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When we were speeding up footage we were removing frames,
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which means we had to blend frames together to recreate motion blur.
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When we are slowing down footage we need to create new
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frames to extend the length of the clip.
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This process is called interpolation.
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We can use the same methods to create these frames that
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we used to create the motion blur,
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but it is harder to create whole new frames from scratch than
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it is adding motion blur to existing ones.
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We're going to work with this clip of some skateboarders,
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and we're going to slow them down by 50%.
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I've trimmed the clip down to 35 frames where the
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guy jumps over the manhole cover.
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This trimmed clip runs from frame 210 to 245, 36 frames long.
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If we're slowing this down by a factor of two we'll be doubling the length,
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so let's set the project frame range from 210 to 280.
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Let's start with the Retime node, so we have a reference.
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Let's set the speed to 0.
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5.
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Now even with the filter set to box we aren't getting any motion interpolation.
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You can see that each frame of the source holds for two frames of our timeline,
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and gives us a very jumpy playback.
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We need to change the shutter setting to enable the frame blending.
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If you hover over the shutter control the tip that pops up
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says that Nuke should blend a minimum of two frames when
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the shutter is set to one, but this doesn't seem to be the case.
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If you look in the documentation it says,
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increase the shutter parameter to enable frame blending,
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so it looks like a shutter of one doesn't do anything
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when we are slowing down a clip.
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I'm going to duplicate this Retime node,
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so we can compare the differences with the frame blending on.
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Let's increase the shutter to two.
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Now this is telling Nuke to blend two frames together to create a new frame.
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When we step through the shot now we will see that every other frame is the
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original and matches the version without the frame blending,
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but the frame's in between and new.
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If you look closely at the new frames you can see that they are made up of
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the frame before and the frame after mixed together.
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If we look at one of these new frames we can recreate it by using a
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FrameHold node to give us the frame before and a frame after,
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and combining them with a dissolve set to 0.
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5.
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We can get the same effect with the TimeWarp node.
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To create the slow down effect in the TimeWarp node we need to go to the
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key frame that is created at the end of the timeline,
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and set it to 245, the final frame of the source.
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Let's click the df/dt button.
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Strangely,
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in this shutter box we have to enter one to give us the same
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result as a value of two did in the Retime node.
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These frame blended interpolations are definitely much better
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than the stuttery results that we had before,
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but we can do even better with obstacle flow.
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So let's bring in the no flow node.
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OFlow defaults to a speed of 0.
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5, so we don't have to change that.
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Just make sure that the frame range is updated.
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If we play this we will see that most of the image looks much better.
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If we look at the three skaters on the right in the
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background we have a really nice result.
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OFlow is using optical flow to analyze the local
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movement of each area of the image,
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and using that information to create much better in between frames.
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It's actually rebuilding all of the frames,
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not every other one like the Return node did.
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This works really well for subtle, smooth,
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consistent movement, like most of the right of the frame,
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but it breaks where the movement is more extreme or where
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objects appear and disappear in between frames.
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When the optical flow loses sight of an object it
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can't work out where it goes next.
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When it breaks we get these crazy artifacts that you can
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see around the left of the action.
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The guy's arm is moving too far and too fast for a good rebuild,
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the details behind the car breaking as he moves over them,
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and the details on the bottom of the skateboard are going a
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bit crazy as they rotate in and out of view.
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We also have weird stuff happening around the edges of frame where
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areas are revealed with the camera movement.
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Let's see if we can improve some of these results
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with the settings in the OFlow node.
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First of all, let's visualize what the optical flow is doing.
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At the bottom of the node in the Advanced section there
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is a checkbox called Overlay Vectors.
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If we enable this we can see the vectors that Nuke is generating.
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These vectors relate to the direction that Nuke thinks each pixel is moving.
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You can see that in the areas that are working well Nuke has
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generated vectors that match the movement,
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but the areas that aren't working have crazy vectors.
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This view is just so we can see what Nuke is working with.
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If we change the vector spacing here we don't actually
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change the results of the retime.
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We can change the quality of the vectors with these two sliders,
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Vector Detail and Smoothness.
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The Vector Detail slider increases how many vectors are generated,
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with one creating a vector for every pixel of the image.
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This gives us more details, but can be much slower.
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In this case,
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setting the Vector Detail to one improves most of the
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areas we are having trouble with, but it doesn't fix any of them completely.
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The biggest improvement's around the guy jumping
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where the extra detail was important.
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It's counterintuitive, but sometimes the extra detail creates a worse result.
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If you have something with high detail, like an explosion,
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a reduction in Vector Detail can sometimes give you smoother results,
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so don't assume that high detail always gives you the best results.
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The smoothness slider smooths out the results of the vectors.
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The new documentation describes the results like this.
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A high smoothness misses lots of local detail,
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but is less likely to provide you with the odd spurious vector.
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A low smoothness concentrates on detail matching,
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even if the result field is jagged.
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In this case,
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turning the smoothing to one reduced the really
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obvious artifacts on the buys arm,
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but makes the background behind him much worse.
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The high smoothing also reduces the boiling in the road.
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If we set the smoothing to 0.
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1 the artifacts become more obvious, but the amount of distortion is reduced.
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Unfortunately,
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it is often the case that what works for one area of the shot
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doesn't work for another area of the shot.
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One of the worst truths I have learned in my VFX career is that retiming
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almost never works like it does in the product demos,
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and there is usually a lot of manual cleanup needed to get a perfect result.
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In the previous video I said the OFlow and Kronos were similar,
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but the Foundry has added some improvements to Kronos in the latest version.
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Unfortunately, Kronos is only available in Nuke X,
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but the improvements and extra features are definitely worth mentioning,
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so let's take a look.
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Just with the default settings you can see that Kronos is
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doing a much better job than OFlow.
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The issues with the brick wall on the left are almost completely gone.
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There are still issues with the road and his arm, but they are much better.
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They have changed the name of the Smoothness glider in Kronos to Strength.
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In this case,
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setting the Vector Detail to one and leaving the Strength at the default of 1.
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5 gives us a pretty impressive result for most of the image.
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One feature that Kronos has that OFlow doesn't is a Matte input.
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If you have a matte for the foreground layer you can use it to help
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Kronos work out where the different layers are.
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In this case, I have Roto for the skateboarder.
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If we connect it to Kronos it gives us a much better result.
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You can try and tweak the result with a erodes or blurs on
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the matte before it is connected to Kronos.
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Obviously,
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if we slow the footage down more we're going to get more artifacts because Nuke
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is having to create more frames with the same initial data.
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If we set the speed in this Kronos to 0.
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25 we now need to create 3 frames between every original frame.
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Kronos still gives us impressive results,
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but you can see that the artifacts are more obvious now.
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So you can see that optical flow is pretty amazing, but isn't perfect.
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Depending on your source footage, and the amount you are slowing it down,
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you are going to have some degree of artifacts.
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You might be able to reduce these problems just tweaking
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the sliders in the OFlow or Kronos nodes,
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but the chances are you're going to have to do some manual cleanup work too.
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I will show you a few approaches to cleaning up
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these artifacts in a later video,
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but for now know that if you have access to Kronos it will
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give you a much better result than OFlow,
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and if you have time to do some Roto that will help too.
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So let's summarize this module.
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When we speed shots up we have to create motion blurs to simulate the
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smoother results we would expect from a camera.
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When we slow shots down we have to create new frames to fill in the gaps
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left when we increase the time between the original frames.
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Optical flow technology usually produces the best
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results for both of these operations.
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Kronos is the best of the optical flow nodes if you have it available,
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but it isn't perfect.
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Different settings will work for different areas of your shot,
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and you'll probably have to do some manual cleanup work too.
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