just type an I transform
246
00:07:45,066 --> 00:07:46,466
you can use a grid warp
247
00:07:46,933 --> 00:07:48,400
and you can use other
248
00:07:48,533 --> 00:07:51,366
just 2d tricks to kind of force the perspective
249
00:07:51,366 --> 00:07:53,166
meaning you would take this corner and just
250
00:07:53,166 --> 00:07:53,900
shift it over
251
00:07:53,900 --> 00:07:54,933
just a tiny bit
252
00:07:54,933 --> 00:07:56,700
so that it kind of matches with the plate
253
00:07:56,700 --> 00:07:57,800
so if you look at the plate
254
00:07:57,800 --> 00:07:59,933
we could just shove it over a tiny bit
255
00:07:59,966 --> 00:08:02,533
and kind of correct the angle that's not correct
256
00:08:02,566 --> 00:08:04,200
with the geometry and projection
257
00:08:04,200 --> 00:08:06,100
so you would use these just before
258
00:08:06,566 --> 00:08:07,500
you project it
259
00:08:07,500 --> 00:08:08,900
so just before the Project 3D
260
00:08:08,900 --> 00:08:10,366
you kind of correct the patch
261
00:08:10,533 --> 00:08:12,600
the other way to do it is to use another projection
262
00:08:12,600 --> 00:08:14,333
so what I did here
263
00:08:14,333 --> 00:08:17,000
was I go backwards in time where it starts to break
264
00:08:17,533 --> 00:08:19,366
usually with patches you want to see
265
00:08:19,366 --> 00:08:21,100
like what's the last good frame
266
00:08:21,100 --> 00:08:22,566
that's kind of working and then
267
00:08:22,600 --> 00:08:23,600
go backwards in time
268
00:08:23,600 --> 00:08:24,966
and where it starts to break
269
00:08:25,600 --> 00:08:27,266
is where you're going to have to do some more work
270
00:08:27,266 --> 00:08:28,566
so you would create a patch here
271
00:08:28,600 --> 00:08:30,933
and you would dissolve forward in time
272
00:08:31,066 --> 00:08:32,533
to create that
273
00:08:32,866 --> 00:08:33,933
seamless transition
274
00:08:33,933 --> 00:08:36,300
so it's pretty difficult but it takes practice
275
00:08:36,400 --> 00:08:37,733
so we can look here at what I did
276
00:08:37,733 --> 00:08:38,900
so I go to the key mix
277
00:08:40,200 --> 00:08:41,533
and what I did here was actually
278
00:08:41,900 --> 00:08:44,133
restored some of the original plate again
279
00:08:44,133 --> 00:08:45,466
after I've done some projections
280
00:08:45,466 --> 00:08:46,700
so I kind of bring it back
281
00:08:46,900 --> 00:08:50,366
and then I frame hold that and create a new patch
282
00:08:50,400 --> 00:08:52,966
and so this is going to work for just a few frames
283
00:08:52,966 --> 00:08:53,333
this is like
284
00:08:53,333 --> 00:08:55,766
only 5 frames that we're actually using this new patch
285
00:08:55,766 --> 00:08:58,066
so if I look at the merge
286
00:08:58,300 --> 00:08:59,900
and we see what that change
287
00:08:59,900 --> 00:09:01,166
if I disable it and enable it
288
00:09:01,166 --> 00:09:03,333
we see that we're just correcting the angle
289
00:09:03,700 --> 00:09:05,800
on just a few frames just to get that
290
00:09:05,800 --> 00:09:06,933
perspective to work
291
00:09:07,100 --> 00:09:09,966
another thing we want to do is to hide your tracks
292
00:09:09,966 --> 00:09:11,266
so that is to say
293
00:09:11,266 --> 00:09:13,500
we want to basically try to blend
294
00:09:13,500 --> 00:09:14,533
our patches in a way
295
00:09:14,533 --> 00:09:16,566
that the viewer is not going to perceive
296
00:09:16,733 --> 00:09:20,100
that we might be losing a slight amount of parallax
297
00:09:20,266 --> 00:09:21,533
through our projections
298
00:09:21,866 --> 00:09:24,200
so for example if we're projecting out the grass
299
00:09:24,466 --> 00:09:26,000
grass is gonna have like
300
00:09:26,266 --> 00:09:26,500
you know
301
00:09:26,500 --> 00:09:29,000
an infinite amount of parallax planes because each
302
00:09:29,133 --> 00:09:31,100
piece of grass technically has
303
00:09:31,566 --> 00:09:33,000
parallax in front of the other
304
00:09:33,133 --> 00:09:33,466
now
305
00:09:33,466 --> 00:09:36,200
unless we plan on replacing the whole ground with CG
306
00:09:36,200 --> 00:09:37,700
grass and that's
307
00:09:37,900 --> 00:09:38,533
that could happen
308
00:09:38,533 --> 00:09:40,766
on a film where you just use CG grass
309
00:09:41,733 --> 00:09:43,700
you might have to come up with other ways to kind of
310
00:09:43,700 --> 00:09:44,966
fake that parallax
311
00:09:45,000 --> 00:09:45,566
and so
312
00:09:45,566 --> 00:09:48,300
the two main ways of doing that in this scenario
313
00:09:48,333 --> 00:09:50,333
would be either to have a card
314
00:09:50,333 --> 00:09:51,933
that you have lots of subdivisions
315
00:09:51,933 --> 00:09:53,133
so if you create a card
316
00:09:53,700 --> 00:09:55,000
and you were to increase these
317
00:09:55,500 --> 00:09:57,000
rows and columns to a high number
318
00:09:57,000 --> 00:09:58,400
and use a displacement
319
00:09:58,500 --> 00:10:00,200
so you could use a displace Geo
320
00:10:00,800 --> 00:10:02,866
with like a noise pattern like really small
321
00:10:03,500 --> 00:10:05,366
you could do it that way and you could kind of
322
00:10:05,866 --> 00:10:08,333
just mess up this card a lot to kind of give it
323
00:10:08,666 --> 00:10:09,133
some little
324
00:10:09,133 --> 00:10:12,100
spikes to simulate that movement of the grass over
325
00:10:12,100 --> 00:10:14,533
each other the other way is to just
326
00:10:14,933 --> 00:10:16,533
blend the edges where that
327
00:10:16,900 --> 00:10:19,733
parallax issue might be obvious
328
00:10:19,733 --> 00:10:22,000
and so in this case that's kind of what I did
329
00:10:22,000 --> 00:10:24,500
I just took a roto shape and I
330
00:10:25,166 --> 00:10:26,566
use a fractal blur
331
00:10:26,700 --> 00:10:27,466
I'll attach it
332
00:10:27,466 --> 00:10:29,466
in the description where you can get this node
333
00:10:29,466 --> 00:10:30,666
essentially what it does
334
00:10:30,700 --> 00:10:33,400
is it just if you have a blurred alpha like this
335
00:10:34,266 --> 00:10:35,800
or a sharp alpha I suppose
336
00:10:36,066 --> 00:10:37,266
and you look at the alpha
337
00:10:37,600 --> 00:10:40,133
it's just breaking up the edge through noise
338
00:10:40,133 --> 00:10:42,366
so it's kind of gonna make it harder to see
339
00:10:42,366 --> 00:10:44,800
where we place that CG patch
340
00:10:44,933 --> 00:10:46,133
over the real footage
341
00:10:46,133 --> 00:10:48,733
and that's gonna help us kind of blend across
342
00:10:49,266 --> 00:10:50,333
what we're trying to add
343
00:10:50,466 --> 00:10:52,066
so this is kind of what I add over
344
00:10:52,166 --> 00:10:54,333
and I'm putting this over the shot so we're kind of
345
00:10:54,666 --> 00:10:56,766
replacing some different things and cleaning it up
346
00:10:56,766 --> 00:10:58,500
and we're also flattening the ground a bit
347
00:10:58,500 --> 00:10:59,933
because originally there was a hill here
348
00:10:59,933 --> 00:11:01,400
so I kind of flattened it so there would be
349
00:11:01,400 --> 00:11:02,266
less of a hill
350
00:11:02,700 --> 00:11:05,166
but I'm also just using this technique to kind of
351
00:11:05,166 --> 00:11:05,900
break up the edge
352
00:11:05,900 --> 00:11:08,133
so that's something that you can keep in mind
353
00:11:08,300 --> 00:11:09,133
just to hide
354
00:11:09,800 --> 00:11:12,600
any areas that the parallax is going to change slightly
355
00:11:14,100 --> 00:11:15,566
so the last concept we'll talk about is
356
00:11:15,566 --> 00:11:17,733
projecting from the maximum resolution
357
00:11:17,733 --> 00:11:18,600
point of view
358
00:11:18,666 --> 00:11:20,733
and all that means is to
359
00:11:20,800 --> 00:11:22,400
find an area that is
360
00:11:22,400 --> 00:11:24,766
the highest amount of pixels for what we're projecting
361
00:11:24,766 --> 00:11:27,166
so if we're here at this sequence and we go further
362
00:11:27,400 --> 00:11:29,466
if we're projecting this rock for example
363
00:11:29,866 --> 00:11:31,900
we might want to go closer to it where
364
00:11:31,900 --> 00:11:33,666
this is actually bigger on the screen
365
00:11:33,666 --> 00:11:35,600
because it means that there are more pixels
366
00:11:35,600 --> 00:11:36,966
meaning it's higher quality
367
00:11:37,366 --> 00:11:38,200
especially if we were
368
00:11:38,200 --> 00:11:40,133
walking even further away than this
369
00:11:40,166 --> 00:11:41,500
this rock is gonna get really small
370
00:11:41,500 --> 00:11:42,666
so if you project from there
371
00:11:42,666 --> 00:11:44,200
and then we walk really close to it
372
00:11:44,266 --> 00:11:46,366
you're gonna see that it's gonna become blurry
373
00:11:46,366 --> 00:11:47,866
as we get closer and closer
374
00:11:47,866 --> 00:11:49,566
so in general we want to be
375
00:11:49,566 --> 00:11:51,066
at the closest point of view
376
00:11:51,066 --> 00:11:52,500
where we still can see things
377
00:11:52,500 --> 00:11:54,166
and that's gonna be where you project
378
00:11:54,333 --> 00:11:56,266
now if your perspective changes too much
379
00:11:56,266 --> 00:11:57,866
that's where we go back to the technique
380
00:11:57,866 --> 00:11:58,866
we talked about earlier
381
00:11:58,866 --> 00:12:01,300
where we do dissolves between the patches
382
00:12:01,300 --> 00:12:03,066
so that we don't perceive any
383
00:12:03,466 --> 00:12:05,666
color changes or perspective
384
00:12:06,066 --> 00:12:09,000
changes being stretched from a different angle
385
00:12:09,500 --> 00:12:11,066
that's about it for this tutorial
386
00:12:11,066 --> 00:12:12,566
so if you guys liked it
387
00:12:12,566 --> 00:12:14,500
make sure to hit like and subscribe
388
00:12:14,566 --> 00:12:16,333
and for anyone who wants the project files
389
00:12:16,333 --> 00:12:18,000
these will be added to nuke202
390
00:12:18,000 --> 00:12:19,266
so if you've already taken that class
391
00:12:19,266 --> 00:12:21,500
you'll have this additional project added
392
00:12:21,866 --> 00:12:23,500
and you can play with it there
393
00:12:23,766 --> 00:12:24,266
if you're a
394
00:12:24,266 --> 00:12:26,533
complete beginner looking for a full course on the 3D
395
00:12:26,533 --> 00:12:27,100
system in nuke
396
00:12:27,100 --> 00:12:29,000
I'd recommend checking out nuke22
397
00:12:29,066 --> 00:12:31,266
because we cover concepts such as camera movements
398
00:12:31,266 --> 00:12:32,466
parallax tracking
399
00:12:32,566 --> 00:12:33,500
triangulation
400
00:12:33,933 --> 00:12:35,366
camera projections and a lot more
401
00:12:35,366 --> 00:12:37,766
so you can go check that out on composingacademy
402
00:12:37,766 --> 00:12:40,000
com and the link is in the description
29592
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.