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These are the user uploaded subtitles that are being translated: 1 00:00:00,466 --> 00:00:01,133 in this lesson 2 00:00:01,133 --> 00:00:03,100 we're gonna learn about field curvature 3 00:00:03,100 --> 00:00:06,100 which is a somewhat rare optical problem 4 00:00:06,100 --> 00:00:07,533 but we still need to know about it 5 00:00:07,533 --> 00:00:08,900 and we can still apply it 6 00:00:09,000 --> 00:00:10,333 so here's where we left off 7 00:00:10,333 --> 00:00:12,933 and I've added some notes to our lens distortion 8 00:00:12,933 --> 00:00:14,133 as you can see here 9 00:00:14,133 --> 00:00:15,933 whether you are adding it to a CG image 10 00:00:15,933 --> 00:00:19,300 or using it inside of a real footage pipeline okay 11 00:00:19,300 --> 00:00:21,900 so now let's talk about field distortion 12 00:00:22,000 --> 00:00:24,900 and this is an image essentially describing 13 00:00:24,900 --> 00:00:26,666 uh field curvature distortion 14 00:00:26,666 --> 00:00:28,000 so what happens is 15 00:00:28,066 --> 00:00:31,066 uh we have these circular lens elements 16 00:00:31,200 --> 00:00:34,533 and so when we focus on a specific area 17 00:00:34,533 --> 00:00:36,066 or when the center 18 00:00:36,300 --> 00:00:39,000 light focuses on a specific area 19 00:00:39,533 --> 00:00:41,966 the light that comes in from an angle 20 00:00:42,466 --> 00:00:46,900 wants to focus on a curve or a circle 21 00:00:47,933 --> 00:00:49,933 now if you think about the inside of your eye 22 00:00:49,933 --> 00:00:51,500 this is exactly what's happening 23 00:00:51,500 --> 00:00:53,333 we have our Iris in the front 24 00:00:53,333 --> 00:00:55,700 and it is hitting this curved backing 25 00:00:55,700 --> 00:00:57,000 so that we can focus 26 00:00:57,000 --> 00:00:59,800 uh essentially across our entire field of vision 27 00:00:59,966 --> 00:01:02,300 now in the real world or in our cameras 28 00:01:02,300 --> 00:01:04,200 we have a flat sensor 29 00:01:04,200 --> 00:01:06,233 so what happens is that this 30 00:01:06,466 --> 00:01:09,466 field curvature means that objects 31 00:01:10,166 --> 00:01:12,066 or light that is coming in 32 00:01:12,066 --> 00:01:13,100 not from the center 33 00:01:13,100 --> 00:01:15,066 but from the edges of our lenses 34 00:01:15,066 --> 00:01:17,366 will begin to be blurred 35 00:01:17,400 --> 00:01:18,266 and as you can see here 36 00:01:18,266 --> 00:01:20,866 the focus is actually in front of the sensor 37 00:01:20,866 --> 00:01:22,800 so when the light hits back here 38 00:01:22,800 --> 00:01:25,400 we are going to have a blurry object 39 00:01:25,533 --> 00:01:27,666 so what this says is 40 00:01:27,666 --> 00:01:29,300 inside of any frame 41 00:01:29,300 --> 00:01:32,700 the edges of our frame should be slightly blurred 42 00:01:33,066 --> 00:01:34,266 now in the real world 43 00:01:34,266 --> 00:01:36,166 camera lens manufacturers again 44 00:01:36,166 --> 00:01:38,133 are very smart people 45 00:01:38,133 --> 00:01:40,766 and they have figured out how to manufacture lenses 46 00:01:40,766 --> 00:01:42,866 so that this blue light 47 00:01:42,866 --> 00:01:46,866 actually focuses very close to the initial sensor 48 00:01:47,066 --> 00:01:50,000 however it is not perfect and we 49 00:01:50,266 --> 00:01:52,766 can learn how to add this in so again 50 00:01:52,766 --> 00:01:53,966 field curvature 51 00:01:53,966 --> 00:01:57,300 is something that happens in the real world but 52 00:01:57,300 --> 00:02:00,800 many lens manufacturers have spent a great deal of time 53 00:02:01,000 --> 00:02:02,900 fixing this but again 54 00:02:02,900 --> 00:02:05,200 let's add in just a little bit okay 55 00:02:05,200 --> 00:02:06,100 so the question is 56 00:02:06,100 --> 00:02:07,866 how do we blur just the edges 57 00:02:07,966 --> 00:02:08,933 now you might be thinking 58 00:02:08,933 --> 00:02:11,833 let's add in a roto node and let's add in a blur node 59 00:02:11,900 --> 00:02:14,400 uh kind of like how we created our vignette 60 00:02:14,600 --> 00:02:17,500 and that will not actually work uh 61 00:02:17,533 --> 00:02:18,266 how we want 62 00:02:18,266 --> 00:02:20,600 the Blur Mask port will only 63 00:02:20,600 --> 00:02:23,666 mix between blurred areas and not blurred areas 64 00:02:23,666 --> 00:02:25,100 so instead of connecting this up 65 00:02:25,100 --> 00:02:27,166 let's just throw that out entirely 66 00:02:27,333 --> 00:02:30,500 so what we're looking for is a note that will blur 67 00:02:30,500 --> 00:02:33,533 different amounts based off of image data 68 00:02:33,533 --> 00:02:34,700 and we actually have one of those 69 00:02:34,700 --> 00:02:36,633 it's called the Z Blur note 70 00:02:36,900 --> 00:02:38,933 now uh it's gonna be at the bottom of my list 71 00:02:38,933 --> 00:02:41,800 so I'm gonna hit tab and drop in a Z blur 72 00:02:42,000 --> 00:02:44,100 and this is traditionally used to do 73 00:02:44,100 --> 00:02:45,900 depth blurs however 74 00:02:45,900 --> 00:02:49,166 what we can do with this is also use it to 75 00:02:49,333 --> 00:02:53,200 blur different parts of our image at different values 76 00:02:53,700 --> 00:02:55,266 okay so let's plug this in 77 00:02:55,266 --> 00:02:55,933 and initially 78 00:02:55,933 --> 00:02:58,366 this is gonna be going off of a depth channel 79 00:02:58,366 --> 00:03:00,466 which we honestly don't have yet 80 00:03:00,600 --> 00:03:01,333 as you can see here 81 00:03:01,333 --> 00:03:02,133 it is empty 82 00:03:02,133 --> 00:03:04,666 and so it is just blurring our entire image 83 00:03:05,133 --> 00:03:05,700 now for this 84 00:03:05,700 --> 00:03:07,166 we're gonna need a 85 00:03:07,466 --> 00:03:09,600 some kind of an image that shows us where 86 00:03:09,600 --> 00:03:10,666 the corners are 87 00:03:10,866 --> 00:03:12,133 and if you're feeling 88 00:03:12,133 --> 00:03:13,266 uh really creative 89 00:03:13,266 --> 00:03:14,566 or if you remember earlier 90 00:03:14,566 --> 00:03:15,900 we could use this 91 00:03:15,900 --> 00:03:19,166 radial that we created to um 92 00:03:19,166 --> 00:03:20,666 add in our vineyarding 93 00:03:21,133 --> 00:03:22,466 so let's go up here 94 00:03:22,566 --> 00:03:23,500 and let's see 95 00:03:23,500 --> 00:03:24,633 do we want to 96 00:03:24,700 --> 00:03:26,300 pipe it in uh 97 00:03:26,300 --> 00:03:27,133 let's just shuffle 98 00:03:27,133 --> 00:03:28,866 copy this into a new 99 00:03:28,900 --> 00:03:30,266 channel for now 100 00:03:30,300 --> 00:03:31,500 so when I hit tab 101 00:03:31,500 --> 00:03:33,800 and let's type in the shuffle copy note 102 00:03:33,800 --> 00:03:35,266 and I'mma plug this in 103 00:03:35,400 --> 00:03:37,200 to our current pipe 104 00:03:37,500 --> 00:03:39,566 and plug this into our radio 105 00:03:40,133 --> 00:03:42,100 and I'll add a note here so we 106 00:03:42,166 --> 00:03:43,733 remember what we're doing 107 00:03:43,733 --> 00:03:46,066 so this is going to be copy 108 00:03:46,266 --> 00:03:48,033 in vignette 109 00:03:48,500 --> 00:03:50,700 okay so we'll take the alpha 110 00:03:51,533 --> 00:03:54,766 of R1 which yep 111 00:03:54,933 --> 00:03:56,866 and let's plug this into a new channel here 112 00:03:56,866 --> 00:03:57,500 so let's go to 113 00:03:57,500 --> 00:03:58,800 new channel 114 00:03:59,000 --> 00:04:00,900 it's gonna call this our vignette 115 00:04:01,000 --> 00:04:03,700 and we don't really need RGB 116 00:04:04,300 --> 00:04:05,600 uh so we'll just 117 00:04:05,600 --> 00:04:06,866 call this the alpha 118 00:04:07,866 --> 00:04:09,100 and let's plug the 119 00:04:09,100 --> 00:04:10,733 red into that vignette 120 00:04:10,733 --> 00:04:12,766 so now if we go to our vignette channel 121 00:04:12,766 --> 00:04:14,400 we have this nice 122 00:04:14,400 --> 00:04:16,566 colour okay 123 00:04:16,566 --> 00:04:18,133 uh if you wanna learn more about shuffle 124 00:04:18,133 --> 00:04:19,600 copy or channels in general 125 00:04:19,600 --> 00:04:21,600 take a look at our introduction to channels 126 00:04:21,600 --> 00:04:23,166 in nuke course 127 00:04:23,666 --> 00:04:25,733 alright so back to our Z blur 128 00:04:25,733 --> 00:04:27,500 so now let's take a look 129 00:04:27,600 --> 00:04:28,400 and down here 130 00:04:28,400 --> 00:04:29,066 we still have 131 00:04:29,066 --> 00:04:29,900 our vignette channel 132 00:04:29,900 --> 00:04:33,366 because every single merge is going along the B pipe 133 00:04:34,000 --> 00:04:34,933 and let's see here 134 00:04:34,933 --> 00:04:36,466 it looks like oops 135 00:04:37,000 --> 00:04:38,500 this Z blur is 136 00:04:38,500 --> 00:04:39,266 not going through 137 00:04:39,266 --> 00:04:40,600 our last lens distortion 138 00:04:40,600 --> 00:04:41,466 there we go 139 00:04:41,733 --> 00:04:43,833 okay so now 140 00:04:43,966 --> 00:04:44,533 let's change 141 00:04:44,533 --> 00:04:46,400 our Z channel to 142 00:04:46,500 --> 00:04:49,600 our vignette dot alpha 143 00:04:50,700 --> 00:04:51,533 and here we go 144 00:04:51,533 --> 00:04:53,533 everything comes back into 145 00:04:53,533 --> 00:04:54,633 sharp focus 146 00:04:55,066 --> 00:04:55,700 and let's go to 147 00:04:55,700 --> 00:04:57,500 our focal plane set up 148 00:04:57,766 --> 00:04:58,566 and let's begin 149 00:04:58,566 --> 00:05:00,300 changing our focal plane 150 00:05:00,300 --> 00:05:01,166 so what we wanna do is 151 00:05:01,166 --> 00:05:02,500 we wanna have the entire 152 00:05:02,500 --> 00:05:04,200 center area green 153 00:05:04,400 --> 00:05:05,200 so let's pull 154 00:05:05,200 --> 00:05:07,100 the focal plane back a little bit 155 00:05:07,100 --> 00:05:08,333 and let's increase our 156 00:05:08,333 --> 00:05:09,566 depth of field 157 00:05:09,600 --> 00:05:10,500 quite a bit 158 00:05:10,900 --> 00:05:12,566 let's give it a second here to think 159 00:05:12,766 --> 00:05:15,766 so let's keep pulling this focal plane back until we 160 00:05:15,766 --> 00:05:17,966 get into the center of our image 161 00:05:18,500 --> 00:05:20,600 okay great this is looking much better 162 00:05:21,600 --> 00:05:23,666 okay so now 163 00:05:23,666 --> 00:05:24,933 anywhere in green 164 00:05:24,933 --> 00:05:25,800 we will not 165 00:05:25,800 --> 00:05:26,566 be blurring 166 00:05:26,566 --> 00:05:27,500 anywhere in red 167 00:05:27,500 --> 00:05:28,966 we will be blurring 168 00:05:29,666 --> 00:05:30,600 so let's take a look 169 00:05:30,600 --> 00:05:32,166 at this now 170 00:05:32,566 --> 00:05:33,366 and we can see 171 00:05:33,366 --> 00:05:34,166 it's a very 172 00:05:34,166 --> 00:05:35,433 subtle effect 173 00:05:35,466 --> 00:05:36,066 but you'll notice 174 00:05:36,066 --> 00:05:37,300 now our edges 175 00:05:37,566 --> 00:05:38,400 are the edges of 176 00:05:38,400 --> 00:05:39,300 our frame are 177 00:05:39,300 --> 00:05:41,233 ever so slightly blurred 178 00:05:41,600 --> 00:05:42,866 and again this is 179 00:05:42,866 --> 00:05:43,766 uh partially 180 00:05:43,766 --> 00:05:45,533 or we're adding this to 181 00:05:45,533 --> 00:05:47,466 show field curvature 182 00:05:47,733 --> 00:05:50,600 now our current settings of a level 1 blur 183 00:05:50,600 --> 00:05:52,900 or a size 1 is probably pretty good 184 00:05:52,966 --> 00:05:54,466 again most lenses 185 00:05:54,500 --> 00:05:56,266 will not show too much field 186 00:05:56,266 --> 00:05:57,866 curvature in them 187 00:05:58,100 --> 00:06:00,300 but if you want to really uh 188 00:06:00,300 --> 00:06:00,866 blow this out 189 00:06:00,866 --> 00:06:03,400 you can continue to increase the size 190 00:06:03,400 --> 00:06:04,533 so that well 191 00:06:04,533 --> 00:06:05,366 maybe not that much 192 00:06:05,366 --> 00:06:06,566 that's a little extreme 193 00:06:06,700 --> 00:06:09,366 but as the objects get closer 194 00:06:09,366 --> 00:06:10,300 and closer to the 195 00:06:10,300 --> 00:06:11,466 edge of our frame 196 00:06:11,466 --> 00:06:12,700 they begin getting more 197 00:06:12,700 --> 00:06:13,966 and more blurred 198 00:06:14,200 --> 00:06:14,766 and of course 199 00:06:14,766 --> 00:06:15,566 you can come in 200 00:06:15,566 --> 00:06:17,866 and play with this focal plane setup 201 00:06:17,866 --> 00:06:19,000 maybe decrease the 202 00:06:19,000 --> 00:06:20,600 depth field a little bit 203 00:06:20,800 --> 00:06:22,100 um maybe pull 204 00:06:22,100 --> 00:06:23,600 forward the focal frame 205 00:06:23,600 --> 00:06:24,600 or the focal plane 206 00:06:24,600 --> 00:06:26,100 so that only the center 207 00:06:26,133 --> 00:06:27,866 is in focus 208 00:06:27,866 --> 00:06:28,900 and as you can see 209 00:06:28,900 --> 00:06:30,333 that just adds a little 210 00:06:30,333 --> 00:06:31,466 bit to our image 211 00:06:33,200 --> 00:06:35,900 now this is a little bit too strong for my taste 212 00:06:35,900 --> 00:06:38,800 so let's come back here and let's reduce the size 213 00:06:38,800 --> 00:06:40,966 and again increase that depth of field 214 00:06:40,966 --> 00:06:44,666 until we are only blurring the edges of our image 215 00:06:45,466 --> 00:06:48,366 okay great so now we've come in 216 00:06:48,366 --> 00:06:52,800 we've added just a little bit of field curvature blur 217 00:06:52,866 --> 00:06:55,300 so that the edges are much more 218 00:06:55,300 --> 00:06:59,066 or a little blurred compared to the center of our frame 219 00:06:59,133 --> 00:07:00,300 and this gives us uh 220 00:07:00,300 --> 00:07:02,366 somewhat similar to a vignette effect 221 00:07:02,366 --> 00:07:03,466 in that it makes us 222 00:07:03,500 --> 00:07:06,300 makes us focus on the center of our frame 223 00:07:07,733 --> 00:07:11,466 so that is how we can add in a fuel curvature blur 224 00:07:11,466 --> 00:07:13,466 effect here inside of nuke 14763

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