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So far we've just been talking about how to get the
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timing of the clip that we want.
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We haven't been paying much attention to the quality of the results,
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but now that we have the particular frames we want to work with we
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can start looking at how they relate to each other.
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If we are just moving a clip along the timeline or trimming the
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length of it without changing the speed of it,
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then we don't have to worry about any of this.
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Those operations simply move the frames of the clip together,
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they don't change their relationship to each other,
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but the moment we start changing the speed of a clip we are
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changing the relationship between the frames,
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and this can lead to visual artifacts that need fixing.
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If we speed up a shot we are removing frames,
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and we're going to see stroppy motion caused by the lack of motion blur.
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If we slow down a shot we are spreading the existing frames out
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and need to create new frames to fill the gaps.
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The first thing we're going to look at is motion blur.
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Motion blur is found in most live action footage.
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It is caused when objects move relative to the camera
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while each frame is being capture,
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and is related to the shutter speed of the camera.
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Shutter speed and frame rate are closely related.
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The frame rate defines how many frames of action we record every second.
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The shutter speed defines how long each frame is exposed for.
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In film cameras the shutter was a spinning disk that had an opening
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that could be adjusted to change the exposure time.
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If the disk was half way open it was called a 180 degree shutter.
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This meant that the shutter speed was half of the frame rate.
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Each frame would be exposed for half the amount of time
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that the frame was being captured,
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so at 24 frames a second each frame would be exposed for 1/48th of a second.
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That's a pretty long time.
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Anything moving in a frame can move a long way in 1/48th of a second,
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and anything that moves while the shutter is open will
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create a motion blur effect in the frame.
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This 180 degree shutter became the standard for most films,
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and as viewers we have become used to the look of this amount of motion blur.
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If we shoot at higher frame rates we will have shorter shutter speeds.
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The basketball at 96 frames per second will have a shutter
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speed of nearly 1/200ths of a second,
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which is going to have much less noticeable motion blur.
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We can see that if we look on some of the frames
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there's almost no motion blur at all.
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I've rendered out two versions of this clip to QuickTime files.
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The first one is the original clip, set to play at 96 frames a second.
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The second is the clip sped up by 4 and rendered at 24 frames a second.
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If I load these two clips into Nuke and view them in the Dope Sheet
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you can see that the 96 frame per second clip has 4 times as many
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frames as the 24 frame a second clip.
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Nuke ignores the frame rate set in the QuickTime file and just matches
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the frames in the file to the frames in the timeline,
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and plays back at the frame rate set in the project settings.
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If we load these two clips into Premier,
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however, you'll see that it deals with them differently.
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Instead of frames Premier thinks in time,
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and these two clips are basically the same length in time,
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3.
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5 seconds.
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If we create a new sequence with the 96 frame a second clip and play it
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you'll see that this clip doesn't play back in slow motion.
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It plays back at normal speed with this very smooth look.
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You might not see this effect fully because the screen
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capture is only 30 frames a second,
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but I'll put an example QuickTime in with the project files.
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This smooth fluid look is created by very high frame
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rate with very little motion blur.
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This is closer to how we perceive real life,
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but it's very different to the images we've gotten used to seeing in movies.
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There was a strong negative reaction to this effect by many viewers when
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Peter Jackson shot the Hobbit movies at 48 frames a second.
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If we drop the 24 fps clip into the track above we see
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that it plays back at the same speed, but it's much less smooth.
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When we display the 2 clips side by side you can see that
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for every 1 frame in the 24 frames a second clip there were
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4 frames in the 96 fps version.
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We can use these extra frames from the 96 frames per second version to
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recreate the missing motion blur when we speed up the shot.
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So here we are back in Nuke.
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I have a TimeWarp node set up the same as in the previous video,
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and a Retime node with the speed set to four.
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In the previous videos I was changing this filter
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setting from the default of box to none.
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If we set it back to box you can see that it is already
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creating a rough motion blur effect.
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This motion blur is created by blending together several of the source
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frames to create a new frame with a sense of motion.
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The shutter slider allows us to change how much motion blur we are creating.
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The default of 0.
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5 matches a 180 degree shutter in a camera.
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If we increase the shutter value Nuke will sample more
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frames to increase the amount of motion blur.
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A vale of 1 is equivalent to a 360 degree shutter.
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We can produce the same effect with the TimeWarp node,
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but it's labeled slightly differently.
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Here instead of shutter there is something called input length.
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This tells the node how many frames to sample to create the motion blur.
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If we start increasing the number you can see the amounts of motion
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blur increases as it blends more frames together.
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If we click the button labeled,
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set df/dt Nuke will use the slope of the Retime curve on each
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frame to calculate the correct amount of motion blur based on
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the shutter angle we specify.
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This means that if our retime varies throughout the shot the
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number of frames being sampled will also change.
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In this case, with a constant speed of four,
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Nuke is going to sample two frames for each new frame.
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If we compare this to the result of the Retime node with a shutter of 0.
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5 you'll see that we have exactly the same result.
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If we play back one of these nodes you'll see that the motion blur
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definitely helps to create smoother playback,
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but it still isn't great, and when we pause we see two very distinct images,
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not the smooth motion blur that we would expect.
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This is because this method of blending frames together is
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quite a blunt way of creating the motion blur,
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and is limited by the number of frames that we have to work with.
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The node has no real knowledge of how these objects are moving in the frame.
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Optical flow technology tracks the movement of pixels from frame to frame
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to create motion vectors for each region of the image.
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These vectors allow Nuke to know which areas or
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objects are moving and which aren't.
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With this information Nuke can create much more accurate speed effects,
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including motion blur.
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The two nodes in the time menu that use optical flow are OFlow and Kronos.
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They produce very similar results and have very similar controls.
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Kronos has few extra features,
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and in the user guide the Foundry recommend using Kronos over OFlow,
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but Kronos is only available with Nuke X,
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so for now I'll show you OFlow.
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If a node is selected when you load OFlow,
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the input range will be automatically filled in based on the input,
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but if you bring OFlow in without connecting it to another node you'll
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have to click the reset button once you connect it.
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If your frame range changes or you connect it to a different
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input you might have to click the reset again.
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OFlow and Kronos allow you to specify the retime
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either as speed or source frame.
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In this example let me use speed, and set it to four just like the Retime node.
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Make sure that the method is set to Motion.
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This enables optical flow filtering.
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Further down there is a section of settings dedicated to motion blur.
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Let's check the Automatic Shutter Time checkbox.
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This automatically sets the shutter based on the speed changes.
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We won't see anything until we increase the shutter samples.
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The more samples we use the smoother the results,
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but the slower the calculations.
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Let's increase the samples until we don't see any
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discreet lines in the motion blur.
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A value of 10 seems good for this shot.
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Now if we play the results we get a much smoother,
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more cinematic motion in the shot.
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Sometimes you might get given footage with incorrect motion blur.
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Perhaps the shutter was set incorrectly on the camera,
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perhaps it is a 3D render that didn't have motion blur switched on.
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Optical flow can be used to add motion blur to a shot
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without having to apply retime.
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Let's load in the 24 frames a second QuickTime.
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This is the original footage sped up without any motion blur.
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If we connect a new OFlow to this Read node,
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and set the speed to one, we won't affect the speed of the clip,
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but if we increase the shutter samples and the shutter
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time you can see the OFlow is analyzing the motion of the
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clip and adding motion blur.
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If you look closely,
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you'll see that the results of this are not as good as when we did
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the speed up in the OFlow node at the same time.
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In this case, it only has access to the final result at the retime,
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which is every fourth frame of the original.
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We can tweak some of the motion vector controls to try and improve the result,
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but we will look at that in another video.
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There's actually a separate MotionBlur node in the filter menu.
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This uses the same optical flow controls to generate motion blur,
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but without the respeed controls.
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We don't just have to create motion blur to make the footage look correct.
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If we add an OFlow node to the original slow motion footage and turn
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up the shutter samples and shutter time we can create a motion blur
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where we wouldn't expect to see it.
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This creates a kind of dreamy, unreal look to the shot.
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So now we can speed up a shot and create good looking motion blur for it.
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In the next video we will look at using optical flow to slow down footage.
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