All language subtitles for 1. Creating Motion Blur

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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:02,199 So far we've just been talking about how to get the 2 00:00:02,199 --> 00:00:03,692 timing of the clip that we want. 3 00:00:03,692 --> 00:00:06,461 We haven't been paying much attention to the quality of the results, 4 00:00:06,461 --> 00:00:10,153 but now that we have the particular frames we want to work with we 5 00:00:10,153 --> 00:00:14,000 can start looking at how they relate to each other. 6 00:00:14,000 --> 00:00:15,999 If we are just moving a clip along the timeline or trimming the 7 00:00:16,000 --> 00:00:17,928 length of it without changing the speed of it, 8 00:00:17,928 --> 00:00:20,666 then we don't have to worry about any of this. 9 00:00:20,666 --> 00:00:24,090 Those operations simply move the frames of the clip together, 10 00:00:24,090 --> 00:00:26,999 they don't change their relationship to each other, 11 00:00:27,000 --> 00:00:28,857 but the moment we start changing the speed of a clip we are 12 00:00:28,857 --> 00:00:30,363 changing the relationship between the frames, 13 00:00:30,363 --> 00:00:33,230 and this can lead to visual artifacts that need fixing. 14 00:00:33,230 --> 00:00:36,230 If we speed up a shot we are removing frames, 15 00:00:36,230 --> 00:00:39,461 and we're going to see stroppy motion caused by the lack of motion blur. 16 00:00:39,461 --> 00:00:42,666 If we slow down a shot we are spreading the existing frames out 17 00:00:42,666 --> 00:00:46,000 and need to create new frames to fill the gaps. 18 00:00:46,000 --> 00:00:50,000 The first thing we're going to look at is motion blur. 19 00:00:50,000 --> 00:00:51,999 Motion blur is found in most live action footage. 20 00:00:52,000 --> 00:00:54,500 It is caused when objects move relative to the camera 21 00:00:54,500 --> 00:00:56,142 while each frame is being capture, 22 00:00:56,142 --> 00:00:58,999 and is related to the shutter speed of the camera. 23 00:00:59,000 --> 00:01:02,000 Shutter speed and frame rate are closely related. 24 00:01:02,000 --> 00:01:05,999 The frame rate defines how many frames of action we record every second. 25 00:01:06,000 --> 00:01:09,999 The shutter speed defines how long each frame is exposed for. 26 00:01:10,000 --> 00:01:12,999 In film cameras the shutter was a spinning disk that had an opening 27 00:01:13,000 --> 00:01:15,999 that could be adjusted to change the exposure time. 28 00:01:16,000 --> 00:01:21,000 If the disk was half way open it was called a 180 degree shutter. 29 00:01:21,000 --> 00:01:23,000 This meant that the shutter speed was half of the frame rate. 30 00:01:23,000 --> 00:01:25,357 Each frame would be exposed for half the amount of time 31 00:01:25,357 --> 00:01:26,923 that the frame was being captured, 32 00:01:26,923 --> 00:01:31,999 so at 24 frames a second each frame would be exposed for 1/48th of a second. 33 00:01:32,000 --> 00:01:33,428 That's a pretty long time. 34 00:01:33,428 --> 00:01:37,846 Anything moving in a frame can move a long way in 1/48th of a second, 35 00:01:37,846 --> 00:01:41,090 and anything that moves while the shutter is open will 36 00:01:41,090 --> 00:01:43,999 create a motion blur effect in the frame. 37 00:01:44,000 --> 00:01:46,999 This 180 degree shutter became the standard for most films, 38 00:01:47,000 --> 00:01:50,615 and as viewers we have become used to the look of this amount of motion blur. 39 00:01:50,615 --> 00:01:54,500 If we shoot at higher frame rates we will have shorter shutter speeds. 40 00:01:54,500 --> 00:01:57,307 The basketball at 96 frames per second will have a shutter 41 00:01:57,307 --> 00:01:59,461 speed of nearly 1/200ths of a second, 42 00:01:59,461 --> 00:02:02,071 which is going to have much less noticeable motion blur. 43 00:02:02,071 --> 00:02:05,200 We can see that if we look on some of the frames 44 00:02:05,200 --> 00:02:08,000 there's almost no motion blur at all. 45 00:02:08,000 --> 00:02:11,000 I've rendered out two versions of this clip to QuickTime files. 46 00:02:11,000 --> 00:02:15,000 The first one is the original clip, set to play at 96 frames a second. 47 00:02:15,000 --> 00:02:20,000 The second is the clip sped up by 4 and rendered at 24 frames a second. 48 00:02:20,000 --> 00:02:22,999 If I load these two clips into Nuke and view them in the Dope Sheet 49 00:02:23,000 --> 00:02:27,000 you can see that the 96 frame per second clip has 4 times as many 50 00:02:27,000 --> 00:02:29,461 frames as the 24 frame a second clip. 51 00:02:29,461 --> 00:02:33,285 Nuke ignores the frame rate set in the QuickTime file and just matches 52 00:02:33,285 --> 00:02:36,071 the frames in the file to the frames in the timeline, 53 00:02:36,071 --> 00:02:38,818 and plays back at the frame rate set in the project settings. 54 00:02:38,818 --> 00:02:41,000 If we load these two clips into Premier, 55 00:02:41,000 --> 00:02:44,000 however, you'll see that it deals with them differently. 56 00:02:44,000 --> 00:02:45,750 Instead of frames Premier thinks in time, 57 00:02:45,750 --> 00:02:49,666 and these two clips are basically the same length in time, 58 00:02:49,666 --> 00:02:50,111 3. 59 00:02:50,111 --> 00:02:51,000 5 seconds. 60 00:02:51,000 --> 00:02:54,333 If we create a new sequence with the 96 frame a second clip and play it 61 00:02:54,333 --> 00:02:58,000 you'll see that this clip doesn't play back in slow motion. 62 00:02:58,000 --> 00:03:02,000 It plays back at normal speed with this very smooth look. 63 00:03:02,000 --> 00:03:04,307 You might not see this effect fully because the screen 64 00:03:04,307 --> 00:03:05,615 capture is only 30 frames a second, 65 00:03:05,615 --> 00:03:07,833 but I'll put an example QuickTime in with the project files. 66 00:03:07,833 --> 00:03:11,999 This smooth fluid look is created by very high frame 67 00:03:12,000 --> 00:03:13,846 rate with very little motion blur. 68 00:03:13,846 --> 00:03:16,307 This is closer to how we perceive real life, 69 00:03:16,307 --> 00:03:19,000 but it's very different to the images we've gotten used to seeing in movies. 70 00:03:19,000 --> 00:03:23,230 There was a strong negative reaction to this effect by many viewers when 71 00:03:23,230 --> 00:03:26,625 Peter Jackson shot the Hobbit movies at 48 frames a second. 72 00:03:26,625 --> 00:03:30,687 If we drop the 24 fps clip into the track above we see 73 00:03:30,687 --> 00:03:35,999 that it plays back at the same speed, but it's much less smooth. 74 00:03:36,000 --> 00:03:38,599 When we display the 2 clips side by side you can see that 75 00:03:38,599 --> 00:03:42,437 for every 1 frame in the 24 frames a second clip there were 76 00:03:42,437 --> 00:03:44,615 4 frames in the 96 fps version. 77 00:03:44,615 --> 00:03:48,750 We can use these extra frames from the 96 frames per second version to 78 00:03:48,750 --> 00:03:51,666 recreate the missing motion blur when we speed up the shot. 79 00:03:51,666 --> 00:03:54,000 So here we are back in Nuke. 80 00:03:54,000 --> 00:03:58,133 I have a TimeWarp node set up the same as in the previous video, 81 00:03:58,133 --> 00:04:01,000 and a Retime node with the speed set to four. 82 00:04:01,000 --> 00:04:04,000 In the previous videos I was changing this filter 83 00:04:04,000 --> 00:04:06,000 setting from the default of box to none. 84 00:04:06,000 --> 00:04:10,000 If we set it back to box you can see that it is already 85 00:04:10,000 --> 00:04:12,000 creating a rough motion blur effect. 86 00:04:12,000 --> 00:04:16,000 This motion blur is created by blending together several of the source 87 00:04:16,000 --> 00:04:18,999 frames to create a new frame with a sense of motion. 88 00:04:19,000 --> 00:04:22,999 The shutter slider allows us to change how much motion blur we are creating. 89 00:04:23,000 --> 00:04:24,538 The default of 0. 90 00:04:24,538 --> 00:04:27,999 5 matches a 180 degree shutter in a camera. 91 00:04:28,000 --> 00:04:30,500 If we increase the shutter value Nuke will sample more 92 00:04:30,500 --> 00:04:33,142 frames to increase the amount of motion blur. 93 00:04:33,142 --> 00:04:36,999 A vale of 1 is equivalent to a 360 degree shutter. 94 00:04:36,999 --> 00:04:40,500 We can produce the same effect with the TimeWarp node, 95 00:04:40,500 --> 00:04:43,000 but it's labeled slightly differently. 96 00:04:43,000 --> 00:04:46,999 Here instead of shutter there is something called input length. 97 00:04:47,000 --> 00:04:50,000 This tells the node how many frames to sample to create the motion blur. 98 00:04:50,000 --> 00:04:52,999 If we start increasing the number you can see the amounts of motion 99 00:04:53,000 --> 00:04:57,000 blur increases as it blends more frames together. 100 00:04:57,000 --> 00:04:59,142 If we click the button labeled, 101 00:04:59,142 --> 00:05:02,833 set df/dt Nuke will use the slope of the Retime curve on each 102 00:05:02,833 --> 00:05:05,777 frame to calculate the correct amount of motion blur based on 103 00:05:05,777 --> 00:05:08,000 the shutter angle we specify. 104 00:05:08,000 --> 00:05:11,384 This means that if our retime varies throughout the shot the 105 00:05:11,384 --> 00:05:13,999 number of frames being sampled will also change. 106 00:05:13,999 --> 00:05:16,857 In this case, with a constant speed of four, 107 00:05:16,857 --> 00:05:19,999 Nuke is going to sample two frames for each new frame. 108 00:05:20,000 --> 00:05:23,363 If we compare this to the result of the Retime node with a shutter of 0. 109 00:05:23,363 --> 00:05:27,000 5 you'll see that we have exactly the same result. 110 00:05:27,000 --> 00:05:29,000 If we play back one of these nodes you'll see that the motion blur 111 00:05:29,000 --> 00:05:30,800 definitely helps to create smoother playback, 112 00:05:30,800 --> 00:05:36,000 but it still isn't great, and when we pause we see two very distinct images, 113 00:05:36,000 --> 00:05:38,999 not the smooth motion blur that we would expect. 114 00:05:39,000 --> 00:05:41,500 This is because this method of blending frames together is 115 00:05:41,500 --> 00:05:43,999 quite a blunt way of creating the motion blur, 116 00:05:43,999 --> 00:05:47,500 and is limited by the number of frames that we have to work with. 117 00:05:47,500 --> 00:05:52,000 The node has no real knowledge of how these objects are moving in the frame. 118 00:05:52,000 --> 00:05:55,363 Optical flow technology tracks the movement of pixels from frame to frame 119 00:05:55,363 --> 00:05:59,000 to create motion vectors for each region of the image. 120 00:05:59,000 --> 00:06:01,250 These vectors allow Nuke to know which areas or 121 00:06:01,250 --> 00:06:03,090 objects are moving and which aren't. 122 00:06:03,090 --> 00:06:08,000 With this information Nuke can create much more accurate speed effects, 123 00:06:08,000 --> 00:06:10,000 including motion blur. 124 00:06:10,000 --> 00:06:13,999 The two nodes in the time menu that use optical flow are OFlow and Kronos. 125 00:06:14,000 --> 00:06:17,999 They produce very similar results and have very similar controls. 126 00:06:18,000 --> 00:06:18,833 Kronos has few extra features, 127 00:06:18,833 --> 00:06:21,999 and in the user guide the Foundry recommend using Kronos over OFlow, 128 00:06:21,999 --> 00:06:25,199 but Kronos is only available with Nuke X, 129 00:06:25,199 --> 00:06:27,999 so for now I'll show you OFlow. 130 00:06:28,000 --> 00:06:30,076 If a node is selected when you load OFlow, 131 00:06:30,076 --> 00:06:33,000 the input range will be automatically filled in based on the input, 132 00:06:33,000 --> 00:06:36,250 but if you bring OFlow in without connecting it to another node you'll 133 00:06:36,250 --> 00:06:39,153 have to click the reset button once you connect it. 134 00:06:39,153 --> 00:06:42,999 If your frame range changes or you connect it to a different 135 00:06:42,999 --> 00:06:45,999 input you might have to click the reset again. 136 00:06:46,000 --> 00:06:48,769 OFlow and Kronos allow you to specify the retime 137 00:06:48,769 --> 00:06:50,571 either as speed or source frame. 138 00:06:50,571 --> 00:06:55,785 In this example let me use speed, and set it to four just like the Retime node. 139 00:06:55,785 --> 00:06:58,999 Make sure that the method is set to Motion. 140 00:06:59,000 --> 00:07:00,818 This enables optical flow filtering. 141 00:07:00,818 --> 00:07:04,800 Further down there is a section of settings dedicated to motion blur. 142 00:07:04,800 --> 00:07:07,199 Let's check the Automatic Shutter Time checkbox. 143 00:07:07,199 --> 00:07:11,090 This automatically sets the shutter based on the speed changes. 144 00:07:11,090 --> 00:07:14,727 We won't see anything until we increase the shutter samples. 145 00:07:14,727 --> 00:07:18,000 The more samples we use the smoother the results, 146 00:07:18,000 --> 00:07:19,500 but the slower the calculations. 147 00:07:19,500 --> 00:07:22,599 Let's increase the samples until we don't see any 148 00:07:22,599 --> 00:07:24,999 discreet lines in the motion blur. 149 00:07:25,000 --> 00:07:26,687 A value of 10 seems good for this shot. 150 00:07:26,687 --> 00:07:30,799 Now if we play the results we get a much smoother, 151 00:07:30,799 --> 00:07:34,999 more cinematic motion in the shot. 152 00:07:35,000 --> 00:07:38,000 Sometimes you might get given footage with incorrect motion blur. 153 00:07:38,000 --> 00:07:39,500 Perhaps the shutter was set incorrectly on the camera, 154 00:07:39,500 --> 00:07:43,999 perhaps it is a 3D render that didn't have motion blur switched on. 155 00:07:44,000 --> 00:07:45,714 Optical flow can be used to add motion blur to a shot 156 00:07:45,714 --> 00:07:47,500 without having to apply retime. 157 00:07:47,500 --> 00:07:52,000 Let's load in the 24 frames a second QuickTime. 158 00:07:52,000 --> 00:07:56,000 This is the original footage sped up without any motion blur. 159 00:07:56,000 --> 00:07:57,875 If we connect a new OFlow to this Read node, 160 00:07:57,875 --> 00:08:00,142 and set the speed to one, we won't affect the speed of the clip, 161 00:08:00,142 --> 00:08:02,230 but if we increase the shutter samples and the shutter 162 00:08:02,230 --> 00:08:05,750 time you can see the OFlow is analyzing the motion of the 163 00:08:05,750 --> 00:08:07,000 clip and adding motion blur. 164 00:08:07,000 --> 00:08:07,857 If you look closely, 165 00:08:07,857 --> 00:08:11,250 you'll see that the results of this are not as good as when we did 166 00:08:11,250 --> 00:08:14,000 the speed up in the OFlow node at the same time. 167 00:08:14,000 --> 00:08:17,000 In this case, it only has access to the final result at the retime, 168 00:08:17,000 --> 00:08:20,000 which is every fourth frame of the original. 169 00:08:20,000 --> 00:08:23,400 We can tweak some of the motion vector controls to try and improve the result, 170 00:08:23,400 --> 00:08:26,999 but we will look at that in another video. 171 00:08:27,000 --> 00:08:30,000 There's actually a separate MotionBlur node in the filter menu. 172 00:08:30,000 --> 00:08:32,999 This uses the same optical flow controls to generate motion blur, 173 00:08:33,000 --> 00:08:35,272 but without the respeed controls. 174 00:08:35,272 --> 00:08:40,000 We don't just have to create motion blur to make the footage look correct. 175 00:08:40,000 --> 00:08:42,999 If we add an OFlow node to the original slow motion footage and turn 176 00:08:43,000 --> 00:08:46,999 up the shutter samples and shutter time we can create a motion blur 177 00:08:47,000 --> 00:08:48,615 where we wouldn't expect to see it. 178 00:08:48,615 --> 00:08:52,666 This creates a kind of dreamy, unreal look to the shot. 179 00:08:52,666 --> 00:08:59,714 So now we can speed up a shot and create good looking motion blur for it. 180 00:08:59,714 --> 00:09:09,000 In the next video we will look at using optical flow to slow down footage. 16674

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