Categories
Advanced & Experimental Advanced Nuke

Week 3: Types of 3D Projections in Nuke

In this lesson, we saw the different techniques that can be used for 3D project, such as patch projection, coverage projection, or nested projection, and we also analysed how to add texture and lighting onto a 3D object as well as the general problems we can encounter with this.

In 3D tracking, we need to try to avoid to include the sky, as it would give us problems later on, in the same way that we avoid objects that move or reflections in roto.

When adding a ‘rotopaint’ to a card in a 3D space, we need to first freeze the frame with a ‘frame hold’ node at the best position in the sequence for visibility and tracking a specific point. Then we add the ‘rotopaint’ or the patch we need, and add another ‘frame hold’ to ‘unfreeze’ the frame. Then we premultiply it to create an alpha and use a ‘project 3D’ node to project it in our card (the ‘project 3D’ node must be connected to the projection camera and another ‘frame hold’ node). Lastly, we connect our card to the ‘scanline render’ node which will be merged with the main plate.

In order to add texture to a ‘card’ in 3D space, we will use the same method as before, but this time we will take the texture or picture that we want to add which we can ‘colour correct’ and ‘grade’ if needed, to then ‘roto’ the part we want to add from it, premultiply it, and with ‘corner pin 2D’ we will place it in the perspective we desire. Then we will ‘transform’ it to the dimensions we want and ‘merge’ it to the main plate after adding a ‘frame hold’. Lastly, we need to ‘copy’ the roto and premultiply it so we can project the alpha to our ‘card’.

If we want to roto something in the scene to change its features (colour correct, grade, etc), we can do the same as we did with the ‘rotopaint’ but in this case we adjust the roto every 10 or 20 frames. We do not need to adjust the roto every frame as it will follow our match move previously done so just a few adjustments should be sufficient.

When we have several 3D projections that we want to put together, we can use ‘Merge mat’ node, as if we use a regular ‘merge’ node, the quality of the image can decrease and look different.

After seeing these 3D projection techniques, we were asked to practice them using the following a footage of a street provided by the lecturer. For example, we could add something on the wall or floor, change the windows texture, colour correct a specific element of the scene, etc. This is the result of my practice:

When 3D projecting on top of a 3D object or artefact, the types of projections we can use are:

  • Patch projection
  • Coverage projection
  • Nested projection (projection inside another projection)

We can find some issues when doing artefact projections that can be solved we the following techniques:

  • Stretching problem: texture is stretched and not showing in the correct place. This issue can be fixed adding a second camera projector on top.
  • Doubling problem: texture is doubled. We can fix it doing two separate projections.
  • Resolution problem: texture look pixelated. We can use ‘sharpen’ node to solve it, however, we can also use a more efficient solution which is adding ‘reformat’ node and set the ‘type’ as ‘scale’, to then link node to ‘scanline render’ which would be the connected to a second ‘reformat’ node with the resolution of the original plate.

Lastly, we also saw how to build a 3D model taking as a reference a 2D image. Using ‘model builder’ node, we can create and adjust cards following the perspective of the 2D image, to then ‘bake’ this geometry into a 3D space. We can add ‘point light’ nodes to set illumination with different intensity, colours, and cast shadows. Another illumination node is the ‘direct light’ which is used as a filling light directed to a specific point or direction.

Once we finished reviewing this week’s theory, we were also asked to make the roto of the hole in the scene of the Garage project and to remove the markers with patch projections. I made the roto pretty quick and had no issues with it, but I struggled with two specific markers clean up: in the two markers positioned by the hole in the wall, when I added the roto, the patch made with rotopaint was showing outside the roto boundaries (right on top of this roto), so it was showing the wrong patch.

After asking the professor for some help, he figured out that I missed the lens distortion node on both the beginning and the end of the clean up set up (to undistorted the scene and the redistort it back).

Another issue I noticed is that the patches added on the floor marks were showing through the roto of the wall. I asked the professor again and found out that this part needs to be merged differently as it is outside the roto. So added a ‘merge (stencil)’ just to these part of the clean-up, then ‘shuffle (alpha-alpha)’ and connected it to the roto ‘scanline render’ node. This will create an stencil of the patches taking the roto as reference and it will not show through the wall.

Final clean-up + roto

I had a lot of troubles with this homework and spent a lot of time trying to figure out why it was not working, but I feel that this struggle was useful to familiarise a bit more and feel more confident towards the nodes system used in Nuke.

Categories
Nuke VFX Fundamentals

Week 5: Tracking and Premultiplication in Nuke

In this lecture, we saw the technique used to track the camera movement in a scene and how to combine or premultiply several sequences.

In order to track the movement of a scene, we can add tracking points in Nuke that will detect the camera movement. This is a useful tool for rotoscoping since we will not have to adjust the roto in every single frame because of the camera shake. Sometimes it is important to add several tracking points as the camera movement will be different in the foreground, middleground, and background because of the motion parallax.

In another note, we can also combine several elements like rotos together in Nuke with a ‘merge’ node. However, it is important to keep in mind that the alpha channel value always has to be between 0.0 and 1.0. This can be sorted changing the way that the layers interact with each other, with settings like ‘screen’, ‘over’, ‘max’, etc. ‘Channel merge’ nods can also be used for this but they are not as reliable as the ‘merge’ nods.

When layering scenes, there is a tool that it is used in most of the cases called ‘Premult’. This tool premultiplies the RGB values by the alpha so the two layers are visible at the same time. It is also important to combine ‘Premult’ node with ‘Copy’ to add the alpha to the background.

The assignment this week was to rotoscope the bridge from the running man’s video and the mountain from the air balloon project using tracking points.

Running man final roto
Mountain roto
Categories
Nuke VFX Fundamentals

Week 4: Rotoscoping in Nuke

In this class we discovered the basics of rotoscoping in Nuke.

Rotoscoping is used to create alpha channels ‘matte’ to match the footage motion. With this, we can change the subjects background or create different effects with layering.

In Nuke, we learnt the basic rotoscoping using ‘Beziers’ to create the alpha channel and feathering to soften the edges of it.

This is the matte I created of the running man video the professor sent to us. It is made by parts, starting from the head of the running man down till the legs.

Quality Check
Final roto

Rotoscoping can be a tedious job in my opinion but with practice and experience it could result in a more quick and pleasant job, as well as in a rewarding experience with the final result achieved.