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In the previous video we started to clean up the Retimer
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artifacts in this clip of the skateboarders.
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One of the techniques I showed you used a 2D transform to track
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In a patch to fix the front of the truck.
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In this video I'm going to show you how we can use a 3D
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setup to help us track into more patches.
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To use this technique you'll need a 3D camera track for your shot.
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You can use the Camera Tracker node in Nuke X to
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solve a 3D camera from your footage.
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Track your original footage, not your retime footage.
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We can apply the retime to the camera track afterwards.
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Guessing a good camera track is a detailed process,
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which I'm not going to cover in this tutorial.
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In this case, you can see that I have a decent solve,
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and if we view the point cloud that the camera tracker
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generated you can clearly see the details for the ground and
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the walls on either side of the street.
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We're going to use this camera to project patches in place
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to clean up some of the retime issues.
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The projection technique works by reversing the purpose of the camera,
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and using it to project an image onto a piece of geometry in the 3D scene.
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Projection is different from just applying an image directly to a
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piece of geometry because the position of the image on the surface
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of the geometry is based on the camera,
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not on how the UVs are set up for the geometry.
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This means that as long as the geometry is in the correct position in 3D
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space your image ends up in the correct part of the surface based on
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where it was in the 2D image to start with.
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Usually you use a static frame from your footage and freeze the
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animation of the camera to the same frame.
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You then project the frame and rerender it using the
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animated version of the camera.
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The result is that your static frame sticks to the correct 3D
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position as the animated camera moves relative to it.
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Camera projection is a really useful technique for painting out
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things in your scene that you don't want to be there.
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In this case, we're going to use it to paint out the retime artifacts.
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Let's set up an example projection before we worry about the retime.
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We're going to work with the original speed footage
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for this part of the demonstration.
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Let's change the color of the manhole cover and use a
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projection to track in the effect.
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I'm going to use frame 227 as the reference frame.
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Let's connect a Roto node to the Read node, and draw around the manhole cover.
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Then add a pre-multiply node below the roto to isolate it.
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Now let's add a FrameHold node below that,
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and set it to 227 to freeze the frame.
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Let's add a Grade node above the roto and make that image hot pink.
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Now we have a single frame of the new cover.
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We need to track this back into the moving image.
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Let's look at the point cloud from the camera track.
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As part of the sole process I orientated the 3D scene,
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so that the points that correspond with the road line up the
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ground plane in Nuke's 3D environment, but it's not quite perfect.
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We need to create a car to represent the surface of the road.
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If we connect our viewer to the Camera Tracker node,
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and open it up,
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and set the Display option to Points we can see the tracked
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features that it used to solve the scene.
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We can select some of the points on the road and right click and choose create,
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card.
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This will give us a card that lines up through the
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average of all the selected features.
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If we look in 3D space we can see the card amongst the selected points.
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We're going to project the pink manhole cover onto this card.
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Let's move the card under the FrameHold node.
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If we connect this directly we would apply the cover to the
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card as a texture based on the UV coordinates,
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but this isn't what we want.
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We need to project the image onto the card with a Project3D node,
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but before we do that we need to remove the LensDistortion from the image.
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Any time we take a 2D image into a 3D setup we should remove the
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LensDistortion first and then reapply it afterwards.
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Copy the LensDistortion node that was created with the CameraSolve,
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and connect it below the FrameHold.
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Make sure to set it to Undistort.
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Now we can connect a Project3D node.
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This node needs two inputs,
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the image to project and the camera to project it with.
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We need to project the image with a static camera that matches frame 227.
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We can copy the FrameHold node,
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and place it between the Camera and the Project3D node.
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Now we can connect the Project3D node to the card.
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If we look in the 3D space we can see the result.
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Now we can connect the card to a ScanlineRender node.
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We want to render this out with the animated camera,
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so connect it directly to the Camera node without the FrameHold.
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Then we need to add another LensDistort node,
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this time with Undistort unchecked.
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Then merge this over the original image.
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When we play the result you can see that the new pink cover
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tracks nicely over the original image.
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At the moment,
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this is working on the original speed footage because the
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camera track was done before the retime.
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If we want to apply this to the slower footage we need to
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render the projection through a version of the camera with
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the retime applied to it.
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We can do that with an expression similar to one we used in lesson three.
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I've imported the script from the previous video.
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This has the TimeWarp node that we were using as the
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master to control the Kronos nodes.
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We're now going to connect our render camera to the same master control.
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Let's copy the camera.
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In the new camera I click on the graph icon next to the
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translation properties and choose Edit expression.
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We need to add a set of brackets after the word curve, and then add TimeWarp1.
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lookup inside them.
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Copy and paste the expression into the x, y, and z values and close the dialog.
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Paste the same expression into the rotation values too.
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You'll need to do this for any other animated properties in your camera.
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In this case, the focal length has animation key frames,
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but the value doesn't change over time.
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We could add the expression, just to be safe.
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Now I have a camera with a retime that matches our slower footage.
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In the Node tab of the camera add RETIMED to the labels,
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so that we can tell the difference in our script.
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Because we are using the original footage to set up this patch we still need
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to use the original camera to project it onto the card,
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but if we render it with a new retime camera,
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and merge it over the retime footage, you can see that it lines up.
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We're going to use this technique of projecting patches to do a much better
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job of cleaning up the road at the lower edge of the frame.
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I'm going to work backwards from the last frame,
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which is frame 245 of the original footage.
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Let's create a frame hold for that frame of the non-retime footage.
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I'm going to create a roto shape and select as much of the road
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as I can without including any of the skaters,
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and I'm going to add a little bit of a feather to the shape.
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Pre-multiply the image by the roto,
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and then add a copy of the LensDistortion set to undistort.
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Now we can project this patch onto a copy of the same
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card that we used for the manhole cover.
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Use the Project3D node and connect it to the original unretime camera.
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Add another FrameHold node between the camera and the Project3D,
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and set it to 245, then connect it to the card.
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We might need to increase the overall scale of the
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card to fit the whole patch onto it,
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but don't change the position of the rotation.
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Then connect to ScanlineRender to the card and hook that
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up to the retime version of the camera.
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Because we are using the retime version of the camera we
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might not see anything on frame 245, so let's move to frame 280.
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Now reapply the lens distortion, and merge this over the retime setup.
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When we play this back we can see that the patch sticks well to the road,
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but there's a change in brightness as the patch arrives into the shot.
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This is due to the vignette around the edge of the lens.
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We could try and fix this with some animated grades and mattes,
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but we're going to need to create some other patches
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to fix the rest of the shot anyway.
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I ended up repeating the set up for every third frame of the original footage,
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and merging them with the earliest frames over the later frames.
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I then created an overall mask to keep these
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patches from going over the skaters.
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I've also held out the DissolveWatermark,
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which is obviously going to cause some issues.
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When we play this back we get a pretty smooth result,
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and it also solves the vignette issues around the edge of the frame.
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We can see a bit of an edge to the patch.
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We probably need a softer edge to our roto,
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but then we would start to overlap the scatter in his shadows.
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This is all stuff we can fix given more time.
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Now that we have this retime camera setting we can create cards
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throughout the scene to track in more patches.
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If we placed a vertical card,
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placing the camera at the correct depth for the front of the black truck,
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we could have used this approach to track in the patch that we
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created to fix the truck in the previous video.
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As I mentioned at the beginning of this module,
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we could spend days cleaning up everything in this shop,
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but with time, and the three techniques we've covered in this module,
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you should be able to get a decent result.
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