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These are the user uploaded subtitles that are being translated: 1 00:00:05,766 --> 00:00:08,000 to part 2 of the UV 2 00:00:08,766 --> 00:00:10,133 ST map tutorial 3 00:00:10,566 --> 00:00:11,533 sorry it's been a couple weeks 4 00:00:11,533 --> 00:00:12,766 I've been pretty busy but 5 00:00:12,933 --> 00:00:15,800 more content will be coming a lot more in the next 6 00:00:15,866 --> 00:00:16,733 few months here 7 00:00:16,933 --> 00:00:18,800 so this is kind of 8 00:00:18,866 --> 00:00:20,533 our part 2 to this video 9 00:00:20,533 --> 00:00:21,933 I hope you guys have checked it out 10 00:00:22,533 --> 00:00:23,900 this is UV 11 00:00:24,566 --> 00:00:25,133 basically 12 00:00:25,133 --> 00:00:27,933 part 1 for the CG objects and how we can use it 13 00:00:28,366 --> 00:00:30,000 and you might recognize this pattern here 14 00:00:30,000 --> 00:00:30,933 this green and 15 00:00:31,066 --> 00:00:33,800 red that you saw wrapped around our CG objects 16 00:00:34,100 --> 00:00:37,100 so we're gonna actually take that concept and just do 17 00:00:37,166 --> 00:00:39,166 some of the things that we can actually do in 2d 18 00:00:39,566 --> 00:00:41,333 with this and we don't actually need any 19 00:00:41,333 --> 00:00:42,700 CG rendered out for this 20 00:00:43,133 --> 00:00:45,666 we can do it a lot with an expression node and a 21 00:00:45,966 --> 00:00:47,166 couple different things we can do that are 22 00:00:47,166 --> 00:00:48,300 kind of interesting with it 23 00:00:48,800 --> 00:00:49,966 so if you get straight to it 24 00:00:50,500 --> 00:00:53,066 we have an expression here and the way we create this 25 00:00:53,733 --> 00:00:54,900 basically pattern 26 00:00:55,066 --> 00:00:57,366 is with this expression so if you put 27 00:00:57,400 --> 00:00:59,700 apprentices x plus point5 28 00:00:59,700 --> 00:01:00,933 divided by width 29 00:01:00,933 --> 00:01:03,066 and we see that that's going into the red channel 30 00:01:03,666 --> 00:01:06,400 and y plus point5 divided by height 31 00:01:06,400 --> 00:01:07,933 and essentially what that does 32 00:01:07,933 --> 00:01:08,600 so if we take out 33 00:01:08,600 --> 00:01:10,600 if we look at the red channel on the width 34 00:01:10,933 --> 00:01:12,400 so I hit R on my keyboard 35 00:01:12,533 --> 00:01:13,766 and check out what's happening 36 00:01:13,766 --> 00:01:14,933 we can see it's creating a 37 00:01:15,066 --> 00:01:18,166 0 to 1 ramp in the red channel 38 00:01:18,200 --> 00:01:19,500 and if you look at the green channel 39 00:01:19,500 --> 00:01:21,200 which is the y and the height 40 00:01:22,200 --> 00:01:24,566 we're seeing a 0 to 1 41 00:01:25,066 --> 00:01:26,800 ramp being created in the green channel 42 00:01:26,800 --> 00:01:29,400 so naturally we get a red and green 43 00:01:30,133 --> 00:01:31,066 kind of combination 44 00:01:31,066 --> 00:01:32,533 which is creating the yellow up here 45 00:01:33,200 --> 00:01:34,366 and that's what that's doing 46 00:01:34,366 --> 00:01:36,500 and you're asking well what is that doing exactly 47 00:01:36,500 --> 00:01:37,766 it's just creating this picture 48 00:01:38,266 --> 00:01:38,866 essentially 49 00:01:38,866 --> 00:01:41,533 the way you want to think about this is it's a 2d 50 00:01:41,533 --> 00:01:42,366 coordinate grid 51 00:01:42,366 --> 00:01:43,533 it's telling nuke 52 00:01:43,900 --> 00:01:46,266 where pixels are on this pattern 53 00:01:46,266 --> 00:01:47,700 so if we just pull the picture 54 00:01:48,166 --> 00:01:50,933 really simple just like an X y grid like this 55 00:01:52,333 --> 00:01:53,933 basically if we are to 56 00:01:54,466 --> 00:01:55,566 create this pattern 57 00:01:55,700 --> 00:01:58,266 and we move some of the pixels it's going 58 00:01:58,266 --> 00:02:00,400 to understand how to transform them 59 00:02:01,000 --> 00:02:02,333 so if that's confusing you 60 00:02:02,700 --> 00:02:04,400 we're going to show it in just a second here 61 00:02:05,133 --> 00:02:06,933 but that's kind of what this is doing 62 00:02:07,300 --> 00:02:09,133 so we have that expression and now 63 00:02:09,400 --> 00:02:10,900 we're going to go and see what we can do with it 64 00:02:10,900 --> 00:02:11,533 so 65 00:02:11,533 --> 00:02:14,333 if we have a normal picture we just have a grid here 66 00:02:14,733 --> 00:02:15,733 close this stuff 67 00:02:17,266 --> 00:02:19,733 and we have that expression over here 68 00:02:20,266 --> 00:02:22,200 which is creating a UV coordinate 69 00:02:24,100 --> 00:02:28,100 basically if we apply a transformation to our 70 00:02:28,766 --> 00:02:30,766 coordinates so I took a grid warp here 71 00:02:30,766 --> 00:02:33,300 and I just kind of pulled some of the points like this 72 00:02:34,066 --> 00:02:36,100 and then I've applied a transformation 73 00:02:36,100 --> 00:02:37,400 and kind of scaled it up 74 00:02:37,400 --> 00:02:38,500 and just rotated it 75 00:02:38,500 --> 00:02:39,300 a little bit 76 00:02:39,866 --> 00:02:43,066 if we plug that into the ST map we can see 77 00:02:43,600 --> 00:02:46,500 that's actually being applied to our grid 78 00:02:46,500 --> 00:02:50,466 so even though these two effects here are going on this 79 00:02:50,966 --> 00:02:53,766 picture it's being applied to 80 00:02:54,366 --> 00:02:56,766 basically through this ST map to our grid 81 00:02:57,566 --> 00:02:58,800 and you might be asking a question 82 00:02:59,166 --> 00:03:01,533 well why can't I just copy these 83 00:03:02,266 --> 00:03:04,366 and just plug them directly into the grid 84 00:03:04,366 --> 00:03:07,000 and you can actually gives exactly the same result 85 00:03:07,000 --> 00:03:09,700 so in this instance it's not that useful 86 00:03:09,800 --> 00:03:11,800 but it demonstrates exactly how it's working 87 00:03:11,800 --> 00:03:13,866 so no matter what we do to this picture 88 00:03:14,266 --> 00:03:15,766 it's going to be applied to 89 00:03:16,133 --> 00:03:18,533 our secondary or primary source 90 00:03:19,933 --> 00:03:20,733 so 91 00:03:21,266 --> 00:03:23,500 furthermore we can look at how this actually 92 00:03:23,500 --> 00:03:24,766 starts to become useful 93 00:03:24,900 --> 00:03:26,966 so we have this picture here 94 00:03:26,966 --> 00:03:28,766 which is the same we've been starting with 95 00:03:28,766 --> 00:03:29,933 and another one 96 00:03:30,166 --> 00:03:32,600 and what I've done here is applied some basic 97 00:03:32,600 --> 00:03:33,366 warps to them 98 00:03:33,366 --> 00:03:35,733 so I've kind of shifted you can see these dots here 99 00:03:35,733 --> 00:03:37,300 I shifted them upwards 100 00:03:37,533 --> 00:03:39,266 and if I open this grid warp 101 00:03:40,500 --> 00:03:42,866 I've shifted these ones in right 102 00:03:43,300 --> 00:03:44,133 in the direction 103 00:03:44,366 --> 00:03:48,533 so now what you can actually do is apply the ST map 104 00:03:48,666 --> 00:03:51,666 and we see that this warp is being applied 105 00:03:51,866 --> 00:03:53,966 but what I've done is put a dissolve between the two 106 00:03:53,966 --> 00:03:56,000 so right now it's only looking at this one 107 00:03:56,133 --> 00:03:59,400 but as a dissolve animates so I set a keyframe at 0 108 00:03:59,466 --> 00:04:02,100 and I set a keyframe at 1 on the frame 30 109 00:04:02,400 --> 00:04:04,866 can see that if I scrub between the two 110 00:04:05,400 --> 00:04:08,500 we're actually morphing between these two 111 00:04:08,733 --> 00:04:10,966 transformations seamlessly 112 00:04:11,466 --> 00:04:12,566 so that's really useful 113 00:04:12,566 --> 00:04:14,900 because you could do a complex morph 114 00:04:15,133 --> 00:04:17,200 have all of your predetermined 115 00:04:17,366 --> 00:04:19,300 positions set and kind of 116 00:04:19,300 --> 00:04:21,166 dissolve between a whole bunch of them 117 00:04:21,166 --> 00:04:22,866 so you could have another one here 118 00:04:22,933 --> 00:04:25,200 I could plug in this and 119 00:04:26,000 --> 00:04:29,166 keep dissolving all the way between the 120 00:04:29,466 --> 00:04:32,566 3 or 4 or infinite positions that you have 121 00:04:33,400 --> 00:04:35,966 so that's really awesome way that you can use that 122 00:04:36,900 --> 00:04:37,466 further 123 00:04:37,466 --> 00:04:39,866 you can and probably the most common use of these 124 00:04:40,900 --> 00:04:42,766 UV coordinate images 125 00:04:43,300 --> 00:04:44,933 is bringing in 126 00:04:45,466 --> 00:04:47,733 or saving lens distortion profiles 127 00:04:47,733 --> 00:04:49,900 so if you guys have done CG composing you know that 128 00:04:49,933 --> 00:04:51,400 we're pretty concerned with 129 00:04:51,500 --> 00:04:53,300 matching or removing 130 00:04:53,300 --> 00:04:55,366 let's say lens distortion from footage 131 00:04:55,533 --> 00:04:58,100 or applying a lens distortion to a CG 132 00:04:58,100 --> 00:04:59,666 object to match the footage 133 00:05:00,600 --> 00:05:02,666 so if you're solving a 3D 134 00:05:02,666 --> 00:05:04,400 track in another software and there's 135 00:05:04,566 --> 00:05:07,400 other softwares like 3D Equalizers Synthized Blender 136 00:05:07,466 --> 00:05:09,266 they all have this feature 137 00:05:10,100 --> 00:05:11,500 you can remove 138 00:05:12,066 --> 00:05:14,000 or solve the lens distortion 139 00:05:14,000 --> 00:05:16,333 it will actually give you a picture like this 140 00:05:16,500 --> 00:05:17,400 which is the 141 00:05:18,066 --> 00:05:21,966 UV coordinates with that warp applied to it 142 00:05:22,466 --> 00:05:23,933 so to give you a visual 143 00:05:24,166 --> 00:05:24,866 understanding 144 00:05:24,866 --> 00:05:27,166 we have a checkerboard here with a simulated 145 00:05:27,366 --> 00:05:28,166 lens distortion 146 00:05:28,166 --> 00:05:29,733 you can see that the lines are starting to 147 00:05:29,733 --> 00:05:31,000 curve around the edges 148 00:05:31,766 --> 00:05:33,333 if we have it off you can see they're straight 149 00:05:33,333 --> 00:05:35,600 and we have it on you can see that it's distorting 150 00:05:35,700 --> 00:05:37,066 around the edges of the frame 151 00:05:37,733 --> 00:05:39,100 if we were to solve this 152 00:05:39,366 --> 00:05:41,166 camera in another software 153 00:05:41,166 --> 00:05:43,566 it might give you a picture like this to export 154 00:05:44,000 --> 00:05:46,333 and essentially if we were to plug it into an ST 155 00:05:46,333 --> 00:05:47,300 map afterwards 156 00:05:47,300 --> 00:05:50,300 we can see that it's removing that 157 00:05:50,800 --> 00:05:51,900 lens distortion 158 00:05:51,966 --> 00:05:54,333 so it's basically doing exactly what we want 159 00:05:55,566 --> 00:05:57,600 so that's kind of how these are useful 160 00:05:57,766 --> 00:06:00,533 and if you start doing tracking other softwares 161 00:06:00,966 --> 00:06:03,566 or you're getting potentially from another 162 00:06:03,566 --> 00:06:06,100 match move artist or someone who did your track 163 00:06:06,166 --> 00:06:08,466 they should be supplying you with something 164 00:06:08,700 --> 00:06:10,666 for the lens distortion 165 00:06:11,533 --> 00:06:13,200 that looks like this most likely 166 00:06:13,766 --> 00:06:14,400 unless they can 167 00:06:14,400 --> 00:06:15,966 export the actual numbers which is 168 00:06:15,966 --> 00:06:16,733 another way to do it 169 00:06:16,733 --> 00:06:19,166 but that's just to demonstrate how that's kind of used 170 00:06:20,066 --> 00:06:22,700 and here's another way that's kind of interesting 171 00:06:23,533 --> 00:06:26,166 we have a basic grid here and 172 00:06:26,866 --> 00:06:28,400 basically all I've done is just taken 173 00:06:28,400 --> 00:06:30,533 the same expression and kind of blurred it 174 00:06:30,666 --> 00:06:32,800 but I blurred it through a noise pattern 175 00:06:32,800 --> 00:06:35,566 so we're actually blurring the coordinate system 176 00:06:36,133 --> 00:06:37,566 through a pattern 177 00:06:38,400 --> 00:06:39,366 and if we look at the 178 00:06:39,366 --> 00:06:39,900 ST map 179 00:06:39,900 --> 00:06:41,900 we can actually see that we're getting this like crazy 180 00:06:41,900 --> 00:06:42,866 weird effect 181 00:06:43,366 --> 00:06:45,900 so that you could create some holographic effects or 182 00:06:45,966 --> 00:06:47,333 you know other stuff like that 183 00:06:47,966 --> 00:06:49,166 and you can blur and the X and 184 00:06:49,166 --> 00:06:50,566 y differently and stuff like that 185 00:06:50,566 --> 00:06:51,733 so you can come up with different 186 00:06:52,266 --> 00:06:53,533 ways to use this 187 00:06:54,966 --> 00:06:56,966 and if you guys have other creative ways by the way 188 00:06:56,966 --> 00:06:58,000 I'd love to hear in the comments 189 00:06:58,000 --> 00:06:59,933 I'm sure other people would as well so feel free 190 00:07:00,100 --> 00:07:01,066 to post it there 191 00:07:01,666 --> 00:07:03,133 but if we just check out the ST map 192 00:07:03,133 --> 00:07:03,866 that's what we're getting 193 00:07:03,866 --> 00:07:05,366 but if we do the same effect 194 00:07:05,400 --> 00:07:06,533 without the ST map 195 00:07:07,000 --> 00:07:08,766 we see that's giving a totally different result 196 00:07:08,766 --> 00:07:10,566 because one is doing this to the image 197 00:07:10,733 --> 00:07:13,733 and one is doing it to the coordinates of the image 198 00:07:14,266 --> 00:07:16,733 so that's how to think of it basically 199 00:07:18,333 --> 00:07:20,533 so the last way in the most useful way 200 00:07:20,533 --> 00:07:21,133 this is 201 00:07:21,133 --> 00:07:23,933 something that probably seniors can even benefit from 202 00:07:24,533 --> 00:07:26,900 or intermediate composers I suppose but 203 00:07:27,800 --> 00:07:28,900 this is really useful 204 00:07:28,900 --> 00:07:31,066 and I use this on pretty much every CG 205 00:07:31,533 --> 00:07:33,366 environment scene that I'm doing 206 00:07:33,933 --> 00:07:37,100 because I like to work in a kind of Lightroom style 207 00:07:37,200 --> 00:07:39,133 in terms of compositing like it's kind of 208 00:07:40,100 --> 00:07:40,566 just like 209 00:07:40,566 --> 00:07:42,400 doing my color grades and stuff like that in a 210 00:07:42,400 --> 00:07:43,300 creative way 211 00:07:43,966 --> 00:07:45,366 and so if we have 212 00:07:45,500 --> 00:07:47,300 a basic CG scene like this 213 00:07:47,333 --> 00:07:49,266 and you want to apply some color corrections to it 214 00:07:49,266 --> 00:07:50,766 some secondary grading 215 00:07:51,966 --> 00:07:53,700 if we just check out the camera move first 216 00:07:53,700 --> 00:07:54,933 I'll just let it play here 217 00:07:54,933 --> 00:07:56,766 we have this kind of establishing 218 00:07:56,900 --> 00:08:00,933 sort of shot kind of a helicopter 219 00:08:01,500 --> 00:08:03,733 flying over an environment type of shot 220 00:08:04,333 --> 00:08:05,600 so it's a wide angle 221 00:08:05,866 --> 00:08:06,966 and we can see 222 00:08:07,766 --> 00:08:09,600 I'll just let it catch all the way through here 223 00:08:11,800 --> 00:08:13,133 we have a scene like that 224 00:08:13,900 --> 00:08:15,066 so if I were to 225 00:08:15,066 --> 00:08:17,066 want to do a bit of secondary grading and 226 00:08:17,066 --> 00:08:19,133 direct your eye in a certain direction 227 00:08:19,133 --> 00:08:20,766 maybe there's some subject matter 228 00:08:21,466 --> 00:08:23,300 such as maybe this is a character 229 00:08:23,666 --> 00:08:26,666 walking up to an important object in our scene 230 00:08:26,766 --> 00:08:28,133 and I want to end you know 231 00:08:28,366 --> 00:08:29,733 basically like a concept artist 232 00:08:29,733 --> 00:08:31,333 your eye is always going towards the 233 00:08:31,333 --> 00:08:32,300 brightest thing in the scene 234 00:08:32,300 --> 00:08:34,100 and maybe we want to just make this area a little bit 235 00:08:34,100 --> 00:08:34,900 brighter 236 00:08:35,000 --> 00:08:37,366 and maybe this area is a little bit less important 237 00:08:37,366 --> 00:08:38,466 so we want to darken it 238 00:08:38,466 --> 00:08:40,133 so you're not looking over in this 239 00:08:40,300 --> 00:08:41,900 basically an empty area 240 00:08:43,100 --> 00:08:45,500 and of course we can just do that with rotor shapes 241 00:08:45,500 --> 00:08:48,366 but those rotor shapes need to stick to our scene 242 00:08:48,366 --> 00:08:50,166 as the camera is flying through 243 00:08:50,166 --> 00:08:53,000 like this and a normal way that 244 00:08:53,366 --> 00:08:55,566 a lot of people are doing it and it's totally fine 245 00:08:55,733 --> 00:08:58,333 for most instances is to use a card 246 00:08:59,000 --> 00:08:59,866 card 3D 247 00:09:00,200 --> 00:09:02,933 so you have a card and you put a rotor shape on it 248 00:09:03,200 --> 00:09:04,766 and you plug that into a camera 249 00:09:04,766 --> 00:09:06,300 and then you could kind of draw your shape 250 00:09:06,300 --> 00:09:07,333 and it's going to stick 251 00:09:07,700 --> 00:09:08,933 in the scene like that 252 00:09:09,566 --> 00:09:11,766 but sometimes you want your 253 00:09:11,766 --> 00:09:13,200 Alphas to actually 254 00:09:13,200 --> 00:09:16,733 have the same perspective and actually stick to the CG 255 00:09:17,400 --> 00:09:18,800 in whatever shape that it is 256 00:09:18,800 --> 00:09:20,166 and that's why this is really useful 257 00:09:20,166 --> 00:09:21,800 so if I just show you the problem here 258 00:09:22,700 --> 00:09:24,133 if I go to the end of this comp 259 00:09:24,466 --> 00:09:25,866 I've done some color corrections 260 00:09:25,866 --> 00:09:27,400 so if I go before and after 261 00:09:27,500 --> 00:09:29,533 a couple of these you see I've kind of brightened 262 00:09:29,533 --> 00:09:30,566 this area a little bit 263 00:09:30,933 --> 00:09:31,800 keyed out the highlights 264 00:09:31,800 --> 00:09:33,333 and brought them up just a tiny bit 265 00:09:33,333 --> 00:09:34,600 and then I've just darkened 266 00:09:34,700 --> 00:09:36,066 and done some secondary grating 267 00:09:36,066 --> 00:09:38,533 which is kind of creating a natural vignette effect 268 00:09:38,966 --> 00:09:42,566 and is kind of drawing your eye in the direction of 269 00:09:42,700 --> 00:09:45,066 the subject so we're looking in this direction 270 00:09:45,066 --> 00:09:47,333 because we have a little bit more bounce light on that 271 00:09:47,500 --> 00:09:50,400 hill and a little bit less light in this area 272 00:09:51,600 --> 00:09:55,066 so that's fine that's all good but if we scrub through 273 00:09:55,400 --> 00:09:56,800 we see that that's not working 274 00:09:56,800 --> 00:09:58,200 and we can see that there's some weird 275 00:09:58,200 --> 00:09:59,933 colors floating around 276 00:10:00,466 --> 00:10:02,000 that's because our mats aren't tracked 277 00:10:02,000 --> 00:10:03,966 so like for example this rotor shape 278 00:10:04,066 --> 00:10:06,200 it's basically just not sticking 279 00:10:06,300 --> 00:10:07,900 and that's not what we want 280 00:10:08,566 --> 00:10:11,800 so we're going to go back to our technique and 281 00:10:13,066 --> 00:10:14,300 create this expression 282 00:10:15,966 --> 00:10:18,666 same thing but what you can do before hand 283 00:10:18,666 --> 00:10:21,900 we're going to basically project this onto a 3D scene 284 00:10:21,900 --> 00:10:23,766 so if I look at the 3d geometry 285 00:10:23,800 --> 00:10:25,533 this is the same geometry 286 00:10:25,766 --> 00:10:27,700 from that render 287 00:10:27,866 --> 00:10:28,933 so we have the 2d render 288 00:10:28,933 --> 00:10:30,600 and we also have the 3D scene itself 289 00:10:30,600 --> 00:10:31,933 so if I kind of zoom out here 290 00:10:31,933 --> 00:10:33,133 it's a little bit hard to tell 291 00:10:33,166 --> 00:10:34,066 but this is the same 292 00:10:34,066 --> 00:10:35,366 scene that we were just looking at 293 00:10:35,700 --> 00:10:38,066 so we can see the spheres here 294 00:10:38,500 --> 00:10:39,500 if I zoom down 295 00:10:39,500 --> 00:10:41,166 we can see some spheres and all those little 296 00:10:41,166 --> 00:10:42,466 objects that were sitting there 297 00:10:43,800 --> 00:10:46,100 so this is the same scene as this 298 00:10:47,866 --> 00:10:48,666 and 299 00:10:49,133 --> 00:10:52,400 what we want to do is project this pattern onto that 300 00:10:52,900 --> 00:10:56,866 scene and as we know this pattern stores the movement 301 00:10:56,866 --> 00:10:58,600 of whatever it's doing 302 00:10:58,600 --> 00:10:59,900 so if we project it 303 00:11:00,066 --> 00:11:01,666 and stick it onto the scene 304 00:11:01,900 --> 00:11:04,166 essentially we'll be able to just stick any rotorships 305 00:11:04,166 --> 00:11:05,500 we want anywhere we want 306 00:11:05,666 --> 00:11:06,466 and 307 00:11:06,766 --> 00:11:09,300 have a lot of flexibility and speed which is the most 308 00:11:09,300 --> 00:11:10,100 important thing 309 00:11:10,700 --> 00:11:12,466 so essentially what I've done here is 310 00:11:13,566 --> 00:11:14,333 create the expression 311 00:11:14,333 --> 00:11:16,333 and we want to put a crop beforehand 312 00:11:16,566 --> 00:11:19,866 and put the crop beyond the borders of the frame 313 00:11:20,366 --> 00:11:22,366 and what this does is actually gives this 314 00:11:22,933 --> 00:11:24,666 pattern a bit of overscan 315 00:11:25,166 --> 00:11:26,266 and that's going to help 316 00:11:26,333 --> 00:11:28,333 when we project it and you'll see why in just a second 317 00:11:28,333 --> 00:11:29,366 I'll demonstrate 318 00:11:30,133 --> 00:11:32,466 but we want that crop beforehand pulling out 319 00:11:32,733 --> 00:11:34,133 and you see that dotted line 320 00:11:34,133 --> 00:11:35,100 on the outside of the frame 321 00:11:35,100 --> 00:11:35,500 if you hit 322 00:11:35,500 --> 00:11:37,766 Q on your keyboard to make sure you have the overlay 323 00:11:39,600 --> 00:11:41,466 another thing we want to do is make sure it has a solid 324 00:11:41,466 --> 00:11:43,000 alpha because we're projecting it 325 00:11:43,000 --> 00:11:45,333 it's important to have a solid alpha 326 00:11:45,333 --> 00:11:47,333 so I've basically just create a shuffle node 327 00:11:47,400 --> 00:11:50,100 and put the alpha to one by pressing that little white 328 00:11:50,533 --> 00:11:51,333 button there 329 00:11:52,366 --> 00:11:54,200 so now if we look at that in the 3D view 330 00:11:54,300 --> 00:11:56,533 it's not the best representation but we can see 331 00:11:56,733 --> 00:11:58,600 this pattern is sort of being projected 332 00:11:59,566 --> 00:12:00,800 one other thing to note 333 00:12:01,533 --> 00:12:04,500 is to make sure you guys have the crop off 334 00:12:05,100 --> 00:12:07,000 for the Project 3D so 335 00:12:07,466 --> 00:12:08,900 if I look through the renderview 336 00:12:10,000 --> 00:12:12,933 and I hit tab we can see this is what this is doing 337 00:12:13,100 --> 00:12:15,366 and if I just zoom back a couple frames 338 00:12:15,366 --> 00:12:16,800 so I just kind of scrump back 339 00:12:16,933 --> 00:12:18,533 we can see that pattern is 340 00:12:20,166 --> 00:12:21,866 basically extended beyond 341 00:12:22,300 --> 00:12:24,333 even what the camera was seeing on the frame 342 00:12:24,333 --> 00:12:25,066 that projecting on 343 00:12:25,066 --> 00:12:27,000 so we're projecting on frame 89 344 00:12:27,200 --> 00:12:29,566 if I go back to frame 72 we'll see actually 345 00:12:29,700 --> 00:12:31,366 beyond what that camera seeing 346 00:12:31,400 --> 00:12:35,000 so one important box to check off is the crop 347 00:12:35,000 --> 00:12:37,666 so if I turn that back on this is by default 348 00:12:38,200 --> 00:12:39,466 so you see by default 349 00:12:39,900 --> 00:12:42,400 from the frame 89 looks great 350 00:12:42,400 --> 00:12:44,166 we're getting our pattern projected 351 00:12:44,166 --> 00:12:45,533 but as soon as we zoom back 352 00:12:46,533 --> 00:12:49,000 we can't have our rotor shapes going beyond 353 00:12:49,300 --> 00:12:50,300 the edge of that 354 00:12:50,800 --> 00:12:52,366 projection which is not what we want 355 00:12:52,366 --> 00:12:53,566 we want to turn that off 356 00:12:53,800 --> 00:12:56,000 and we also want to project only on the front of the 357 00:12:56,000 --> 00:12:56,800 geometry 358 00:12:58,166 --> 00:12:58,966 and the last thing 359 00:12:59,066 --> 00:13:00,500 don't have any of these set because 360 00:13:00,500 --> 00:13:01,500 you'll get some weird 361 00:13:01,700 --> 00:13:03,333 kind of artifacts and stuff like that 362 00:13:03,933 --> 00:13:06,400 so that's how I do it front turn off the crop 363 00:13:06,766 --> 00:13:08,966 and make sure you have this crop 364 00:13:08,966 --> 00:13:11,566 so we have that over scan you see if I disable this 365 00:13:12,933 --> 00:13:15,700 actually you can't really tell visually but basically 366 00:13:16,266 --> 00:13:18,066 the math is not the same exactly 367 00:13:18,066 --> 00:13:20,133 so it's like stretching the pixels 368 00:13:20,200 --> 00:13:22,933 versus having the detail outside of the frame 369 00:13:22,933 --> 00:13:24,566 so just make sure you have that and this 370 00:13:26,466 --> 00:13:28,100 and now that if we pre comp that out 371 00:13:28,100 --> 00:13:29,066 we're basically done 372 00:13:29,066 --> 00:13:30,166 so now we have this pattern 373 00:13:30,166 --> 00:13:31,533 and I can scrub really fast 374 00:13:31,533 --> 00:13:33,566 now we see that because this is pre comp 375 00:13:34,400 --> 00:13:39,100 we can scrub really quickly and it's not using a 3D 376 00:13:39,100 --> 00:13:41,300 it's not loading this whole 3D scene anymore 377 00:13:41,300 --> 00:13:43,400 we've just created this 2d video 378 00:13:45,133 --> 00:13:46,966 some of the render settings by the way 379 00:13:47,300 --> 00:13:50,000 you want to make sure to render out 32 Bitfloat 380 00:13:50,166 --> 00:13:51,200 and you also want to make sure 381 00:13:51,200 --> 00:13:52,666 the compression is set to none 382 00:13:52,666 --> 00:13:54,166 those two settings are really important 383 00:13:54,733 --> 00:13:56,933 for the math because we're storing a position 384 00:13:56,933 --> 00:13:58,933 and usually those kind of utility pass 385 00:13:59,000 --> 00:14:00,866 especially this one you're going to want 386 00:14:00,866 --> 00:14:02,866 the 32 bit and no compression 387 00:14:03,133 --> 00:14:05,533 I've done a couple tests with this 388 00:14:05,533 --> 00:14:07,566 and it is definitely necessary even to turn off the 389 00:14:07,566 --> 00:14:08,566 zip compression 390 00:14:10,800 --> 00:14:14,966 so if we check out our result here we have the image 391 00:14:15,100 --> 00:14:16,900 if we want to just take a checkerboard picture and 392 00:14:16,900 --> 00:14:17,800 just stick it in the scene 393 00:14:17,800 --> 00:14:19,166 I'm just going to transform it down 394 00:14:19,600 --> 00:14:20,900 put it in a random spot 395 00:14:20,900 --> 00:14:22,866 and then plug it into the ST map 396 00:14:22,933 --> 00:14:24,333 make sure we're set to RGB 397 00:14:24,866 --> 00:14:26,133 and now if I hit play 398 00:14:26,133 --> 00:14:29,166 you see that it's automatically tracking to our scene 399 00:14:29,333 --> 00:14:30,600 and I don't have a large 400 00:14:31,066 --> 00:14:32,266 projection setup anymore 401 00:14:32,266 --> 00:14:34,400 I don't have to load and do all of this again 402 00:14:34,500 --> 00:14:36,600 for every single projection I want to do 403 00:14:37,000 --> 00:14:39,100 I can just put this stuff wherever I want 404 00:14:39,100 --> 00:14:40,200 and it's going to stick 405 00:14:40,200 --> 00:14:43,133 and wrap around our geometry and have the perspective 406 00:14:44,266 --> 00:14:47,200 so as we hit play we can see it kind of wraps 407 00:14:48,266 --> 00:14:50,300 so essentially we're gonna take the same principle 408 00:14:50,300 --> 00:14:52,166 we already have that thing pre compt out 409 00:14:52,400 --> 00:14:54,500 and we're just gonna apply it to a roto shape 410 00:14:54,500 --> 00:14:55,466 so I have that 411 00:14:56,800 --> 00:14:59,900 that image here and I have RCG scene 412 00:15:00,600 --> 00:15:02,500 I have those same roto shapes that I've done 413 00:15:02,500 --> 00:15:04,866 so for example I have this roto shape here 414 00:15:04,866 --> 00:15:06,366 that brightens this area 415 00:15:06,566 --> 00:15:07,866 it's a very subtle effect but it's 416 00:15:07,866 --> 00:15:08,866 brightening this area 417 00:15:09,466 --> 00:15:10,466 but just before 418 00:15:11,066 --> 00:15:13,966 we use it in the mask of the grade 419 00:15:14,000 --> 00:15:14,866 we're applying the 420 00:15:14,866 --> 00:15:16,900 SD map which is going to apply that motion 421 00:15:16,933 --> 00:15:18,300 to this alpha 422 00:15:18,333 --> 00:15:19,333 so if I hit a 423 00:15:19,566 --> 00:15:20,466 and I look at it 424 00:15:20,466 --> 00:15:22,866 and I scrub through you'll see automatically 425 00:15:23,066 --> 00:15:24,600 when it's not enabled 426 00:15:24,600 --> 00:15:27,133 it's not doing anything and when I enable the SD map 427 00:15:27,500 --> 00:15:29,133 it's sticking to the CG scene 428 00:15:30,200 --> 00:15:31,500 and essentially also 429 00:15:31,600 --> 00:15:34,133 one important thing that's kind of a gotcha 430 00:15:34,533 --> 00:15:35,800 and you can mess it up 431 00:15:35,800 --> 00:15:37,133 pretty easily because it's default 432 00:15:37,166 --> 00:15:39,100 is you want to make sure to turn off 433 00:15:40,100 --> 00:15:40,900 this 434 00:15:41,300 --> 00:15:43,733 clip too you want to make sure it sets a no clip 435 00:15:44,466 --> 00:15:45,733 and the reason for that is 436 00:15:45,866 --> 00:15:47,366 the frame that we've drawn it on 437 00:15:47,366 --> 00:15:48,900 so I drew it on frame 89 438 00:15:48,900 --> 00:15:51,100 we can see I drew it a little bit outside of 439 00:15:51,100 --> 00:15:52,200 the frame of the video 440 00:15:52,366 --> 00:15:54,100 and if we have it set the format 441 00:15:54,500 --> 00:15:56,600 we actually get some weird like stretching 442 00:15:57,100 --> 00:15:58,600 but if I turn on no clip 443 00:15:58,733 --> 00:16:01,866 it'll actually maintain what was outside of that area 444 00:16:02,700 --> 00:16:04,333 so always make sure to do that with your roto shapes 445 00:16:04,333 --> 00:16:05,500 if you're doing this 446 00:16:06,133 --> 00:16:07,666 kind of tracking with these 447 00:16:08,933 --> 00:16:10,566 EV coordinates 448 00:16:10,866 --> 00:16:11,933 same thing with radio 449 00:16:12,500 --> 00:16:15,133 so if you want to stick for example a radial 450 00:16:15,500 --> 00:16:16,466 in the settings of the radio 451 00:16:16,466 --> 00:16:17,966 you want to make sure it sets no clip 452 00:16:19,000 --> 00:16:20,333 so if I look at that alpha 453 00:16:20,566 --> 00:16:22,800 we can see all those rotors are sticking to the scene 454 00:16:22,800 --> 00:16:24,133 I can look at this alpha 455 00:16:24,533 --> 00:16:26,533 I used a radial up here to brighten 456 00:16:26,533 --> 00:16:28,400 and you see that it's sticking to the scene 457 00:16:29,166 --> 00:16:30,533 and that's essentially the idea 458 00:16:30,533 --> 00:16:32,666 so that's a really useful way to use it 459 00:16:32,666 --> 00:16:34,300 and it kind of opens up a more 460 00:16:34,300 --> 00:16:36,866 creative way to just project a ton of different things 461 00:16:36,966 --> 00:16:38,100 without having to 462 00:16:38,133 --> 00:16:39,466 you know have a ton of 463 00:16:39,500 --> 00:16:40,466 different projections 464 00:16:40,466 --> 00:16:41,666 which is going to slow down your script 465 00:16:41,666 --> 00:16:42,466 and that's all what 466 00:16:42,700 --> 00:16:43,733 that's all it's about really 467 00:16:43,900 --> 00:16:47,000 speed and efficiency and getting a good result 468 00:16:47,166 --> 00:16:49,200 just one important thing I forgot to mention 469 00:16:49,533 --> 00:16:50,666 is that there is 470 00:16:50,666 --> 00:16:52,400 a little bit of limitation with this technique 471 00:16:52,400 --> 00:16:54,533 and that if there's a lot of overlapping objects 472 00:16:54,533 --> 00:16:56,400 you might have some kind of problems 473 00:16:56,733 --> 00:16:58,700 so I've just done a quick roto shape here 474 00:16:58,700 --> 00:17:00,866 along these two geometry 475 00:17:01,166 --> 00:17:03,700 and I've kind of drawn a roto shape and I've used our 476 00:17:04,200 --> 00:17:06,766 ST map you'll see that if I scrub through 477 00:17:06,766 --> 00:17:08,533 it sticks and there's really no problem 478 00:17:09,000 --> 00:17:11,133 in terms of this angle 479 00:17:11,466 --> 00:17:13,733 but if I were to kind of expand 480 00:17:13,800 --> 00:17:15,666 that rotor shape to the edge 481 00:17:15,800 --> 00:17:18,666 of this tube so let me just double click this 482 00:17:18,966 --> 00:17:21,933 and let's say I put it on the very edge 483 00:17:23,700 --> 00:17:26,266 and just kind of put it like this 484 00:17:29,533 --> 00:17:30,566 and it's on the inside 485 00:17:30,566 --> 00:17:33,333 we can see it's inside that cylinder so it's fine 486 00:17:33,333 --> 00:17:35,466 but if we scroll through 487 00:17:36,300 --> 00:17:38,100 let me just make sure I have no keyframe 488 00:17:38,600 --> 00:17:39,300 we scroll through 489 00:17:39,300 --> 00:17:41,200 we see it's actually projecting through 490 00:17:41,266 --> 00:17:43,733 our geometry and onto that ground that's behind 491 00:17:43,733 --> 00:17:45,333 so it's not occluding itself 492 00:17:45,366 --> 00:17:48,200 and the projectivity occlusion is not that great 493 00:17:48,500 --> 00:17:50,666 so it's not going to be able to do that 494 00:17:50,666 --> 00:17:52,600 so we might have to separate that 495 00:17:52,600 --> 00:17:54,733 piece of geometry out or use an ID 496 00:17:54,800 --> 00:17:56,866 to kind of remove it behind 497 00:17:57,600 --> 00:17:59,366 so that's just something to keep in mind 498 00:17:59,366 --> 00:18:01,533 if there's a lot of overlapping objects 499 00:18:02,466 --> 00:18:04,666 this technique is not the greatest but 500 00:18:05,066 --> 00:18:07,266 if it's just rocks and pebbles and stuff like that 501 00:18:08,866 --> 00:18:11,966 for soft color grades this is still a very good method 502 00:18:12,066 --> 00:18:13,500 so just something to keep in mind 503 00:18:13,500 --> 00:18:14,966 so essentially that's the idea 504 00:18:14,966 --> 00:18:16,766 if you guys liked the video hit like 505 00:18:16,866 --> 00:18:18,066 I really appreciate it 506 00:18:18,100 --> 00:18:20,300 and if you want to check out the other video 507 00:18:20,300 --> 00:18:21,000 if you haven't seen it 508 00:18:21,000 --> 00:18:22,666 I'll put it in the description below as well 509 00:18:22,800 --> 00:18:24,666 and thanks so much 37197

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