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These are the user uploaded subtitles that are being translated: 1 00:00:06,766 --> 00:00:07,766 hello everyone 2 00:00:07,766 --> 00:00:11,000 this is class No. 4 of nuke 3:09 3 00:00:11,100 --> 00:00:12,566 and today's I promised you 4 00:00:12,566 --> 00:00:14,800 we're going to start working on the balcony shot 5 00:00:14,800 --> 00:00:16,300 and this is gonna take us through 6 00:00:16,300 --> 00:00:17,800 the majority of the course 7 00:00:17,900 --> 00:00:21,266 so without further introductory words 8 00:00:21,266 --> 00:00:22,633 let's just get started 9 00:00:22,933 --> 00:00:24,366 so played in here 10 00:00:24,366 --> 00:00:26,300 uh starting at frame one 11 00:00:26,666 --> 00:00:31,033 we're setting the globals to 1 to 300 and of course 12 00:00:31,166 --> 00:00:33,400 set them to the right resolution 13 00:00:33,500 --> 00:00:37,166 and the first thing we wanna do is uh bringing our 14 00:00:37,166 --> 00:00:41,066 tracked camera and check that everything works well 15 00:00:41,333 --> 00:00:44,100 so you should have a camera track file look 16 00:00:44,100 --> 00:00:45,766 let's import script 17 00:00:49,366 --> 00:00:53,033 and the cam track scraped is the one you wanna bring in 18 00:00:53,866 --> 00:00:59,266 and the track for this shot was done by Marco Dehui 19 00:00:59,333 --> 00:01:01,866 I I hope I'm pronouncing the name right 20 00:01:01,866 --> 00:01:03,366 and he did a wonderful 21 00:01:03,500 --> 00:01:06,300 job on a on a pretty hard track here 22 00:01:07,000 --> 00:01:10,833 and um what we have is a bunch of locators 23 00:01:13,366 --> 00:01:16,033 and they are attached to a scene 24 00:01:16,533 --> 00:01:18,800 and here we have an axis 25 00:01:19,300 --> 00:01:20,866 for the camera and the as you can see 26 00:01:20,866 --> 00:01:24,233 the axis is not animated and it's the origin 27 00:01:25,266 --> 00:01:26,900 and the camera itself 28 00:01:28,700 --> 00:01:30,400 and as we play through 29 00:01:30,400 --> 00:01:31,800 you can see nothing happens 30 00:01:31,800 --> 00:01:34,833 and this is because he originally did the track 31 00:01:34,866 --> 00:01:37,400 starting at frame 1,001 32 00:01:37,400 --> 00:01:40,300 so what we can do is simply time off set the camera 33 00:01:40,300 --> 00:01:41,900 so let's do that 34 00:01:44,566 --> 00:01:48,566 and of course let's put in here 1,000 35 00:01:51,366 --> 00:01:52,833 and zoom out a little bit 36 00:01:58,200 --> 00:02:00,800 we can see the camera doing the move 37 00:02:00,800 --> 00:02:03,466 and you can already see how difficult this move is 38 00:02:03,466 --> 00:02:06,900 because it's not only a one 80 degrees pan 39 00:02:07,266 --> 00:02:12,400 there's also a lot of horizontal movement and vertical 40 00:02:12,500 --> 00:02:14,100 so not an easy track 41 00:02:15,000 --> 00:02:18,900 in order to check the track we want to see the locators 42 00:02:19,166 --> 00:02:20,366 over the plate 43 00:02:20,500 --> 00:02:22,800 so we can simply put them over 44 00:02:26,733 --> 00:02:29,500 and we might wanna reduce these to about half 45 00:02:29,500 --> 00:02:31,633 so they're kind of half transparent 46 00:02:32,000 --> 00:02:34,033 um and as you can 47 00:02:34,100 --> 00:02:35,866 as you browse through the plate 48 00:02:35,866 --> 00:02:37,566 you can see the locators 49 00:02:37,733 --> 00:02:38,766 sticking to 50 00:02:38,766 --> 00:02:42,266 either tracking markers or other features in here 51 00:02:42,766 --> 00:02:46,466 or the you know the corners on the tiles on the floor 52 00:02:46,800 --> 00:02:50,766 and everything seems to be working fine 53 00:02:51,533 --> 00:02:54,900 but let's take a closer look at what happens at the 54 00:02:54,900 --> 00:02:56,300 edges of the frame 55 00:02:56,733 --> 00:02:58,966 so right here you can see that 56 00:02:58,966 --> 00:03:02,066 each locator is basically the centre of the locator 57 00:03:02,066 --> 00:03:04,700 is that the corner of the tracking marker 58 00:03:04,800 --> 00:03:06,700 that's how they were tracked 59 00:03:07,000 --> 00:03:09,166 um if you look at the ones 60 00:03:09,533 --> 00:03:11,066 toward the edge of the frame 61 00:03:11,066 --> 00:03:13,866 you see that they kind of slide off 62 00:03:15,966 --> 00:03:19,966 and they get better as they move into the frame oh 63 00:03:19,966 --> 00:03:21,166 you see that one 64 00:03:21,166 --> 00:03:22,066 and that's a sure 65 00:03:22,066 --> 00:03:24,300 sign that we're missing distortion here 66 00:03:24,300 --> 00:03:25,766 every lens has at least 67 00:03:25,966 --> 00:03:27,600 some amount of distortion 68 00:03:27,600 --> 00:03:31,100 so of course that's part of the job of the tracking guy 69 00:03:31,400 --> 00:03:34,300 is to calculate the distortion and 70 00:03:34,466 --> 00:03:36,033 add that to the equation 71 00:03:36,333 --> 00:03:38,000 and Marco did that 72 00:03:38,000 --> 00:03:40,400 but since he used the 3D equalizer 73 00:03:40,400 --> 00:03:43,400 he used um a specific set of plugins 74 00:03:43,400 --> 00:03:45,666 that was made for nuke by um 75 00:03:45,866 --> 00:03:47,933 the company that makes 3D Equalizer 76 00:03:47,933 --> 00:03:50,700 and for that you'll need to go online to their website 77 00:03:50,700 --> 00:03:53,133 and download a bunch of plugins 78 00:03:53,133 --> 00:03:54,800 so you should 79 00:03:55,100 --> 00:03:58,000 have that link in your files 80 00:03:58,300 --> 00:04:00,966 and let's just take a look at that 81 00:04:01,266 --> 00:04:03,266 so when you go um to that link 82 00:04:03,266 --> 00:04:05,066 you'll get a bunch of stuff here 83 00:04:05,133 --> 00:04:05,933 to download 84 00:04:05,933 --> 00:04:07,700 and what you really need is the 85 00:04:07,700 --> 00:04:09,800 Lens Distortion plugin kit 86 00:04:10,133 --> 00:04:11,866 don't do the same mistake as I did 87 00:04:11,866 --> 00:04:13,200 and uh download 88 00:04:13,366 --> 00:04:14,700 the one just below it 89 00:04:14,700 --> 00:04:17,733 which is an older version and very confusing 90 00:04:17,733 --> 00:04:18,933 this is very easy 91 00:04:18,933 --> 00:04:22,700 you unzip it and you basically drop all those plugins 92 00:04:22,700 --> 00:04:24,166 into your uh 93 00:04:24,166 --> 00:04:25,433 plugins folder 94 00:04:25,866 --> 00:04:27,766 and then back in nuke 95 00:04:27,766 --> 00:04:30,700 you basically need to go as usual to um 96 00:04:30,700 --> 00:04:32,300 to your all plugins 97 00:04:32,300 --> 00:04:34,166 a click on update all 98 00:04:34,300 --> 00:04:35,966 and then once you do that 99 00:04:35,966 --> 00:04:37,633 you should see them in the L 100 00:04:38,000 --> 00:04:40,700 uh all these LD uh plugins 101 00:04:40,700 --> 00:04:42,466 these are the uh lens distortion plugins 102 00:04:42,466 --> 00:04:44,433 so once you have them set up 103 00:04:44,866 --> 00:04:46,000 you can just uh 104 00:04:46,000 --> 00:04:49,100 load that little distortion scrape that you have there 105 00:04:49,100 --> 00:04:50,766 so let's just do that again 106 00:04:50,766 --> 00:04:53,400 import scraped um 107 00:04:55,133 --> 00:04:58,366 and it's the uh uh the distortion script 108 00:04:59,466 --> 00:05:01,700 bring it in and 109 00:05:02,900 --> 00:05:04,433 edit under the render 110 00:05:04,566 --> 00:05:06,666 and what you see now happening is that it 111 00:05:06,666 --> 00:05:07,866 gets even worse 112 00:05:08,200 --> 00:05:09,200 and that's of course 113 00:05:09,200 --> 00:05:11,733 because currently it's set to undistort 114 00:05:11,733 --> 00:05:13,066 and we wanna do the reverse 115 00:05:13,066 --> 00:05:14,900 we wanna distort our 116 00:05:15,400 --> 00:05:18,666 tracked markers to match the distortion on the plate 117 00:05:18,800 --> 00:05:21,533 and now you can see these all kind of 118 00:05:21,533 --> 00:05:24,466 feeding exactly at the center like they should do 119 00:05:24,600 --> 00:05:27,266 which shows us that now we've got um 120 00:05:27,933 --> 00:05:28,966 a good distortion 121 00:05:28,966 --> 00:05:31,600 a good track and we're ready to go okay 122 00:05:31,600 --> 00:05:35,500 so for us to start laying out the background 123 00:05:35,500 --> 00:05:36,766 we need to do a few things 124 00:05:36,766 --> 00:05:37,733 first of course 125 00:05:37,733 --> 00:05:39,333 we need to get rid of the green screen 126 00:05:39,333 --> 00:05:41,466 cause we wanna see the background behind her 127 00:05:41,466 --> 00:05:44,500 and for this we can do a very rough 128 00:05:45,000 --> 00:05:47,200 primate extraction as we did before 129 00:05:47,200 --> 00:05:49,433 so let's go ahead and do that 130 00:05:49,466 --> 00:05:51,600 let's add a Kia here 131 00:05:52,300 --> 00:05:54,766 primat is usually my favorite 132 00:05:55,066 --> 00:05:57,233 and scrub around her 133 00:05:57,666 --> 00:06:01,800 and really what we wanna do is quickly clean up the BG 134 00:06:02,866 --> 00:06:04,366 let's do just that 135 00:06:07,366 --> 00:06:09,533 really don't have to worry about detail 136 00:06:09,533 --> 00:06:11,866 let's clean up a little bit here 137 00:06:16,300 --> 00:06:18,100 that little area over there 138 00:06:18,100 --> 00:06:18,966 and as you can see 139 00:06:18,966 --> 00:06:21,366 it's heating a lot of areas that are not supposed to be 140 00:06:21,366 --> 00:06:22,200 extracted at all 141 00:06:22,200 --> 00:06:24,100 but we'll take care of it in a moment 142 00:06:24,533 --> 00:06:27,200 um of course we can get rid at this stage of 143 00:06:27,200 --> 00:06:29,633 any of the rigs and the tracking markers 144 00:06:29,733 --> 00:06:30,966 that's for later 145 00:06:31,000 --> 00:06:32,700 um let's um 146 00:06:32,700 --> 00:06:33,866 take care of her 147 00:06:40,966 --> 00:06:42,833 yeah and that should be 148 00:06:44,733 --> 00:06:45,533 enough 149 00:06:49,900 --> 00:06:51,833 a little bit of noise there 150 00:06:56,000 --> 00:06:57,600 okay that's good enough 151 00:06:57,600 --> 00:06:58,866 so of course the 152 00:06:58,866 --> 00:07:00,666 all the green is not gonna help us 153 00:07:00,666 --> 00:07:03,366 when we wanna set the color for the background 154 00:07:03,533 --> 00:07:05,366 so we might as well 155 00:07:05,533 --> 00:07:08,400 um do a little more than this and 156 00:07:10,066 --> 00:07:15,300 kill the spiel so let's bring our trusty kill spiel 157 00:07:25,500 --> 00:07:27,300 let's pre mold all these 158 00:07:29,500 --> 00:07:33,266 and now we've got her without all the green spiel 159 00:07:34,666 --> 00:07:37,966 obviously what's going on here is way too much 160 00:07:38,300 --> 00:07:39,200 green spill going on 161 00:07:39,200 --> 00:07:41,400 on this area and extraction 162 00:07:41,400 --> 00:07:44,600 um we don't care so much about the spill 163 00:07:44,600 --> 00:07:47,466 what we do wanna keep this without holes 164 00:07:47,466 --> 00:07:49,266 just so that we don't get confused 165 00:07:49,266 --> 00:07:52,166 so basically if we look at the original plate 166 00:07:52,733 --> 00:07:54,866 uh that that is a half transparent 167 00:07:54,866 --> 00:07:56,200 or more than half transparent 168 00:07:56,200 --> 00:07:58,300 so that will be a bit of a problem later on 169 00:07:58,300 --> 00:07:59,966 for now we wanna kind of 170 00:08:00,266 --> 00:08:02,500 put a line right here where the wall goes 171 00:08:02,500 --> 00:08:03,366 and everything 172 00:08:03,366 --> 00:08:06,200 basically everything to the right of this line 173 00:08:06,366 --> 00:08:08,600 uh will be totally opaque 174 00:08:08,766 --> 00:08:09,766 uh at this point 175 00:08:09,766 --> 00:08:11,266 and we can do it roughly 176 00:08:11,566 --> 00:08:15,766 so all you need to do is just you know 177 00:08:16,000 --> 00:08:17,666 I'm creating a rectangle 178 00:08:17,666 --> 00:08:20,633 then shift Z will make all the corners 179 00:08:21,300 --> 00:08:25,033 um sharp or busy 180 00:08:25,866 --> 00:08:27,666 and basically you create a line 181 00:08:27,666 --> 00:08:30,500 and now you just need to animate it until this part 182 00:08:30,500 --> 00:08:31,900 goes out of frame 183 00:08:32,166 --> 00:08:34,400 okay so I got a roto here 184 00:08:34,400 --> 00:08:35,100 as you can see 185 00:08:35,100 --> 00:08:37,600 I didn't even do it for every frame 186 00:08:37,600 --> 00:08:42,400 just a quick dirty roto to kind of um 187 00:08:42,966 --> 00:08:44,300 mask out this area 188 00:08:44,300 --> 00:08:45,700 so it's all opaque 189 00:08:45,700 --> 00:08:47,200 and now we can simply 190 00:08:47,966 --> 00:08:51,666 add it to the prime at just an over will do 191 00:08:52,333 --> 00:08:55,000 so our mat now looks like this 192 00:08:56,966 --> 00:08:59,966 which of course makes more sense 193 00:09:01,366 --> 00:09:05,866 and now of course we wanna switch the over here 194 00:09:05,866 --> 00:09:07,866 instead of putting our 195 00:09:08,500 --> 00:09:11,833 scene 3D scene over the plate 196 00:09:12,333 --> 00:09:15,000 we wanna put our plate over the 3D scene 197 00:09:15,000 --> 00:09:18,766 so now the 3D scene is becoming our background 198 00:09:20,700 --> 00:09:23,200 okay so we did the first step 199 00:09:23,200 --> 00:09:26,266 we can at this point turn off the locators 200 00:09:26,366 --> 00:09:28,000 really don't need them anymore 201 00:09:29,933 --> 00:09:30,733 but 202 00:09:31,933 --> 00:09:34,800 because the green screen is kind of curved 203 00:09:34,866 --> 00:09:38,433 uh and we're missing the edge of the balcony 204 00:09:38,600 --> 00:09:41,000 and we're missing any sense of like 205 00:09:41,000 --> 00:09:43,800 railing or something blocking the edge of the balcony 206 00:09:43,800 --> 00:09:47,133 everything seems kind of like in the air yeah 207 00:09:47,133 --> 00:09:49,700 it's gonna be a little bit hard to visualise 208 00:09:49,700 --> 00:09:51,566 the background of the city without 209 00:09:51,566 --> 00:09:53,366 seeing something a bit more 210 00:09:53,666 --> 00:09:55,100 straight and solid there 211 00:09:55,100 --> 00:09:58,366 so at this stage before we even go to Maya 212 00:09:58,366 --> 00:10:01,700 we might wanna construct something very simple in 3D 213 00:10:01,700 --> 00:10:04,466 nuke just to serve as a sort of indicator 214 00:10:04,466 --> 00:10:05,933 we can later on actually 215 00:10:05,933 --> 00:10:08,500 export that into Maya to help us 216 00:10:08,500 --> 00:10:10,700 as a reference when we set up 217 00:10:11,000 --> 00:10:14,533 um the the real 3D scene in Maya 218 00:10:14,533 --> 00:10:16,466 so we don't have a lot of um 219 00:10:16,466 --> 00:10:17,766 3D indication 220 00:10:17,766 --> 00:10:21,100 we've we've got those um locators 221 00:10:21,133 --> 00:10:22,400 I mean we can use them 222 00:10:22,400 --> 00:10:25,300 but actually we've got better Geo for that 223 00:10:25,300 --> 00:10:28,866 because Marco in order to get the track right 224 00:10:28,933 --> 00:10:31,433 uh had to build a survey model 225 00:10:31,466 --> 00:10:33,700 based on the trackers and the information 226 00:10:33,700 --> 00:10:35,500 he had there in the scene and 227 00:10:35,666 --> 00:10:37,400 other steal images 228 00:10:37,533 --> 00:10:40,333 so we can use that survey survey Geo 229 00:10:40,333 --> 00:10:41,466 even though it's 230 00:10:41,466 --> 00:10:43,166 we can't use it as is 231 00:10:43,166 --> 00:10:45,100 but you we can use it as reference 232 00:10:45,133 --> 00:10:46,966 so let's bring that in 233 00:10:46,966 --> 00:10:49,266 so what we need is a re Geo node 234 00:10:51,766 --> 00:10:56,600 and we wanna load the Geo we got from Marco 235 00:11:02,333 --> 00:11:03,733 and that's a simple OBJ 236 00:11:03,733 --> 00:11:05,833 there's no animation or anything 237 00:11:06,000 --> 00:11:09,333 um and what you can see here is basically 238 00:11:09,333 --> 00:11:11,300 based on the tracking markers 239 00:11:11,600 --> 00:11:12,866 he built a floor 240 00:11:13,766 --> 00:11:15,366 and it's great because the floor 241 00:11:15,366 --> 00:11:17,433 as you can see is at zero 242 00:11:18,066 --> 00:11:20,766 which already helps us because every car we were gonna 243 00:11:20,766 --> 00:11:23,233 put there is gonna match um 244 00:11:23,300 --> 00:11:24,833 the elevation of the floor 245 00:11:24,866 --> 00:11:26,333 and what you can see here is 246 00:11:26,333 --> 00:11:29,466 the two green screens on the side and the front and 247 00:11:29,600 --> 00:11:31,666 some elements that represent 248 00:11:31,900 --> 00:11:32,866 the back wall 249 00:11:32,866 --> 00:11:36,066 so let's connect this Geo to our scene 250 00:11:37,266 --> 00:11:39,466 we can turn off the locators now 251 00:11:40,066 --> 00:11:41,633 this is a better reference 252 00:11:42,000 --> 00:11:44,666 and let's put another scene here 253 00:11:47,666 --> 00:11:48,900 and that would be 254 00:11:50,466 --> 00:11:52,533 that would be for our nuke Geo 255 00:11:52,533 --> 00:11:55,466 and for us of course we want to create a floor 256 00:11:59,166 --> 00:12:00,400 so here is our card 257 00:12:00,400 --> 00:12:02,266 they're very small so let's 258 00:12:02,966 --> 00:12:05,000 change the uniform scale to 259 00:12:05,200 --> 00:12:06,833 let's say 1,000 260 00:12:07,166 --> 00:12:07,900 that's better 261 00:12:07,900 --> 00:12:12,966 let's rotate it to lie down minus 90 on the X 262 00:12:13,366 --> 00:12:15,866 and let's make it square so 263 00:12:16,366 --> 00:12:18,400 scale for y would be 2 264 00:12:18,900 --> 00:12:22,200 and now we basically wanna move it to a line 265 00:12:22,200 --> 00:12:23,633 with the green screen 266 00:12:24,700 --> 00:12:26,400 with a Geo of the green screens 267 00:12:26,400 --> 00:12:28,333 and basically we want it to kind of 268 00:12:28,333 --> 00:12:31,300 extend a little bit further than where the um 269 00:12:31,333 --> 00:12:35,066 green screens on the on the balcony are so 270 00:12:36,366 --> 00:12:39,033 maybe a little more something like this 271 00:12:41,266 --> 00:12:42,266 and 272 00:12:43,866 --> 00:12:47,566 on that we wanna bring it a little more 273 00:12:49,066 --> 00:12:51,966 yeah something like this 274 00:12:52,066 --> 00:12:54,666 let's connect this scene to our main scene 275 00:12:55,200 --> 00:12:56,866 so we can see everything 276 00:12:57,333 --> 00:12:59,800 and now let's do um those edges 277 00:12:59,800 --> 00:13:01,766 and we don't wanna create actually 278 00:13:01,766 --> 00:13:04,333 like detailed railings or everything like this 279 00:13:04,333 --> 00:13:06,300 I'm thinking that the railing will create 280 00:13:06,300 --> 00:13:08,300 will have a sort of a solid base 281 00:13:08,700 --> 00:13:11,400 concrete or you know stucco base 282 00:13:11,400 --> 00:13:13,300 and on top of that there will be the 283 00:13:13,300 --> 00:13:14,566 actual metal railing 284 00:13:14,566 --> 00:13:17,266 so we might wanna do something like that base 285 00:13:17,333 --> 00:13:18,766 at least to give us some 286 00:13:18,800 --> 00:13:21,100 reference for an edge of balcony 287 00:13:21,133 --> 00:13:25,366 so um let's go ahead and add a cube there to our scene 288 00:13:26,500 --> 00:13:28,566 and we might wanna 289 00:13:28,800 --> 00:13:30,066 try and scale it up 290 00:13:30,066 --> 00:13:31,166 well that's 291 00:13:31,900 --> 00:13:33,566 way too much to say uh 292 00:13:33,566 --> 00:13:35,500 uniform scale 100 293 00:13:35,966 --> 00:13:37,933 and we don't need all these subdivisions 294 00:13:37,933 --> 00:13:39,600 we just need a simple cube 295 00:13:39,800 --> 00:13:41,433 um so this is it 296 00:13:41,500 --> 00:13:45,233 um let's bring it roughly up to stand on the ground 297 00:13:45,600 --> 00:13:47,666 and now we wanna extend it 298 00:13:55,666 --> 00:13:57,500 all the way to the balcony 299 00:13:58,333 --> 00:14:01,566 and we probably want to make it now we're 300 00:14:02,000 --> 00:14:04,233 and not as tall and we 301 00:14:04,766 --> 00:14:06,200 at this point where 302 00:14:07,066 --> 00:14:09,800 kind of estimating and guessing and probably 303 00:14:09,800 --> 00:14:12,800 the best way to get a feel of how much we wanna go 304 00:14:12,800 --> 00:14:15,000 how big and how tall 305 00:14:15,333 --> 00:14:17,400 uh would actually be to uh 306 00:14:17,900 --> 00:14:19,666 really look at it in the comp 307 00:14:20,466 --> 00:14:23,266 so let's turn off the 308 00:14:24,166 --> 00:14:25,966 the original Geo 309 00:14:26,700 --> 00:14:29,733 you know and let's put some texture in it 310 00:14:29,733 --> 00:14:33,800 and usually I'm using checkerboard for these stuff 311 00:14:33,866 --> 00:14:37,966 just helps you see where things are going more easily 312 00:14:39,266 --> 00:14:43,900 and uh oh our ovaries deal at half 313 00:14:44,200 --> 00:14:46,633 50% let let's make it full 314 00:14:46,900 --> 00:14:50,166 and this is already looking pretty nice 315 00:14:50,166 --> 00:14:53,133 so assuming this is the base of the railing 316 00:14:53,133 --> 00:14:55,500 and on top of that we'll have um 317 00:14:55,500 --> 00:14:56,500 the metal rails 318 00:14:56,500 --> 00:14:59,100 when she gets closer to the edge of the balcony 319 00:14:59,100 --> 00:15:02,333 that should go about here below her shoulders 320 00:15:02,333 --> 00:15:03,466 something like that 321 00:15:03,466 --> 00:15:04,766 so the height 322 00:15:05,400 --> 00:15:07,266 is feels good on that side 323 00:15:07,266 --> 00:15:10,033 the thickness is not as important for now on 324 00:15:10,066 --> 00:15:12,566 so we can go back to our model 325 00:15:12,566 --> 00:15:15,366 and simply duplicate this cube 326 00:15:19,666 --> 00:15:23,566 let's turn it around 90 degrees on the 327 00:15:24,400 --> 00:15:27,966 y and simply bring it to the other edge 328 00:15:30,800 --> 00:15:34,966 to give us that other side of the railing 329 00:15:35,533 --> 00:15:40,566 and now we can go back look at the whole thing 330 00:15:45,100 --> 00:15:48,366 yeah and this is starting to work 331 00:15:48,366 --> 00:15:50,700 so now that we have a basic layout 332 00:15:50,700 --> 00:15:54,066 we can bring in the panoramic image for the background 333 00:15:54,133 --> 00:15:55,800 but a word of warning here 334 00:15:55,800 --> 00:15:56,900 it's a huge image 335 00:15:56,900 --> 00:15:58,900 it's 18K and uh 336 00:15:58,900 --> 00:16:01,000 I've been having problems with nuke 337 00:16:01,000 --> 00:16:03,700 crashing on when you bring it in the first time 338 00:16:03,766 --> 00:16:06,000 and part of it is um a memory 339 00:16:06,166 --> 00:16:07,800 so you probably wanna 340 00:16:08,400 --> 00:16:11,833 clear all your cash before you even bring it 341 00:16:12,266 --> 00:16:13,766 it's always a good idea and of course 342 00:16:13,766 --> 00:16:16,566 save everything um 343 00:16:19,600 --> 00:16:21,866 bring it in it's a thief file 344 00:16:24,766 --> 00:16:27,800 and you can see that it's eighteen 345 00:16:30,366 --> 00:16:32,566 k that's very big 346 00:16:32,666 --> 00:16:34,233 so be careful with it 347 00:16:34,266 --> 00:16:35,600 give it some time 348 00:16:35,700 --> 00:16:37,800 um and some love 349 00:16:38,166 --> 00:16:39,733 once you bring it in and it's working 350 00:16:39,733 --> 00:16:41,600 it will probably hold on there 351 00:16:41,800 --> 00:16:43,000 so this is of course 352 00:16:43,000 --> 00:16:44,300 a panoramic stitch 353 00:16:44,300 --> 00:16:47,066 and it was actually shot by our very own 354 00:16:47,066 --> 00:16:49,366 John Montgomery in Mexico City 355 00:16:49,500 --> 00:16:51,500 and it's a great panorama 356 00:16:51,500 --> 00:16:53,366 I mean we've got all the resolution 357 00:16:53,366 --> 00:16:55,466 we've got all the detail there 358 00:16:55,600 --> 00:16:57,866 uh very high definition 359 00:16:57,866 --> 00:16:58,766 so that's great 360 00:16:58,766 --> 00:16:59,300 but of course 361 00:16:59,300 --> 00:17:01,500 there are many things that are not gonna work just 362 00:17:01,500 --> 00:17:02,500 out of the box 363 00:17:02,666 --> 00:17:03,500 uh first of all 364 00:17:03,500 --> 00:17:04,900 if we look back at the plate 365 00:17:04,900 --> 00:17:06,966 we can see immediately that 366 00:17:07,200 --> 00:17:08,566 uh the plate was pro and 367 00:17:08,566 --> 00:17:10,300 and the panorama were probably showed 368 00:17:10,300 --> 00:17:13,000 at different times of the day or maybe a different days 369 00:17:13,000 --> 00:17:14,600 it's a different location 370 00:17:14,600 --> 00:17:15,566 uh different camera 371 00:17:15,566 --> 00:17:16,800 different exposure 372 00:17:16,866 --> 00:17:17,533 so of course 373 00:17:17,533 --> 00:17:19,200 things are not just gonna match 374 00:17:19,200 --> 00:17:20,533 uh magically 375 00:17:20,533 --> 00:17:22,000 uh besides that 376 00:17:22,100 --> 00:17:24,700 um if we really wanted to do it for real 377 00:17:24,700 --> 00:17:27,000 we'll have to create a whole matte painting there with 378 00:17:27,000 --> 00:17:29,366 the whole foreground as 3D or at least 379 00:17:29,466 --> 00:17:31,666 uh projected on cards because um 380 00:17:31,666 --> 00:17:32,400 as you remember 381 00:17:32,400 --> 00:17:33,800 when we looked at the camera 382 00:17:33,800 --> 00:17:35,733 we don't just have a nodal pan 383 00:17:35,733 --> 00:17:37,500 and actually cameras rarely do 384 00:17:37,500 --> 00:17:38,200 a nodal pan 385 00:17:38,200 --> 00:17:40,800 because they don't rotate on their nodal point 386 00:17:41,266 --> 00:17:43,300 and once you have something that's more than an 387 00:17:43,300 --> 00:17:45,500 odal pan and has some lateral movement 388 00:17:45,933 --> 00:17:47,100 you will be expecting to 389 00:17:47,100 --> 00:17:48,900 see some parallaxing background 390 00:17:48,900 --> 00:17:50,300 which we can't do 391 00:17:50,800 --> 00:17:52,300 with a single image 392 00:17:52,300 --> 00:17:53,300 but looking again 393 00:17:53,300 --> 00:17:54,233 at the plate 394 00:17:54,666 --> 00:17:56,500 and realizing that 395 00:17:56,733 --> 00:17:58,566 there is a quick move around 396 00:17:58,566 --> 00:18:00,233 and then we kind of settle 397 00:18:00,300 --> 00:18:02,833 on a certain angle and not move much 398 00:18:02,900 --> 00:18:03,733 beyond that 399 00:18:03,733 --> 00:18:06,166 we can definitely go with what we have 400 00:18:06,166 --> 00:18:07,666 it's a little bit of hacking 401 00:18:07,666 --> 00:18:08,766 but it will work 402 00:18:08,933 --> 00:18:10,700 so all these issues 403 00:18:10,700 --> 00:18:11,400 the lighting 404 00:18:11,400 --> 00:18:12,733 the colour uh 405 00:18:12,733 --> 00:18:13,866 the placement 406 00:18:13,966 --> 00:18:18,000 I think it's a great opportunity um to um 407 00:18:18,000 --> 00:18:20,800 be in a situation that is very similar to what you 408 00:18:20,966 --> 00:18:23,700 encounter everyday when you work in production 409 00:18:23,866 --> 00:18:26,966 most of sometimes we have this utopian uh huh 410 00:18:27,100 --> 00:18:28,766 um notion that if 411 00:18:28,766 --> 00:18:31,366 you do everything technically correct in visual effects 412 00:18:31,366 --> 00:18:32,900 everything will fall in place 413 00:18:32,900 --> 00:18:35,000 and we just have to plug everything 414 00:18:35,066 --> 00:18:35,800 to the right 415 00:18:35,800 --> 00:18:37,700 uh place and it will work 416 00:18:38,066 --> 00:18:40,766 and a lot of artists expect things to work like this 417 00:18:40,766 --> 00:18:41,866 and then they encounter 418 00:18:41,866 --> 00:18:44,600 all kinds of problems that were not anticipated 419 00:18:44,966 --> 00:18:47,000 and a good VFX artist 420 00:18:47,000 --> 00:18:50,300 is one that is able to sort of hack things around 421 00:18:50,300 --> 00:18:51,366 to make them look good 422 00:18:51,366 --> 00:18:52,733 because as I always say 423 00:18:52,733 --> 00:18:53,500 at the end of the day 424 00:18:53,500 --> 00:18:55,566 when the director looks at the stuff 425 00:18:55,566 --> 00:18:57,666 he looks at the visuals 426 00:18:57,666 --> 00:18:59,266 he's reacting to what he sees 427 00:18:59,266 --> 00:19:00,300 he does not really 428 00:19:00,300 --> 00:19:02,100 care on how you did it 429 00:19:02,100 --> 00:19:04,033 you did it and whether you did it 430 00:19:04,166 --> 00:19:06,966 technically accurate or not technically accurate 431 00:19:06,966 --> 00:19:08,900 and again I think the only 432 00:19:09,500 --> 00:19:11,666 part in visual effects that really has 433 00:19:11,666 --> 00:19:15,633 to be 100% technically accurate is camera tracking 434 00:19:15,900 --> 00:19:17,866 everything else is subjective 435 00:19:17,866 --> 00:19:19,633 and depends on your eye 436 00:19:19,966 --> 00:19:21,066 your creativity 437 00:19:21,066 --> 00:19:23,333 and your judgement okay 438 00:19:23,333 --> 00:19:24,966 so let's now move on 439 00:19:25,766 --> 00:19:28,866 so now we wanna place this image on a cylinder 440 00:19:28,866 --> 00:19:31,066 and I'm saying ceiling right now sphere 441 00:19:31,200 --> 00:19:32,966 uh because really there's not gonna 442 00:19:32,966 --> 00:19:35,966 be a lot of up and down movement in the camera 443 00:19:35,966 --> 00:19:37,333 most of it is um 444 00:19:37,333 --> 00:19:39,300 turning around in the lateral movement 445 00:19:39,300 --> 00:19:41,533 so I think we should be safe 446 00:19:41,533 --> 00:19:42,800 putting it on a ceiling door 447 00:19:42,800 --> 00:19:45,166 and that will make things easier for us 448 00:19:45,566 --> 00:19:47,166 so let's create a 449 00:19:47,166 --> 00:19:48,666 a cylinder here 450 00:19:48,666 --> 00:19:50,733 and we can already put it on the ceiling there 451 00:19:50,733 --> 00:19:51,833 just like that 452 00:19:51,966 --> 00:19:53,200 it's tiny so 453 00:19:53,200 --> 00:19:56,433 let's just change the radius to fifty 454 00:19:56,900 --> 00:19:59,100 and also the height to 50 455 00:19:59,100 --> 00:20:00,533 and you can see the image there 456 00:20:00,533 --> 00:20:01,400 now we have 457 00:20:01,466 --> 00:20:03,066 a way too much 458 00:20:03,133 --> 00:20:05,266 subdivision in here that we don't need 459 00:20:05,566 --> 00:20:07,533 so the verticals 460 00:20:07,533 --> 00:20:08,133 we don't need 461 00:20:08,133 --> 00:20:09,266 anything really 462 00:20:09,266 --> 00:20:11,000 we can turn it just to one 463 00:20:11,133 --> 00:20:12,800 and we can reduce this as well 464 00:20:12,800 --> 00:20:14,966 as long as we don't get 465 00:20:14,966 --> 00:20:16,200 too faceted 466 00:20:16,200 --> 00:20:18,366 so 24 should be 467 00:20:18,666 --> 00:20:20,333 um good and now 468 00:20:20,333 --> 00:20:22,166 if you look at the projection 469 00:20:23,166 --> 00:20:24,766 you can see that it got 470 00:20:24,766 --> 00:20:25,900 switched around 471 00:20:25,900 --> 00:20:29,200 because we're looking inwards so that 472 00:20:30,600 --> 00:20:32,700 a circular tower 473 00:20:33,066 --> 00:20:34,066 is now on the right 474 00:20:34,066 --> 00:20:35,633 side instead of the left 475 00:20:35,766 --> 00:20:37,666 so really we want to just 476 00:20:38,100 --> 00:20:40,500 flop the image to work for us 477 00:20:40,600 --> 00:20:41,766 so let's do that 478 00:20:41,766 --> 00:20:43,766 let's just add a transform 479 00:20:44,566 --> 00:20:46,866 and minus 1 on the width 480 00:20:47,500 --> 00:20:50,533 and now that circular tower is at the right place 481 00:20:50,533 --> 00:20:53,100 the other thing you're seeing is that we're stretching 482 00:20:53,200 --> 00:20:55,300 our panorama too much 483 00:20:55,300 --> 00:20:58,066 and that's of course because in the cylinder 484 00:20:58,800 --> 00:21:02,533 it's currently the U Extend is set to 360 degrees 485 00:21:02,533 --> 00:21:04,000 but this was never a 3 486 00:21:04,000 --> 00:21:05,566 60 panorama 487 00:21:05,566 --> 00:21:07,633 it's only about 1:00 80 488 00:21:07,800 --> 00:21:10,233 and again we have to judge by our eyes 489 00:21:10,566 --> 00:21:12,533 so let's do it one 80 490 00:21:12,533 --> 00:21:15,200 and that already makes more sense 491 00:21:15,700 --> 00:21:18,366 also um you've noticed that I 492 00:21:18,366 --> 00:21:20,333 made the radius and height similar 493 00:21:20,333 --> 00:21:22,900 and that's a general rule you should always keep 494 00:21:22,900 --> 00:21:25,900 if you do not want to distort your image 495 00:21:26,000 --> 00:21:29,633 assuming it was shot correctly and stitched correctly 496 00:21:29,733 --> 00:21:31,800 uh you wanna keep these the same 497 00:21:31,800 --> 00:21:33,866 and a good way to judge 498 00:21:34,000 --> 00:21:36,700 that is to look at something that's either 499 00:21:36,766 --> 00:21:38,566 square or circle 500 00:21:38,666 --> 00:21:41,033 and we can look at right here 501 00:21:41,700 --> 00:21:43,100 this banner 502 00:21:43,300 --> 00:21:44,666 on that building 503 00:21:45,366 --> 00:21:46,933 and you see those circles 504 00:21:46,933 --> 00:21:49,800 so if I change the height to say 70 505 00:21:50,466 --> 00:21:52,100 um you can immediately 506 00:21:52,100 --> 00:21:54,200 see that we're stretching everything 507 00:21:54,200 --> 00:21:55,366 uh similarly 508 00:21:55,366 --> 00:21:58,066 if I'll change the radius to say thirty 509 00:22:00,366 --> 00:22:01,800 now we're squeezing everything 510 00:22:01,800 --> 00:22:05,900 so is a general rule keep these the same 511 00:22:05,933 --> 00:22:09,766 okay so let's take our cylinder with the image 512 00:22:09,900 --> 00:22:13,200 and add it to our main scene 513 00:22:18,066 --> 00:22:20,433 like this and 514 00:22:20,933 --> 00:22:24,466 of course it's tiny little one um 515 00:22:24,600 --> 00:22:25,466 at this point 516 00:22:25,466 --> 00:22:28,300 I think it's good to use a transform Geo node 517 00:22:28,300 --> 00:22:30,366 because we're gonna play a lot with the 518 00:22:30,466 --> 00:22:33,300 position and rotation of the cylinder 519 00:22:33,366 --> 00:22:35,433 to work well for our shot 520 00:22:35,466 --> 00:22:37,000 and it's usually a good idea 521 00:22:37,000 --> 00:22:39,966 once you have good settings for your Geo to just 522 00:22:39,966 --> 00:22:41,500 use an additional node 523 00:22:42,066 --> 00:22:42,933 to transform it 524 00:22:42,933 --> 00:22:44,400 so let's add 525 00:22:44,900 --> 00:22:46,600 a transform Geo here 526 00:22:47,066 --> 00:22:49,333 and first thing we wanna do is of course 527 00:22:49,333 --> 00:22:51,000 make it much bigger than that 528 00:22:51,000 --> 00:22:53,066 let's multiply by twenty 529 00:22:53,800 --> 00:22:56,333 and now it's encompassing our whole 530 00:22:56,333 --> 00:22:58,100 um scene more or less 531 00:22:58,366 --> 00:22:59,266 uh and again 532 00:22:59,266 --> 00:23:01,333 we'll we'll have to cheat on the distance 533 00:23:01,333 --> 00:23:02,800 because in reality 534 00:23:02,800 --> 00:23:04,666 things that are closer to the balcony 535 00:23:04,666 --> 00:23:06,400 are not gonna be the same distance 536 00:23:06,400 --> 00:23:07,133 as the back 537 00:23:07,133 --> 00:23:08,766 so we have to think of like a 538 00:23:09,333 --> 00:23:10,766 a median distance 539 00:23:10,766 --> 00:23:15,000 so to say and that should work for our shot okay 540 00:23:15,366 --> 00:23:16,666 now maybe it's a good 541 00:23:16,666 --> 00:23:19,866 idea to actually see it in context of the shot 542 00:23:20,900 --> 00:23:25,900 um so this is towards the end where she's looking 543 00:23:25,900 --> 00:23:28,100 and this is where we see the background after 544 00:23:28,100 --> 00:23:29,266 the fast move 545 00:23:29,300 --> 00:23:32,500 and the um question is what do we wanna see there 546 00:23:32,600 --> 00:23:34,066 um based on that 547 00:23:34,066 --> 00:23:37,900 we will rotate the ceiling there or our transform Geo 548 00:23:37,966 --> 00:23:40,733 uh to put the area in the image that we wanna see 549 00:23:40,733 --> 00:23:42,800 and I think it would be nice to see 550 00:23:42,800 --> 00:23:44,433 a street right there 551 00:23:44,533 --> 00:23:47,300 let's try and rotate the y 552 00:23:48,366 --> 00:23:50,900 let's see let's do 40 553 00:23:51,300 --> 00:23:53,500 and now we actually went the wrong direction 554 00:23:53,500 --> 00:23:55,033 so we should go 555 00:23:55,100 --> 00:23:56,266 to the minus 556 00:23:56,266 --> 00:23:57,833 let's try thirty 557 00:23:58,800 --> 00:24:00,666 um so you see the street here 558 00:24:00,666 --> 00:24:02,566 I wanna I think it will be a good idea 559 00:24:02,566 --> 00:24:05,566 that she looks down the street and not this way 560 00:24:05,700 --> 00:24:09,100 um let's try minus 70 561 00:24:12,566 --> 00:24:15,166 and that's already looking better 562 00:24:15,166 --> 00:24:16,866 now you see a lot of this building 563 00:24:16,866 --> 00:24:18,166 that might look a bit ugly 564 00:24:18,166 --> 00:24:19,466 if you wanna see more of the street 565 00:24:19,466 --> 00:24:21,566 we can uh push back a little bit 566 00:24:21,566 --> 00:24:23,233 let's try minus 60 567 00:24:23,900 --> 00:24:26,100 but the thing that bothers me here 568 00:24:26,100 --> 00:24:27,866 assuming we have a railing here 569 00:24:27,866 --> 00:24:30,566 is that it almost feels like her balcony 570 00:24:30,733 --> 00:24:33,466 uh is rotated in the wrong direction 571 00:24:33,466 --> 00:24:35,733 it should be kind of parallel to the street 572 00:24:35,733 --> 00:24:39,433 so for now let's keep it at minus 70 573 00:24:40,066 --> 00:24:43,300 and now you can see it moving through the camera 574 00:24:43,300 --> 00:24:45,766 and here's our railing that we created in nuke 575 00:24:45,766 --> 00:24:47,000 that's helping 576 00:24:47,933 --> 00:24:49,200 now there is another problem 577 00:24:49,200 --> 00:24:50,866 disregarding the light 578 00:24:50,866 --> 00:24:54,566 which and and the colour which are now off 579 00:24:55,100 --> 00:24:57,200 um the perspective looks wrong 580 00:24:57,300 --> 00:25:00,966 so it seems like we're looking way too much downwards 581 00:25:00,966 --> 00:25:03,933 we should probably have the horizon lower down 582 00:25:03,933 --> 00:25:05,166 and see more sky 583 00:25:05,166 --> 00:25:06,600 it just doesn't look right 584 00:25:06,600 --> 00:25:08,066 the way it looks right now 585 00:25:08,066 --> 00:25:10,033 and you can see it throughout the shot 586 00:25:10,733 --> 00:25:12,166 feels like we're 587 00:25:12,600 --> 00:25:14,966 looking way too much downwards 588 00:25:15,066 --> 00:25:17,200 so to change this 589 00:25:17,200 --> 00:25:19,566 we basically need to bring the cylinder down 590 00:25:19,566 --> 00:25:20,366 by how much 591 00:25:20,366 --> 00:25:23,266 that's basically based on how it feels 592 00:25:23,333 --> 00:25:27,666 let's try and bring it down minus 50 on the y of course 593 00:25:28,400 --> 00:25:32,566 um this is already feeling better but I still have this 594 00:25:32,566 --> 00:25:35,266 feeling that we're looking too much downwards 595 00:25:35,533 --> 00:25:37,900 let's try minus hundred 596 00:25:39,933 --> 00:25:43,100 okay this is starting to feel better you see her height 597 00:25:43,100 --> 00:25:46,000 you can feel the camera position 598 00:25:47,733 --> 00:25:51,100 and as you look around 599 00:25:51,400 --> 00:25:54,433 that kind of feels pretty good 600 00:25:54,900 --> 00:25:56,733 now again this is um 601 00:25:56,733 --> 00:26:00,000 a good example of where you really have to judge things 602 00:26:00,000 --> 00:26:01,066 by your eye 603 00:26:01,266 --> 00:26:03,666 you don't have the measurements and the 604 00:26:03,666 --> 00:26:06,400 you know the precision tools to define 605 00:26:06,400 --> 00:26:08,800 and we're basically marrying two different things 606 00:26:08,800 --> 00:26:10,833 we're marrying us one shot 607 00:26:10,900 --> 00:26:12,366 shot with one camera 608 00:26:12,733 --> 00:26:13,766 uh somewhere 609 00:26:13,766 --> 00:26:16,600 to another background shot with a steels camera 610 00:26:16,600 --> 00:26:17,633 on a stitch 611 00:26:17,666 --> 00:26:20,200 so really at this point 612 00:26:20,300 --> 00:26:22,066 it's pretty much up to you 613 00:26:22,066 --> 00:26:23,833 your eyes and your feel 614 00:26:24,466 --> 00:26:26,566 now another thing that will define what 615 00:26:26,566 --> 00:26:29,000 what part of the background were exactly seeing 616 00:26:29,000 --> 00:26:32,700 and how it moves through the shot is the actual um 617 00:26:32,700 --> 00:26:36,100 location of the cylinder in the X and Z 618 00:26:36,766 --> 00:26:38,366 uh in relation to the camera 619 00:26:38,366 --> 00:26:41,466 and for this we wanna go back to our 3D scene 620 00:26:41,466 --> 00:26:44,166 and we are seeing our camera right here 621 00:26:44,333 --> 00:26:45,866 uh doing its move 622 00:26:45,933 --> 00:26:48,300 and again that's a decision of 623 00:26:48,700 --> 00:26:51,633 where we wanna place the cylinder right now 624 00:26:52,366 --> 00:26:56,100 let's look at our centre and a Transform Geo 625 00:26:56,133 --> 00:26:58,366 it's a little bit in front of the camera 626 00:26:58,800 --> 00:27:03,300 um we might wanna look at it from the top and 627 00:27:05,333 --> 00:27:08,966 again that's a decision do you wanna align it to the uh 628 00:27:08,966 --> 00:27:10,566 starting position of the camera 629 00:27:10,566 --> 00:27:13,433 and then the camera is gonna get closer to it that way 630 00:27:13,666 --> 00:27:17,466 um or do you want to align it to the um 631 00:27:17,566 --> 00:27:20,466 end position of the camera where we see most of the 632 00:27:20,466 --> 00:27:22,100 um background 633 00:27:22,566 --> 00:27:26,400 um and I'm feeling that's what we wanna do and again 634 00:27:26,400 --> 00:27:29,066 we have to look at it and see how it feels 635 00:27:29,066 --> 00:27:33,833 so I'm moving the whole cylinder to about here um 636 00:27:36,700 --> 00:27:38,033 something like this 637 00:27:38,200 --> 00:27:41,300 so the camera starts a little 638 00:27:41,700 --> 00:27:45,400 at the back and then goes here 639 00:27:45,600 --> 00:27:47,200 and this as you can see 640 00:27:47,200 --> 00:27:50,533 changes the position a little bit of the background 641 00:27:50,533 --> 00:27:52,333 and I feel this is actually better 642 00:27:52,333 --> 00:27:54,200 it's bigger now in frame 643 00:27:54,533 --> 00:27:58,166 um I see the railing here kind of feels right 644 00:27:58,400 --> 00:28:02,166 let's look towards the move yeah 645 00:28:02,166 --> 00:28:06,033 I think this is actually helping also makes this uh 646 00:28:06,200 --> 00:28:08,633 big building feel 647 00:28:09,200 --> 00:28:12,400 a little bit more aligned to the edge of the balcony 648 00:28:12,566 --> 00:28:16,766 and again here feels like our edge of the balcony 649 00:28:16,766 --> 00:28:19,700 is kind of parallel to that street 650 00:28:19,700 --> 00:28:21,300 which kind of makes sense 651 00:28:21,300 --> 00:28:23,433 so let's keep it this way 652 00:28:24,066 --> 00:28:27,366 now here's another thing we need to be aware of 653 00:28:27,366 --> 00:28:29,000 and for these 654 00:28:31,466 --> 00:28:34,766 yeah let me just let's turn off our 655 00:28:35,666 --> 00:28:37,400 nuke Geo for a second 656 00:28:37,866 --> 00:28:40,500 and if you look at the edge of the frame right here 657 00:28:40,500 --> 00:28:44,300 you see some weird stretching going on 658 00:28:44,733 --> 00:28:47,933 let's see if we see it on the other side yeah 659 00:28:47,933 --> 00:28:50,233 you can see it here too 660 00:28:51,666 --> 00:28:56,366 and this is because we are using a distortion node 661 00:28:56,366 --> 00:28:58,300 which is distorting the image 662 00:28:58,400 --> 00:29:01,300 and you'll see that if we turn off the distortion 663 00:29:01,466 --> 00:29:03,400 everything falls back in place 664 00:29:03,600 --> 00:29:05,566 but of course we wanna keep the distortion 665 00:29:05,566 --> 00:29:06,866 and the way to solve this 666 00:29:06,866 --> 00:29:08,366 issue of stretching the edge of 667 00:29:08,366 --> 00:29:12,100 the frame is simply to overscan in our scan line render 668 00:29:12,100 --> 00:29:14,800 so overscan is set to zero 669 00:29:14,800 --> 00:29:17,466 we wanna have enough pixels there to cover 670 00:29:17,600 --> 00:29:20,633 this area then that depends on our distortion 671 00:29:20,966 --> 00:29:22,966 let's try 30 pixels 672 00:29:23,300 --> 00:29:25,066 and that kind of solved it 673 00:29:25,266 --> 00:29:27,066 let's try twenty 674 00:29:28,000 --> 00:29:30,100 now we see a tiny little bit of it at the edge 675 00:29:30,100 --> 00:29:31,466 so let's keep it at 30 676 00:29:31,466 --> 00:29:34,333 so you wanna set the minimum amount of pixels there 677 00:29:34,333 --> 00:29:36,533 so you because overscan is gonna take a little 678 00:29:36,533 --> 00:29:37,600 bit more time 679 00:29:37,600 --> 00:29:38,766 cause it's scanning 680 00:29:38,966 --> 00:29:40,233 a bit of a wider 681 00:29:40,866 --> 00:29:42,600 frame but keep 682 00:29:42,600 --> 00:29:44,833 enough so that you get rid of 683 00:29:44,866 --> 00:29:47,566 the issue of stretching because of distortion 684 00:29:48,066 --> 00:29:49,800 now let's talk now about 685 00:29:49,800 --> 00:29:52,766 color and light so huh 686 00:29:52,800 --> 00:29:53,600 quite obviously 687 00:29:53,600 --> 00:29:56,366 we can't really change the light on our background 688 00:29:56,366 --> 00:29:59,166 and obviously we can't change it on our foreground 689 00:29:59,300 --> 00:30:01,166 uh we're kind of tied to what it is 690 00:30:01,166 --> 00:30:02,066 but right now 691 00:30:02,066 --> 00:30:04,933 it doesn't feel too bad in terms of light because 692 00:30:04,933 --> 00:30:05,933 you can see 693 00:30:05,933 --> 00:30:07,700 that the light is coming from the top 694 00:30:07,700 --> 00:30:09,800 and a little bit from the right on her 695 00:30:09,800 --> 00:30:12,000 generally uh 696 00:30:12,133 --> 00:30:15,000 on on the background here 697 00:30:15,400 --> 00:30:17,866 so this is matching 698 00:30:18,200 --> 00:30:19,966 kind of the light that we see 699 00:30:20,000 --> 00:30:22,133 on on the uh background 700 00:30:22,133 --> 00:30:24,066 it is coming from that side 701 00:30:24,400 --> 00:30:27,566 um as you can see on the poles to the delighties 702 00:30:27,566 --> 00:30:28,733 I think on our plate 703 00:30:28,733 --> 00:30:30,633 it's coming a bit more from the top 704 00:30:30,666 --> 00:30:32,566 but we can live with that 705 00:30:32,566 --> 00:30:34,600 as long as we get the colors to match 706 00:30:34,600 --> 00:30:37,500 because right now there is a total mismatch 707 00:30:37,700 --> 00:30:39,800 and it helps to look at the 708 00:30:39,800 --> 00:30:40,966 plate itself 709 00:30:41,166 --> 00:30:44,200 it's very lifted bright 710 00:30:44,400 --> 00:30:47,266 uh kind of warmish 711 00:30:47,800 --> 00:30:52,300 um definitely not the uh kind of 712 00:30:52,866 --> 00:30:55,266 blue sky contrasty 713 00:30:55,933 --> 00:30:58,066 generally blue um 714 00:30:58,100 --> 00:30:59,333 background that we have 715 00:30:59,333 --> 00:31:01,833 and we can change it just by 716 00:31:02,200 --> 00:31:03,166 changing the color 717 00:31:03,166 --> 00:31:05,600 let's add a color note here 718 00:31:07,166 --> 00:31:10,066 and I think the first thing we wanna do is reduce the 719 00:31:10,066 --> 00:31:11,466 saturation now satur 720 00:31:11,466 --> 00:31:14,866 reducing saturation only brings the values of the red 721 00:31:14,866 --> 00:31:16,633 green and blue closer together 722 00:31:16,766 --> 00:31:19,866 it's not necessarily help you gonna get rid of the blue 723 00:31:20,066 --> 00:31:23,000 but it will help us uh have a little bit less of that 724 00:31:23,000 --> 00:31:24,500 colour range that we have now 725 00:31:24,500 --> 00:31:26,400 which is too exaggerated for the plate 726 00:31:26,400 --> 00:31:28,466 let's uh change it to point eight 727 00:31:29,300 --> 00:31:31,166 and you see there's not a big difference 728 00:31:31,166 --> 00:31:33,333 but we're getting a bit rid of that 729 00:31:33,333 --> 00:31:34,833 big range of colours 730 00:31:35,166 --> 00:31:38,800 and um as usual I try to start with the big brush 731 00:31:38,800 --> 00:31:41,600 strokes on colouring and then do anything smaller 732 00:31:41,600 --> 00:31:43,933 so I'm feeling like we should bring up 733 00:31:43,933 --> 00:31:46,366 the gamma to reduce the contrast in general 734 00:31:46,700 --> 00:31:47,733 uh let's do that 735 00:31:47,733 --> 00:31:50,933 let's put it to 1.2 okay 736 00:31:50,933 --> 00:31:53,733 that already feels much better because we're 737 00:31:53,733 --> 00:31:56,066 and it almost feels like more hazy 738 00:31:56,133 --> 00:31:57,933 which I think is the kind of 739 00:31:57,933 --> 00:32:01,200 feeling that we get from the plate more hazy 740 00:32:01,200 --> 00:32:02,566 less saturated 741 00:32:02,666 --> 00:32:06,366 still feeling too blue and still feeling a bit too dark 742 00:32:06,700 --> 00:32:09,566 so um let's 743 00:32:10,866 --> 00:32:12,200 bring in the gain 744 00:32:13,133 --> 00:32:16,266 we wanna probably make everything brighter 745 00:32:19,766 --> 00:32:24,200 um we want to um take out some blue 746 00:32:29,966 --> 00:32:33,066 hmm something like this already feels better 747 00:32:33,066 --> 00:32:34,266 so let's see 748 00:32:34,266 --> 00:32:36,000 let's make everything a bit 749 00:32:36,000 --> 00:32:39,066 let's put this at 1.6 the red 750 00:32:39,066 --> 00:32:40,366 well that's now 2 red 751 00:32:40,366 --> 00:32:41,900 let's bring the um 752 00:32:42,366 --> 00:32:45,033 green almost to the same level as the red 753 00:32:47,566 --> 00:32:49,633 and now it's probably too green 754 00:32:50,000 --> 00:32:54,866 let's bring the blue to let's say point three five 755 00:32:58,200 --> 00:32:59,200 not bad 756 00:33:00,566 --> 00:33:01,833 point three six 757 00:33:05,300 --> 00:33:07,866 I think this is starting to feel much closer 758 00:33:07,866 --> 00:33:08,766 as you can see 759 00:33:08,766 --> 00:33:09,733 you can feel 760 00:33:09,733 --> 00:33:12,400 let's bring those our little nuke stuff here 761 00:33:12,400 --> 00:33:15,066 just to cover that area that we're not supposed to see 762 00:33:15,300 --> 00:33:16,900 um if you look at her 763 00:33:16,900 --> 00:33:18,400 you look at the background 764 00:33:18,700 --> 00:33:22,666 now it feels more like we're in the same environment 765 00:33:23,800 --> 00:33:24,933 we might wanna 766 00:33:24,933 --> 00:33:25,966 no you know 767 00:33:25,966 --> 00:33:28,900 I don't think we wanna go much brighter than this 768 00:33:29,166 --> 00:33:31,700 if you look at the whites here 769 00:33:32,000 --> 00:33:33,900 you look at the whites there 770 00:33:35,133 --> 00:33:37,566 they're they are kind of blown up 771 00:33:37,666 --> 00:33:38,900 look at her shirt 772 00:33:39,666 --> 00:33:41,066 kind of like here 773 00:33:42,166 --> 00:33:44,166 and I wouldn't judge by this colour 774 00:33:44,166 --> 00:33:46,300 because as you remember we did a 775 00:33:46,300 --> 00:33:48,266 a quick dispeel on everything 776 00:33:48,266 --> 00:33:51,066 which we shouldn't really because um 777 00:33:51,066 --> 00:33:53,300 that made everything feel a bit too blue here 778 00:33:53,300 --> 00:33:55,733 we'll tweak this later on to match better 779 00:33:55,733 --> 00:33:57,800 but I'm looking more at her shirt 780 00:33:57,966 --> 00:33:59,466 and the white on her shirt 781 00:33:59,500 --> 00:34:01,500 and that is starting to feel like this 782 00:34:01,500 --> 00:34:04,466 and the the color of the sky now feels much more like 783 00:34:04,466 --> 00:34:07,733 the kind of sky you'd wanna see when you expose to her 784 00:34:07,733 --> 00:34:11,066 I bet that if we could actually see sky in the original 785 00:34:11,366 --> 00:34:14,866 image it will feel like this blown up and white 786 00:34:15,566 --> 00:34:18,133 and not blue and defined as it was before 787 00:34:18,133 --> 00:34:20,366 so I think we are making good progress here 788 00:34:20,366 --> 00:34:24,100 I think we might wanna reduce the contrast even more 789 00:34:24,133 --> 00:34:28,366 so um we can do this by changing the contrast here 790 00:34:28,366 --> 00:34:30,166 let's put it to point nine 791 00:34:30,966 --> 00:34:34,900 and that gives that extra feeling of kind of haziness 792 00:34:34,900 --> 00:34:37,333 which I think we really wanna see in here 793 00:34:37,333 --> 00:34:38,700 and we'll do more saddle 794 00:34:38,700 --> 00:34:41,666 colour correction and some flaring to match the plate 795 00:34:42,266 --> 00:34:45,000 later on but I think now we're in a much 796 00:34:45,466 --> 00:34:48,700 better position in terms of color and feel 797 00:34:48,733 --> 00:34:51,933 so now that we've got a background pretty much set up 798 00:34:51,933 --> 00:34:54,066 at least as a starting point uh 799 00:34:54,066 --> 00:34:57,600 we probably wanna render that background as a prequel 800 00:34:57,600 --> 00:34:58,900 because you don't wanna have 801 00:34:58,900 --> 00:35:01,900 all these 3D stuff going on here right now and 802 00:35:01,966 --> 00:35:03,233 slowing you down 803 00:35:03,533 --> 00:35:05,166 when you render the background 804 00:35:05,166 --> 00:35:06,366 uh is a precomp 805 00:35:06,366 --> 00:35:08,366 you might wanna turn off your 806 00:35:08,500 --> 00:35:09,266 color correct 807 00:35:09,266 --> 00:35:11,466 because you wanna be able to do that 808 00:35:11,466 --> 00:35:13,200 post a precomp 809 00:35:13,466 --> 00:35:14,866 on your rendered background 810 00:35:14,866 --> 00:35:16,366 and now we we're back 811 00:35:16,366 --> 00:35:17,566 you see how weird it looks 812 00:35:17,566 --> 00:35:20,166 suddenly this is the original color 813 00:35:20,566 --> 00:35:22,933 so uh you wanna turn this off 814 00:35:22,933 --> 00:35:25,333 and then the last thing I wanna talk about before 815 00:35:25,333 --> 00:35:26,466 you actually pre comp 816 00:35:26,466 --> 00:35:28,966 this is a motion blur 817 00:35:29,166 --> 00:35:30,800 and whether you want to a 818 00:35:30,800 --> 00:35:33,200 bake the motion blur into your precompt 819 00:35:33,200 --> 00:35:34,400 background or not 820 00:35:34,400 --> 00:35:37,266 and which type of motion blur to use 821 00:35:37,400 --> 00:35:40,600 so they're basically two ways to 822 00:35:40,600 --> 00:35:43,400 do motion blur on a 3D object in nuke 823 00:35:43,733 --> 00:35:47,000 uh the more accurate one would be 824 00:35:47,000 --> 00:35:47,900 and let's again 825 00:35:47,900 --> 00:35:49,133 let's just turn these off 826 00:35:49,133 --> 00:35:50,466 because these are not of course 827 00:35:50,466 --> 00:35:52,800 you don't wanna render them with the background 828 00:35:52,866 --> 00:35:54,800 these are just placeholders 829 00:35:55,266 --> 00:36:00,100 um and let's go to the area where she's moving fast 830 00:36:00,100 --> 00:36:03,233 which is somewhere around here 831 00:36:03,400 --> 00:36:04,900 the fast motion 832 00:36:05,466 --> 00:36:06,766 camera not her 833 00:36:06,766 --> 00:36:07,800 the camera sorry 834 00:36:07,800 --> 00:36:12,033 um the more accurate one would be to do 835 00:36:12,400 --> 00:36:14,566 a real 3D motion blur 836 00:36:14,566 --> 00:36:15,200 and for that 837 00:36:15,200 --> 00:36:17,033 you go to multi sample 838 00:36:17,166 --> 00:36:18,933 and start raising those 839 00:36:18,933 --> 00:36:20,300 and as you do that 840 00:36:20,600 --> 00:36:22,333 you get a true 3D motion blur 841 00:36:22,333 --> 00:36:23,733 now I have samples at 3 842 00:36:23,733 --> 00:36:24,866 which is too low 843 00:36:24,866 --> 00:36:28,066 because you can see the motion blur feels almost like 844 00:36:28,466 --> 00:36:30,733 stepped that looks horrible 845 00:36:30,733 --> 00:36:32,566 so to get a true uh 846 00:36:32,566 --> 00:36:33,900 good looking motion blur 847 00:36:33,900 --> 00:36:36,700 you might wanna set this at least to like 10 848 00:36:37,300 --> 00:36:39,900 and that gives you a much nicer 849 00:36:39,900 --> 00:36:41,300 gradation uh 850 00:36:41,300 --> 00:36:43,100 more steps in between 851 00:36:44,000 --> 00:36:45,566 and this is great 852 00:36:45,566 --> 00:36:48,066 the only problem of basically two problems 853 00:36:48,066 --> 00:36:51,400 one is that it slows down your render considerably 854 00:36:51,466 --> 00:36:54,100 of course and that's up to you to decide 855 00:36:54,100 --> 00:36:58,166 where you wanna spend time in terms of rendering um 856 00:36:58,166 --> 00:36:59,766 but the other thing is that I'm 857 00:36:59,766 --> 00:37:01,733 not totally convinced that this 858 00:37:01,733 --> 00:37:02,933 motion blurry is correct 859 00:37:02,933 --> 00:37:04,933 I'm not saying nuke is doing something wrong 860 00:37:04,933 --> 00:37:05,733 I'm saying again 861 00:37:05,733 --> 00:37:08,000 because we're cheating the whole thing here 862 00:37:08,266 --> 00:37:11,300 um if I look at the actual plate is this frame 863 00:37:11,666 --> 00:37:13,400 I don't see tons of motion blur 864 00:37:13,400 --> 00:37:15,200 what I see is the focus 865 00:37:15,200 --> 00:37:16,700 and you can um 866 00:37:16,700 --> 00:37:18,233 very easily um 867 00:37:18,800 --> 00:37:21,800 figure out if what the blur you're seeing is actually 868 00:37:21,800 --> 00:37:23,200 camera focus 869 00:37:23,700 --> 00:37:25,566 or motion blur 870 00:37:25,566 --> 00:37:28,300 because motion blur tends to go to one side 871 00:37:28,666 --> 00:37:30,700 you know depending on the direction 872 00:37:30,733 --> 00:37:32,900 and feel more like a doubling 873 00:37:33,333 --> 00:37:35,566 as you can see here on our render 874 00:37:35,900 --> 00:37:38,600 uh and here it feels pretty consistent 875 00:37:38,766 --> 00:37:40,366 so for for some reason 876 00:37:40,366 --> 00:37:42,533 we don't get that much amount of motion blur 877 00:37:42,533 --> 00:37:46,100 so if we precomp and render out this using this method 878 00:37:46,100 --> 00:37:47,966 we're pretty much tied to that 879 00:37:47,966 --> 00:37:49,600 we can play with the shutter 880 00:37:50,266 --> 00:37:52,866 but at least at this stage 881 00:37:52,866 --> 00:37:55,066 I'd rather do the fake 2D motion 882 00:37:55,066 --> 00:37:57,300 blurry using motion vectors 883 00:37:57,300 --> 00:37:58,466 so we can um 884 00:37:58,466 --> 00:37:59,600 turn this back 885 00:37:59,600 --> 00:38:01,100 to 1 for now 886 00:38:01,733 --> 00:38:05,100 and we just want to output a motion vector 887 00:38:05,333 --> 00:38:07,333 and right now it's set to forward 888 00:38:07,333 --> 00:38:09,600 which is good enough for us 889 00:38:10,566 --> 00:38:12,200 we might want to change 890 00:38:12,366 --> 00:38:13,666 the classic to 891 00:38:14,600 --> 00:38:18,266 distance or velocity um 892 00:38:18,933 --> 00:38:20,366 the classic is the um 893 00:38:20,366 --> 00:38:21,600 is the legacy 894 00:38:21,600 --> 00:38:23,433 old way of um 895 00:38:23,533 --> 00:38:24,900 getting motion factors 896 00:38:24,966 --> 00:38:25,666 and of course 897 00:38:25,666 --> 00:38:27,466 now we need to um 898 00:38:29,000 --> 00:38:30,566 to add a filter 899 00:38:32,800 --> 00:38:34,233 um a vector blur 900 00:38:34,666 --> 00:38:37,366 and we want our vector blur to basically receive 901 00:38:37,366 --> 00:38:40,566 the victors through that channel which was forward 902 00:38:41,500 --> 00:38:44,400 and right away you can see we're getting 903 00:38:45,133 --> 00:38:46,333 tons of motion blur 904 00:38:46,333 --> 00:38:47,666 it looks a bit similar 905 00:38:47,666 --> 00:38:49,033 it's not that bad 906 00:38:49,200 --> 00:38:51,966 similar to what we had with the true 3D 907 00:38:52,266 --> 00:38:54,466 the good thing about using motion blur is a 908 00:38:54,466 --> 00:38:56,500 that you that it's faster 909 00:38:57,100 --> 00:38:58,500 uh and that you can 910 00:38:58,500 --> 00:39:01,166 keep on tweaking it in the comp as much as you want 911 00:39:01,166 --> 00:39:02,800 you're not tied to something 912 00:39:02,800 --> 00:39:05,900 and it's easy to tweak just changing the multiply 913 00:39:05,900 --> 00:39:08,800 so making it bigger will give us even more motion blur 914 00:39:08,800 --> 00:39:10,833 which I think we definitely don't want 915 00:39:11,100 --> 00:39:12,400 put it back to one 916 00:39:12,900 --> 00:39:15,666 and um uh putting it 917 00:39:17,166 --> 00:39:20,966 2.5 will give us a more reduce motion blur 918 00:39:20,966 --> 00:39:23,266 so we always have control over that 919 00:39:23,733 --> 00:39:28,466 so now that you um have vector information in here 920 00:39:28,566 --> 00:39:31,033 you can render it without any motion blur 921 00:39:31,100 --> 00:39:35,000 and um the only question is how do you render 922 00:39:35,166 --> 00:39:40,033 um your extra channel or layer in the same E X R 923 00:39:40,333 --> 00:39:43,133 and that will do in the next class uh 924 00:39:43,133 --> 00:39:45,633 we'll talk about multi channel E x R's 925 00:39:46,100 --> 00:39:50,000 and after we do that we're gonna go back to the plate 926 00:39:50,000 --> 00:39:51,300 and start cleaning it up 927 00:39:51,300 --> 00:39:54,300 because if we wanna go further with the shot we really 928 00:39:54,300 --> 00:39:57,466 have to start thinking of getting rid of all those rigs 929 00:39:57,466 --> 00:39:58,600 those stands 930 00:39:58,600 --> 00:40:00,466 and those tracking markers 931 00:40:00,566 --> 00:40:03,600 cause they're getting in our way to seeing things 932 00:40:03,600 --> 00:40:07,066 so a lot of work in the next class 933 00:40:07,066 --> 00:40:10,100 and I hope to see you all there bye bye 66153

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