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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:03,054 During this class we've covered some of the most useful 2 00:00:03,054 --> 00:00:05,537 nodes in the ReSharper menu in detail. 3 00:00:05,537 --> 00:00:07,679 There are lots of other nodes in the retime category, 4 00:00:07,679 --> 00:00:11,537 but you could go your whole career without using some of them. 5 00:00:11,537 --> 00:00:14,306 In this video we're going to quickly go through these nodes and 6 00:00:14,306 --> 00:00:17,537 point out some scenarios where they might be useful. 7 00:00:17,537 --> 00:00:20,306 The first two nodes, add and remove 3:2 pulldown, 8 00:00:20,306 --> 00:00:24,537 are used when you're dealing with footage that has a 3:2 pulldown. 9 00:00:24,537 --> 00:00:29,224 This is a process that was used to fit film shot at 24 frames a 10 00:00:29,224 --> 00:00:32,998 second into NTSC video with a frame rate of 29. 11 00:00:32,998 --> 00:00:34,537 97 frames a second. 12 00:00:34,537 --> 00:00:37,537 This would spread four frames of the original film 13 00:00:37,537 --> 00:00:40,536 across five frames of the video. 14 00:00:40,537 --> 00:00:42,446 This worked because NTSC video is interlaced, 15 00:00:42,446 --> 00:00:46,037 meaning that each frame is split across two fields. 16 00:00:46,037 --> 00:00:49,537 Each field contained half of the image. 17 00:00:49,537 --> 00:00:52,306 The 3:2 pulldown would map some frames from the film to 2 18 00:00:52,306 --> 00:00:56,537 fields and some of the frames to 3 fields. 19 00:00:56,537 --> 00:00:59,537 A 3:2 pulldown has to be removed before you start working Nuke, 20 00:00:59,537 --> 00:01:02,537 so that you have whole frames to work with. 21 00:01:02,537 --> 00:01:05,767 If you are rendering your finished images back to the same source you'll 22 00:01:05,767 --> 00:01:09,536 need to add the 3:2 pulldown process back to your sequence at the end of 23 00:01:09,536 --> 00:01:12,536 your Nuke script before you write out the frames. 24 00:01:12,537 --> 00:01:16,203 You only need to worry about 3:2 pulldown if your footage 25 00:01:16,203 --> 00:01:18,537 originated on film at 24 frames a second, 26 00:01:18,537 --> 00:01:20,894 and it was then transferred to video tape, 27 00:01:20,894 --> 00:01:23,037 and the video tape was NTSC. 28 00:01:23,037 --> 00:01:26,690 I've never had to deal with 3:2 pulldown in my entire career, 29 00:01:26,690 --> 00:01:31,613 partly because I used to work in a country that had PAL video instead of NTSC, 30 00:01:31,613 --> 00:01:35,613 but as HD standards can now deal with native 24 frames a second 3:2 31 00:01:35,613 --> 00:01:37,767 pulldown will only become less and less common. 32 00:01:37,767 --> 00:01:42,075 The only time I can imagine you needing to worry about this is 33 00:01:42,075 --> 00:01:45,537 if you ever get archive footage to work with. 34 00:01:45,537 --> 00:01:47,075 The next node is AppendClip. 35 00:01:47,075 --> 00:01:49,998 This simply allows you to play one clip after another. 36 00:01:49,998 --> 00:01:53,108 You connect the clip you want to play first into the one input, 37 00:01:53,108 --> 00:01:56,537 and the clip you want to play second into the two input. 38 00:01:56,537 --> 00:01:58,537 The node deals with all the different start frames for you and 39 00:01:58,537 --> 00:02:01,537 rearranges everything for you to play in sequence. 40 00:02:01,537 --> 00:02:05,446 You can even create a cross dissolve and define how many frames it should take. 41 00:02:05,446 --> 00:02:09,082 You can connect multiple inputs to the same 42 00:02:09,082 --> 00:02:13,627 AppendClip node to create a sequence. 43 00:02:13,627 --> 00:02:19,203 The FrameBlend node averages together a defined number 44 00:02:19,203 --> 00:02:21,537 of frames to create a blended image. 45 00:02:21,537 --> 00:02:23,894 It can be used in combination with some of the simpler 46 00:02:23,894 --> 00:02:25,460 Retime nodes to create a smoother result, 47 00:02:25,460 --> 00:02:28,337 but it won't be as effective as the other methods we've 48 00:02:28,337 --> 00:02:31,537 covered in this class for creating motion blur. 49 00:02:31,537 --> 00:02:35,537 If you add it to a moving clip you can create a cool motion trail effect. 50 00:02:35,537 --> 00:02:39,537 If you have a static camera you can blend the frames together to 51 00:02:39,537 --> 00:02:42,537 either create a single frame with reduced noise or grain or maybe 52 00:02:42,537 --> 00:02:46,537 remove moving objects in the image, like rain. 53 00:02:46,537 --> 00:02:48,870 You can see that if we apply it to the shot of the man with the champagne, 54 00:02:48,870 --> 00:02:51,203 and blend the first 42 frames together, 55 00:02:51,203 --> 00:02:55,036 we get a much smoother version of the background without 56 00:02:55,036 --> 00:02:57,536 all of the ugly compression artifacts. 57 00:02:57,537 --> 00:03:00,336 This would be useful if you wanted to use a single frame of the 58 00:03:00,336 --> 00:03:03,613 image to create a patch or a matte painting. 59 00:03:03,613 --> 00:03:07,075 The FrameHold node is very simple and really useful. 60 00:03:07,075 --> 00:03:10,537 It simply freezes a sequence on a certain frame. 61 00:03:10,537 --> 00:03:14,537 It also works with animated geometry and cameras. 62 00:03:14,537 --> 00:03:21,537 I use it all the time, especially when I'm doing paint work. 63 00:03:21,537 --> 00:03:25,537 The FrameRange node adjusts the first and the last frame of your clip. 64 00:03:25,537 --> 00:03:27,991 It only effects how Nuke treats the sequence rather 65 00:03:27,991 --> 00:03:29,786 than actually discarding the frames. 66 00:03:29,786 --> 00:03:33,536 If you have your viewer range set to input, 67 00:03:33,537 --> 00:03:37,537 then the FrameRange node will change the range displayed in the viewer. 68 00:03:37,537 --> 00:03:40,075 If you use it in conjunction with an AppendClip node it 69 00:03:40,075 --> 00:03:42,355 will change the timing of your input. 70 00:03:42,355 --> 00:03:47,809 The other frames are still available outside the range that you define. 71 00:03:47,809 --> 00:03:51,264 The TemporalMedian is similar to the FrameBlend, 72 00:03:51,264 --> 00:03:54,173 except it creates the median rather than the 73 00:03:54,173 --> 00:03:55,690 average value of the blended frames, 74 00:03:55,690 --> 00:03:59,383 and it only uses one frame before and one frame after the current frame. 75 00:03:59,383 --> 00:04:02,767 You can also use the core slider to limit the effect, 76 00:04:02,767 --> 00:04:05,537 and only blend pixels together if they are similar. 77 00:04:05,537 --> 00:04:08,937 The main purpose of this node is to remove noise or grain from a sequence, 78 00:04:08,937 --> 00:04:14,037 but there are other more sophisticated Denoise options in Nuke these days, 79 00:04:14,037 --> 00:04:18,536 so you probably won't use this node very often. 80 00:04:18,536 --> 00:04:21,537 The TimeBlur node can be used to create motion blur. 81 00:04:21,536 --> 00:04:25,536 It does so by sampling subdivisions of time between frames. 82 00:04:25,537 --> 00:04:28,536 If you plug this into raw footage it doesn't have any effect because 83 00:04:28,537 --> 00:04:31,536 nothing is happening between the frames at subframe level, 84 00:04:31,537 --> 00:04:34,679 but if you have an animated roto or an animated transform 85 00:04:34,679 --> 00:04:38,394 you can see that it samples the animation many more times 86 00:04:38,394 --> 00:04:40,536 to create a motion blur effect. 87 00:04:40,537 --> 00:04:44,537 The division slider defines how many samples the node will make. 88 00:04:44,537 --> 00:04:49,537 The more samples the smoother the result, but the slower the calculations. 89 00:04:49,537 --> 00:04:52,287 The shutter setting and the shutter offset defines how the samples 90 00:04:52,287 --> 00:04:55,537 are distributed around the current point in time. 91 00:04:55,537 --> 00:04:58,446 The TimeBlur node calculates everything above it in 92 00:04:58,446 --> 00:05:00,152 your script for every sample. 93 00:05:00,152 --> 00:05:04,460 If your script is big or they're heavy nodes this can get really slow. 94 00:05:04,460 --> 00:05:07,537 You can place a NoTimeBlur node above the section of 95 00:05:07,537 --> 00:05:08,921 your script that needs motion blur, 96 00:05:08,921 --> 00:05:15,537 and it will limit the region of your script that gets calculated multiple times. 97 00:05:15,537 --> 00:05:18,075 The TimeBlur setup was created back before some of the nodes 98 00:05:18,075 --> 00:05:19,787 in Nuke had built-in motion blur settings, 99 00:05:19,787 --> 00:05:23,998 but now that all of the transform and paint and roto tools have motion blur 100 00:05:23,998 --> 00:05:27,460 settings in you really don't need to use this anymore. 101 00:05:27,460 --> 00:05:31,787 The TimeClip node combines a lot of the features available in other nodes. 102 00:05:31,787 --> 00:05:34,108 You can change the frame range of a clip, 103 00:05:34,108 --> 00:05:36,394 shift a clip in time, reverse the clip, 104 00:05:36,394 --> 00:05:39,037 and use an expression to change the speed of a clip. 105 00:05:39,037 --> 00:05:42,251 This node was designed with a Dope Sheet in mind, 106 00:05:42,251 --> 00:05:48,536 so it's a good option if you enjoy using that view. 107 00:05:48,537 --> 00:05:53,536 The final group of nodes in the retime menu are based on motion vectors. 108 00:05:53,537 --> 00:05:56,162 These motion vectors are the same kind of vectors that Kronos and OFlow 109 00:05:56,162 --> 00:06:00,537 generate when they're using optical flow retimes. 110 00:06:00,537 --> 00:06:03,981 The VectorGenerator produces three different channels; motion, 111 00:06:03,981 --> 00:06:05,314 forwards and backwards. 112 00:06:05,314 --> 00:06:08,627 These channels represent how each pixel is moving 113 00:06:08,627 --> 00:06:11,537 relative to the frame before and after it. 114 00:06:11,537 --> 00:06:14,446 Generating these vectors separately from the Kronos or 115 00:06:14,446 --> 00:06:16,425 OFlow nodes has several advantages. 116 00:06:16,425 --> 00:06:19,537 Firstly, they are relatively slow to generate, 117 00:06:19,537 --> 00:06:21,679 so you can prerender them, and read them back in, 118 00:06:21,679 --> 00:06:24,690 and connect them to Retime node to speed up your work. 119 00:06:24,690 --> 00:06:29,229 You can use motion vectors from one image to distort a different image. 120 00:06:29,229 --> 00:06:31,536 This can create some cool effects. 121 00:06:31,537 --> 00:06:32,179 In this example, 122 00:06:32,179 --> 00:06:34,322 you can see that if we create motion vectors based 123 00:06:34,322 --> 00:06:35,767 on the man spraying champagne, 124 00:06:35,767 --> 00:06:42,737 and use it to drive the retime of the basketball clip you get a really odd, 125 00:06:42,737 --> 00:06:44,537 but interesting result. 126 00:06:44,537 --> 00:06:46,383 You can use vectors to drive other custom effects that need to 127 00:06:46,383 --> 00:06:49,453 be driven by the movement of your image. 128 00:06:49,453 --> 00:06:53,460 The SmartVector node writes out motion vectors in a particular 129 00:06:53,460 --> 00:06:56,536 format to be used with the VectorWarp node. 130 00:06:56,537 --> 00:07:00,251 These are new tools in Nuke X that use vectors to track images 131 00:07:00,251 --> 00:07:02,536 onto the moving surfaces of other images. 132 00:07:02,536 --> 00:07:04,809 We won't cover that in this lesson, 133 00:07:04,809 --> 00:07:08,736 but the vectors that are generated by the SmartVector node are similar to 134 00:07:08,736 --> 00:07:11,536 the motion vectors generated by the VectorGenerator, 135 00:07:11,537 --> 00:07:13,314 but they're stored differently. 136 00:07:13,314 --> 00:07:17,355 If you have SmartVectors rendered out you can use the 137 00:07:17,355 --> 00:07:20,336 VectorToMotion node to convert the SmartVectors to vectors 138 00:07:20,336 --> 00:07:23,536 that can be used in a Retime node. 139 00:07:23,537 --> 00:07:25,460 So to summarize this module, 140 00:07:25,460 --> 00:07:29,287 cleaning up retimes can take a lot of time and effort. 141 00:07:29,287 --> 00:07:31,537 Make sure that you have the retime approved before 142 00:07:31,537 --> 00:07:33,536 you start the cleanup process. 143 00:07:33,536 --> 00:07:36,425 You can use rig-removal techniques like painting, 144 00:07:36,425 --> 00:07:39,537 patching and projecting to clean up artifacts. 145 00:07:39,537 --> 00:07:43,537 There are lots of Retime nodes that you might never use. 146 00:07:43,537 --> 00:07:49,537 Vectors can be generated from one image and applied to another. 147 00:07:49,537 --> 00:07:52,536 This brings us to the end of the Time Shifting and Retiming in Nuke course. 148 00:07:52,537 --> 00:07:53,251 I hope you've enjoyed it, 149 00:07:53,251 --> 00:07:55,537 and you can use what you've learned to help make your 150 00:07:55,537 --> 00:07:58,537 work even more exciting and dramatic. 151 00:07:58,537 --> 00:08:01,322 To summarize some of the main points of the course try to make 152 00:08:01,322 --> 00:08:04,921 sure that you have the timing of your shot correct before you 153 00:08:04,921 --> 00:08:06,900 start working on more complicated VFX work. 154 00:08:06,900 --> 00:08:09,870 There are many different ways to achieve the same result. 155 00:08:09,870 --> 00:08:14,383 Make sure you think about adding motion blur to any footage you speed up, 156 00:08:14,383 --> 00:08:17,229 and slowing footage down is a complex task for Nuke, 157 00:08:17,229 --> 00:08:22,537 which will often result in artifacts that may need to be cleaned up. 14367

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