Would you like to inspect the original subtitles? 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
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.