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During this class we've covered some of the most useful
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nodes in the ReSharper menu in detail.
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There are lots of other nodes in the retime category,
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but you could go your whole career without using some of them.
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In this video we're going to quickly go through these nodes and
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point out some scenarios where they might be useful.
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The first two nodes, add and remove 3:2 pulldown,
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are used when you're dealing with footage that has a 3:2 pulldown.
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This is a process that was used to fit film shot at 24 frames a
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second into NTSC video with a frame rate of 29.
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97 frames a second.
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This would spread four frames of the original film
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across five frames of the video.
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This worked because NTSC video is interlaced,
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meaning that each frame is split across two fields.
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Each field contained half of the image.
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The 3:2 pulldown would map some frames from the film to 2
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fields and some of the frames to 3 fields.
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A 3:2 pulldown has to be removed before you start working Nuke,
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so that you have whole frames to work with.
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If you are rendering your finished images back to the same source you'll
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need to add the 3:2 pulldown process back to your sequence at the end of
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your Nuke script before you write out the frames.
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You only need to worry about 3:2 pulldown if your footage
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originated on film at 24 frames a second,
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and it was then transferred to video tape,
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and the video tape was NTSC.
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I've never had to deal with 3:2 pulldown in my entire career,
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partly because I used to work in a country that had PAL video instead of NTSC,
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but as HD standards can now deal with native 24 frames a second 3:2
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pulldown will only become less and less common.
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The only time I can imagine you needing to worry about this is
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if you ever get archive footage to work with.
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The next node is AppendClip.
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This simply allows you to play one clip after another.
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You connect the clip you want to play first into the one input,
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and the clip you want to play second into the two input.
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The node deals with all the different start frames for you and
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rearranges everything for you to play in sequence.
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You can even create a cross dissolve and define how many frames it should take.
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You can connect multiple inputs to the same
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AppendClip node to create a sequence.
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The FrameBlend node averages together a defined number
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of frames to create a blended image.
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It can be used in combination with some of the simpler
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Retime nodes to create a smoother result,
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but it won't be as effective as the other methods we've
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covered in this class for creating motion blur.
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If you add it to a moving clip you can create a cool motion trail effect.
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If you have a static camera you can blend the frames together to
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either create a single frame with reduced noise or grain or maybe
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remove moving objects in the image, like rain.
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You can see that if we apply it to the shot of the man with the champagne,
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and blend the first 42 frames together,
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we get a much smoother version of the background without
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all of the ugly compression artifacts.
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This would be useful if you wanted to use a single frame of the
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image to create a patch or a matte painting.
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The FrameHold node is very simple and really useful.
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It simply freezes a sequence on a certain frame.
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It also works with animated geometry and cameras.
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I use it all the time, especially when I'm doing paint work.
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The FrameRange node adjusts the first and the last frame of your clip.
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It only effects how Nuke treats the sequence rather
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than actually discarding the frames.
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If you have your viewer range set to input,
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then the FrameRange node will change the range displayed in the viewer.
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If you use it in conjunction with an AppendClip node it
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will change the timing of your input.
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The other frames are still available outside the range that you define.
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The TemporalMedian is similar to the FrameBlend,
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except it creates the median rather than the
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average value of the blended frames,
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and it only uses one frame before and one frame after the current frame.
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You can also use the core slider to limit the effect,
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and only blend pixels together if they are similar.
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The main purpose of this node is to remove noise or grain from a sequence,
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but there are other more sophisticated Denoise options in Nuke these days,
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so you probably won't use this node very often.
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The TimeBlur node can be used to create motion blur.
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It does so by sampling subdivisions of time between frames.
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If you plug this into raw footage it doesn't have any effect because
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nothing is happening between the frames at subframe level,
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but if you have an animated roto or an animated transform
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you can see that it samples the animation many more times
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to create a motion blur effect.
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The division slider defines how many samples the node will make.
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The more samples the smoother the result, but the slower the calculations.
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The shutter setting and the shutter offset defines how the samples
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are distributed around the current point in time.
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The TimeBlur node calculates everything above it in
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your script for every sample.
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If your script is big or they're heavy nodes this can get really slow.
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You can place a NoTimeBlur node above the section of
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your script that needs motion blur,
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and it will limit the region of your script that gets calculated multiple times.
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The TimeBlur setup was created back before some of the nodes
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in Nuke had built-in motion blur settings,
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but now that all of the transform and paint and roto tools have motion blur
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settings in you really don't need to use this anymore.
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The TimeClip node combines a lot of the features available in other nodes.
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You can change the frame range of a clip,
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shift a clip in time, reverse the clip,
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and use an expression to change the speed of a clip.
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This node was designed with a Dope Sheet in mind,
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so it's a good option if you enjoy using that view.
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The final group of nodes in the retime menu are based on motion vectors.
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These motion vectors are the same kind of vectors that Kronos and OFlow
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generate when they're using optical flow retimes.
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The VectorGenerator produces three different channels; motion,
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forwards and backwards.
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These channels represent how each pixel is moving
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relative to the frame before and after it.
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Generating these vectors separately from the Kronos or
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OFlow nodes has several advantages.
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Firstly, they are relatively slow to generate,
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so you can prerender them, and read them back in,
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and connect them to Retime node to speed up your work.
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You can use motion vectors from one image to distort a different image.
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This can create some cool effects.
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In this example,
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you can see that if we create motion vectors based
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on the man spraying champagne,
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and use it to drive the retime of the basketball clip you get a really odd,
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but interesting result.
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You can use vectors to drive other custom effects that need to
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be driven by the movement of your image.
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The SmartVector node writes out motion vectors in a particular
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format to be used with the VectorWarp node.
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These are new tools in Nuke X that use vectors to track images
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onto the moving surfaces of other images.
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We won't cover that in this lesson,
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but the vectors that are generated by the SmartVector node are similar to
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the motion vectors generated by the VectorGenerator,
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but they're stored differently.
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If you have SmartVectors rendered out you can use the
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VectorToMotion node to convert the SmartVectors to vectors
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that can be used in a Retime node.
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So to summarize this module,
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cleaning up retimes can take a lot of time and effort.
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Make sure that you have the retime approved before
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you start the cleanup process.
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You can use rig-removal techniques like painting,
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patching and projecting to clean up artifacts.
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There are lots of Retime nodes that you might never use.
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Vectors can be generated from one image and applied to another.
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This brings us to the end of the Time Shifting and Retiming in Nuke course.
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I hope you've enjoyed it,
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and you can use what you've learned to help make your
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work even more exciting and dramatic.
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To summarize some of the main points of the course try to make
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sure that you have the timing of your shot correct before you
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start working on more complicated VFX work.
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There are many different ways to achieve the same result.
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Make sure you think about adding motion blur to any footage you speed up,
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and slowing footage down is a complex task for Nuke,
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which will often result in artifacts that may need to be cleaned up.
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