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

Categories
ADVANCE & EXPERIMENTAL MAYA

Project MAYA : FEEL GOOD

The project for this term was to create a Satisfying video with the help of maya and its animation tool. For this i created a Mechanical Animating cube with the help of Maya Mash Tool set. With Maya Mash, artists can use to build and modify a variety of 3D shapes, including particles, 3D objects. Maya Mash is a versatile tool for creating stunning animation because it includes an extensive variety of animation options, including dynamic simulations, keyframe-based animation, and procedural animation. Artists are able to experiment with various designs thanks to its user-friendly interface and real-time feedback. For motion graphics artists and 3D animators looking to produce dynamic and compelling animations quickly, Maya Mash is a popular option.

To begin with, I created a basic shape which would be copied onto a grid that would be needed for the animation. I got this output by manipulating vertices of a box polygon, and later on with the help of maya mash tool I copied and created a repro mesh in Mash, that included this cube.

Basic Cube
Copied and created a Grid

Mash Distribute Tool was used by me to copy this cube and create a grid.

Mash Distribute Tool
Tool Settings (manipulated)

Later with the help of the “Offset tool”, I flipped the repro mesh, which would be later manipulated and animated. For this instance, I rotated all this geometry at @180 degrees. After rotating, I used the fall-off. The work of this fall-off setting is that it inverts the setting that has been used is the area that we have assigned. For example, you can have a look below, and notice that, I assigned a sphere as a fall-off object, and it rotates and flips the cubes according to the graph that I have assigned to it.

Rotated Object
Fall off Sphere

After creating this animation by editing and keying the fall-off, I had to copy this grid and create it in a shape of a Cube. For getting this output, I created a new Mash network with the help of this repro mesh 1. But, I wanted to copy this newly mashed network to be the shape of a cube. Hence, I inserted the cube shape as the reference for copying. Which helped me in getting the animation copied on all sides of the cube.

Animation making the shape of a cube

After this step, as the box was too sharpy and reflected the lights in an unusual manner, I replaced the box with this newly created geo., which I obtained by booleaning a sphere and a box, and merging them together.

New repro mesh (replaced)

Along with the main machine, I created this ‘Base Machine’ with the help of a cylinder. It was a basic and simple build. For this I selected random rings of faces on to the cylinder and extruded it to for my desired shape. While tweaking various vertices and edges I got this simple but effective machine that would act like a base. For the handle, I took a disk and later selected alternate faces and extruded it accordingly. I got this shape by playing with the offset and inset in the extrude tool, and in the end I smoothen out this machine.

For Rendering, I gave the Base machine an Arnold texture. And for getting the irregular bumps, I gave this machine the bump map and added scratches to the texture. As for the main Cube, I gave Arnold texture and the preset of silver onto it.

Categories
ADVANCE & EXPERIMENTAL Compositing

WEEK 14 NUKE: COLOR PASSES INTO 3D SPACES

Working with color passes, which are independent images that reflect various components of the final composite, is one of Nuke’s key capabilities. By modifying the distinct elements that make up the composite, such as shadows, highlights, and reflections, color passes can be utilized to produce a final image that is more polished and realistic. Artists can have more control over the final image and make changes to specific elements without altering the composite by dividing these components into independent passes. In this approach, color passes to enhance the final product’s overall quality while enabling more effective and efficient compositing procedures.

To begin with, we had given a .exr image, which had all the element information such as shadows, highlights, and reflections. We had to manipulate it and color grade the truck to match and merge the truck along with the respective background.

Following to this, I manipulated the passes according to what is needed, which you can see below.

Car
Background
Workflow

Diffuse Manipulation

Color Grading
Specular Manipulation
Shadow Pass
Merging Together

Here is an another example which was obtained with the help of manipulating the passes. I started by manipulating the Specular passes of the car, which helped in matching the tone of the car to that of the background. Specular plays a crucial role in image pass manipulating. It helps in manipulating the Luminance pass of the car. Following to this, I manipulated the diffuse pass. This was according to the ratio needed for the car merging with the background and softing the light which bounces off the car.

After this step, I matched the color of the car by using the color grading method, in which we match the color according to that of the background. This step helped me a lot in getting the final touch for merging it with the background.

Workflow
Specular pass
Adjusting the Specual
Addition of Diffuse
Manipulating the Diffuse pass

Final Result after Color Grading
Categories
ADVANCE & EXPERIMENTAL MAYA

WEEK 11-14 MAYA: RUBE GOLDBERGS MACHINE

Rube Goldberg the name comes from an engineer named Reuben Goldberg who graduated from the University of California at Berkeley in the year 1904. Rube Goldberg used to sketch and drawing by taking reference from newspapers and magazines. But persuade the profession of engineering due to his father as he opposed the field of cartoons. After designing sewer systems for 6 months, he left the job after feeling distress and unsatisfied and joined a company named as San Francisco Chronicle to pursue the field of cartoon making, followed by sketching fighters in an MMA boxing ring.

In spite not being a famous artist in the beginning Goldberg hit of and became famous for his comics and news articles. But it was Goldberg’s invention series in which he showcased his engineering knowledge in comics, starring professor Lucifer Gorgonzola which was the best remembered. Later on, his knowledge of engineering was used to create elaborate contraptions to complete the simple tasks in an extraordinary way. These cartoons led Goldberg to win the Pulitzer Prize in the year 1948. And thus, these machines were created in real life and bears his namesake.

PROJECT RUBE GOLDBERG’S MACHINE

In this project we had to create our own Rube Goldberg’s machine. The fun part about this project was to plan and design our own machine. My plan for this project was to make use of the Collisions of the tool named “BULLET” in maya as well as making use of the Constraints in Maya.

In this plan the main task was to design and create the elements of the Machine. It was big and a difficult task to plan this machine, as we had to take care about the real life physics that would affect the ball which would result in falling and colliding with the Dominoes (bricks) and also planning about which constraints would be applicable for the plan and give me the best result. Along with this, I also had to look about HOW would the elements connect to each other without causing any problems.

PLAN FOR RUBE GOLDBERGS MACHINE

After planning the main task of implementing started. This Rube Goldberg machine was made with the help Bullet solver in which we can use the physics and kinematics to create our FX. Bullet Solver is a simple but a vast field to begin with. It has varieties of tools such as Passive Rigid Body, Kinematic Rigid Body, Soft Body, Rigid Body Constraint, etc. In bullet we can set the selected objects to be rigid, soft, etc. by which we can manipulate its mass, collision attributes and many other things.

FIRST SET UP OF THE PLAN

When we assign a bullet tool to a object, it begins with giving us a default Bullet Solver and a rigid Body Shape node which is added to the selected object.

AFTER APPLYING BULLET TOOL

The Assigned rigid body has various types of settings which are to be manipulated to get the desired output. We can also select multiple objects at a single time while applying the bullet dynamics to it. Mass, Friction and restitution plays a very important role in dynamics. While mass represents the over all weight of the object/geometry, friction takes care about the smooth collision between the object and collider. Restitution on the other hand helps in the amount of bounce that the object will have. Higher the amount of restitution more the geometry will have the bounce force.

Collision shape takes a very crucial part when collision. There are various types of collision shapes such as Box, Sphere, Grid, which are usually used for default objects respectively. If in case we have a geometry that is not a default shape (box, sphere, grid), we need to use Hull or an auto compound which manipulates this shape as per the geometry and skins itself to it.

I used the hinge constraint which help in limiting the rotation and the movement of the object as if it was fixed by a hinge joint, like that of a door.

Playing with constrains was a bit difficult as it was not sticking to the geometry and its pivot point was slipping of the geometry. This problem was faced by numerous others classmates.

To solve this problem we have to reset the setting of the constraint tools before applying it to the geometry, deleting the history of the selected object. After that step we have to change and set the pivot point of the constraint to the center of the geometry so that it doesn’t cause the slip of the pivot.

Hinged rigid body

UNTEXTURED PLAN
WIRE FRAME
Categories
MAYA VFX FUNDAMENTALS

WEEK 11 MAYA: FX (ANIMATION AND BULLET DYNAMICS)

This week our main motive is to create stairs and adding falling balls to it. We started by duplicating special the boxes in a way it creates stairs. We added 0,1,-1 in order to get the axis right and added 10 units to it.

Then we started animating the ball manually.

The result was added with the help of graph editor and manually changing its position. Along with this we broke the tangents and manipulated the tangents to create a smooth transition. There were 2 balls: Ball A and Ball B, both having different characteristics.

Ball A was bouncy and Ball be had a weight and thats why it was less bouncy comparatively.

While animating the 2 ball we added weight to the broken tangents so that we can manipulate the curve individually to obtain a falling effect.

After the animation we started rendering.

Firstly we added the HDRI image to the arnold skydome light. Later on the base was added with the arnold shadow matte to get shadows on to the floor itself.

On the same day we started to learn a new concept in MAYA i.e. FX

We started it by learning more about Bullet And its various tools.

We started by knowing more about rigid bodies

  1. Active rigid body
  2. Passive rigid body

It started with learning more about collusion in between these rigid bodies. And with the help of this we started to collide more objects such as spheres and boxes that resembles dominoes.

Along with this we also learned about bullet Constraints, specifically Hinge, which acts like a point where an active object can be settled upon.

Categories
MAYA REELS VFX FUNDAMENTALS

TERM 1 SHOWREEL (MAYA, NUKE)

This is my Showreel from week 1 to week 10 (term 1) for subjects of Autodesk MAYA and Nuke. This showreel consists of all the assignments and projects that were given to us on the timeline.

Categories
ADVANCE & EXPERIMENTAL DESIGN FOR ANIMATION RESEARCH VFX FUNDAMENTALS

CRITICAL REPORT: PRODUCTION PIPE LINE FOR VISUAL EFFECTS

This critical report and its audio video presentation will focus on and gives us brief information about the production pipeline in the field of Visual Effects. It will tell us more about the overall procedures that takes place in the current VFX film industry.

My final critical report looks like the following:

AUDIO VIDEO PRESENTATION FOR CRITICAL REPORT.
Categories
Compositing VFX FUNDAMENTALS

WEEK 9: NUKE

This week mainly focused on cleaning in nuke. removing elements that are unwanted is a very important step in the movie industry. though it’s challenging it’s also very essential. Cleaning up the scene is obtained by taking all the previous lectures into consideration. For this video I have cleaned up a paper on the brown board. It was obtained with the help of paint tool which helps me in cloning the colour surrounding it. With the addition of track the paint was stuck to the point on the board for the entire video.

Along with the cleanup I have also added a ground break to the plate. This ground break was created by me in the past in the software of Houdini. It specifically was created for a green screen project. Basically the ground had various constraints such as glue, active region etc. and with the help of external forces it breaks into pieces. I’ve given the groundbreaking a green texture which could be keyed in any software.

this helped me in achieving the shown result.

Categories
Compositing VFX FUNDAMENTALS

WEEK 8: NUKE (Planar Tracking)

Final Result

Addition of the poster with the help of planer tracker and roto
Addition of the poster with the help of planer tracker and roto

The task this week was to change the advertisement on the given video.

To obtain the result I have used planer tracker, which helps in tracking a particular plane or a surface and give a 3-D visualisation or a four point play in two us. The difficult part of planner tracking is that it gets messed up if the point given collides or disappear at a given frame. To solve this problem what I did was I change the reference frame to where the points are clearly visible. After the track is done I have taken the corner pin absolute node in order to get the exact transformation of the track that was taken.


This corner pin track was added to the two advertisement which I transformed colour graded as per needed to match the given plate. After this I pray multiplied it so that I can get the alpha of the images on the advertisement that I wanted to be there. After this step I rotoed the pole and merged it along with the main plate so that it is on the top of the advertisement as I wanted to be.