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These are the user uploaded subtitles that are being translated: 1 00:00:00,309 --> 00:00:03,308 When we were speeding up footage we were removing frames, 2 00:00:03,309 --> 00:00:07,308 which means we had to blend frames together to recreate motion blur. 3 00:00:07,309 --> 00:00:09,001 When we are slowing down footage we need to create new 4 00:00:09,001 --> 00:00:12,036 frames to extend the length of the clip. 5 00:00:12,036 --> 00:00:14,309 This process is called interpolation. 6 00:00:14,309 --> 00:00:15,880 We can use the same methods to create these frames that 7 00:00:15,880 --> 00:00:17,539 we used to create the motion blur, 8 00:00:17,539 --> 00:00:21,399 but it is harder to create whole new frames from scratch than 9 00:00:21,399 --> 00:00:24,308 it is adding motion blur to existing ones. 10 00:00:24,309 --> 00:00:26,308 We're going to work with this clip of some skateboarders, 11 00:00:26,309 --> 00:00:28,237 and we're going to slow them down by 50%. 12 00:00:28,237 --> 00:00:31,127 I've trimmed the clip down to 35 frames where the 13 00:00:31,127 --> 00:00:33,308 guy jumps over the manhole cover. 14 00:00:33,309 --> 00:00:39,309 This trimmed clip runs from frame 210 to 245, 36 frames long. 15 00:00:39,309 --> 00:00:41,892 If we're slowing this down by a factor of two we'll be doubling the length, 16 00:00:41,892 --> 00:00:48,309 so let's set the project frame range from 210 to 280. 17 00:00:48,309 --> 00:00:51,309 Let's start with the Retime node, so we have a reference. 18 00:00:51,309 --> 00:00:53,184 Let's set the speed to 0. 19 00:00:53,184 --> 00:00:53,496 5. 20 00:00:53,496 --> 00:00:57,672 Now even with the filter set to box we aren't getting any motion interpolation. 21 00:00:57,672 --> 00:01:01,451 You can see that each frame of the source holds for two frames of our timeline, 22 00:01:01,451 --> 00:01:03,309 and gives us a very jumpy playback. 23 00:01:03,309 --> 00:01:07,308 We need to change the shutter setting to enable the frame blending. 24 00:01:07,308 --> 00:01:10,951 If you hover over the shutter control the tip that pops up 25 00:01:10,951 --> 00:01:13,308 says that Nuke should blend a minimum of two frames when 26 00:01:13,309 --> 00:01:17,309 the shutter is set to one, but this doesn't seem to be the case. 27 00:01:17,309 --> 00:01:19,490 If you look in the documentation it says, 28 00:01:19,490 --> 00:01:21,462 increase the shutter parameter to enable frame blending, 29 00:01:21,462 --> 00:01:24,509 so it looks like a shutter of one doesn't do anything 30 00:01:24,509 --> 00:01:27,309 when we are slowing down a clip. 31 00:01:27,309 --> 00:01:28,475 I'm going to duplicate this Retime node, 32 00:01:28,475 --> 00:01:31,809 so we can compare the differences with the frame blending on. 33 00:01:31,809 --> 00:01:34,309 Let's increase the shutter to two. 34 00:01:34,309 --> 00:01:38,308 Now this is telling Nuke to blend two frames together to create a new frame. 35 00:01:38,309 --> 00:01:42,036 When we step through the shot now we will see that every other frame is the 36 00:01:42,036 --> 00:01:45,308 original and matches the version without the frame blending, 37 00:01:45,309 --> 00:01:46,808 but the frame's in between and new. 38 00:01:46,808 --> 00:01:50,309 If you look closely at the new frames you can see that they are made up of 39 00:01:50,309 --> 00:01:53,155 the frame before and the frame after mixed together. 40 00:01:53,155 --> 00:01:59,309 If we look at one of these new frames we can recreate it by using a 41 00:01:59,309 --> 00:02:03,309 FrameHold node to give us the frame before and a frame after, 42 00:02:03,309 --> 00:02:06,909 and combining them with a dissolve set to 0. 43 00:02:06,909 --> 00:02:07,309 5. 44 00:02:07,309 --> 00:02:10,309 We can get the same effect with the TimeWarp node. 45 00:02:10,309 --> 00:02:13,575 To create the slow down effect in the TimeWarp node we need to go to the 46 00:02:13,575 --> 00:02:16,509 key frame that is created at the end of the timeline, 47 00:02:16,509 --> 00:02:21,616 and set it to 245, the final frame of the source. 48 00:02:21,616 --> 00:02:24,309 Let's click the df/dt button. 49 00:02:24,309 --> 00:02:24,594 Strangely, 50 00:02:24,594 --> 00:02:28,809 in this shutter box we have to enter one to give us the same 51 00:02:28,809 --> 00:02:34,309 result as a value of two did in the Retime node. 52 00:02:34,309 --> 00:02:36,975 These frame blended interpolations are definitely much better 53 00:02:36,975 --> 00:02:38,924 than the stuttery results that we had before, 54 00:02:38,924 --> 00:02:41,672 but we can do even better with obstacle flow. 55 00:02:41,672 --> 00:02:45,309 So let's bring in the no flow node. 56 00:02:45,309 --> 00:02:47,175 OFlow defaults to a speed of 0. 57 00:02:47,175 --> 00:02:49,309 5, so we don't have to change that. 58 00:02:49,309 --> 00:02:52,309 Just make sure that the frame range is updated. 59 00:02:52,309 --> 00:02:55,308 If we play this we will see that most of the image looks much better. 60 00:02:55,309 --> 00:02:57,880 If we look at the three skaters on the right in the 61 00:02:57,880 --> 00:02:59,975 background we have a really nice result. 62 00:02:59,975 --> 00:03:02,809 OFlow is using optical flow to analyze the local 63 00:03:02,809 --> 00:03:04,559 movement of each area of the image, 64 00:03:04,559 --> 00:03:08,309 and using that information to create much better in between frames. 65 00:03:08,309 --> 00:03:10,059 It's actually rebuilding all of the frames, 66 00:03:10,059 --> 00:03:12,399 not every other one like the Return node did. 67 00:03:12,399 --> 00:03:14,309 This works really well for subtle, smooth, 68 00:03:14,309 --> 00:03:18,309 consistent movement, like most of the right of the frame, 69 00:03:18,309 --> 00:03:21,059 but it breaks where the movement is more extreme or where 70 00:03:21,059 --> 00:03:23,490 objects appear and disappear in between frames. 71 00:03:23,490 --> 00:03:26,975 When the optical flow loses sight of an object it 72 00:03:26,975 --> 00:03:29,309 can't work out where it goes next. 73 00:03:29,309 --> 00:03:31,001 When it breaks we get these crazy artifacts that you can 74 00:03:31,001 --> 00:03:32,975 see around the left of the action. 75 00:03:32,975 --> 00:03:36,924 The guy's arm is moving too far and too fast for a good rebuild, 76 00:03:36,924 --> 00:03:39,380 the details behind the car breaking as he moves over them, 77 00:03:39,380 --> 00:03:42,462 and the details on the bottom of the skateboard are going a 78 00:03:42,462 --> 00:03:46,309 bit crazy as they rotate in and out of view. 79 00:03:46,309 --> 00:03:48,308 We also have weird stuff happening around the edges of frame where 80 00:03:48,309 --> 00:03:51,308 areas are revealed with the camera movement. 81 00:03:51,309 --> 00:03:53,616 Let's see if we can improve some of these results 82 00:03:53,616 --> 00:03:55,642 with the settings in the OFlow node. 83 00:03:55,642 --> 00:03:59,001 First of all, let's visualize what the optical flow is doing. 84 00:03:59,001 --> 00:04:01,880 At the bottom of the node in the Advanced section there 85 00:04:01,880 --> 00:04:05,309 is a checkbox called Overlay Vectors. 86 00:04:05,309 --> 00:04:09,309 If we enable this we can see the vectors that Nuke is generating. 87 00:04:09,309 --> 00:04:13,309 These vectors relate to the direction that Nuke thinks each pixel is moving. 88 00:04:13,309 --> 00:04:16,094 You can see that in the areas that are working well Nuke has 89 00:04:16,094 --> 00:04:17,672 generated vectors that match the movement, 90 00:04:17,672 --> 00:04:20,166 but the areas that aren't working have crazy vectors. 91 00:04:20,166 --> 00:04:23,809 This view is just so we can see what Nuke is working with. 92 00:04:23,809 --> 00:04:26,309 If we change the vector spacing here we don't actually 93 00:04:26,309 --> 00:04:28,155 change the results of the retime. 94 00:04:28,155 --> 00:04:33,086 We can change the quality of the vectors with these two sliders, 95 00:04:33,086 --> 00:04:35,308 Vector Detail and Smoothness. 96 00:04:35,309 --> 00:04:39,308 The Vector Detail slider increases how many vectors are generated, 97 00:04:39,309 --> 00:04:42,308 with one creating a vector for every pixel of the image. 98 00:04:42,309 --> 00:04:46,308 This gives us more details, but can be much slower. 99 00:04:46,309 --> 00:04:47,001 In this case, 100 00:04:47,001 --> 00:04:49,308 setting the Vector Detail to one improves most of the 101 00:04:49,309 --> 00:04:53,308 areas we are having trouble with, but it doesn't fix any of them completely. 102 00:04:53,309 --> 00:04:55,409 The biggest improvement's around the guy jumping 103 00:04:55,409 --> 00:04:57,642 where the extra detail was important. 104 00:04:57,642 --> 00:05:02,127 It's counterintuitive, but sometimes the extra detail creates a worse result. 105 00:05:02,127 --> 00:05:05,763 If you have something with high detail, like an explosion, 106 00:05:05,763 --> 00:05:09,399 a reduction in Vector Detail can sometimes give you smoother results, 107 00:05:09,399 --> 00:05:13,127 so don't assume that high detail always gives you the best results. 108 00:05:13,127 --> 00:05:16,908 The smoothness slider smooths out the results of the vectors. 109 00:05:16,908 --> 00:05:20,109 The new documentation describes the results like this. 110 00:05:20,109 --> 00:05:23,308 A high smoothness misses lots of local detail, 111 00:05:23,309 --> 00:05:26,309 but is less likely to provide you with the odd spurious vector. 112 00:05:26,309 --> 00:05:28,854 A low smoothness concentrates on detail matching, 113 00:05:28,854 --> 00:05:31,559 even if the result field is jagged. 114 00:05:31,559 --> 00:05:32,809 In this case, 115 00:05:32,809 --> 00:05:35,809 turning the smoothing to one reduced the really 116 00:05:35,809 --> 00:05:37,309 obvious artifacts on the buys arm, 117 00:05:37,309 --> 00:05:39,763 but makes the background behind him much worse. 118 00:05:39,763 --> 00:05:43,308 The high smoothing also reduces the boiling in the road. 119 00:05:43,308 --> 00:05:45,642 If we set the smoothing to 0. 120 00:05:45,642 --> 00:05:52,309 1 the artifacts become more obvious, but the amount of distortion is reduced. 121 00:05:52,309 --> 00:05:52,462 Unfortunately, 122 00:05:52,462 --> 00:05:55,109 it is often the case that what works for one area of the shot 123 00:05:55,109 --> 00:05:58,308 doesn't work for another area of the shot. 124 00:05:58,309 --> 00:06:01,581 One of the worst truths I have learned in my VFX career is that retiming 125 00:06:01,581 --> 00:06:04,308 almost never works like it does in the product demos, 126 00:06:04,309 --> 00:06:10,308 and there is usually a lot of manual cleanup needed to get a perfect result. 127 00:06:10,309 --> 00:06:13,309 In the previous video I said the OFlow and Kronos were similar, 128 00:06:13,309 --> 00:06:18,308 but the Foundry has added some improvements to Kronos in the latest version. 129 00:06:18,309 --> 00:06:21,309 Unfortunately, Kronos is only available in Nuke X, 130 00:06:21,309 --> 00:06:23,642 but the improvements and extra features are definitely worth mentioning, 131 00:06:23,642 --> 00:06:25,308 so let's take a look. 132 00:06:25,308 --> 00:06:28,975 Just with the default settings you can see that Kronos is 133 00:06:28,975 --> 00:06:31,308 doing a much better job than OFlow. 134 00:06:31,309 --> 00:06:34,308 The issues with the brick wall on the left are almost completely gone. 135 00:06:34,309 --> 00:06:38,308 There are still issues with the road and his arm, but they are much better. 136 00:06:38,309 --> 00:06:42,309 They have changed the name of the Smoothness glider in Kronos to Strength. 137 00:06:42,309 --> 00:06:43,059 In this case, 138 00:06:43,059 --> 00:06:47,023 setting the Vector Detail to one and leaving the Strength at the default of 1. 139 00:06:47,023 --> 00:06:50,539 5 gives us a pretty impressive result for most of the image. 140 00:06:50,539 --> 00:06:54,166 One feature that Kronos has that OFlow doesn't is a Matte input. 141 00:06:54,166 --> 00:06:58,309 If you have a matte for the foreground layer you can use it to help 142 00:06:58,309 --> 00:07:00,309 Kronos work out where the different layers are. 143 00:07:00,309 --> 00:07:03,308 In this case, I have Roto for the skateboarder. 144 00:07:03,309 --> 00:07:07,309 If we connect it to Kronos it gives us a much better result. 145 00:07:07,309 --> 00:07:09,908 You can try and tweak the result with a erodes or blurs on 146 00:07:09,908 --> 00:07:12,809 the matte before it is connected to Kronos. 147 00:07:12,809 --> 00:07:13,225 Obviously, 148 00:07:13,225 --> 00:07:17,616 if we slow the footage down more we're going to get more artifacts because Nuke 149 00:07:17,616 --> 00:07:21,309 is having to create more frames with the same initial data. 150 00:07:21,309 --> 00:07:24,250 If we set the speed in this Kronos to 0. 151 00:07:24,250 --> 00:07:28,308 25 we now need to create 3 frames between every original frame. 152 00:07:28,308 --> 00:07:30,642 Kronos still gives us impressive results, 153 00:07:30,642 --> 00:07:34,308 but you can see that the artifacts are more obvious now. 154 00:07:34,309 --> 00:07:38,309 So you can see that optical flow is pretty amazing, but isn't perfect. 155 00:07:38,309 --> 00:07:40,709 Depending on your source footage, and the amount you are slowing it down, 156 00:07:40,709 --> 00:07:44,308 you are going to have some degree of artifacts. 157 00:07:44,309 --> 00:07:45,975 You might be able to reduce these problems just tweaking 158 00:07:45,975 --> 00:07:48,023 the sliders in the OFlow or Kronos nodes, 159 00:07:48,023 --> 00:07:51,809 but the chances are you're going to have to do some manual cleanup work too. 160 00:07:51,809 --> 00:07:54,166 I will show you a few approaches to cleaning up 161 00:07:54,166 --> 00:07:55,880 these artifacts in a later video, 162 00:07:55,880 --> 00:07:59,023 but for now know that if you have access to Kronos it will 163 00:07:59,023 --> 00:08:01,375 give you a much better result than OFlow, 164 00:08:01,375 --> 00:08:08,309 and if you have time to do some Roto that will help too. 165 00:08:08,309 --> 00:08:09,847 So let's summarize this module. 166 00:08:09,847 --> 00:08:13,945 When we speed shots up we have to create motion blurs to simulate the 167 00:08:13,945 --> 00:08:16,166 smoother results we would expect from a camera. 168 00:08:16,166 --> 00:08:20,462 When we slow shots down we have to create new frames to fill in the gaps 169 00:08:20,462 --> 00:08:23,642 left when we increase the time between the original frames. 170 00:08:23,642 --> 00:08:28,309 Optical flow technology usually produces the best 171 00:08:28,309 --> 00:08:30,308 results for both of these operations. 172 00:08:30,308 --> 00:08:35,642 Kronos is the best of the optical flow nodes if you have it available, 173 00:08:35,642 --> 00:08:37,308 but it isn't perfect. 174 00:08:37,308 --> 00:08:39,309 Different settings will work for different areas of your shot, 175 00:08:39,308 --> 00:08:50,309 and you'll probably have to do some manual cleanup work too. 15898

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