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These are the user uploaded subtitles that are being translated: 1 00:00:00,991 --> 00:00:03,741 In the previous video we started to clean up the Retimer 2 00:00:03,741 --> 00:00:05,837 artifacts in this clip of the skateboarders. 3 00:00:05,837 --> 00:00:09,866 One of the techniques I showed you used a 2D transform to track 4 00:00:09,866 --> 00:00:12,991 In a patch to fix the front of the truck. 5 00:00:12,991 --> 00:00:15,461 In this video I'm going to show you how we can use a 3D 6 00:00:15,461 --> 00:00:17,529 setup to help us track into more patches. 7 00:00:17,529 --> 00:00:21,529 To use this technique you'll need a 3D camera track for your shot. 8 00:00:21,529 --> 00:00:25,491 You can use the Camera Tracker node in Nuke X to 9 00:00:25,491 --> 00:00:28,991 solve a 3D camera from your footage. 10 00:00:28,991 --> 00:00:30,991 Track your original footage, not your retime footage. 11 00:00:30,991 --> 00:00:35,991 We can apply the retime to the camera track afterwards. 12 00:00:35,991 --> 00:00:37,490 Guessing a good camera track is a detailed process, 13 00:00:37,490 --> 00:00:39,705 which I'm not going to cover in this tutorial. 14 00:00:39,705 --> 00:00:42,848 In this case, you can see that I have a decent solve, 15 00:00:42,848 --> 00:00:45,241 and if we view the point cloud that the camera tracker 16 00:00:45,241 --> 00:00:47,991 generated you can clearly see the details for the ground and 17 00:00:47,991 --> 00:00:50,452 the walls on either side of the street. 18 00:00:50,452 --> 00:00:54,133 We're going to use this camera to project patches in place 19 00:00:54,133 --> 00:00:56,990 to clean up some of the retime issues. 20 00:00:56,991 --> 00:00:59,991 The projection technique works by reversing the purpose of the camera, 21 00:00:59,991 --> 00:01:03,991 and using it to project an image onto a piece of geometry in the 3D scene. 22 00:01:03,991 --> 00:01:06,990 Projection is different from just applying an image directly to a 23 00:01:06,991 --> 00:01:10,683 piece of geometry because the position of the image on the surface 24 00:01:10,683 --> 00:01:12,741 of the geometry is based on the camera, 25 00:01:12,741 --> 00:01:15,452 not on how the UVs are set up for the geometry. 26 00:01:15,452 --> 00:01:19,133 This means that as long as the geometry is in the correct position in 3D 27 00:01:19,133 --> 00:01:23,419 space your image ends up in the correct part of the surface based on 28 00:01:23,419 --> 00:01:26,991 where it was in the 2D image to start with. 29 00:01:26,991 --> 00:01:29,991 Usually you use a static frame from your footage and freeze the 30 00:01:29,991 --> 00:01:32,991 animation of the camera to the same frame. 31 00:01:32,991 --> 00:01:35,491 You then project the frame and rerender it using the 32 00:01:35,491 --> 00:01:36,914 animated version of the camera. 33 00:01:36,914 --> 00:01:40,900 The result is that your static frame sticks to the correct 3D 34 00:01:40,900 --> 00:01:44,990 position as the animated camera moves relative to it. 35 00:01:44,991 --> 00:01:47,718 Camera projection is a really useful technique for painting out 36 00:01:47,718 --> 00:01:49,991 things in your scene that you don't want to be there. 37 00:01:49,991 --> 00:01:54,991 In this case, we're going to use it to paint out the retime artifacts. 38 00:01:54,991 --> 00:01:58,990 Let's set up an example projection before we worry about the retime. 39 00:01:58,991 --> 00:02:01,067 We're going to work with the original speed footage 40 00:02:01,067 --> 00:02:02,718 for this part of the demonstration. 41 00:02:02,718 --> 00:02:06,562 Let's change the color of the manhole cover and use a 42 00:02:06,562 --> 00:02:08,276 projection to track in the effect. 43 00:02:08,276 --> 00:02:11,529 I'm going to use frame 227 as the reference frame. 44 00:02:11,529 --> 00:02:18,263 Let's connect a Roto node to the Read node, and draw around the manhole cover. 45 00:02:18,263 --> 00:02:23,298 Then add a pre-multiply node below the roto to isolate it. 46 00:02:23,298 --> 00:02:26,491 Now let's add a FrameHold node below that, 47 00:02:26,491 --> 00:02:30,991 and set it to 227 to freeze the frame. 48 00:02:30,991 --> 00:02:36,990 Let's add a Grade node above the roto and make that image hot pink. 49 00:02:36,991 --> 00:02:38,990 Now we have a single frame of the new cover. 50 00:02:38,991 --> 00:02:42,991 We need to track this back into the moving image. 51 00:02:42,991 --> 00:02:44,990 Let's look at the point cloud from the camera track. 52 00:02:44,991 --> 00:02:48,133 As part of the sole process I orientated the 3D scene, 53 00:02:48,133 --> 00:02:51,241 so that the points that correspond with the road line up the 54 00:02:51,241 --> 00:02:55,991 ground plane in Nuke's 3D environment, but it's not quite perfect. 55 00:02:55,991 --> 00:03:00,991 We need to create a car to represent the surface of the road. 56 00:03:00,991 --> 00:03:02,419 If we connect our viewer to the Camera Tracker node, 57 00:03:02,419 --> 00:03:02,990 and open it up, 58 00:03:02,991 --> 00:03:06,683 and set the Display option to Points we can see the tracked 59 00:03:06,683 --> 00:03:08,857 features that it used to solve the scene. 60 00:03:08,857 --> 00:03:14,546 We can select some of the points on the road and right click and choose create, 61 00:03:14,546 --> 00:03:14,991 card. 62 00:03:14,991 --> 00:03:17,190 This will give us a card that lines up through the 63 00:03:17,190 --> 00:03:18,562 average of all the selected features. 64 00:03:18,562 --> 00:03:23,354 If we look in 3D space we can see the card amongst the selected points. 65 00:03:23,354 --> 00:03:28,354 We're going to project the pink manhole cover onto this card. 66 00:03:28,354 --> 00:03:31,991 Let's move the card under the FrameHold node. 67 00:03:31,991 --> 00:03:34,390 If we connect this directly we would apply the cover to the 68 00:03:34,390 --> 00:03:36,991 card as a texture based on the UV coordinates, 69 00:03:36,991 --> 00:03:38,991 but this isn't what we want. 70 00:03:38,991 --> 00:03:43,991 We need to project the image onto the card with a Project3D node, 71 00:03:43,991 --> 00:03:47,990 but before we do that we need to remove the LensDistortion from the image. 72 00:03:47,991 --> 00:03:51,991 Any time we take a 2D image into a 3D setup we should remove the 73 00:03:51,991 --> 00:03:55,991 LensDistortion first and then reapply it afterwards. 74 00:03:55,991 --> 00:03:58,991 Copy the LensDistortion node that was created with the CameraSolve, 75 00:03:58,991 --> 00:04:01,298 and connect it below the FrameHold. 76 00:04:01,298 --> 00:04:03,991 Make sure to set it to Undistort. 77 00:04:03,991 --> 00:04:06,907 Now we can connect a Project3D node. 78 00:04:06,907 --> 00:04:08,990 This node needs two inputs, 79 00:04:08,991 --> 00:04:13,991 the image to project and the camera to project it with. 80 00:04:13,991 --> 00:04:18,990 We need to project the image with a static camera that matches frame 227. 81 00:04:18,991 --> 00:04:19,914 We can copy the FrameHold node, 82 00:04:19,914 --> 00:04:22,837 and place it between the Camera and the Project3D node. 83 00:04:22,837 --> 00:04:28,991 Now we can connect the Project3D node to the card. 84 00:04:28,991 --> 00:04:33,991 If we look in the 3D space we can see the result. 85 00:04:33,991 --> 00:04:36,991 Now we can connect the card to a ScanlineRender node. 86 00:04:36,991 --> 00:04:40,067 We want to render this out with the animated camera, 87 00:04:40,067 --> 00:04:43,991 so connect it directly to the Camera node without the FrameHold. 88 00:04:43,991 --> 00:04:45,445 Then we need to add another LensDistort node, 89 00:04:45,445 --> 00:04:48,435 this time with Undistort unchecked. 90 00:04:48,435 --> 00:04:56,991 Then merge this over the original image. 91 00:04:56,991 --> 00:04:58,848 When we play the result you can see that the new pink cover 92 00:04:58,848 --> 00:05:00,914 tracks nicely over the original image. 93 00:05:00,914 --> 00:05:02,067 At the moment, 94 00:05:02,067 --> 00:05:06,074 this is working on the original speed footage because the 95 00:05:06,074 --> 00:05:08,991 camera track was done before the retime. 96 00:05:08,991 --> 00:05:11,590 If we want to apply this to the slower footage we need to 97 00:05:11,590 --> 00:05:14,452 render the projection through a version of the camera with 98 00:05:14,452 --> 00:05:15,991 the retime applied to it. 99 00:05:15,991 --> 00:05:20,990 We can do that with an expression similar to one we used in lesson three. 100 00:05:20,991 --> 00:05:23,991 I've imported the script from the previous video. 101 00:05:23,991 --> 00:05:26,348 This has the TimeWarp node that we were using as the 102 00:05:26,348 --> 00:05:27,914 master to control the Kronos nodes. 103 00:05:27,914 --> 00:05:33,562 We're now going to connect our render camera to the same master control. 104 00:05:33,562 --> 00:05:36,990 Let's copy the camera. 105 00:05:36,991 --> 00:05:39,776 In the new camera I click on the graph icon next to the 106 00:05:39,776 --> 00:05:41,657 translation properties and choose Edit expression. 107 00:05:41,657 --> 00:05:48,491 We need to add a set of brackets after the word curve, and then add TimeWarp1. 108 00:05:48,491 --> 00:05:49,991 lookup inside them. 109 00:05:49,991 --> 00:05:55,900 Copy and paste the expression into the x, y, and z values and close the dialog. 110 00:05:55,900 --> 00:05:59,990 Paste the same expression into the rotation values too. 111 00:05:59,991 --> 00:06:03,991 You'll need to do this for any other animated properties in your camera. 112 00:06:03,991 --> 00:06:06,298 In this case, the focal length has animation key frames, 113 00:06:06,298 --> 00:06:09,144 but the value doesn't change over time. 114 00:06:09,144 --> 00:06:13,991 We could add the expression, just to be safe. 115 00:06:13,991 --> 00:06:17,991 Now I have a camera with a retime that matches our slower footage. 116 00:06:17,991 --> 00:06:21,190 In the Node tab of the camera add RETIMED to the labels, 117 00:06:21,190 --> 00:06:24,324 so that we can tell the difference in our script. 118 00:06:24,324 --> 00:06:29,067 Because we are using the original footage to set up this patch we still need 119 00:06:29,067 --> 00:06:32,276 to use the original camera to project it onto the card, 120 00:06:32,276 --> 00:06:35,133 but if we render it with a new retime camera, 121 00:06:35,133 --> 00:06:39,324 and merge it over the retime footage, you can see that it lines up. 122 00:06:39,324 --> 00:06:43,190 We're going to use this technique of projecting patches to do a much better 123 00:06:43,190 --> 00:06:46,529 job of cleaning up the road at the lower edge of the frame. 124 00:06:46,529 --> 00:06:49,990 I'm going to work backwards from the last frame, 125 00:06:49,991 --> 00:06:53,991 which is frame 245 of the original footage. 126 00:06:53,991 --> 00:06:58,991 Let's create a frame hold for that frame of the non-retime footage. 127 00:06:58,991 --> 00:07:00,741 I'm going to create a roto shape and select as much of the road 128 00:07:00,741 --> 00:07:03,144 as I can without including any of the skaters, 129 00:07:03,144 --> 00:07:07,452 and I'm going to add a little bit of a feather to the shape. 130 00:07:07,452 --> 00:07:09,407 Pre-multiply the image by the roto, 131 00:07:09,407 --> 00:07:13,991 and then add a copy of the LensDistortion set to undistort. 132 00:07:13,991 --> 00:07:16,390 Now we can project this patch onto a copy of the same 133 00:07:16,390 --> 00:07:18,914 card that we used for the manhole cover. 134 00:07:18,914 --> 00:07:23,590 Use the Project3D node and connect it to the original unretime camera. 135 00:07:23,590 --> 00:07:27,857 Add another FrameHold node between the camera and the Project3D, 136 00:07:27,857 --> 00:07:32,990 and set it to 245, then connect it to the card. 137 00:07:32,991 --> 00:07:34,419 We might need to increase the overall scale of the 138 00:07:34,419 --> 00:07:36,991 card to fit the whole patch onto it, 139 00:07:36,991 --> 00:07:40,991 but don't change the position of the rotation. 140 00:07:40,991 --> 00:07:43,298 Then connect to ScanlineRender to the card and hook that 141 00:07:43,298 --> 00:07:45,657 up to the retime version of the camera. 142 00:07:45,657 --> 00:07:49,057 Because we are using the retime version of the camera we 143 00:07:49,057 --> 00:07:53,157 might not see anything on frame 245, so let's move to frame 280. 144 00:07:53,157 --> 00:08:00,276 Now reapply the lens distortion, and merge this over the retime setup. 145 00:08:00,276 --> 00:08:08,914 When we play this back we can see that the patch sticks well to the road, 146 00:08:08,914 --> 00:08:12,133 but there's a change in brightness as the patch arrives into the shot. 147 00:08:12,133 --> 00:08:15,606 This is due to the vignette around the edge of the lens. 148 00:08:15,606 --> 00:08:19,221 We could try and fix this with some animated grades and mattes, 149 00:08:19,221 --> 00:08:21,529 but we're going to need to create some other patches 150 00:08:21,529 --> 00:08:23,705 to fix the rest of the shot anyway. 151 00:08:23,705 --> 00:08:28,324 I ended up repeating the set up for every third frame of the original footage, 152 00:08:28,324 --> 00:08:36,990 and merging them with the earliest frames over the later frames. 153 00:08:36,991 --> 00:08:39,067 I then created an overall mask to keep these 154 00:08:39,067 --> 00:08:40,790 patches from going over the skaters. 155 00:08:40,790 --> 00:08:43,190 I've also held out the DissolveWatermark, 156 00:08:43,190 --> 00:08:46,760 which is obviously going to cause some issues. 157 00:08:46,760 --> 00:08:51,324 When we play this back we get a pretty smooth result, 158 00:08:51,324 --> 00:08:55,241 and it also solves the vignette issues around the edge of the frame. 159 00:08:55,241 --> 00:08:57,991 We can see a bit of an edge to the patch. 160 00:08:57,991 --> 00:08:59,919 We probably need a softer edge to our roto, 161 00:08:59,919 --> 00:09:02,991 but then we would start to overlap the scatter in his shadows. 162 00:09:02,991 --> 00:09:06,375 This is all stuff we can fix given more time. 163 00:09:06,375 --> 00:09:11,790 Now that we have this retime camera setting we can create cards 164 00:09:11,790 --> 00:09:14,990 throughout the scene to track in more patches. 165 00:09:14,991 --> 00:09:16,375 If we placed a vertical card, 166 00:09:16,375 --> 00:09:19,991 placing the camera at the correct depth for the front of the black truck, 167 00:09:19,991 --> 00:09:23,991 we could have used this approach to track in the patch that we 168 00:09:23,991 --> 00:09:26,991 created to fix the truck in the previous video. 169 00:09:26,991 --> 00:09:29,067 As I mentioned at the beginning of this module, 170 00:09:29,067 --> 00:09:31,991 we could spend days cleaning up everything in this shop, 171 00:09:31,991 --> 00:09:34,914 but with time, and the three techniques we've covered in this module, 172 00:09:34,914 --> 00:09:37,991 you should be able to get a decent result. 15787

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