Categories
ADVANCE & EXPERIMENTAL Compositing

PROJECT NUKE: GARAGE

In this project we were given a video of garage in which we have to carry out various VFX techniques such as rotoscopy, color grading, color correction, composition etc. Along with this we have to add a 3D objects in the scene which would be located inside the room that we can see in the video below.

In the beginning, as per the video, we were given the distorted grid, which was exactly according to the plate. Thanks to this grid we were able to take its reference and undistort the plate itself. Undistorting the plate is extremely crucial as it flatten ups the plate resulting into a better working output. With the help of this undistort node we can add the exact distortion back to the video after all the editing and composition is done so that it is back to its original way.

DISTORTION GRID
UNDISTORTED GRID

After undistorting the plate, I started by 3D tracking the video. 3D tracking is the key to the videos in which we have to do an addition of 3D Geometries. With the help of 3D track we get these track points (refer to the image below) on which we can set up the object. For doing so we have to select the point and create a card/geometry which would be aligned in the 3D space. In these 3D space we can add as many as 3D objects/images on the plate. All of these geometries as well as cards are then combined together into a scene node. These scene nodes collect all the data of 3D space and combine it together to get the merged result.

CAMERA TRACK POINTS
WORK FLOW OF TRACK POINTS AS WELL AS ALIGNING OF 3D OBJECT
ADDED 3D GEOMETRIES

After 3D the entire sequence, the next process of rotoscoping and cleanup. Thanks to the 3D trackers the process reduces the time it usually takes up for a normal/manual rotoscope. The main process begins by adding a frame hold. These frame hold should illustrate the clearest vision of the cleanup place, as the cleanup can look blurred if taken on the wrong frame. By selecting the point where we want to add a card (specifically on the area where we want to do the cleanup process), we can create a card. On this card, we do our desired cleanup. I have specifically used roto paint, as it gave me much more flexibility for doing the cleanups. After doing the desired cleanup we copy these onto the card which we created prior. Project3D is the node that we use to copy these cleanup roto paint onto the card. After this, we add all the cleanups to the scene so that we can get the final look at our cleanup by combining them.

PRE-CLEANUP
AFTER-CLEANUP
CLEANUP WORKFLOW

As we have already tracked the video, we can carry forward with rotoscoping without worrying about cleanup. For rotoscoping, I used a similar workflow to that of cleanup.

In this technique, we add project3D, card, and scanline render prior to the roto which I added later on in the case of cleanup. Even though I had proper and well-defined tracking points, I had to make slight changes to the roto, so that it matched the borders of the walls throughout the video. These slight changes were done a few frames apart, having approximately a 15-35 frame gap in between. This was a necessary step so that the roto sticks to the wall and it doesn’t slip off.

The difficult part of rotoing this particular video was the lamp handle. Due to the poor lighting at the back, the handle of the lamp disappears at some point which was difficult to see. For this, I increased the exposure of the screen and drew an approximation of the future position of the handle.

And after adding all the roto to a scene I got the result given below. (please refer to the video below)

ROTO WORKFLOW
ROTOSCOPING
Workflow of Manipulation of the Color Passes
Color Grading with the help of different Passes
Merging of the Machine with the Plate

A powerful computer program called Nuke is utilized in the film as well as broadcast industries for compositing and visual effects. Making 3D shadows is just one of its many features, which gives an object a feeling of depth and realism. These shadows can be created through a variety of methods, including shadow maps and ray tracing. In order to produce precise and lifelike shadows calculates the path of light rays from a virtual light source to the object in the picture. Shadow maps imitate the effect of shadows using a 2D texture map, which leads to quicker rendering times but possibly less accurate results. With Nuke’s 3D shadow tools, artists can modify the shadows’ intensity, color, and softness as well as their location and size.

Over here, I Created a scene and added 3D elements to track points with the help of axis which determined the Track pints in the “3D Space”. For getting these 3D objects, the color according to the scene, I Created a spot light, according to that of the scene.

After the step of lighting the scene, Comes the main part, i.e. Casting shadows. Basically, for getting this Shadow, we need to create the shadow pass. For this, the step was to do a setup of various cards/grids on which the shadow would be cast. these grids are aligned onto the track points, according to the position of walls and ground of the plate. Following this, I created a new “Shadow Mask” which would make a new “Shadow Pass” for all the 3D objects that I imported and aligned to the scene.

With the help of this step, I could extract the “Shadows” of all the elements (3D objects), and merge it with the actual scene, to get more defined output.

Importing and aligning of 3D objects.
Work flow of 3D elements and shadows
Newly created Shadow Pass
Final Output of the Project
Categories
Compositing MAYA VFX FUNDAMENTALS

NUKE (PROJECT BALLOON)

This is the main project for VFX fundamentals that was in collaboration with Maya as well as nuke. In this project we had to take all the things that were taught in previous lectures from Maya and nuke and blend it together.

The project was started by creating a hot air balloon in maya. It had all these various content such as the balloon which had creases on it. Creases Are basically the edges that are well defined and hard edges. Along with the balloon, the other contents that were in the model was basket, cylinders, pipes and stands, knots of rope which was basically hard to create as new nodes like bend shape node and lattice were a bit difficult to learn on the first try. After the modelling of the balloon and giving it proper texture it was given a bit of animation, rendered it in Arnold and it was good to go to the further process that would be in the software of Nuke.

After Maya the further process was to be carried out in Nuke. This was the project where we have to bring our imaginations in and do the editing of the video provided to us. This video is the main plate and the next process came into place. The first step that I personally did was roto the mountain out of the plate as I wanted to add a secondary sky behind. I rooted the front mountain and the back Mountain differently because both of the mountain have different moment , causing the roto to be a bit shaky. Tracking the mountain helped me in assembling the roto to the Mountain precisely. After rotoing the mountain, I tracked and roto the sky and replaced it with another image of the sky. The next part was the most important part of editing the video that was colour correcting the plate according to the colour of the sky which emits the light. After that I added the balloons to this video, colour corrected it and finished it bye adding the defocus node to the balloons depending upon how far they are. In addition I also add an extra animated birds, colour keyed the green screen and added it to the plate. And this was the final result:

Final Project

Various Rotos Added
Added track to the clouds by tracking of previous cloud’s movement
Color Keyed the Brids and applied transformation
Addition and Color Grading of the baloons

Categories
ADVANCE & EXPERIMENTAL Compositing MAYA

TRACKING IN 3D EQUALIZER

3D Equalizer is by no doubt the worlds leading 3D tracking solution, for merging live action footage with digital visual effects. This software specializes in 3D tracking and footage and gather points in order to create a geometry which would be used for Match Move purposes.

In the beginning after importing the image sequence and applying proper settings that are needed, we start by setting up points to track the footage. For this Tracking purpose, we need a will defined image where we can set the point which wont result us by giving jitters. For this reason we start by changing the color settings and getting a sharper perspective, which can be used for holding points at one place through out the video.

Later on, after the step of enhancing the color, we start applying tracking points. For this, we have to ctrl + left click on the desired location,and hit the track button. Sometimes, which there is a jerk or the desired point vanishes, we have to manually end the point or manually track the footage frame by frame. It is a bit burden some times, but we get to good results at such times.

COLOR CONTROL AND POINT DATA
INDIVIDUAL TRACK POINT
TRACKING POINTS

After the step of tracking, we have to solve the points. This step is crucial as this helps us in getting a proper camera animation. Hence, having a smooter line with out anr jitter is crucial. With the help of Deviation browser we get the information through which we can analyse and pop out the track points which would be giving us the errors or a high value. A maximum value of 0.5-1 is needed to get a smoother camera flow.

After the step, with the help of these track points, we can build basic shapes, which would resemble the grid and its positions. This can be obtained by meshing the points using legacy. And after this step we can export the file to maya, where we can utilize this grids into making the match move needed for production purposes.

matchmove obtained after modeling and places basic grids on to the points.
Categories
ADVANCE & EXPERIMENTAL Compositing PERSONAL

PERSONAL PROJECT : METEOR SHOWER FINAL OUTPUT

This is the final output of my personal project i.e., Meteor Shower

Categories
ADVANCE & EXPERIMENTAL Compositing

Week 11 Nuke: Patching & projection

In this week we started by the technique of PATCHING in Nuke. These patches are helpful for removing he objects from the plate itself, where these patches are 3D by itself. We add these patches on the Card taken from the 3D trackers which we did in the last lecture. There are various techniques for doing this.

Having the card that is taken from the specific 3D Track is the most important aspect as all these patch are about to sit in the given card / points.

The rotos are done on a particular frames, where we have to be very cautious about the frame that we select as these frame hold carry on to the whole plate. After cleaning up / rotoing (in this case i have roto painted the plate to get my desired look), these roto is then send on to a frame-hold which carries it to the entire plate with the help of card.

work flow for Patching (Frame hold method)
After cleanup

We also looked on how to do the patching with the help of UV method. In this method, we stabilize the video. This is done by transferring the plate onto the card, and the the plate is changed in to the format of UV. After which we can roto paint in again, and carry the rest to get the patching done.

UV METHOD
After copying the UVs.

PROJECTION WITH HELP OF POINT CLOUD

Pointcloud helps in making the scene 3D through which we can add grids/cards to the points.These point help us to get a 3D visual representation of the plate. With the help of these points which we got after analyzing and tracking the points we can add 3D objects to these points.

Visual representation of Point card

We can also view these points into a 3D geometry, with the help of poisson mesh. Poission mesh converts these points into a typically 3D object.

3D visualization with the help of poission mesh node.

Along with the poission node we can also visualize these points by baking these point created by the point cloud generated. For getting these points we have to bake the points which can be obtained by selecting the vertices of these points and baking them into geometry mesh after grouping the points selected.

Visualization with the help of point bake node.

Model builder is another technique by which we can do a proper visualization. Poission method maybe easier than model builder technique, but its not quite efficient when compared. In Model builder method we have to add cards and grids same like how we used to do the corner pin method.

FINAL MATCHMOVE

Categories
Compositing VFX FUNDAMENTALS

WEEK 11 NUKE: MATCHMOVE

This week we started to learn about match move.
To begin with, we started by undistorting the video, which helps in taking out the curvy look created due to the camera lens.
After making the video undistorted, we use match move process and redistort the video all over again.
If we do not have the checkerboard for undistorting, we have to create these grids manually by hand.

Getting back to tracking, before do it the plate needs to be denoised, and graded as per needed in order to get a proper visuals for the desired track.

While tracking we did get errors which were calculated to around 0.91, as it was below 1 and the errors were not in an important position we rejected the errors and updated it to remove the errors.

These tracks could be seen in 3D viewer itself,
Where we allotted it a ground plane by selecting respective track points. These 3D Tracking points also helped us to set 3D geometry to them.

For 3D visualisation we started by taking Cube and with the help of SCANLINE RENDER and camera we were able to have a 3D visualisation of it.
Our main motive of this was to get familiar to 3D structure in Nuke software. Surprisingly, the 3D is Nuke is also good. It feels as if it was a 3D software to begin with.

3D cube on checker board BG
Basic node set up for 3D

With the help of ReadGeo node we can also import 3D objects from other softwares. And Scene node helps in merging 1 or more 3D objects together.

Getting back to tracking, before do it the plate needs to be denoised, and graded as per needed in order to get a proper visuals for the desired track.

While tracking we did get errors which were calculated to around 0.91, as it was below 1 and the errors were not in an important position we rejected the errors and updated it to remove the errors.

These tracks could be seen in 3D viewer itself,
Where we allotted it a ground plane by selecting respective track points. These 3D Tracking points also helped us to set 3D geometry to them.

set up for camera tracking

3D view point for the tracks
Categories
ADVANCE & EXPERIMENTAL Compositing GROUP

LOW FI: PROJECT:- MATCH MOVE

For match move I used the software 3D equalizer, which is really good for tracking and exporting the scene into other software. Later I used Maya for the completion of the match move and this is the final result.

Categories
ADVANCE & EXPERIMENTAL Compositing

NUKE: SCAR

For this assignment, our main motive was to add a tattoo or scar on to the plate/man given to us. This assignment was given to us so that we can utilize our previous knowledge of smart vector, grading and various techniques.

For this instance, I have taken the method of smart vector for adding scar onto the face. It was a fun as well as tricky way of doing this project. Smart vector is a flexible way of adding scar/tattoos on a given space. It utilizes the information taken and tracks the output in smart way. When an image is applied, it takes into consideration the points / information on the animated surface and stretches / squeezing itself accordingly.

Following is the workflow which I went through to obtain the result:

SCAR
CLEAN PLATE
SMART VECTOR
FINAL OUTPUT

Categories
ADVANCE & EXPERIMENTAL Compositing

NUKE: Week 6: GREEN SCREEN

Green Screen is a Nuke workflow tool that creates a virtual background that can be used in any field of production. IT is great for photo-realistic visuals or as a simpler alternative to painting effects and other techniques. It is a powerful Nuke template used in computer graphics fields, such as film and TV. Green Screen is a popular choice for you to create stunning background scenes quickly and easily

Changing or extracting the green screen can be done in various ways. The technique differs according to the plate or the result that is needed. Sometimes, instead of extracting the color, what an artist needs to do is suppress or de-saturate a specific color according to the reference.

Suppressing a color refers to reducing the amount of green that is used in a specific plate. It increases the range of areas that are color suppressed. If the color you want to suppress is still evident, increase this value. Along with this, we also have to de-saturate the color, where we completely remove the color or. For example, we completely remove the respective color value. For example:-

Here we can see, different techniques gives us various output. when we suppress the green value, we just remove the value of green but the value of other colors stay intact. Where as if we de-saturate the color, we totally remove the value of the colors, making it ‘De-colored’.

HUE (Green Muted)
Green Supressed
Green De-saturated

here we can see another reference for the color suppression and color de-saturating. For 1st instance we just play with the value of the color green, where the other color values are untouched, where as for de-saturating, we completely de-color which gives results into a gray scale.

The other technique for extracting a specific color, is by using the “keyer” node. With the help of this node we can extract the primary colors, i.e. green, blue and red. But this node is not only restricted to the colors, we can also play with the luminance and the saturation of the plate.

In the below example, we can see how i have extracted the white (luminance), as i wanted to see how the node works. I extracted the sky, eve though its not perfect, we can clearly see how powerful this node is, in which we can play even with the slightest part or color as per needed. In here we have to select the keyer that we have to do the changes. After this we have to manipulate the bars or handles where we can get the result that we need, i.e. extracting the color.

After extracting the luminance, I color graded the alpha and changed the color to get a clear view of the setting ad changes that i have done in the keyer.
color changed

Here is an another technique, where we can get an alpha from the color which we need. For example, over here I extracted the color red, and subtracted it with the rest of the plate, which resulted into giving me the blacks and whites of the plate. These blacks and white represented the alpha, white being 1 and black being 0. And with the help of the we get our alpha on which we can color grade the plate as per the alpha.

plate

So we’ll do a shift command or control sample of a large area of the green screen in order to identify the hue of green we want to spill suppress. And I’m going to use a combination of Saturation and Green Suppression Curves with the help of the Keylight node. So I pick the color, so I can move their control points to be right centered on my target color. Because as I make adjustments it’s going to move the darkened thing off the spot. So, we’ll start by taking the Saturation down. That gets rid of some of my green spill. Then we’ll merge the difference and color correct the plate. And through this step we can color correct the plate and reduce a bit of spill.

Reduction of the spill

Categories
ADVANCE & EXPERIMENTAL Compositing

NUKE: COLOR GRADE

Creating the mood and coherent sensibility by using the color palette is known as color grading. Colour grading is adjusting the image in specific ways to create a stylistic effect. For example ‘crushing’ the blacks of an image to make it feel contemporary, or taking the matched shots from a camera and tracking and lightening main characters face so that they stand out.

Grading of the plate is a process where the film scans are color graded to the look
wanted by the movie directors for their projects. Usually, these color grades are finished
by using a LUT which is used in order to enhance the mood of the videos. For example,
for getting a look of danger or horror a Dark LUT is used, where as that used for a happy
occasion is usually brighter. After the process of color grading the output is used for
plate preparation i.e., main look of the shot which is going to be carried forward in
Compositing.

object
background

The Main task of this was to color grade the dragon in such a way that it will match the background and merge it together. ‘As if it was one’ was the motive for this project. In this area, usually the best technique that we can use is, gaining the information of the color (blacks and the whites). Through analyzing this, we can match the color the object by grading it according to the background.

In the grade node we have to match the blacks and white. For doing this we have to do the following:

  1. Pick the darkest color of the Dragon so that we can change it accordingly.
  2. After picking the dark point, we have to lift it up according to that of the back ground. For doing this we have to pick the dark color of the background. (It has to be done the the lift setting)
  3. Similarly, we have to pick color for white point and gain, but over here we have to get the brightest part of both. As this is going too set the overall mood/theme of the Dragon.

(Please refer to the node below)

Final Merge After Grading

I have done similar technique for other project (Refer to the images below). This techniques work the best for getting faster result and correcting the colors to get the best result.

Before color grading
After Grading
After Color Grading