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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

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