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VFX Techniques: Building Replacement with After Effects

VFX Techniques: Building Replacement with After Effects

with Lee Lanier

 


VFX Techniques with author Lee Lanier introduces common yet critical visual effects for film and television. This installment shows how to remove an unwanted building from a live-action plate and replace it with a new digital matte painting.

Learn how to track the footage with the Adobe After Effects 3D Camera Tracker, replace areas such as the sky, rotoscope moving elements such as buildings and cars, and integrate a digital matte painting so it gains appropriate shifts in perspective and scale. You'll also apply color-grading techniques and learn how to fabricate reflections. The course also covers an alternative motion-tracking workflow with the Foundry CameraTracker plugin.
Topics include:
  • Using the After Effects 3D Camera Tracker
  • Applying tracking data to 3D layers
  • Constructing and refining motion graphics
  • Keying out the sky
  • Rotoscoping to remove and save features
  • Using the Foundry CameraTracker plugin
  • Creating reflections
  • Color grading

show more

author
Lee Lanier
subject
Video, Compositing, Visual Effects
software
After Effects CS6
level
Intermediate
duration
2h 34m
released
Apr 19, 2013

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Introduction
Welcome
00:04Hi I'm Lee Lanier and welcome to VFX Techniques:
00:07Building Replacement with After Effects.
00:09In this course we'll look at how to replace a building in a section of video.
00:13I'll start by showing you how to track the footage by using the After
00:16Effects Camera Tracker.
00:17Then I'll show you how to separate and adjust various elements in a scene such
00:21as foreground objects and the sky.
00:24We'll see how to apply color grading effects to a digital matte painting.
00:27Also we'll apply the Foundry Camera Tracker plug-in as an alternate method of 3D tracking.
00:33Now let's get started with Building Replacement with After Effects.
Collapse this transcript
Using the exercise files
00:00If you're a premium member of the lynda.com library, you have access to the
00:04Exercise Files used throughout this course.
00:07You can download these files from the Exercise Files tab from the course page.
00:12All the files you need are arranged in the Exercise Files folder. Within that
00:15folder are three subfolders.
00:17The first, aefiles, contains all of the After Effects scene files you need.
00:22The next is the Footage folder;
00:24this contains a single still in the Stills folder which is a sunset, plus in the
00:29Street folder a street image sequence if you choose the video background.
00:33The third folder is Matte and that contains a single matte painting.
00:38If you don't have access to the Exercise Files, you can still apply these techniques we
00:42discuss to your own footage.
00:44So let's get started.
Collapse this transcript
1. Getting Started
Breakdown of the final comp
00:00Let's take a look at the Breakdown.
00:02We start with video footage of a city street then we apply 3D camera tracking.
00:07We track some static foreground elements. Create a motion graphics billboard.
00:12Track a new sky. Key out the old sky. Combine the various elements. Add a new
00:23matte painting of a new building. Track that new building and then color grade
00:31all of the elements so they match.
00:35Here is a before and the after.
Collapse this transcript
Setting up the project in After Effects
00:00So let's setup our After Effects project to start working on this visual effects shot.
00:04First thing I want to do is import my footage.
00:07This will be video footage of a street, which we're going to use for the 3D
00:11tracking to replace the building.
00:12So I am going to go to File>Import>File, go to my Desktop where the Exercise
00:20Files are, go into the Footage folder and go to the folder called Street and
00:27here is an image sequence of our street.
00:29Now this was video, but it was converted to an image sequence, and this is great
00:33for doing the visual effects work.
00:34So the image sequence I simply have to click on the very first frame, in this
00:38case 000, make sure the Sequence button is checked, which it is and click Open,
00:46and here is the street footage. It's a single unit right now.
00:50Now while this is highlighted we can see the various attributes of that footage,
00:54including the resolution 1920 x 1080, the duration, and the frame rate.
01:00Now there are a couple of things we need to change here. One is it'd be nice to
01:04see the duration and frames.
01:05If you are working with image sequences in visual effects, it's much easier to
01:09work with frames as opposed to timecode.
01:11To change that, I can go up to File and go to Project Settings.
01:15At the very top there is a Time Display Style, it defaults to Timecode but I run
01:22out of Frames, so click Frames and then click OK.
01:25Now I can see the duration is 120 frames.
01:28Also my Timeline when I build it, it will read out in frames.
01:32Now we also have to change the Frame Rate.
01:35By default After Effects supplies a Frame Rate to an image sequence.
01:38The image sequence does not have a native Frame Rate, it's not stored.
01:42It assumes it's going to be 30 frames per second, but in fact we're going to do
01:46this project at 24 frames per second.
01:48So what I need to do is change that interpretation.
01:51I can do that by going down to the Footage, right-mouse clicking and choosing
01:54Interpret Footage>Main.
02:00About half way down there is a Frame Rate and it will say Assume this frame rate
02:04is 30. I can change that though to 24 and then click OK.
02:08Now if you don't see the OK button on your screen, you can just hit Return or
02:12Enter. And now I'm interpreting at 24 frames per second.
02:16So this is all correctly set up.
02:18Next we can make our first composition and there is a shortcut for that and
02:22that is to click-drag the footage down to the empty Timeline, right now it just
02:28says none down here.
02:29But I can left-mouse click drag this and drop it down here.
02:32When I do that it gives me my first composition which is named after my footage.
02:37That composition will be the correct duration, frame rate, and resolution.
02:42Now you can always change that if you want to, by going up to
02:46Composition>Composition Settings.
02:48Here you'll see the Resolution which you can change if you need to, the Frame
02:54Rate, and also the Duration.
02:55This is all correct though.
02:57I will go ahead and rename this up here at the top.
02:59Since we're going to use this particular composition for 3D tracking, I am
03:03going to change the name to AE3DTracker, just so I know what that composition
03:10is for down the road.
03:12Once you have the name typed in, you can click OK and you can see the
03:16footage right here.
03:18Now one last thing I want to mention at this point is the fact that we're
03:21looking at the footage at a lower resolution.
03:25There is a filter right here that's set to Quarter by default, that's a
03:28Resolution/Down Sample Factor menu.
03:31It's set to Quarter to save time, it only shows every fourth pixel or so.
03:35What I can do though is change that to Full to see the full quality.
03:39Now note we're also zoomed out.
03:41If I want to see it at 100%, I can zoom in with my middle-mouse button.
03:46If you have wheel, you can just zoom in like that, or just change this menu right here.
03:51So we imported our footage, made sure it's a correct resolution, duration, and
03:57frame rate, and made our first composition.
03:59We can now start to build the Visual Effects shot.
Collapse this transcript
2. Using the Track Camera Feature
Applying the 3D Camera Tracker
00:00We have the video of the street as an image sequence loaded into After Effects
00:03and we have our first composition. Let's take a look at that footage first.
00:08(video playing)
00:20So you can see that the camera is shot hand- held, the cameraman is walking down the street.
00:25Now our goal for this project is to replace this building right here in the center.
00:29And also we'll do a few extra things like add a billboard over here on the side
00:33to this building and then also replace the sky.
00:36So this is going to require some type of motion tracking.
00:39Now the regular tracking that you might have done which is through the regular
00:43Tracker Tool is Transform Tracking and that is where features are tracked as
00:49they move up-down in Y or left-right in X. So there is no depth to that, it's just
00:54simply up-down or left or right.
00:56That's not going to work for this footage.
00:58Since the camera is walking down the street and we have perspective and parallax
01:01change we really need a 3D camera track.
01:04Because, for instance, if we do want to stick that billboard on the side right
01:08here and replace this entire building, but have the sides of the building pick
01:13up the correct perspective.
01:14So how do we do that?
01:16Well there is a separate tool inside After Effects for 3D camera tracking,
01:19If I go ahead and select my layer, I can go up to Animation and apply Track Camera.
01:24Now the regular Transform Tracking is Track Motion, so this time we want
01:29Track Camera instead.
01:31I'll apply that and right away it's going to start working, you'll see a blue
01:35bar that says Analyzing in background.
01:37I'm going to go ahead and cancel that however, because I want to change some options.
01:42So in the Effects panel I'm going to click Cancel.
01:44Now there's a few options that are very important to check before we
01:48analyze and use the result.
01:49One is a Shot Type.
01:51This is a type of camera shot we're working with.
01:54It defaults to Fixed Angle of View;
01:56however I want to check these options.
01:58There is also Variable Zoom if there is a zoom lens that changes and there is a place
02:03we can also specify a very particular Angle of View.
02:05An Angle of View simply means the lens in terms of millimeters.
02:10Now I know there is no zoom here and unfortunately I don't know the lens that was
02:14used to shoot this so I can't use these two options in this case.
02:18So Fixed Angle of View does work, but just remember, if you're working with
02:21other footage, to double-check these menus.
02:23The other thing that's important to check is under Advanced.
02:28I'll expand that and there is a Solve Method.
02:30This is what After Effects uses to look at the track points and to develop an
02:35actual After Effects camera.
02:38Now it's set to Auto Detect which works sometimes and sometimes it doesn't.
02:41Now the options here are Typical, which is your average scene. Mostly Flat, where
02:46there's very little depth or perspective change, and the third option is Tripod Pan
02:50where the camera is fixed and simply panning left or right.
02:54Now in our case Typical will work the best, since we have a moving camera and
02:58there is a significant amount of perspective change, this will probably work.
03:02It's not going to work with Tripod Pan and it really won't work with Mostly Flat
03:06Scene either, so I'm going to switch this to Typical.
03:08Once I've checked these two menus, then I can go ahead and Analyze.
03:12I'll click the Analyze button.
03:13Now this will take a few minutes, we'll see the progress right here at the left.
03:19The second step of this process will show an orange bar and that's where
03:27it's solving the camera.
03:28It's looking at all the tracked feature points and trying to produce a camera that
03:32matches a real world.
03:34Once it's finished you'll see those bars go away in the screen and there will be a
03:38bunch of little dots.
03:39Now dots are pretty tiny, but what I can do though is go to Track Point Size and
03:44scale those up just so I can see them better.
03:48Now if the tracking worked correctly, you'll see that the various dots are
03:52actually Xs and those Xs range in size.
03:54The ones that are close to the camera are large and then they get smaller and
03:58smaller in the distance.
03:59Now I know this is working because the Xs have their own perspective, in other
04:04words they diminish in size as it get further away.
04:07Let's play this back.
04:08I'm going to use the Spacebar to play back to Timeline.
04:10Now some of these Xs will pop on or pop off as the features that were
04:17being tracked disappear or become hard to find because of the colors in the
04:21scene, that's okay.
04:22What's important though is that there are still a lot of these Xs that are left
04:27that remain on the screen and then stick to whatever this should be sticking to,
04:31in other words the ones on the building stay on the building, the ones on the
04:35trees, at least some of them stay on the trees and so on.
04:39What this means is, it's being able to track these point and determine their
04:42relative position in 3D space, in other words in the XYZ space so they have distance
04:46and they're far apart.
04:47Now what do you do with these points?
04:49While at this step once you've produced these points, you can create a camera.
04:53There is a Create Camera button and that will produce a 3D camera layer.
04:57I'll click that and there is our 3D Tracker Camera.
05:01This is a regular After Effects 3D Camera which you can use in After
05:05Effects' 3D environment.
05:06So now that we have a camera, what we do now?
05:09Well I can use these points in several different ways.
05:12You can select some points and either attach a null, which is just an empty
05:17which is a point in space which you can use to parent other things too or you
05:21can create and a solid and this solid will be positioned in 3D space and it will
05:25be scene by the 3D camera, so it picks up perspective and looks like it takes on
05:29the move of the original camera.
05:31Well how do you pick points?
05:32Let's zoom in, I'll use my middle-mouse button to zoom in, or I can use the menu down here.
05:36Now what happens is as you drag your mouse over the screen, you'll see that a target appears.
05:42Any time this set of three points is crossed, you'll see the target will be in the center.
05:48Now sometimes a perspective with a target lines up with what you would expect,
05:52like the building. This time it's not quite right.
05:55But the goal is to find points and make the target line up with the feature like
05:59the building, for instance this one right here and then attach that null or solid to that.
06:04So the first method is simply to drag your mouse over the scene.
06:08Once you find a target that looks correct, say right here, you can click and
06:13those points are highlighted yellow.
06:15Now once those are highlighted, you can put your mouse over the center and
06:19you get the Move tool.
06:21Then you can move that target where it slides in that plane up or down, until you
06:26offset that point where the target is.
06:29And that point is where the null or the solid is going to go eventually.
06:32You can always click off and pick other points.
06:35Now the second method of selecting points is to click them individually and then
06:38Shift+Click additional ones.
06:39As soon as you get 3 you get another target.
06:44But you can click more if you need to.
06:48Then you have to experiment to figure out which ones make a target that seems to
06:52line up with the feature.
06:54Again you want to line up say with this building, so it looks like that target is
06:58on the side of the building.
07:02So those are the two methods;
07:03drag your mouse or click and Shift+Click points manually.
07:07We've applied the 3D camera tracker, we've analyzed the scene, we've solved the
07:11camera, and we've created a 3D tracker camera layer.
07:14We've seeing a couple of different ways to select points. Now we're ready
07:18to attach things to those points and start adding new things to this scene.
Collapse this transcript
Applying artwork to a tracked null
00:00We've created a whole bunch of 3D tracking points which you can see right here.
00:04And you'll see these as long as the 3D Camera Tracker effect is highlighted in
00:09the Effects Controls panel.
00:11So let's do something with these points.
00:12Our first task is going to be to attach a billboard to this side of the
00:18building in the foreground.
00:20So what we have to do is select some points and then attach a null to that.
00:24Again, there is two ways to select points;
00:26manually where you click them or simply by dragging your mouse until you get a
00:30target between sets of three.
00:33Now again the target needs to line up in such a way that it looks like it has a
00:36correct perspective.
00:38So you can see that some of these points are not so good and some are better.
00:42Now in fact these three right here, if I zoom in, you can see make a good
00:47target that looks like it's on the side of building.
00:49And in fact this is a great place to put that billboard.
00:52So once you have these three points highlighted or a three similar points, you
00:56can go ahead and click that will highlight them so they turn yellow.
01:00At that point you can right-mouse button click you'll get this menu.
01:04Now if you haven't created a camera you'll see that these menu options are a
01:08little different, now the option to Create Text, Solid, Null and so on and the
01:12camera simultaneously.
01:14Now we have the camera so we just get these options here.
01:17Aside from Solid and Null you can attach text here.
01:20We want to go ahead and just create a Null, so Create Null.
01:23That places a little null point right in the center and it also creates a null
01:30layer, which is a 3D layer by default.
01:32I can tell because this little 3D layer box is clicked on.
01:35I can go ahead and click off those points though and then select this Null.
01:39When you select it you'll see that there is an axis handle, if you play it back --
01:44(video playing)
01:48We can see that it does follow the footage;
01:50it looks like it's on the side of the building.
01:53Now it's a little odd because the axis handle is oriented in a strange way.
01:56In this case the green arrow is Y, the blue arrow is Z and the red arrow is X
02:02and you can tell that by letting your mouse hover over each arrow.
02:06What might be nice here is to orient a handle in such a way that looks like it
02:09really lines up with the building.
02:12You can do that by changing the Transforms.
02:14I'm going to rename my layer first just for organizational purposes.
02:17We're going to have a lot of layers here, so let's start early renaming these, so we
02:21know what's going on.
02:22I am going to name this BillboardNull.
02:29Okay, so now I can expand my Transform section, and because this is a 3D layer I
02:35have X, Y, Z for everything, Anchor Point, Position, Scale, and Orientation also
02:39have the three Rotations, X, Y, Z. Now Orientation and Rotation are two
02:45different ways to rotate.
02:47The Rotation uses the revolutions, whereas Orientation simply goes between 0 and 360.
02:54So I change my Orientation, I can change the way my axis handle is laid out.
02:59Now this will take some experimentation.
03:00If I give you some values right now, if you enter 10 for X, 324 for Y, and 359
03:11for Z, we'll see those numbers line it up in a logical fashion.
03:15Y is running up the side of the building, Z is running along the building into the
03:21distance, and X is perpendicular to the building.
03:22Let's play it back.
03:24(video playing)
03:30So you can see that the axis handle does follow the building in logical
03:33fashion, so it's tracked.
03:34Now changing the Orientation is purely optional, but I find it easier to figure
03:39out what's going on if I have the handles lined up in a logical fashion.
03:43Alright so, now what do we do?
03:45Well we can use the Null as a parent or use it through expressions to drive
03:50something else that's in the 3D scene.
03:52We're going to use expressions, but first we're going to need something to bring
03:55into this scene that we can track.
03:57We're going to create a billboard from scratch right here inside After Effects.
04:01I want to make a new composition, Composition>New Composition.
04:06Now I do need to change the size, I don't want to make the same resolution as
04:10my prior composition, I want to make something smaller that's a size of a billboard.
04:12This is going to be like a news billboard where you see the scrolling words.
04:16So let's try 675 for width, then we'll turn off the Lock Aspect Ratio then put
04:22200 for Height, this will make a nice long skinny billboard.
04:26Now the Frame Rate and the Duration I want to leave the same.
04:30I'm going to go ahead and rename it also, call this Billboard and click OK, and
04:35here is a new composition with our skinny billboard shape.
04:39Now, just for now I want to add a solid layer just so we can see something
04:44here, so Layer>New>Solid.
04:46I want this to be the same size as my current composition 675 x 200, then pick
04:53a color that will look good for the billboard frame;
04:55in this case a dark brown is going to work pretty well. Okay, click OK.
05:01I can go back to my first composition now, go back to my Project panel and then
05:06drag this new Billboard comp into my first composition, in fact just drop it
05:11right on top, and this is called nesting one composition is nested into another.
05:15Alright, as soon as it comes in one thing you'll notice is that the 3D camera does
05:19not really see it, it's perfectly flat.
05:21That's because I need to change this to a 3D Layer, I'll click this icon right here.
05:27Now it's a 3D layer.
05:28I could tell that because it has an axis handle.
05:31Now it still looks flat because it's right in front of the camera, it's not
05:35pushed back in depth, it's not rotated.
05:37So what I want to do in this situation is take the Transforms from my Null.
05:42So I'm going to expand the Transform section for both my Billboard and my
05:48Null and when I steal the Orientation and Position vales form the BillboardNull
05:52and apply them to the Billboard.
05:54Now I'll push the Billboard back and rotate it, so it looks it's in the
05:58correct place, where the Null is right now.
06:00Now I can simply type numbers in and I can see what the orientation is and type those
06:04numbers in up here and same with the position.
06:06I'm going to use a shortcut however and that is to apply an expression.
06:09I'm going to click on Position for Billboard, then Ctrl+Click or Command+Click
06:14Orientation so those two are highlighted and go to Animation and Add Expression.
06:21Now I add Expression to each one of these, so I can expand these little arrows
06:25and we'll see all of the Expression options.
06:27Now I could type in my Expression by hand but the easiest way to do this is to click
06:31off, simply go to the Position pick whip which is this little curly Q, click
06:37drag so I get the string and let go over positioned on the Null.
06:43I can then click off and that Expression becomes permanent.
06:47Now see as the numbers that were on the position for the Null are now up
06:51here for the Billboard.
06:53Again you can type these by hand, but this is a quick way just to transfer values.
06:57I'll do the same for this Orientation, click off and there is Expression for that.
07:03If I collapse these and look on my view again, I can see the Billboard is
07:10indeed stuck on that Null or at least in the same place and space as the null, if I
07:14play it back, it's tracked.
07:19Now the Billboard is very tiny, it's also lined up with the X on the axis of the Null.
07:24It's not quite correct yet, I do need to change some Transforms.
07:28So I'm going to go to the Billboard layer, expand the Transforms again.
07:32I have the option of changing the Anchor Point which slides it left, right, up or
07:35down compared to its pivot or I can change the Scale and/or the Rotation to get it
07:40into place so it looks more realistic.
07:42So once again I can just use my mouse to click drag left or right over these
07:47various attributes to change the Transforms.
07:51So with some experimentation I could probably get this looking correct.
07:55Now this won't be instantaneous, it might take a little while, but I do have
07:58some values you can use for now that should work pretty good.
08:00Now again, it's too small so I'm going to start with Scale.
08:03So Scale of 890 works well to get about the right size and then I also need to do the Rotation.
08:09I can't do Orientation, it's taken over by the Expression, but I can do
08:13Rotation, so let's try -20, -23, and 18.5 or eighteen and a half.
08:21You could see already that Rotation scales made a big difference, it looks
08:26almost correct now.
08:27Now it's a little low, looks like it's hanging of that ledge a bit, so what I
08:31can do then is finish up with the Anchor Point, so let's try 356 for X and 128
08:38for Y and then it's gotten into a nice place where it looks like it's mounted on
08:43the side of the building and we'll play it back.
08:46I am going to use the Spacebar to play this back.
08:48Now the Spacebar is not playing real time necessarily, but it's a quick way just
08:52to see what's going on.
08:53(video playing)
09:02And there we go, our 3D Billboard, at least the start of it is now following along
09:06with the building, it looks like it was shot with the same camera.
09:09So we've used our 3D tracker points to create a Null and then we used the basic
09:15Transforms of the Null to position the Billboard layer.
09:19In that case we used the Position and the Orientation and we transferred those
09:24values to an Expression.
Collapse this transcript
Constructing the motion graphics
00:00We've successfully tracked our first 3D layer and that's a billboard.
00:03We'll play it back.
00:09You can see it's following along quite nicely.
00:12Now it's a bit boring right now so let's jazz it up.
00:15It'd be great to turn this into an electronic billboard the style you'll see for
00:18news updates or the text scrolls across.
00:21Now we do have enough motion graphic tools inside After Effects to complete that task.
00:25So let me go straight to the billboard composition and the first thing I want to do
00:30is make two new solids.
00:31One solid will become the background for a logo like the company that sponsors the
00:35sign and the second solid will become the field where the text scrolls across.
00:40So Layer>New>Solid and this first solid I'm going to make black.
00:46I'm not worried about the size right now;
00:48we'll deal with that in the second.
00:50And the second layer or second solid, I am going to make a dark blue.
00:56Now you can choose a slightly different color that's fine.
01:01There are two new solids.
01:03Now they are the same size as the composition right now. What I can do is
01:06interactively scale those.
01:07If I click drag the corners or the side dots, I can scale right there in the viewer.
01:13So this blue or bluish solid is going to become the background for our logo
01:18and then the black solid, as if there were light bulbs or something like that in that area.
01:23So I'm going to do this fairly quickly, you can spend more time on this if you want to.
01:27You can also use your arrow keys to move selected layers up or down or left or
01:31right, those are the arrow keys in your keyboard.
01:34Alright, it looks pretty good right now, so let's add some text.
01:37I am going to add the text that will form a logo right here first.
01:41So I'm going to grab the Text Tool up here and the easy way is just to click
01:46where you want the text like right there, that forms a text layer and then before
01:50you start to type, go ahead and set all your text parameters.
01:53Over here in the Character panel you have your fonts, I'm going to leave it on
01:57Times New Roman, you also have your color, I'm going to click that swatch and
02:01pick a different color like light blue like that and you can also pick the
02:06size, size actually might be pretty good right now, I have 36 pixels, we'll see
02:10what it looks like.
02:11I can go back and just start typing now to get all of these properties on the new text.
02:16Now you might have to click one more time in the viewer to activate it and then start typing.
02:21I am going to make up the name of a fake news company or something that
02:25shows that this will be a news billboard, so something like Today's News should be fine.
02:30Now you'll see that it's aligning to the left.
02:33I can change that if I click drag and highlight all the text so it turns red,
02:39well there is a red box around it and go down to the Paragraph panel down here
02:42at the bottom right and switch from left align to center, there we go.
02:47Now you can click off the text or go back to the Selection Tool to move the
02:52entire text unit all at once.
02:55You can also scale all the text all at once by grabbing these red dots and just
03:00interactively dragging. So, that looks pretty good.
03:03Now if you eve want to go back and edit the text you can, just go back to your Text
03:06Tool, click somewhere over the text and you can highlight it again and then change
03:11your properties or even just Backspace and retype the actual words.
03:16This is good for now, so I'm going to get out of the text mode again and move on.
03:21The next text to add is the scrolling text which will be over this black area.
03:26I'm going to grab the Text Tool again, click somewhere in that black area, again new
03:29layer, and I can check all of my properties once again.
03:32I'm going to switch to a different font; I want this to be more modern and clean, so I
03:36think Arial will be good.
03:38I am going to change the color to something intense like red and then for the
03:44size I actually want a bigger size.
03:46But for now I'm going to leave it small, I'll change the size after I'm done typing.
03:49So I'm going to type some type of message that might be a news message like a news headline.
03:55I'm going to type something about gas prices being high. Gas prices soar.
04:02Okay, just the message.
04:03Now this message should be -- once it's scaled up -- very long, so it's longer than
04:07the actual composition, because we're going to scroll it across.
04:10So there is the message and I can click on the Selection Tool.
04:13Now if you ever get this red warning that means your Caps Lock is on, but
04:17you're not actually typing text, so you just turn off the Caps Lock to get
04:21rid of that, and there it is, and now I can just move it over, and now I think I'll scale it.
04:25There's two ways to scale, I can go back to my Text Tool, highlight it,
04:29and then change my text size here or I can grab the corners of this text
04:33box and scale it that way.
04:35I'll go ahead and go back to my Text Tool, click on the text, highlight it,
04:39and then scale it up.
04:41I want it to be big enough that it fills the height to this area.
04:46Now that's pretty good.
04:47I am also going to position it where it starts right here and what we'll do is
04:53animate it moving from this point and scrolling from right to left.
04:56So let's go ahead and do that.
04:59I'm going to expand that layer's transform section on the first frame of the
05:05timeline I'll click on the Time icon beside position to key that, then go to the
05:10last frame of the timeline and then move it over in X. I'm just going to click
05:15drag interactively over that number cell and move it over, until I get to the
05:22end of the line or close to the end of the line.
05:24So here is the first frame, here is the last frame, it's now moving across.
05:28Now one problem is, is as it scrolls it's covering up everything else including the
05:33logo and the edges, so I do have to mask that somehow. So one quick trick
05:38would be to go back to the first frame and use my Rectangle Tool. I'll click that,
05:43and I'll just click drag a box right over that area where I want the text and
05:48it's automatically cropped out of the parts I don't want, and click off that to get out of that mode.
05:55Now if I go ahead and move the timeline now you'll see the mask moves with the
06:00layer, because the layer is animated, so I do need to animate the mask also, so I'm
06:03going to the Mask 1 section, expand that, click on the time icon beside Mask Path,
06:09the keyframe for the first frame and that's the mask shape.
06:11Now I might need to adjust it. Let me make sure it fits better. I'll just adjust the
06:15mask here moving some points around.
06:17All right, that's good for the first frame then go to the last frame, zoom out so
06:22I can find it, double click the mask on one of the lines, pick the entire
06:28mask, that puts it into transform mode, move the entire mask over zoom back in so I
06:33can see, and then position it for the last frame. There we go.
06:36Now because the animation on the text is fairly simple, I'm going to need two key frames
06:42on the mask also, and there we go.
06:45Now it's scrolling, but not overlapping.
06:47So there we have a basic news billboard that we made through motion graphic
06:53tricks right here in this composite, let's take a quick look and see what it
06:57looks like in the first comp, and there it is.
07:00If I play it back, you'll see that the entire sign is following through the tracking,
07:08but because that composition is nested I have all the detail in the moving text and
07:13the logo and so on. So, the billboard is looking pretty good, but there's a few more
07:16steps we can take at a later point.
Collapse this transcript
Refining the motion graphics
00:00We have a nice billboard here that we created with Motion Graphics techniques,
00:04using text and solid layers and so on.
00:07Looks pretty good, but it's not quite integrated completely.
00:10If I zoom in you can see that the text and the solids are very, very sharp
00:15edged, whereas the video background is a bit soft, we can do a few things to improve that.
00:20Let me go back to the Billboard comp and take a look. Now the first thing we can
00:24address is the actual scrolling text, it's very cleaned edge, doesn't really
00:29look like an electronic readout or light bulbs or anything like that.
00:32So one trick we can apply is a Mosaic Effect.
00:35Mosaic will pixelate this and make it look much cruder as if there weren't that
00:40many light bulbs or weren't that many pixels to start with.
00:42So I am going to pick that layer, go up to Effect>Stylize and apply Mosaic.
00:49As soon as I do that you can see that it becomes blocky.
00:53Those are basically pixels, so I can choose how many I have horizontally and vertically.
00:57You can experiment with these values up here to get basically square pixels.
01:05So a value of 15 Horizontal and 20 in Vertical works pretty well in this case.
01:11And this will work as the text is scrolling across.
01:16That helps makes it like more electronic.
01:18Let's go back to the first comp now, take a look.
01:21Now the other problem is again that everything is too sharp, now the
01:24scrolling text is better, but the edges of the solids and Today's News font,
01:29or text is very, very crisp.
01:31What we can do is apply some type of blur to that to improve it, so I am going to select
01:35the Billboard layer, go to Effect and instead of a regular blur
01:38I am going to apply the Channel Blur.
01:40Channel Blur allows you to blur the RGB and the Alpha all separately.
01:45So for example, I can blur the Red, Green, and Blue, 3, 3, 3.
01:50Now we will soften it, and that will make it integrate better.
01:54And then I can blur the Alpha separately.
01:56Now Alpha will affect the outer edge, so let's try 5 there, and I'll click
02:02off it, so you can see it, and you can see that's gotten softer on the edge now,
02:05and that looks better.
02:06So the softness issue and the sharpness issue has been dealt with, but as the
02:10sign looks very dull, we want to make it look like it's illuminated somehow or incandescent.
02:15You can apply a different effect for that, in fact, we can apply a glow to make it glow.
02:19So once again select that layer, Effect>Stylize>Glow.
02:23All of a sudden it gets brighter and more glowy.
02:27We are going to have to adjust the Threshold, Radius, and Intensity. Now you
02:32can just slide these to try different values.
02:35The Threshold determines what's glowing, the lower the value the more it glows.
02:38The Radius affects the softness, the higher the value, the more soft it gets.
02:44Intensity is the intensity of the glow.
02:46You can try different values, I have a few that work pretty well though.
02:5035% for Threshold, 28 for the Radius, and .6 for the Intensity.
02:57Now it looks like it's illuminated, as if there are light bulbs behind the surface,
03:01or somewhere on that surface.
03:02Now if we click off, you can see there is a little bit of a soft edge that was
03:07created by the glow.
03:08A little bit of a dark blurry edge. That's not bad, because it kind of helps sell the shadow.
03:13If you take that one step further though and create a real drop shadow here,
03:16and one trick for doing that, is to copy that layer, adjust that copy, so it
03:21becomes more shadow like, so I am going to select the Billboard layer again, go to Edit>Duplicate.
03:27That copies the entire layer with all the effects.
03:30Now I have two of the same thing, let me go to the lower one.
03:34I am going to rename that so I know what it is, I am going to call this
03:36Billboard shadow and look at the effects.
03:40Now the Blur we can keep, the Glow we don't need, we just want a dark shadow. I am
03:45going to highlight the Glow and delete that with the Delete key.
03:48Now I want the shadow to be super dark, so I am going to go ahead and apply one
03:50more effect, Effect>Color Correction> Curves, and one trick to make it absolutely
03:55pitch black is to drag the top of this curve down so it's flat.
03:59I can't really see it now, because it's covered up by the original billboard.
04:03What I can do though is offset it, so it's to the left and down.
04:08Now I don't want to ruin the Motion Tracking, so what I can do instead is change the
04:14anchor point, so I expand the transform section, you will remember that we had
04:19expressions on the position orientation, I don't want to ruin those, or remove
04:22the expressions, so what I can do instead is fiddle with the anchor point.
04:26So if I change the Y here, you see it slides down and the X will slide to left.
04:32And it will still track fine.
04:34Now the shadow is very hard on the edge still, but I still have my blur leftover,
04:40so I can go to my Alpha Blurriness and increase that value to say 45 and that
04:46definitely blurs it out.
04:47Now it's still a bit opaque, close to the sign, so I can reduce the opacity on that
04:51shadow layer down to say 65 and that will make it fade away.
04:55And I'll adjust the anchor point a little bit more.
04:58I don't want it to overhang the edge of the building, so it's over here.
05:01I do want it kind of down and to the left.
05:04So let me click off that so I can take a look.
05:09So there is a nice drop shadow and also some improvement on the sign itself, so
05:13it's integrated into that real life footage much better.
05:16Play it back briefly. There we go.
05:30So far we have three, 3D layers. We have the null,
05:33we got from the tracker, and then the two copies of the billboard, one which is
05:37being used for a shadow.
05:39It might be worth taking a few moments to see what's going on in the 3D environment.
05:43Right now we are simply looking through the camera that the tracker provided.
05:46What we can do though is look at other cameras like orthographic cameras, much like a 3D
05:50program, and the way to do that is to go over here to this menu where it says 1
05:53View, which is the Select View Layout and switch that from 1 View to something
05:58like 4 Views to look at multiple views.
06:01In that case, you are going to get three orthographic views at the same time, the
06:05right, the front, and the top.
06:07We are zoomed in right now but you can use your middle mouse scroll button to
06:11zoom in or out of any given view, that your mouse is over, or you can highlight a
06:16view by clicking it, so it has the yellow corners and change in the zoom menu
06:20here, either way is fine.
06:23Now if I zoom out far enough, eventually I will see all of my 3D elements.
06:27In fact, here are my two Billboards layers right here and click on these right
06:31here in 3D environment and they get selected in the layer.
06:35So you can see they are close together, this shadow is a little bit offset from
06:38the original Billboard, and again, that's because it changed the anchor point,
06:41so they are close together, but not touching.
06:43There is also a camera, the camera that is created by the tracker, if I zoom in
06:47to the right view, for example, I will see a little box.
06:50If I click on that box, it's actually the camera icon.
06:54If I zoom in closer, when selected I can see a transform handle which has a
06:58three directions on it.
07:00Also there is motion path with all the little keyframes.
07:02If I playback the timeline, I can see the camera moving on that path which the
07:07tracker developed for me, and the fact that the camera is moving in relationship
07:13to those 3D layers like the billboards, is what makes it look like the
07:17billboards are in 3D space.
07:18Now you can change what you see in any of these views by clicking on the Views
07:26so their corners turn yellow and then changing the menu right here, is the menu
07:30right beside the four views, that says 3D View Popup, you can change it to
07:34different camera views.
07:35You can also go back to 1 View any time you want to, and while you are in the 1
07:39View you can change the view there also.
07:41I can hop from active camera, which is the current 3D camera, to some other view
07:46like the orthographic right, and then zoom in or out of those views, and once
07:51again there is the camera.
07:52For now though I'm going to go back to 1 View and back to my active camera.
07:55That's what happening behind the scenes.
07:57We have added some effects to the billboard layers to integrate them better into
08:01the live-action footage, those are basically complete, and we are now ready to
08:05add some other elements into the 3D scene.
Collapse this transcript
Tracking a new sky
00:00We built a news billboard and tracked it into the scene.
00:03Now we're ready to see what other elements we can add taking advantage of the 3D tracking data.
00:08Well one important thing to replace is the sky.
00:11The original sky here is very boring, its just pure white. We also want to
00:15eventually change the lighting so its look like its sunset.
00:18So replacing the sky is a great thing to do in this situation.
00:21So I'm going to take advantage of the 3D tracking data, let's give that a try.
00:25I'm going to go back down to the street, go back to the 3D camera tracker, select
00:29that, so we can see our points. A new sky element is going to be very
00:33distant, it should look like it's far away and overhead, so I don't want to use
00:37the tracking points that were selected for the billboard, I really want something
00:40that's very, very far away, so let's zoom in and take a look.
00:43There are a couple points back here and they are very small and if you have hard time
00:49seeing them go ahead and scale up the track point size, but one thing I want to
00:53make sure is that those points stay in the frame the entire time, so I'll just
00:57quickly scrub through my timeline and see if they last.
01:02And indeed these two do last the entire time and these are about as far back as
01:06I can get in terms of the points.
01:08What I'll do is I'll select this one point in between the two buildings.
01:11Now previously we selected multiple points because we're more worried about the
01:14plane, we wanted the plane in the billboard to match the plane on the side of the
01:19building for example.
01:20In this case I'm going to put the sky in the background, not so concerned about
01:24the orientation at least as part of the tracking process.
01:27So I can just select a single point in this case and make it work, so I'm going
01:31to click on this point it turns yellow, it's a little hard to see but it's selected,
01:35then right mouse-click and create a new null, we're going to rename this new
01:39null, SkyNull, so we know what's going on.
01:44There we go, and then we can use this.
01:47Now I am not worried about the orientation of this null, I'm just concerned
01:51about where it is in 3D space, so when the camera moves we can see it.
01:55So I can go ahead and bring in a brand- new sky and use it with this null, so back
01:59to File>Import>File, we're going to bring in this static image.
02:03I'm going to back out back into the Footage folder, this time I'm going to go to
02:08the Stills folder and there is a single frame or a single still there called
02:12Sunset, I'll grab that and bring that in and go ahead and drop that on top.
02:19Now that sky is very big, it's bigger than the resolution of the composition.
02:24Its also going to be ignored right now until I turn it into a 3D layer.
02:28So 3D layer turn that on and then I can associate it with the SkyNull.
02:31Now I'm going to use a similar trick as we use before which is relate the transforms.
02:37Now in this case I don't really care about the orientation, I'll deal with that
02:42separately, I just care about the position in 3D space, so I'm going to select the
02:47position of the sunset, go to Animation> Add Expression, pick whip the position of
02:53the SkyNull, and then click off.
02:56The sunset is probably going to be very small now, it's pushed back in the Z
03:00direction, so it's not as big as it's used to be, I'll turn off the street
03:02and see if can find it.
03:04And in fact there it is, it's very tiny, it's very, very far away.
03:07So we do have to spend some time working with the scale.
03:10So I can start up by interactively scaling it, and experiment with different
03:15values, I'll give you a value that works pretty well here though, which is
03:198000, and it's big enough to cover that section of the frame that we need to
03:25fill up with the new sky.
03:27I can also adjust the anchor point to slide it up and over a little bit to the
03:31left, values of 1750 for X work well and also 1500 for Y. Now we can deal with
03:40some rotation orientation and again those are the same words that being base
03:43orientation and rotation we'll rotate that layer, so in terms of the rotation it'd be
03:48nice to rotate that sky, so it's more overhead, you can think about walking
03:53down the street, the sky is mainly overhead, it's not perpendicular to the
03:56street, it's more over the street, over the sidewalk, over the buildings.
04:00So what we can do is give it a slight angle through the orientation to give it
04:04that effect, for example if I change the X, in the positive direction you'll see
04:09how it's more of a ceiling, which is what we want. I can also the change the Z
04:14just to tilt it over.
04:17So in this case the value of 30 in X and the value of 10 in Z works well, it's
04:24more overhead, or at least at an angle, and it's filling that top right portion of
04:28the frame where the new sky needs to replace the old sky.
04:31So let's play it back now.
04:33And there we go we have a new tracked sky.
04:42Now there are still a few problems to deal with, one the sky overlaps the
04:46billboard, we can address that later through layers in rotoscoping.
04:48There's also issue with the fact that the original sky is still a part of the
04:53original video footage, I can also remove that through keying in rotoscoping.
Collapse this transcript
Tracking static foreground elements
00:00We've tracked a new Billboard and also a brand-new sky, we're ready to see if
00:04there are other things we can use a 3DTracking data for.
00:07Let's turn on the street and see what problems we might have down the road.
00:11We need to hide the sky too here.
00:13Now the goal here is to eventually replace the center building, now there are
00:17few problems with that, one of which is the fact that there are foreground
00:21elements that block that building.
00:22So, we want to get the new building, which will be matte a painting, and in there we'll
00:26have to do something to get those cars and this lamp to stay in the foreground.
00:30Now one solution is to Rotoscope.
00:32Now rotoscoping can be difficult and it can also present problems where the
00:36edge of the rotoscope flutters and it looks like it jitters.
00:39Another solution instead of that is to mask out a single frame, a static frame, and
00:45then to track that using the 3D Tracking data;
00:48that way there will be no issues with the edge quality.
00:50Let's give that a try.
00:52Let's start with the lamp;
00:53the lamp is the most problematic here, because it's so thin, it'd be very hard to
00:58rotoscope over time.
00:59So, I am going to start by grabbing a static frame of that, I am going to
01:05File>Import>File, and select just the very last frame of that image
01:11sequence, frame_119.
01:12We want to make sure the Sequence checkbox is off, now it's on by default, I
01:18want to make sure it's off and open just frame_119 and there it is.
01:22I'll pull that down, I'm going to go to the last frame of the timeline, just because
01:28that's where that frame belongs, then I am going to roto that out.
01:32I am going to use just my regular Mask tools, for example the Pen tool and you might
01:39have to zoom in pretty close to see what's going on.
01:41I'm going to start at the base and draw a mask going around all the things that are
01:45connected to the pole like the walk box, all the way up to the bend here, to the
01:57part where the lamp itself is housed and back down the other side.
02:03Now I'm doing this pretty quickly, so you'll probably have to spend more time
02:08yourself to refine it, but this should work for now.
02:11Back down to whatever these boxes are;
02:13utility boxes, to the sign, down to the bottom, and then close the mask.
02:23I'll turn off my street, so you can see that, so now that lamppost is cut out.
02:28Now I do need to make a few fixes here, just for now though, I think I'll go to
02:35RotoBeizer mode just to smooth some things out.
02:37So, I can select the entire mask, go to Layer>Mask and Shape Path>RotoBezier,
02:43what that means is I can go to the Convert Vertex tool, select any Vertex, any
02:50point, and then click-drag left or right to smooth or harden.
02:55So, if you drag to the right, you get a smoother transition, if you drag to the
02:59left, you get a more linear one.
03:01So, very quickly I can round out a few of these points here, so the edges are
03:05a little bit better.
03:07And of course you can move points around as much as you want.
03:10Be careful not to move the entire layer though. There we go,
03:17that's good enough for now.
03:18So, there is the lamp by itself, now we can apply 3D Tracking data to it.
03:23So, I am going to back and turn on my street, go back to my 3D Camera Tracker and
03:31then pick a point, I only need one point in this case.
03:34I want a point that is close to the lamppost or lamp pole, but doesn't
03:38disappear over time, so I probably have to play the timeline back and look for
03:44what stays and what goes away, what doesn't drift.
03:49And I think what's good in this area is this point right here, beside this
03:53deposit box on this building, so I can click that 1 point, right-mouse key and Create Null.
03:59I'll rename this New Null, I am going to call this CornerNull, and I am going to
04:08drag up below the street, just for organization, and in fact, the street layer I am
04:12going to rename too, I am going to rename this lamp, just so I know what it is.
04:17I need to convert the Lamp to a 3D Layer, take advantage of the 3D Components, and
04:21then I need to match the position of the CornerNull to the lamp, or vice versa.
04:26So, I am going to use my same trick that I have used previously and that is to
04:32select the Position of the lamp, Add Expression, and pick whip down, down to the
04:38Position of the CornerNull, click off to finish the Expression.
04:42Now I can turn off my street and see where my lamp wound up, probably, way too small.
04:49This not unusual, because that lamp got pushed far back in Z, so perspective
04:54caused it to look smaller.
04:55So, I need spend some time working with the scale and maybe the anchor points,
04:59and possibly the orientation or rotation to get it back into the correct position.
05:03Now I'm going to turn on my street again, because what I really want to do is line up
05:07my cutout lamppost with my original one, again, I am on the last frame of the
05:13timeline right now.
05:15So, I'll have to do some scaling and also changing the anchor point until they
05:20overlap. This may take a while to, get them to line up perfectly, I'll give you
05:31some numbers though that work.
05:33While you're on the last frame, if you enter these numbers, 732, 991 for Anchor Points,
05:43also a Scale of 1480 and last a little bit of rotation.
05:50I am going to change the Z-Orientation to -1, enter a negative number into the
05:57orientation, it becomes a positive number, it becomes 359, in any case between
06:02the changing the anchor point, to changing the scale, and a slight change in
06:06orientation, this post now lines up with their original post.
06:10It is not perfect, but it's pretty close.
06:12Now there is one problem with this, and that is because there is lot of lens
06:16distortion in the original video footage, just a tracking is not going to make
06:21this lamppost line up perfectly throughout the entire timeline;
06:23there will be a little bit of drift on it through the distortion of the lens.
06:27So, what I need to do is go ahead and check the other frames, in fact, I am going to
06:31need to do animate the anchor point, to change in a tiny amount to try to
06:34improve how it's tracking.
06:36So, I am going to click on the anchor point time icon, go ahead and key it on the
06:40last frame, because that's already good, and go to the first frame, and try to
06:44get a better match.
06:45In fact, it'll have slipped a little bit.
06:47So, again you can change this interactively on the anchor point and it
06:51doesn't take a huge change.
06:52For example, 727 in the X, and 989 in the Y works pretty well here, now it's
06:59back to being closer.
07:00There's probably one other place in the key, if we look at the entire shot, the
07:04cameraman walks forward and then suddenly he pans as he stops.
07:09So, probably right before this pan to the right, would be a good place for a
07:14key, because there is a sudden change in the way the camera is moving.
07:17So, on frame 95 we want to add one more key, so I am going to go frame 95, and
07:21then try to get the lamp to fit better again, pretty tiny changes.
07:26So, in this case 733 and 989 should work pretty well.
07:32So, now we've fine tuned the anchor point with some keyframes and make sure
07:39that that lamp follows even better. Let's turn off the street and we will play it
07:43back and there we go.
07:53The static frame of the street lamp, now takes on the camera motion.
07:57Now keep in mind that the original lamp and that building behind it is going to go away.
08:02So, you'll wind up with just this lamp, that's why if it's not 100% perfect, it's
08:06still okay, as long as it looks like it's there and using the same original
08:10camera, then it will be good.
Collapse this transcript
Tracking additional foreground elements
00:00We have used the tracking data one more time to track a static element in the
00:05foreground, in that case it was the lamp pole right here, this will allow us to
00:10put a new building behind that at a later step.
00:14We can continue that process by cutting out these cars here, these three cars
00:18also cover up the building, it can potentially be a problem when it comes time to
00:22put the new building in.
00:23So we can use a similar technique. We can take a static frame, cut it out, and then
00:28use the tracking data. Let's do that.
00:30I'm going to grab Street_119 once again, which I brought in previously,
00:33drop it into the comp above the Lamp, I'll rename that Cars, just so I know what that is.
00:39Then turn off the street, and then zoom in, and then use the Mask tools to cut
00:47this out. Let's grab the Pen tool, zoom in, and try to cut these three cars out.
00:56I'm going to do this fairly quickly, so you can spend more time to do this more
01:02accurately. I don't want the background I just want the cars and in this case this
01:05truck, or SUV, this white car, and this other truck or SUV. Try to get all the detail,
01:17like the roof racks, hinges, things like that, bumpers, so you might need to
01:24spend a little bit of time shaping this.
01:26There's the basic idea.
01:28I'll close that, now the cars are cut out by themselves.
01:31I am going to go-ahead and move to frame_ 119 of the timeline now, because that's
01:35where I am working with this particular frame.
01:37Now I can convert this to another 3D Layer, so Cars, 3D button. They'll
01:44disappear because we're not in the right place compared to where the 3D Camera
01:48is, the camera is not seeing them, that's okay though.
01:50Once again we will take that 3D Tracking data and apply it to that new layer. So I
01:55can reuse the CornerNull I already had, turn on the street, we can take a look
02:00at that, the CornerNull is right here at the corner of this building, and that's
02:03pretty close to the lamp pole, and also pretty much on the same plane as the
02:07cars, so I can use that again for the cars.
02:10So, I am going to use the trick of adding expression one more time. I'll expand
02:14the Cars layer and the transforms, then also the CornerNull and there are
02:19the transforms there.
02:20I'll select the Position, not really concerned about the orientation here, just
02:23the Position. Go down to Animation>Add Expression, grab the pick whip, and then choose
02:30the Position of the CornerNull, click off to finish the expression.
02:35I'll turn off the street again, and we'll see that the cars are not in a
02:41good place right now and they are going to be too small, once again that's
02:45because that layer is pushed pretty far back in the Z-direction, so they're just too tiny.
02:49So, we can go back to the Cars layer and work on the transforms, in
02:53particular scale and then anchor point. We'll turn on the street one more time,
02:57just so we can see where the cars needed to lineup.
03:00I want to scale and position these cars, so they cover up the original cars
03:04here in the footage.
03:05So, we can try interactively anchor point and scale, till they get in the right
03:15place, we'll do it roughly and I will give you some values that work pretty well here.
03:22So there, they are starting to line up.
03:24Now in terms of more accurate values if you try 1520 scale, which we are pretty close
03:31to, that works, and also for the anchor points 738 for X, and 992 for Y. There we
03:38go, now they overlap.
03:41Let's do a before and after. I'm going to turn on and off this layer, so off, and on, off, on.
03:47You'll see that they lineup, however, there is some perspective change that's an
03:52indicator that there is some pretty heavy lens distortion typically at the
03:55edges of the frame, so I can get the position to line up and scale to lineup, I
04:00am not going to be able to really reproduce that distortion without a lot of extra effort.
04:04Now since the original cars in the footage are going to be going away, we're going to
04:08cut those out as we replace the new building, or at least cover them up, they are
04:12not going to be a concern.
04:14We are just concerned with the new static Cars layer, which we just created.
04:17So, we're not going to really see that distortion, so we're not really concerned
04:20about it. It's a bit of a cheat;
04:21but it's going to work okay.
04:22Now there is one concern though, if I go to another frame like frames_0, or
04:26frame_1, I am going to see the cars slip. The distortion will cause the
04:313DTracking data not be 100% accurate, that's okay.
04:34We can deal with that by changing the scale and anchor point, and then keying those over time.
04:39So, I know I am good on this frame. I'll go ahead and turn on the time icon for
04:43anchor points, and scale.
04:45Now I am going to go to another frame like frame_1 or frame_0, frame_0 in
04:51this case and see what's going on, and in this case the distortion has caused the cars to slip.
04:57I can see two tires here instead of one.
04:59So, I can change these values, now one trick here is, I can change the scale, it
05:04doesn't have to be even, I can make the X-scale different from the Y. So, I can
05:09stretch them horizontally to help with this problem.
05:11In fact, if I turn off the link here, I can change X by itself without
05:15affecting Y, and in fact, if I try a smaller value like 1475, it's going to work pretty well.
05:21Now I still need to adjust the anchor point though, so I'll move the anchor to say
05:26709 in X, and 995 in Y. That new anchor position along with the new scale, where
05:35it's different than X, actually makes them fit pretty well now.
05:38Now there is a bit of overlap right here where there are two roof lines, that's okay,
05:43that's going to be covered up with a new matte painting, which is a new
05:47building, so that won't be an issue.
05:49So, let's turn of the street now and take a look, now that we have two keyframes on
05:53here. I'll play it back and we'll see it looks pretty nice.
05:57There is one issue where there is a gap that opens up at the bottom, that's
06:10okay, we are going to deal with that at a later step, but otherwise the
06:14tracking is working for us.
06:15So, we have gone back to our 3DTracking data, to track another foreground
06:18element, in this case this cluster of cars.
06:20This is going to help us insert the matte painting into the scene, but maintain
06:24our foreground elements.
Collapse this transcript
Finishing tracking the foreground elements
00:00So far we've tracked two static elements in the foreground using the tracking data.
00:05If I zoom in we can see that those are this Lamppost, and also this cluster of
00:10cars here, you can see them right here, if you turn on the mask Lamppost and Cars.
00:15There is one more thing we can cut out and track that is going be useful
00:20and that's this streetlight right here, this tree right here, and part of this lamppost.
00:26The reason is those elements cover up this building, and once again, we're going
00:30to replace that building, so it would be great to have those in front of the new
00:34matte painting building.
00:35We can use the same process though. I can grab a copy of this frame_119 of the
00:42street, drag it down to the Composition.
00:44I'll rename this Light and then cut it out.
00:48I'm going to go to the very last frame of the timeline here and once again use my
00:55Pen tool to cut this out.
00:56I am interested in this streetlight right here with its pole, have to zoom in
01:02pretty close to see it, up the pole here, across the pole, and a little bit of this tree.
01:11On this tree edge, it would be worth my time to really try to get intricate mask.
01:16I'll let you spend more time than I am, I want to do it fast right now, try to
01:21get all the variations if you can, where the leaves stick out, then back down the
01:27pole, and finish up the light.
01:31Then go down, below the roof of this car, and you'll need to spend more time,
01:38than I am, to get this to look nice, but there we go.
01:41There is the light and part of the tree;
01:43I'll turn of the street so that we can see it, there it is cut out.
01:47I'll go ahead and turn this into a 3D Layer now.
01:50Now in terms of what tracking data do you use, I am not going to use the
01:54CornerNull or the BillboardNull, or the SkyNull, I have to find a new point
01:58that's really close to this point in space.
02:00It's not really on the same plane as this Lamppost, and these Cars, it's a little bit
02:05further down the street.
02:06So, I am going to go back to my street, go back to my 3D Camera Tracker and
02:10look at the points.
02:11And as it turns out there is a point right here at the top of the Lamp, and if I
02:16scrub my timeline, I can see that stays there the entire time. This is a great
02:22place to add a null. I am going to pick that point, right-mouse key,
02:26CreateNull, and I will call this null, LightNull and pull this down to the
02:33Composition just for organizational purposes.
02:35We can see it's right there on the post, so once again this is a pretty small
02:40element, I am not really concerned about orientation, but I am concerned about
02:44its position in 3D Space, so what I will do at this point is use the old trick
02:48of connecting the transforms between the Light in this case, and the LightNull,
02:56pick the position of the light add an expression, use my pick-whip to hook that up to
03:03the Position on the LightNull, click off to finish that expression and let's turn
03:10off the street and see where the Light wound up.
03:12Again, it is going to be way too tiny, it's very tiny, it's right here, pushed
03:16pretty far back in Z.
03:17So, we still have the same old task of adjusting the scale and the anchor point,
03:21possibly the orientation to get it into the right place.
03:24So, obviously it's way too small now, we'll scale it up, I'll start to adjust the
03:28anchor point and of course if we turn on the street, it's a good reference, so
03:33you can see where you need to get to.
03:36So I'll give you some values here to save a little time, but here it is starting
03:40to get into the right position, but let's try a Scale of 2640, Anchor of 1224 in
03:47X, and 892, okay, that's back in the right place.
03:56So, here is after and before, almost a perfect match.
04:00Let's turn off the street and take a look. Let's zoom in really close, because
04:14we're starting to see something that's really nice about this 3DTracking, besides
04:18something 2 dimensions, it has depth to it.
04:21Notice where the streetlight is compared to the roof of this truck, a
04:25perspective shift, where the light is compared to where the roofline is, changes
04:29over time to indicate that there is depth.
04:31So even though we're dealing with static elements, or basically flat cars, we're
04:35still getting a sense that things are far apart, and this is a great advantage of
04:40using this tracking system.
04:41There is a one other adjustment we can make;
04:43I mentioned you have to spend more time with this mask to make it look nice.
04:47Another thing we can do with the mask aside from just moving points around and
04:51deciding if they are curvy or linear, is to Feather part of it.
04:55Now there is a global feather that you have on any kind of mask that you draw,
04:59I'll expand that mask, and that's just for the mask feather, so I can give it a
05:03slight feather, like 1 pixel all the way around.
05:05We can turn off the mask view here, so it gets a little softer on the edge.
05:12Now what I think we can do is add a bigger feather using this new Mask
05:16Feather tool right here.
05:17I can pick that and then if I click on a point on the mask, we get a special
05:25hollow dot, if I pull that out it becomes an interactive feather.
05:32Now initially this goes all the way around the mask, however, if you click another
05:36point nearby, like right here with this tool, it finishes the mask.
05:41You can also drag these points wherever you want them, and in fact, you can also
05:46animate them over time.
05:47So, I'll click one down here also, and as many as you want actually, you can really
05:53spend a lot of time getting the interesting shape.
05:56What I can do is really pull these mask dots out far here on the back and get a
06:00nice big feather, this will be great for preventing me from getting a harsh separation
06:05line in the middle of the tree, not worried about the edge of the tree,
06:09that's going to be overlapping the buildings, but the middle of the tree I can
06:11potentially see a potential problem where pixels don't line up where the tree
06:16in the original footage has different lens distortion and you see a change along this pole.
06:21So, by feathering this I'll prevent that.
06:23So again, in order to do that, if you want to add a feather, just grab your
06:28Feather tool right here, click on one of these points, you'll get a hollow dot, you
06:35can pull it out that for a feather.
06:37You can also delete these.
06:38Delete key if one is selected
06:39and that gets rid of it.
06:40Go ahead and re-add it there, so I have the feather just in the back.
06:44So, it's a nice little feature.
06:45For the third time we've used the tracking data to track a static element in the
06:49foreground, and once again this is going to help us integrate our matte painting
06:53building but maintain our foreground elements.
Collapse this transcript
3. Layering a Scene
Removing an old sky
00:00We have spent some time tracking some foreground elements and also tracking this
00:04new billboard using the 3D tracker.
00:07We are ready to move on and start building the composition, where we start adding
00:10all the elements together.
00:11So in fact I am going to make a brand-new composition, Composition>New
00:15Composition. I want to make sure this new composition is the same size as the first
00:20one in terms of the resolution, 1920 x 1080, there's a preset for that which is called HDTV
00:251080 24, it is 24 frames per second, and that the duration is 120 frames.
00:31I will go ahead and rename this one also, I'll call this BuildStreet, click OK,
00:38here is a new comp and this will be where we combine everything together to
00:43build up the new street with the new building.
00:45I want to start this by dragging a new copy of the street footage down into the composition.
00:50I'm going to rename this backgrounds become the new background.
00:55Now the first task here will be to remove the old sky. We've already tracked a new
01:00sky in the previous composition, but we need to remove this one, so the new sky
01:04can show through.
01:06Now this sky is almost pure white or pure grey and that means that we could
01:10probably use a keyer on it.
01:11Now we could rotoscope this, but because a camera is moving, because we have these
01:15really intricate tree shapes, it's going to be extremely difficult.
01:19So in fact a keyer is a better solution here.
01:21Now there are a number of options in After Effects, we're going to use something slightly
01:24different or unusual.
01:25With the Background selected I'll go up to Effect>Keying and choose Color Range.
01:32Now the Color Range keyer operates in different color spaces, in fact you see a
01:39Color Space menu right here It defaults Lab, but it also has YUV and RGB.
01:44We're going to use Lab or Lab.
01:47That's a color space that splits the luminance and separates it from the color
01:51component, so L is luminance or intensity of the pixels and A and B are the
01:57color components, A is the green to magenta components and B is the yellow to blue
02:03component, so because the sky is so bright and so neutral, it's a great tool to use for it.
02:10Another advantage of this tool is it has these eyedroppers where you can
02:13interactively select pixels to determine what part of the matte will be opaque and
02:18what part will be transparent.
02:20In fact we can start with the plus eyedropper here in the center and click on
02:23the sky to tell the effect that that needs to transparent and which it is, it
02:29starts to become transparent, so we see the black emptiness come through.
02:32You can then adjust the matte with the minus eyedropper and use this to click on
02:37parts of the matte that need to be opaque now you can click either in the viewer
02:41here or in this thumbnail right here, so let's give it a try, in fact I'll
02:46start with the buildings out here, we'll try and make them more opaque.
02:49You can go and do this several times and try to restore part of the matte
02:56that shouldn't be transparent. I can also do it right here in this little
03:00thumbnail like I said.
03:01Now the reason the top of this building is pretty transparent now is because
03:07it's very similar to the sky in terms of intensity.
03:09So that's a little bit better.
03:14Now you can also move these sliders around, in fact these eyedroppers change the
03:18sliders automatically.
03:19If you notice there are columns here, so the Lab column, it's on the left here, Lab,
03:26so there's a min, max for each one of these, I'm going to start with the L min,
03:30max and in fact if I move this slider up to say 240, it restores most of the
03:39buildings and what this is saying is that any pixel values that have an intensity
03:43or luminance that's above 240 up to the max 255, those will become transparent. Anything
03:51below 240 will remain opaque in terms of intensity.
03:54Now I can also move the color components too and you can try these interactively.
03:59And there will be some minor changes here at least with this footage. We are
04:04going to zoom out default, in fact let's zoom at the default 127 we'll take a look.
04:08So it's pretty good.
04:09Now this is not perfect the edges of the buildings and the edges of the trees
04:14have some white lines trapped on them also there are some noisy gray right here in the sky.
04:18Now the buildings and the trees will deal with separately with a few extra tools.
04:23In this grey you can also deal with the separate tools in fact first tool we use
04:27or the first effect we'll use is a choker, there are several chokers here under
04:32the Matte menu, we're going to use Matte Choker and the chokers are designed to
04:37refine the edges of the matte just within the alpha.
04:41Now the way this choker works is the Choke 1 will erode or expand the edge. There's
04:47also a Choke 2 which has the same thing, we're just going to use the single choke
04:51now, so just Choke 1.
04:52So for example, if I raise Choke 1 up to 100, it erodes the matte
04:57slightly, so here's after and here's before, if I zoom in you can see there is
05:04a bit of a white line trapped in the buildings, if I turn it back on, That gets eroded.
05:09Now we acan adjust the softness also, there's a Gray Level Softness which
05:13determines the blurriness of the edge and also a Geometric Softness, which
05:20determines the smoothness, how much detail there is.
05:24If it goes really high, the edge becomes very flat.
05:28So if we leave the Geometric Softness at 4 and increase the Gray Level Softness
05:34to a higher number, at least compared to the default value of 30, then we get an
05:38improved edge, so here is after, here is before.
05:44So, that improves it overall, especially when we're zoomed back out, now there are a
05:48few issues that remain, and one is I've eroded into a few parts of the building and in
05:53fact these parts of buildings were very similar to the sky so they had holes in originally.
05:57For instance this billboard right here, there is hole there and a few of the
06:02windows, they have reflections in them, also are eroded, so I'll have to deal with that.
06:07Also we still have the white line trapped in the edge of the tree.
06:10Again, there are a few additional steps we can take in terms of rotoscoping and
06:14additional keying, which we'll do a little bit later.
06:16But for now though let's get the new sky back in here, so let's go back to the
06:21first composition and copy the sky over.
06:24Now right now the sky is off which is fine, but I can Command or Ctrl select the
06:29Sunset, the SkyNull, and the 3D Tracker Camera, and then Command+C or Ctrl+C for
06:35Copy, go back to BuildStreet, and Command+V or Ctrl+V for Paste.
06:40Now I want to put the background on the very top of the composition stack and
06:45turn the sky back on or the new sunset back on.
06:48Now I do need to copy my 3D Tracker Camera over, because remember the null which
06:54is providing the position, information and the sunset are both 3D layers.
06:58So in order for those to be seem correctly you have to have your 3D camera with
07:02you. In any case, there's a new sky.
07:05Now already it's starting to look better, so let's play it back real quick.
07:08And there we have the start of our new scene.
07:13So we've used the keying tools built tino After Effects to remove the sky. We used
07:18Color Range, which is able to work on luminance, which works really well in this
07:21situation, also a matte choker to erode the edge.
07:24And then we just copied over a few of the layers that we setup in our
07:28first composition.
Collapse this transcript
Adding a core rotoscope
00:00We have added a new sky to this street, so we started to build the scene. That's great.
00:05However there's still a few problems if I zoom in here, you can see that the keyer,
00:09the color range tool, has left holes in some of parts of the buildings, like down
00:13here where the billboard is, some of these windows, also further down in the street,
00:17that's not good, I need to fill that in somehow.
00:22I don't want to change my keyer it's working for the most part, so one trick in
00:26this situation is to add a core roto, what that means is to add a new copy of the
00:32Street, rotoscope the sections in question, like where the holes are, and basically
00:37add that back on top of the composition stack, let's give that a try.
00:41I'm going to pull a new copy of street down to the top of this comp and now obviously the
00:46entire frame is restored.
00:47Now I can zoom in and using my Pen Tool draw a mask that fills in the problem areas.
00:56So Pen Tool, I will make a very rough mask in this area where there are holes opening up.
01:03Now as I do this I don't have to go to the edge of the buildings. This is just a
01:08very rough core, core meaning the center the problem area.
01:11And close this and once it's closed you'll see the core on top of the original
01:16background that has a keyer.
01:18If I zoom in I can turn this layer on and off, so here is off there is holes
01:23here, here and here and so on, turn it back on those holes are restored.
01:27Now what's nice about this core roto is I don't have to be that precise, I
01:30just have to have the mask roughly in the correct position, I don't even have to touch the edges.
01:36Now I still have some holes down here on the street, so what I can do is draw a second
01:40mask down here and make this one even more simple in fact I can just make it a big rectangle.
01:45Now it gets filled back in.
01:49Now since the camera is moving I need to animate these masks over time, but I don't
01:54have to be super precise, you might need a lot of keyframes, but I can move
01:59these masks very rapidly, let's give that a try.
02:01I'm going to expand my new layer here, in fact I am going to rename that just
02:06so I know what it is.
02:07I am going to call that BackgroundCore and then expand it, expand the mask
02:15there's Mask 1 and 2, I can click on the time icon for mask path for both, so I can
02:20key it on that first frame.
02:22I can go to a different frame like the last frame and then just pick the entire
02:29mask, I can double-click on one of the lines, get the transform handle, move the
02:33entire thing over and just roughly place it in the correct position.
02:36I don't want to overlap the edges; I want to be just inside the edges.
02:41Now to get out of this transform mode I can just double-click outside of it and
02:44click a third time to deselect.
02:46Now I can double-click this new mask to move it.
02:49I can also scale these or move the points individually.
02:53But transforms are a really quick way to set a key.
02:57So there is a key for the first and last frame, I can move to some other key.
03:01Now in this case because the motion of the masks is pretty simple, I can bisect
03:06and what bisecting means is put a new key in between older keys, so in this case I
03:12have a key at the first frame and last frame, so the bisect I'll put a new key
03:16somewhere in the center about right there.
03:18So I'll move the timeline to the center, quickly move these masks into the correct
03:22position, and get a new key there and then I'll continue the bisect going between
03:30those, bisect again, sometimes the mask doesn't have to move that much, but I do have to watch
03:42out, I don't want it to get across the edge though, so there we go.
03:46Now you will have to put more keyframes than me because the camera is moving a decent
03:50amount, you'll probably need the keyframes every 3, 4, or 5 frames or so.
03:55It's going to take me a while to do on screen some I'm going to let you do that on your own time.
04:00That's the basic idea.
04:01If you ever have holes opening up through a keyer like we do in this situation,
04:05one solution to restore the interior of the buildings or the character, whatever
04:10you're working with is to create a core roto, in this case it simply animated two
04:14masks moving roughly over time.
Collapse this transcript
Refining keyed edges
00:01We've successfully integrated the sky
00:02and the sky is looking pretty nice against the buildings.
00:04One place that doesn't look so good is next to the tree.
00:07If I zoom in I can see there is a heavy white line trapped here.
00:11Now it's going to be difficult to deal with that on one layer.
00:14What we can do though is cut the trees out of the background then add them back
00:18to new layer and treat them differently. Let's do that.
00:22So on the first frame I am going to draw a new mask to subtract these trees.
00:28So Pen Tool and draw a mask.
00:30I am going to start just above the street sign.
00:32While I'm at it I can deal with another problem and that's the fact that there is
00:37this little dot right here.
00:38This is actually a street lamp that got mostly eroded.
00:41We can draw the mask in such a way that that gets cut out also.
00:48So I am going to finish this mask and go up, cut out this top tree also.
00:52It's okay to cut out part of this building that gets replaced anyway, across and back down.
00:56Now initially the mask is set to Add.
00:58But I can reverse the effect, I go down to Mask 1 and switch that to Subtract.
01:03Now the trees are gone from that layer.
01:06Now of course I want to add the keyframe this over time, so I want to activate
01:09the Time icon for Mask Path,
01:11and then go to different frames, like the last frame.
01:13Now it's difficult to see what's going on here, what we can do temporarily just
01:17switch the Subtract menu to None and then I can update this keyframe.
01:23Now to be consistent I want to line this up with certain features, and again I
01:28can use the top of this street sign as a reference.
01:33So as long as I keep the bottom edge of this mask lined up with the top of this
01:37sign I should be good.
01:43And I'll update the shape and then move on, I'll go ahead and bisect this and continue on.
01:54Now you're going to need more keyframes than I have here, probably need a keyframe every
01:58three, four, or five frames, so I am going to leave that up to you to do that,
02:01it's going to take too long for me.
02:03Assuming this is finished in terms of keyframing, I can set the Mask 1 back to Subtract.
02:09Now I can go ahead and make a new tree layer.
02:11Once I'm done keyframing the background I can copy that entire layer up.
02:16So I'll do Edit>Duplicate, go to Background 2 and move that to the top and then
02:21I'll Rename that Trees.
02:22Now I need to reverse the effect of the mask, so I'll go down to that mask that
02:27got copied over and change it back to Add.
02:31Now the trees are separated.
02:32Now the keyframe animation came over with the mask, but there are several
02:36problems we need to deal with.
02:39One is when I switch that to Add, the building gets trapped in this layer;
02:44I don't want the building here.
02:45So I am going to need to update the keyframes to get rid of the building just like this.
02:49Now I'm going to have to cut into a few of my leaves here at the beginning, that's okay,
02:54we can restore those later on.
02:55Another problem is the fact that the lamp comes back here, this little dot.
03:01So we need to adjust this mask to get rid of that.
03:05This might require a few extra vertices.
03:07So I am going to go to my Add Vertex Tool, click a few times to add a few more
03:13vertices and then I can move those.
03:15We move it like this, that gets cut out.
03:18Another potential problem is the fact that if I am not careful enough I'm going
03:24to wind up with a gap here.
03:25In fact if I turn the mask off now it's going to be a gap just by default.
03:28So what I have to do is adjust this copy mask here in such a way that I get rid of that gap.
03:35In fact if I overlap them slightly I'll be okay.
03:38Another potential problem is the fact that you might see the transition once
03:43I start to adjust the effects on this layer between this layer, where the trees
03:47are, and the background.
03:48This will become a bigger problem once we get into the color grading point of the process.
03:54So reality is, even though the keyframes were copied over, I really need to start over.
03:58Now I can keep one keyframe for the initial shape that's fine.
04:02But what I really need to do before I start reshaping is delete all of the other keyframes.
04:07So I can drag a box over this entire area and you'll have more than I do at this
04:12moment, but delete all those extra keyframes except for the current one where our
04:15current timeframe is.
04:17So I'll select all those keyframes and delete them.
04:19And then once again my basic start shape, cut out the building, remove the lamp,
04:25and then make sure I have no gap here, then I continue to key further on.
04:29I mentioned that potential problem with the transition here;
04:33this will be a great place to add a feather.
04:36Now since I only have one keyframe now, it's not a big deal to put it here at this point.
04:41In fact it's going to be more apparent at the end.
04:44So let's move to the end and I'll just position this quickly, and then we'll add the feather.
04:58I'll use the Feather Tool>Mask Feather Tool, click a few times on the line.
05:05You can click on the line or on a point.
05:08Once you have the new feather dot you can pull it out.
05:11The goal here is actually to create a feather that os just in this area of
05:16the building that's going to be the biggest problem.
05:19So I can start to feather small here at the start of this sign, taper it
05:23outwards, and then make it go short again in the back here, something like this.
05:32This feather will look a lot better, especially when you start to color grade.
05:36This is remembered by the keyframe which is just right down.
05:38I'll go back to the first frame, I have to adjust it and this is one major
05:45reason for deleting those keyframes and starting over, because the feather is
05:49memorized by the keyframes also.
05:51So now I have to bisect this and finish keyframing this, I have to position the
05:55overall mask to get it to fit once again , and then, if I have to, adjust the feather.
06:00Alright, but let's assume this is done, you going to have to spend more time than me
06:06on this, and get quite a few more keyframes.
06:08But now that that's basically done we can move onto improving the edge.
06:11So let's see what effects we have on that new layer.
06:14We have the Color Range and Matte Choker that were copied over.
06:17What we can do is get rid of the Matte Choker, I'll just delete that and stay
06:20with the Color Range.
06:22However, we can add one more effect here to help improve the result and that's
06:25the Curves Effect, so Effect>Color Correction>Curves.
06:30I'll move that up to the top then we can adjust it.
06:33Now temporarily I'm going to turn off the Color Range.
06:36Then what we can do is add more contrast to this layer.
06:40It's going to help us get a better edge here and get rid of some of the white.
06:44So what I'll do is click two times on this curve and bend it down into this
06:49plateau. Something like this.
06:53It's going to darken the sky and it's going to give us a, overall a greater
06:57contrast between the tree and this gray area.
07:00Let's see what happens when we turn the Color Range on.
07:02Now initially the Color Range doesn't do anything because now the sky is gray,
07:05so there's nothing to cut out.
07:06What I can do though is change the Min L to a lower value to key that out.
07:11If I go down to 200, the sky gets removed.
07:15Now there's still some issues with the edge of the tree, there's a lot of purple here.
07:20Now the purple is better than having the bright white, but it's still a problem.
07:24What we can do though is wait to the point where we do some color grading and we
07:27can get rid of that with color grading. [00:07:329.92] So we've managed to improve the edge quality of the trees by cutting them out of
07:33the background and then treating them on a separate layer.
07:36This allows us to apply a totally different set of effects and options just for
07:41the trees by themselves.
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Transform tracking a matte
00:00We spent some time separating out the foreground elements so that when we bring
00:03in the new building, they'll set right on top.
00:06There's one more to work on though, and that's this giant building on the left.
00:09Now we can rotoscope that on a separate layer or we can mask it and also use
00:13Motion Tracking to automate that process.
00:16Let's give that a try.
00:17I am going to pull a new copy of street down and place it below Trees and rename
00:22that Foreground and go ahead and then mask out that building. I'll use my Pen
00:28Tool and cut it out and I'm going to do this very quickly, you can spend
00:32more time to make it more accurate.
00:34The idea is to get all the architectural detail. So mine is a bit rough but this
00:41will give you the idea.
00:43Up to the top, across, down, over, and back to close it. Of course you'll need to
00:50spend a little more time on this, tweak it so it's a nice good fit.
00:54Also you probably want to adjust the feather and maybe the mask expansion on the
00:58mask itself to make sure it has good quality.
01:00I can go ahead and solo this right now.
01:03Here is a Solo button to see that building cutout.
01:05Now normally you'd have to keyframe the mask or retime and make sure that it
01:09follows as the camera moves.
01:11What we'll do instead though is we'll create that mask in combination with
01:15motion tracking to save a little time.
01:17Now before we do that I need one more layer which is a solid.
01:20So Layer>New>Solid, I am going to make this pure white and I want to make it
01:29oversize needs to overhang the edges.
01:31So let's try 2200 x 1200.
01:37There's a new solid, I want to put it right above the Foreground and rename
01:41it ForegroundMatte.
01:44I don't need to see it, I am going to use it, I don't need to see it though, so I can hide it.
01:49I do need to get the mask from the Foreground, transferred up to the
01:52ForegroundMatte though.
01:54You can copy masks, so I am going to highlight Mask 1, Ctrl+C or Command+C for
01:59Copy and go to ForegroundMatte, Ctrl+ V or Command+V to paste and that will
02:03transfer the mask upwards to that layer.
02:06I don't actually need it any longer in the foreground, so I'll get rid of
02:10the Mask 1 right here with the Delete key. All right!
02:14So there is the cutout ForegroundMatte. Now what do we do with it?
02:17Well we can use it as a reference.
02:19I can turn this off again, go down to Foreground and use the Track Matte feature.
02:24If I don't see the Track Matte column, I can go down to toggle switches to display
02:29it, Track Matte is right here.
02:31I can change the menu beside Foreground to one of these options, in this case
02:36Luma Matte works great.
02:38If I solo this layer then I can see that it's working, the building is cutout. What's happening?
02:44Well, the Track Matte takes the luminance information in this case from the
02:49next layer up which is ForegroundMatte and converts that to Alpha for that
02:53layer which is foreground, so it steals the RGB and turns into Alpha, so that's working great now.
02:59Now, again this mask needs to move somehow over time, so what we can
03:04do is do some transform tracking to move this mask automatically.
03:07I am going to use my Foreground, I am going to turn off this Luma Matte just for
03:12now, go back to No Track Matte, so I can see the whole thing.
03:15And then I can apply a Motion Tracker to this.
03:18I am going to go to Animation>Track Motion.
03:22Now I am not going to use Track Camera, that's a 3D tracker.
03:25I am going to use the older 2D Transform Tracker, which is Track Motion.
03:29When I do that, it gives me a track point in the layer view and it also gives me
03:35the Tracker panel at the right.
03:37I actually want to keep track of the Rotation and the Scale of the features that I track.
03:42I am going to turn on that right here, Rotation and Scale.
03:45When I do that, either Rotation and/or Scale, I get two track points and that's fine.
03:51I am going to place these over features that are high contrast, they're on this
03:56building somewhere that stay visible the entire time.
04:00So for example corners of windows are fantastic for this, nice high contrast
04:05area right here for example.
04:07I'll do the second one now, put the Track Point 2 above and let's say I'll go
04:13up to a higher window, that has more contrast this third window right here,
04:17right in the corner.
04:18So now the two track point's positioned.
04:21I don't really need to change the scale in this case.
04:23This is a fairly easy transform track.
04:25Once those are positioned on the first frame, then I can analyze, so I'll click
04:30the Analyze button, Analyze Forward.
04:32Once it's finished, it will show me the motion paths for those two features and
04:37scrub the timeline to see how accurate that is.
04:39In this case it's a fairly easy tracking so these motion tracks are very accurate.
04:44Once you have the tracks established, you can apply this data to a different layer.
04:50And we're going to apply this data to the ForegroundMatte.
04:53Now I want to actually do some preparation first in the ForegroundMatte.
04:56Let's go back to that so we can see it.
04:58Go back to the Composition View.
05:01I want to make sure that the anchor point is in the same place as that first track
05:08point and it will make it much more accurate when I apply the data.
05:11So in order to see that, I need to find the anchor points, it'll be a little
05:16hard to see against this busy background.
05:19Here it is right here, this little dot right here.
05:23I can reduce the opacity so I can see through and then move this with the Pan
05:28Behind Tool which is right here, Pan Behind.
05:32I can move this so it's in the same place as that first track point, Track Point
05:361 right at the corner of the window.
05:38By doing that, I'll wind up in the correct place once I apply the data and I
05:42won't have to offset it.
05:43In any case I'm going to return the Opacity to 100%, I can hide this, I don't really
05:48need to see it, go back to the Tracker.
05:50Now to get back to the Tracker, I need to select my Foreground and if I still don't see it
05:55I can go to the Motion Source menu on the tracker panel and then pick that
05:59layer again, Foreground, and then I should see at that point and in any case I am
06:04ready to choose a target, I can go to Edit Target, make sure that the
06:09ForegroundMatte is selected, click OK and then click Apply and then say Yes to
06:17X and Y so then the data is applied.
06:19Now, if I show the Matte again, it's on its side.
06:23Now its transforms are automatically animated by the tracker when I transfer the
06:28data, Position, Scale and Rotation, however it's on its side because the Rotation
06:32is off by 90 degrees.
06:33In fact the first frames are -90.
06:35Now even though the tracking is working, I don't want it on its sides, so what I
06:39can do though is offset the Rotation.
06:42The way to do that is to show the Rotation in the Graph Editor, so I can
06:46click this button beside Rotation, which is the include this property in the
06:50graph button, highlight Rotation here and then go to the Graph Editor and
06:54here is a rotation curve.
06:55I can offset the entire curve by selecting all the keyframes, I can just click
07:00drag my mouse from the upper left until all the keyframes are covered, then let
07:04go, and they turn yellow.
07:05I get the Transform box.
07:07Once I get the Transform box I can click drag the first keyframe upwards, up
07:11and down is value.
07:14If I drag it straight up, I'm going to change the value to be closer to 0, in
07:19fact I can stop right on 0, now this will take a few seconds, just drag your
07:24mouse above the Edges graph editor.
07:26Oops, too far, there we go and so I can get that keyframe back down to 0.
07:31Now it might be a little tricky you can always turn off the magnet snapped so it
07:35doesn't stick so much.
07:36You can get it right down to 0 or extremely close to 0, so let's say it's on 0
07:42then you can click off this once you are done with that, close the Graph
07:46Editor and then see what's going on.
07:48Now you have to be careful not to move your curves too far to the right in the
07:53Graph Editor because that will offset the frame number.
07:55If I zoom in here to the timeline, I can see that my first frame actually got
07:59moved over, so now it's on Frame 1 instead of Frame 0, I want to fix that and
08:03one way to fix that is to pick all of these keyframes, be careful of which one
08:08you pick, just you want the lower set here, if you get the wrong one, just click
08:12off and try again, if I need to I can zoom in and then pull to the right.
08:20So now all those keyframes are selected and I can move them all over as a group back
08:24to where they need to start to the left.
08:26Now if I zoom in, I can see that the first frame is on Frame 0 which is correct.
08:31So once I have offset the curve and made sure that they still start at Frame 0,
08:36you can see that the matte is back in the correct position, I can reduce the opacity
08:39here and I can see that it lines up once again.
08:42So now I can return it to its previous state where it's working to Track Matte.
08:46I can hide the ForegroundMatte and I can turn the Track Matte for the Foreground
08:52back to Luma and then I can solo that so I can see it and there it is, it's cut out
08:59and now I can play it back, and it's going to follow. So now it's following.
09:11Now my mask was a bit hasty.
09:13I do need to make some adjustments to it and in fact you might find you also
09:17have to make adjustments on your own.
09:19Now aside from just drawing mine too quickly, also the issue with the fact
09:22that there is lens distortion so part of the mask might slip off even though it's tracked.
09:27What you can do though to solve that problem is put a few keyframes on it, so I'll
09:33just leave it on solo and just go to the ForegroundMatte, click that so I can
09:37see the mask and then, make minor adjustments while keyframing it, so I can go
09:41to Mask 1, click the Mask Path keyframe and then, make adjustments while I am
09:47still on frame zero.
09:48There needs to be more minor adjustments, this is not to make sure it follows as
09:52the camera moves but minor adjustments to make sure it fits particularly with
09:55the lens distortion.
09:56So there's Frame 1, I can go to last frame and see if anything slipped off and
10:03usually it's the bottom that slips off a bit.
10:05In fact, I can see the pipe is gone now, so then I could pick those points so
10:09its vertices are a problem and just adjust those until it fits again and now the
10:15pipe is visible again, and then check a few other frames here and there, you
10:21can bisect and just check and make sure it's a good tight fit.
10:25Now I can't do this in Real Time, this will take a little bit of work, but I'll
10:28let you do that in your own time.
10:29So there we go, we've cut out the foreground building and so now we are ready
10:32to insert something behind it and use the combination of masking, a solid layer,
10:39Track Matte, and also motion tracking.
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Restoring foreground elements
00:00We've spent some time preparing this composition, so we can bring in the new matte
00:04painting of that center building.
00:05There are a couple more steps to take however.
00:08One is we need to retrieve some of the work we did in the first composition and
00:13that has the tracts, billboard, foreground cars, lights and lamps.
00:18So while the Sunset remains off at least in this composition I can go back to
00:22BuildStreet and pull that composition into this one, I'll put it right on
00:28top of ForegroundMatte and those elements come in, you can see that by the Billboard.
00:32Now it's a good time to make sure that any animation that you have in the first
00:36composition is working for you.
00:38So one issue might be the foreground cars, because they have a lot of
00:41distortion from the lens on them.
00:43So previously we had animated the anchor point and scale to try and make them
00:48fit the original cars.
00:49Now at this point I would probably fine-tune it a little bit more or at
00:53least double-check it.
00:54Now you can compare this to the originals by turning on the Street layer to take a look.
00:59Now I did make some minor changes so I'll give you those values just to save time.
01:03For example in frame one, the Anchor Point was changed a tiny bit, so it's 708 in the
01:08X. Also Scale is reduced a tiny bit to 1470 in the X.
01:12On the last frame, Anchor Point was changed a little bit to 743 in X and 994 in
01:21Y. Then the Scale was increased a tiny bit in the X to 1525.
01:26Now there is one additional keyframe that was added and that's at frame 90,
01:31because remember that's where the camera all of a sudden pans to the right.
01:38So frame 90 and those values are 743 for X, 994 for the Y for the Anchor Point
01:48and then the scale is also 1525 just in the X.
01:55So that makes the cars fit even better now.
01:57So just keep in mind that once you create some animation on to a layer, you can
02:01always go back and fine tune it.
02:03Let's go back to the BuildStreet comp.
02:05now aside from bringing that layer in and taking advantage of this
02:09foreground elements, there is a few other things we can deal with now.
02:13One is the fact that there are passing cars, there are cars that drive by and appear in this gap right here.
02:18Now since we're putting our matte painting back there, it'd be great to capture
02:22those passing cars and keep them.
02:24So that requires just some standard rotoscoping.
02:26I am going to play this back first so we can see where the cars are passing, and there we go.
02:34If we look closely, we can see a couple of cars driving by.
02:39Here is the first right here;
02:41here is the second right here.
02:46So what I can do is create another street layer, I'll pull the street back down, place
02:54it above ForegroundMatte, these would be under the AE3DTracker, rename this
03:00PassingCars, and rotoscope it.
03:05So I need to find where a car is, for instance right here, and begin the mask.
03:10I'll use the Pen Tool and cut out this roof, and we could tie it to the roof,
03:15then I can extend it into these cars in the foreground because those will be
03:20covered up anyway with the new AE3DTracker cars.
03:23We need to keyframe this, so I'll go ahead and activate the Time icon for Mask
03:28Shape or Mask Path, and then set some more keyframes.
03:31And in this case I should go probably a few frames ahead, move the mask a few
03:38frames behind, set the mask;
03:42make sure to shape it so it fits correctly, figure out where it goes on our
03:48frame and then move the mask where it's not going to affect anything.
03:54So there is one car, let me see where it leaves, pull it down where it
04:00doesn't matter, and then go find where the other car passes.
04:07There it is right there, it's a little bit shorter, but it's still in there.
04:13Again forward a few frames, then backwards.
04:24Then when it's out of frame we just put the mask where it's not going to affect anything.
04:34I took a few other random frames because I don't want the mask to slip
04:37back in where it's going to interfere, towards the end.
04:43So there we go, there is the roto'd passing cars.
04:53Now just one more thing to deal with before we get the building in here, and
04:57that's the fact that this building at the top right is semi transparent because
05:00of the keying, so we need to patch that.
05:02Now you notice the sky is missing and that's because I have to remember to go back
05:11to the AE3DTracker and turn off the original Street layer which was just there for reference.
05:16Now if I go back, I'll see the sky again.
05:20In any case the building is semitransparent because of the keying process, so I
05:24can add another layer and roto that to keep that.
05:27So I'm going to go to the last frame, because I see most of the building there and pull
05:32down the street footage one more time, drop it underneath the Trees and rename
05:37that BuildingPathch. Then I can rotoscope that.
05:42Now I don't want to try to roto the very, very edge because that might jitter.
05:50The part that's a problem is where there is a bright spot, here and here and here.
05:54So I am going to draw the roto mask in here where I can disguise it, I won't see
05:59the edge so clearly.
06:00I'll pull that down all the way down the building.
06:05Then go outside, go to the top, across and back down.
06:09And I should also look at the tree because there is a hole that opens up in the
06:16tree too right here, so I just need to make sure that my roto edge is somehow
06:20disguised maybe through this tree trunk right here and then it fills in any
06:25holes like here and here.
06:29So of course this needs to be animated over time, so I will set a key, go to the
06:36first frame, move it over, reshape it if I need to.
06:41Again, I am going to try to disguise it where the edge is right here in
06:46this gray area, make sure it goes behind this limb down to the bottom of the building.
06:51This will require a number of more keys, maybe every three, four, or five frames or so,
06:57then you can continue to bisect this on your own time to get it to fit.
07:01So that's the last step we need before we bring the building in.
07:06so in order to do a little cleanup we transferred over the first composition
07:10into this one through nesting, we roto'd the passing cars and we also roto'd
07:16this building at the top right to repair the holes in it.
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4. Using the CameraTracker Plugin
Tracking features with the CameraTracker, from The Foundry
00:00We've spent some time building up the BuildStreet composite in anticipation of
00:03adding a new building.
00:04We are now ready to move on and prepare some 3D tracking data.
00:08Now we do have a 3D tracker set up in the first composite using the built-in
00:12camera tracker inside After Effects.
00:14However, we're going to use a new plug -in to create some new data, this is
00:18written by the Foundry.
00:19So let me go ahead and set the composition first and then we'll talk about that.
00:23I'll make a new comp, make sure it's the same resolution, frame rate, and the
00:27duration as the previous ones, I am going to call this FoundryCameraTracker,
00:32click OK and then drop a new version of the street into this.
00:39The effect is under Effect> The Foundry>CameraTracker.
00:43Now the camera tracker is a plug-in which does not come with the standard
00:47version of After Effects.
00:48However you can download a trial to give it a try or of course you can purchase it.
00:52Now if you don't have access to this or don't want to install it, you can
00:56actually get similar results with a built- in camera tracker right inside After Effects.
01:00However, it'll be good to know another tool, which has a slight different set of
01:04options and slightly different workflow.
01:05I'm going to apply this right now, camera tracker, and here are the main set of options.
01:11Now as long as that effect is highlighted, you'll also see a menu right here in the view.
01:15In any case the first thing you do with this tool is click the Track Features
01:20button, now before I do that I want to look at a few options here, these are
01:24underneath Tracking and Solve.
01:29These have to do with the camera and the type of lens.
01:32The first option is under Track Validation and has a menu that has several lens options.
01:37There is a fixed camera, a Rotating Camera, and Free Camera. Ours is actually a
01:41free camera so I'll leave it at that.
01:43There's also a Focal Length Type in terms of what millimeter.
01:47Now I don't know the lens so I'm going to leave it on Unknown Constant.
01:51However, if you had a different piece of footage, you might change it to
01:55a known lens or a zoom lens that varies, or approximate lens, or an unknown zoom lens.
02:00We're going to leave it on Unknown Constant for now.
02:03There is also the Camera Motion which again has to do with the way the camera is
02:08moving, there's rotation only like a pan or again we have a free camera.
02:11So we're good with the defaults here, but it's good to check these before
02:15tracking the features because if you don't match the menus to your type of
02:19camera and type of lens you'll get an inaccurate result.
02:22Alright I'm going to go ahead and click the Track Features button, this will
02:27take a few minutes, it'll give you a message at the top that explains what its doing;
02:32its going to go forward first and then backwards.
02:36Once they stop updating, you are going to have a bunch of tracked features plus
02:39a little tiny motion paths to show where they are going.
02:43Now you can restart this as many times as you want, for example I might go down
02:47to the tracking section and change a few options here.
02:50Now one that's useful in this situation is number of features.
02:52These are the number of features that attempts to track.
02:55Now in general, it prefers around 200 tracked features to stay on screen the entire time.
02:59I'm going to change this to 200.
03:01Another option that's good is Feature Separation.
03:05This forces the tracked features to be a certain number of pixels apart to prevent
03:09them from clustering too close together.
03:11I'm going to leave it at 12 right now, but you can change that.
03:14So now that I've changed the Number of Features to 200, I'm going to re-track.
03:19This will overwrite the old tracking data. Again, this will take several minutes, and then the updates.
03:27Now it's good to have 200 number of features because I wanted to get some
03:31features along the side of this building that I can apply to the side of the
03:35building to later in terms of the matte painting.
03:37The next step after getting some good tracked features is to solve the camera,
03:41so you can just click this button right here;
03:43it will give you a message that explains how many key frames are used to
03:47animate the eventual 3D camera and also any kind of error in terms of the number of pixels.
03:52Once you click OK, it's going to turn those green or red.
03:57Green points are good, they stay on screen the entire time and are
03:59successfully tracked.
04:00The red points disappear and are not useful.
04:03As long as you have approximately 200 points that survive, you should have a good track.
04:08At this point, you can go ahead and create the scene, that's a third
04:11button here, Create Scene.
04:12As soon as you do that, it'll create a 3D camera and also a null which is a 3D
04:17layer. As soon as you have the camera you can go and look at that in the 3D
04:21environment. I'm going to switch to 4 View here and take a look.
04:25I'll zoom into the right view and there is the camera.
04:28If it's selected you'll see the axis handles and plus a little short motion trail.
04:33If you move the timeline, you'll see that the camera moves along that trail.
04:37Now in this situation, the camera wound up, right-side up and moving in the logical fashion.
04:42Occasionally based on the footage, you might have the camera come in crooked
04:45or up side down, it might still be moving correctly but might not be in a useful orientation.
04:51If that's the case, there is an option for fixing that;
04:55if you go back to the Effect and select it, you'll see this menu right here. What
04:59you can do is select a few points that run along a certain axis, like, for
05:04instance these two would be in the Y direction,
05:07go to this menu and click Ground Plane and say, Set Y. You can pick other ones
05:14and Set X or Set Z, and also, if you have a number of points on the ground,
05:19which should be the ground, you can then set those to Set to Selected, which would
05:23be the ground plane.
05:24That will reorient the camera to make logical sense.
05:27Now in our case, the camera looks great, it has good motion, its staying
05:32upright, which you expect.
05:34So you can just leave ours as is.
05:37So there we go we've used the FoundryCameraTracker to 3D track this to produce a 3D camera.
05:44We're now ready to bring in 3D layers.
Collapse this transcript
Applying artwork to a tracked null
00:00We've used the FoundryCameraTracker to produce some 3D tracking data.
00:04Now we can use that data and apply it to a matte painting to create our new
00:08building in the center.
00:10First thing we need to do though before we bring the matte painting in is create a null.
00:14This is a similar process as you might take with the After Effects Camera Tracker.
00:18So what I want to do is look for a point somewhere in the front of the center
00:22building to create a null with.
00:24So let's zoom in. I'm going to play it back to see which points stick around. A few disappear.
00:34So in terms of points to stay around that are in the center of the building.
00:38This one right here works pretty well.
00:40Now, if you have slightly different settings on your Camera Tracker, you might
00:43have a different set of points, that's okay, select one that's in the center, I
00:46am going to select this one right here, it's about the third window up.
00:50Once it's selected, you can just click on it and it's yellow, you can go to this
00:54built in menu, and choose Create>Null Object.
00:58That creates a null.
00:59Now null here, looks like a red square.
01:02If I select that new layer however, you'll see the axis handles at the top left.
01:06I'm going to rename this new layer, while I'm thinking of it.
01:09I'm going to call this BuildingFrontNull.
01:11So there we have a null.
01:14So let's bring in the matte painting next.
01:16So File>Import>File, this will be in the Matte folder, there is a file called
01:22MattePainting, it's a Targa file, just one image.
01:25You can tell by the thumbnail that this is a new building that was painted over a
01:29still frame from the original image sequence;
01:31that was done just to make sure the perspective fit and everything fit nicely.
01:35Also it was done to maintain some of the original parts of the center building.
01:39In any case let's pull this down, top of the composition, here it is.
01:43Now this was painted over frame 119, so I want to make sure my timeline is at
01:48the very end on the same frame, so make it easier to line up later.
01:52So before we apply this, we need to convert this to a 3D layer, so click
01:56this icon and because it's going to be in the wrong place compared to where
02:00the camera is, it disappears temporarily, that's okay, we're going to relate
02:04the MattePainting to this null and just as a quick shortcut, I'm going to
02:09apply expression again.
02:10I'm going to pick the position of the MattePainting, go to Animation>Add
02:16Expression and pick whip the position of the null, click off and there's the expression.
02:22So MattePainting becomes visible again, however, it's more in the foreground and
02:26actually it scales too large.
02:28Because it scales so large, it looks like it's been pushed over to the left and up.
02:32So we still need to address the anchor point and the scale and possibly the
02:36orientation to get this mapping back to where we want it.
02:39Because we are looking at the entire frame, the goal is to get that situated, so
02:43it sits right over the old one.
02:44In fact, you can line up the old buildings, like this foreground building
02:48and even the tree here.
02:49So you need to adjust the Scale and the Anchor Points and in fact, in this
02:56situation I probably need a negative anchor point value to get it back down, but
03:01eventually I should be able to get this frame to line up with the old one.
03:05So in this situation, a scale of 54 works pretty well, also an anchor point of
03:11-989.5 in the X, -621 in the Y, and I also might need to adjust the Orientation.
03:23It's getting close, but it's still angled because of perspective.
03:26Now if I work that orientation, I can get it closer.
03:29So small values will actually make a big difference here, so for example, if I
03:34put -1 in X of orientation, 4 in Y and -1 in Z, it snaps and it's almost
03:40perfect, almost the perfect match up here.
03:42Now again, if you are tracking these a little bit different, you select a
03:45different point, you are going to have to use different values here, you might
03:48find, you need a completely different anchor point, different scale and
03:51different orientation.
03:52But you go through the same process, you are trying to get this lined up again, where
03:56it fits the frame perfectly instead on to camera.
03:59This is because again, the mapping was created over a top of the original frame,
04:03so I really want to get the two to match.
04:05So now, we can cut out the MattePainting.
04:07We're going to deal with just the front of the building first.
04:08We're going to treat the side of the building in a separate step.
04:12So I'm going to use my Mask Tool, my Pen Tool, to create a mask, I'll start at
04:16the top, carefully go over the roof line, I just want the front of the building. Now this
04:20building has a little corner to it, but I'm going to go to the corner and then down this
04:24corner edge, to the edge of the glass here, I'm going to cut off that brown
04:31column, down to here, across, back up.
04:38So now the building is cut out, you can see how the new building lines up to
04:41the old building really well, the roofline lines up, the edge of the building lines
04:45up, down to the bottom.
04:48So now let's cut out, let's see what it looks like.
04:50I'm going to turn off my original street, which we're just using for tracking
04:53data, I'm going to go back to BuildStreet composition and go ahead and drop that
04:58new composition into this one.
05:00So FoundryCameraTracker, I'm going to pull that down, put that below Foreground.
05:04It needs to be behind the Foreground layer, and there it is.
05:08Because the foreground was dealt with separately on separate layers, it's now in
05:11front of this new building.
05:13So that's looking pretty good.
05:15I'll deal with the sides separately and we'll also eventually cut off the top
05:18of the old building.
05:19For now the one thing we want to work on, maybe is the integration on the bottom better.
05:23You'll see there is this red truck here, that's trapped.
05:26We have two red trucks.
05:27Well, this red truck right here is from the still retracked, we want to keep
05:32that, this truck here on the left is trapped in the MattePainting, it's just
05:36garbage, you want to cut that out.
05:38So what I can do is go to the foreground, and actually the ForegroundMatte,
05:42remember the mask is on the ForegroundMatte for the Foreground and add a new
05:45mask here, just add a new one right here, and get by with the old one.
05:50So what I can do is draw a U-shaped mask that basically cuts out part of the
05:53matte painting we don't want, and actually what it's doing is it's just adding a new
05:57part to the foreground.
05:59So we're retrieving part of the original footage.
06:02So a U-shape like this, I'm going across the top of this brown area down this
06:06column, to save the column across and then down this column here, to save the
06:11column, but cut out this truck.
06:13I'll go across then up here, finish the U.
06:16So what I've done is retrieve part of the original footage that way.
06:19But I kept this column right here, I kept this column right here, from the MattePainting.
06:23Now I'm going to need to animate this mask over time.
06:26So I'll expand the ForegroundMatte look for that new mask, key on Mask Path and
06:32then start to bisect animate.
06:34So there's the last frame, definitely need to move this over, where you tweak it
06:40so it fits well, and then continue to bisect.
06:42You'll need more keyframes than I'm doing right now, but you get the idea.
06:46One last step would be to get a nicer transition on the center column, because
06:50right now, the way, I've cut it just ends suddenly, it doesn't really mesh with
06:53what's there originally, in terms of the store front.
06:56So I'm going to draw one more little mask right here to soften it.
06:59Now I could add a feather to this mask.
07:02I could also use the Feather Tool to try to get a soft edge right here, at the
07:06bottom of the column.
07:07This shape makes it really hard though.
07:09So what I'll do instead is create a second mask, to just feather that area.
07:13So, I'm going to draw another mask, a little box mask right here.
07:16What I can do is feather that one really heavily because the two overlap,
07:26I'll get the net result of a fuzzy edge on the bottom and hard everywhere else.
07:31So if I increase the Feather of this Mask 3, it's going to start feathering that
07:35column at the bottom.
07:36So if I try a value of say 20 or 30, and hide the mask, it starts to fade in to the background.
07:42So this might also need to be animated over time, this little box mask.
07:49So I'll do the same thing after I key it, I'll just bisect it over time, make
07:55sure everything lines up.
07:56Again, I'll leave that up to you.
07:58All right, but we used the FoundryCameraTracker to apply tracking data to
08:02this new MattePainting.
08:03We cut it out and then nested it into this BuildStreet Composition to get it behind
08:09the Foreground building.
Collapse this transcript
Refining tracked artwork
00:00We've integrated the front of the MattePainting building into our scene and it
00:03looks pretty good right now.
00:05There are a few places we can make some adjustments however, if we zoom in and
00:08take a look at it, there are some issues with the perspective.
00:13Now what's happening is in the original footage there's a lot of lens distortion.
00:17So what happens is on certain frames you can see that the foreground building is
00:21curving, it's not perfectly straight.
00:24First frame looks okay, if you compare the Foreground building to my new
00:27building, all the lines that run vertically are pretty parallel.
00:31I'll go to the last frame though.
00:32We'll see it looks like the new building is dipping inwards or you can see that
00:39the original building is bowing towards the sky.
00:43So the original building, if you trace it upwards, is no longer a perfectly
00:46straight line, it looks like it's tipping towards the sky.
00:49In any case, it looks like these lines arranged vertically are no longer parallel.
00:53So let's try to deal with that.
00:54I'm going to go back to the FoundryCameraTracker composition and one thing we could do is
00:59apply some distortion to this MattePainting.
01:01There is an effect for that, I'll select my MattePainting layer and go to
01:05Effect>Distort>Optics Compensation.
01:12What happens is if you increase the Field of View, it's going to distort this
01:16layer in a spherical fashion, so it gets bowed towards the edges.
01:21So, in fact if I put a value of 40 in, it bows out just a little bit, this will help.
01:26Also what I can do is continue to adjust the orientation.
01:29Now in this case, what works pretty nicely, is if I had a tiny bit of Z Rotation.
01:35Now I can change my Orientation or I can just use my rotates.
01:39You can use Rotation in combination with Orientation to get the net result.
01:43So for example, if I rotate Z by a very small number like .1, I'll tip it over
01:48just a little bit and that should help.
01:49If I go back to BuildStreet now and compare, I have improved the end frame a little bit.
01:54So now the lines are a little bit more parallel between the Rotation and the
01:58Optics Compensation.
01:59If I go to the first frame, this still looks pretty good.
02:02So I'm comparing for instance this white vertical line to the edge of the building.
02:07Okay, so that's working well now.
02:11Now let's add the side of the building which of course is cut off.
02:14So I am going to go back to the Camera Tracker.
02:17Now there's a couple of different ways we can approach this.
02:19One is we can go back to our original tracking data and pick a point along the
02:24side of the building, turn it into a null, and use that null, the different
02:28MattePainting layer that cuts out the side.
02:30Now because the MattePainting actually has the perspective of the side built
02:34into it, where it really matches frame 119 really well, we don't really have to do that though.
02:39You can use another trick and that is to use the same null on the front of the
02:44building and use some transform tricks to make sure it fits well over
02:47time, let's do that.
02:48Now the shortcut is just to duplicate the MattePainting layer itself;
02:52add a duplicate to get a new MattePainting, delete its mask and draw a new
03:04one that cut out the side.
03:05So a Pen Tool go across the roof, down the side, there's a little bit of a ledge
03:15here, straight down to where the stores are, tip in a little bit, straight through
03:21this truck, that will be covered up later, across and up at the same point where
03:29we cut previously across the side of this glass and this brown line there about
03:33right here, you need to adjust that, something like this.
03:37Now in order to make it a little bit easier to draw, I should probably turn
03:40off my Optics Compensation which is also copied over at the same time.
03:44Now I can see it a little bit better.
03:48Once cut out, then I could turn on the compensation one more time.
03:53I turn off my original street on the bottom so I can see it together.
03:59Now because I've made a copy of that MattePainting layer, the expression
04:02was also copied over.
04:04So if you look at the Transform Position has a same expression which is still
04:08related to the null, the front null so that's perfect.
04:11I'll go back to BuildStreet and we'll see the entire MattePainting.
04:19Now one thing that might be an issue is the fact that this is a static
04:23MattePainting, I might have it moved forward in the Z direction compared to
04:26where the camera is, but there's no real paralax, no real
04:30perspective shift on the side.
04:31And in fact, the real building the size of the side is changing relative to the
04:36frame, in other words it's getting wider over time.
04:38As you get closer to the building, you see more and more of the side.
04:41That's not happening with our MattePainting, it's getting closer, but the side
04:44is not changing scale.
04:45I can tell that's an issue if I zoom in close and I compare the MattePainting to
04:49the original building.
04:51Now, in fact I can see the original building poking out a little bit right here,
04:54two little ledges right here sticking out.
04:57We can also see of course top sticking out and this will be cut off later, but
05:00it's a good reference.
05:01Now if I compare that on the first frame to the last frame, what happens is I
05:06can see a little bit more of the original building on the last frames.
05:09In other words, the side is getting a little bit wider over time, a little bit
05:12more is poking through.
05:14So in order to match that effect, what I can do is go back to my Camera Tracker
05:19and then adjust the transforms over time, what would work best is if I change X
05:24scale of the side piece over time.
05:26So for example, I can go to the first frame and just adjust the X scale, so I'll
05:33have to turn off the link, I don't want to mess around with my Y or my Z. And
05:36then for example, on the first frame increase the scale a little bit next, let's
05:40make a little bit wider and that will cover up those ledges that were poking out.
05:44Now when I change the scale, it's going to push it away from my front because of
05:49where the anchor point is, over here.
05:51Now, I'll have to go ahead and adjust the anchor point to fix that, so I can put
05:55in -953 and then I'll pop it back into the right place.
06:00Now of course, you can try this interactively to figure out the right value.
06:03But in this case -953 works well.
06:06Now the idea is we're going to change the X scale over time so I need to key
06:11this, this scale and the anchor point on the first frame, and I can put
06:14another keyframe in.
06:16Now I have a couple of choices.
06:17I could go ahead and put a keyframe at the very end, but what will be more
06:20useful to us is if I place a key right when the camera is about to pan to the right.
06:26So again, what happens is the person walks forward, pauses and then pans the
06:29camera to the right.
06:31So actually some place around frame 79 is where the transition is about to occur
06:37in terms of the pan, so let's say frame 79.
06:40What we can do is add another keyframe here, so that's where the person stops
06:45walking forward with the camera.
06:46So that's where the scale pretty much stops.
06:48So what I can do at this point is increase the scale to widen it.
06:52So if try say, 57, it makes that side wider and then of course, I have to change
06:57the anchor point, in this case -881.
07:02So let's take a look at the BuildStreet and see what that gets us.
07:05So here is frame 0, so widen out the side a little bit, so it carries up those
07:11two ledges that are poking out.
07:13If I go to the end frame, it keeps the same relative scale, another way to tell
07:20is look at the top of the building.
07:23Here is the first frame, I can see these ledges poking out a little bit,
07:27again, those will be cut out later and here is the end frame, where roughly the
07:31same amount of ledge is visible.
07:33So in fact, the side of the building is widening, but staying relative to the
07:37original background building.
07:40Let's play it back. There we go.
07:54Now because we laid some groundwork in advance and we paid attention to all
07:58these foreground elements, we have some nice integration here, in fact it's a
08:02little bit difficult to see where the building stops and where the real
08:05background starts, which is good.
08:06Other things we have is nice parallax between the foreground elements like this
08:10street lamp and the cars and the building.
08:12So we see things slide by appropriately.
08:15So there is our integrated MattePainting.
08:16We'll use some similar tricks that we applied to the front to get the side in
08:21there, in terms of applying the FoundryCameraTracker data.
08:24We also adjusted the transforms to make a better fit between the new
08:28building and the original building.
Collapse this transcript
Faking reflections
00:00We have integrated the matte painting, so that's starting to look pretty nice now.
00:03Now we can move on and remove this original center building.
00:06Now the only way to do that is to simply rotoscope that and subtract it.
00:10So I can go down to my Background layer, where that building is right now and
00:14draw a new mask, I'll grab the Pen Tool, draw a mask that starts behind the
00:19foreground building, goes across and above the third building, which I do
00:23want to save and across in between the old building and the trees and then close that.
00:29Initially that mask is additive but I can go down to the new mask that I just
00:34drew and change that menu to subtract and there the building goes away.
00:38Of course, I need to key this over time so I am going to go ahead and key the
00:43first frame for mask path here then, go ahead and move to the last frame adjust
00:48that mask and then continue to bisect to key that, I'll do one more frame, move
00:55that over and then I'll let you do the rest of the keying, it probably will need
00:59quite a few more keyframes, but that gives you the idea.
01:02So that building is now removed, now we can look at the overall quality here.
01:06Now one thing that might be nice in order to integrate this building better
01:09would be to create some type of reflection, this is just a static Matte
01:13painting, so you are not going to get any moving reflection that you would
01:16normally get if you were truly walking down the street, something similar to
01:19what you see in these windows right here on the foreground.
01:21We can fake that right in the composite though and go back to the
01:24FoundryCameraTracker composition and create those reflections right here.
01:28Now before I do that I want to rename a few layers, just so I know what's going on.
01:31This layer is the left side of the MattePainting, so I'll rename that
01:35MattePaintingL and this is the right side, so MattePaintingR.
01:39Now in terms of reflection what we could do is bring in some other footage
01:44or some other still image and mask it so it's just for the WindowsR to
01:48create a fake reflection.
01:50Now there is a problem of bringing the still image from some other source;
01:53I don't have that camera motion so it's not really going to match correctly.
01:57It's going to look like it's sliding in a strange way.
02:00What would be better is to use the original street footage somehow because that
02:04has original camera motion in it, and that will line up quite nicely, let's
02:08go ahead and do that, let's pull on the street a couple of times.
02:11I'll put one copy on top of the Matte Painting Right and one on top of the Matte
02:16Painting Left. Of course those new street layers take over the entire frame.
02:21So we need to figure out a way to mask those where they appear just for the
02:25WindowsR so I am going to turn off the street layers temporarily.
02:28What we can actually do is copy up the original matte paintings and then, create
02:33a Matte using just the window color, let's try that, I want to pick the Left
02:38Matte Painting, add a duplicate, that becomes L2, I want to pull L2 above the
02:44street, I'll do the same with the Right Matte Paining, duplicate that, pull
02:49that right above the street so it goes original, street, copy.
02:54Okay, I am going to hide the original matte paintings now and I'll get down to just my copies.
03:00Now what we do there, so you can use a keying tool to concentrate just on the
03:05blue color where the windows are to separate out that section.
03:08For example I can go up to Effect>Keying and apply Keylight.
03:14Now normally keylight is used for a green screen removal but it works perfectly
03:17fine in this situation also.
03:18In fact let me just start with the left side, so Effect>Keying>Keylight.
03:23The first thing I'll do is select the Screen Color, I'll pick an average blue.
03:31Instantaneously most of the glass is removed and becomes transparent.
03:35Now what might be nice is simply to reverse that effect where I remove the
03:39stone, but keep the windows.
03:42So one trick for that is go to the Screen Matte section, and invert Clip Black
03:48and Clip White. Now normally these determine what's pure transparent and what's
03:52pure opaque but if I reverse these, I get the opposite result and in fact if I
03:59use a value of 35 or roughly 35 for Clip White and roughly 70 for Clip Black,
04:05I'll get a good result.
04:06Now I am not concerned about the color because what we are going to do is use
04:10this simply as not the source, as a reference, and in fact I can see the
04:14Matte if I go and change the view right here to Combine Matte, that's a nice matte right there.
04:20I'll return this to Final Results so we can go back.
04:25Now I guess we're going to use this as a source, so the trick there is use the Track Matte
04:31tool one more time.
04:32So what I can do is turn back on the Streets, turn off the L 2 and Right 2, show
04:41the Track Matte menus through Toggle Switches, and change these menus beside
04:46Street. So for this street, I'll change this Track Matte to Alpha Matte and this
04:52street to Alpha Matte also.
04:55And when I'm done with that, I'll see that the windows are cut out, in other
04:58words the street is cut out in the shape of the windows.
05:00My right side doesn't really have the Windows showing up yet, because I need to get the
05:03keylight over there first, so what I can do is go to my L2 where keylight
05:09currently is and is currently set, Ctrl+ C or Command+C that, copy that and paste
05:14it onto R2, Ctrl+V or Command+V and there we go, so both sides are cut out.
05:20Now we don't have to live with where the reflections currently are, in other
05:24words, the streets were brought, in after the default locations so we get a
05:28default center chunk of those images.
05:30In order to be more selective, what I can do is change the transforms of those two
05:34street layers to select a better section to create the reflection.
05:38So for example, if I go down to the lower street which creates a front
05:44reflection, I can fiddle around with the scale and position until I get a
05:49section that looks kind of nice.
05:50For example it might be good to get a section of the sky back, so you can change
05:53these things interactively, and you will see it slide across.
05:57I'll give you some values that'll work pretty well here, for Scale 105 and then
06:02for Position 736 and 568.
06:11What that does is it pushes the building over so this center building winds up
06:16more here on the left, and I get a piece of sky back.
06:19What's nice about this is this building right here, that's reflecting, is the
06:22one we cut out anyway so people are not going to recognize it.
06:24Let's try the right side also.
06:27I'll grab this street, and change the transforms, and this one I'm going to leave the
06:31scale 100, but I'll try a different position, 672, 470, there we go, and that
06:37gives me a little piece of sky right here.
06:38Now I need to get back my original MattePainting so I am going to turn those
06:45back on left side and right side and the first problem is that the reflections
06:49mostly take over the building, I can't see too much of the building left and that's not good.
06:54What I can do though is reduce the opacity of those two street layers.
06:58Let's say 35% for each one.
07:01And there we go, so now I can see the reflection on top of the
07:08original MattePainting.
07:09Now one last step that would be nice here is to somehow distort the reflections.
07:14Often when you walk down the street and you look at a sky scrapper, you will see
07:16that the glass creates a wavy reflection, that's because the glass is not perfectly flat.
07:21In order to do that, we can apply an effect to these street layers and the one
07:24that's perfect for this is called Turbulent Displace.
07:27So I'll start with the left side Effect>Distort>Turbulent Displace.
07:32You will see instantaneously the reflection becomes wavy, now you can change the
07:39intensity and the size of that wave by changing the amount and size.
07:43So for example the amount I can experiment with, but then slide down to 20 or so
07:50and the size I can also play around with but I'd probably want a relatively
07:54small size, very, very subtle so I think a value of around 8 will be good.
07:59Now I have to see this by zooming in, but this is with the Turbulent Displace and
08:03this is without, very subtle distortion, but as the camera moves you will see this.
08:08At least you will see that the building windows and building sides in the
08:11reflection aren't perfectly straight.
08:13Let's take a look at this now in the BuildStreet composite.
08:16We'll play back a short section and there we go.
08:24Now one problem is because it didn't finish keyframing the removal of the
08:29original building shows up for a second, but once you keyframe that mask
08:32completely that will go away.
08:34Let's concentrate on the reflections though, take a look at the reflections over here.
08:42One nice thing is the reflections move relative to the building which is very accurate.
08:45The reason this happens is if I go back to the Camera Tracker is because the
08:53MattePainting itself is been tracked, it moves but my street layers are not being
08:58tracked, so they stay static.
08:59So two move relative to each other in the end and that's actually a very
09:03realistic result in terms of the fake reflection.
Collapse this transcript
5. Color Grading and Fine-Tuning
Color grading for sunset
00:00We have integrated the new Matte Painting into the scene and it's looking nice.
00:04However, there is one major series of steps left to take and that is color grading.
00:08You will notice right now that the colors don't match; the matte painting is
00:11very blue and also the original footage, it does not really match the sunset,
00:15it's not very orange or pink, so we can apply various color effects to different
00:19layers to try to integrate all these elements together.
00:21So let's start with the sunset, let's make sure the sunset is the way we want it
00:26first, and we'll match everything to that.
00:27If I zoom in I can see that maybe there is a little bit too much green or
00:30greenish tan inside the sunset, so what I can do is go to the sunset layer and
00:34apply some color effects.
00:37So I'll start with Effect>Color Correction>Color Balance. Then also Effect>Color
00:43Correction>Hue/Saturation.
00:45The Color Balance allows you to adjust the balance between red, green, and blue in
00:51the Shadow, Midtone, and Highlight area.
00:52Now you can move these sliders around interactively just to see the result,
00:56for example I can reduce the green in the highlights and it gets more purplish in that case.
01:02Now let's take some time to experiment, but I will give you some values that
01:08will work in this case.
01:09So for highlight green, I am actually going to enter a -45, then for Shadow Red,
01:14I'll put in a -11, Shadow Green, -21, and Shadow Blue, 18.
01:25So these values make it more orangey and less green.
01:28Now whenever you adjust the color balance here, it might affect the saturation,
01:33it's become more saturated and much more intense.
01:36I'd actually like to reduce saturation so that's why the Hue/Saturation effect is here.
01:40I can reduce it through the Master Saturation or increase it.
01:45In this case, I want to make it a little bit more washed out so I am going to enter -40 here.
01:51So there is a nice pale sunset with some blue still showing through.
01:57We're going to use this as the guide to color correct everything else.
02:01We're going to start with just the Live Action portion, we'll save the
02:04Matte Painting for later.
02:05Now before we move on there is one other step we can take with the sky.
02:09If you remember we added an optics compensation to the building to get
02:13some distortion on it.
02:14We do the same on the sky, since the sky takes up a big area, it would be nice
02:19to distort the edges a little bit as the camera moves.
02:22So let's do that with the sky selected or the sunset selected, I'll go to
02:26Effect>Distort>Optics Compensation.
02:31Again you can raise the Field of View until it becomes distorted.
02:35In this case I am going to use a fairly small number just to give me a little
02:39bit of distortion but not too much and let's try 25.
02:42You will see it mostly on the edges and that's what we are trying to get.
02:45Alright, now we can move onto other parts if the scene for color grading.
02:49Lets start with the background core, which is right here.
02:52I am going to add several effects and then be able to copy them to other layers.
02:56These are commonly used.
02:57So, the first one will be Color Correction>Curves.
03:00Next one will be Color Correction>Color Balance, and the third once
03:06again, Hue/Saturation.
03:07I am going to start with the Curves.
03:11The Curves allows you to adjust the Brightness and Contrast interactively and
03:16also increase or decrease the contrast.
03:18What I'd like to do here is just darken these buildings down, so it looks more
03:22like twilight, like the sun is below the horizon.
03:24So I am going to lower this top point here, which will darken the highlights, add
03:29another point in the center and bow it down. This will add a little bit more contrast
03:34and then darken it overall, so now it looks definitely darker.
03:37Next thing I'll do is adjust the Color Balance.
03:40The goal here is to get this more pinkish like the sky.
03:43Again, you will have to experiment, but I'll give you some values just to save
03:46time. I am going to increase the Red in the Shadow, Shadow Red 45, also
03:52increase the Red in the Midtones, 15, but in the Highlights I am going to reduce
03:58the green, Highlight Green -10.
03:59So now it's more pink, more red, less green.
04:05Now this just altered the saturation so I need to deal with that. I am going to
04:09reduce the saturation to -25. So now it's more pale which matches the sky.
04:14Now that I have set these effects in terms of color grading, I can collapse
04:19them and copy them to some other layer, so I can just Shift+Highlight
04:23these three effects, Ctrl+C or Command+ C to copy, and go to another layer, for
04:28instance Background, and Ctrl+V or Command +V, and now the core integrates with the
04:33rest of the background.
04:34I can also copy these to the foreground which is this building here on the front left.
04:39So once again Ctrl+V or Command+V, now when I do that it looks too dark, so
04:44what I'll have to do is adjust these effects one more time just for this
04:47foreground building.
04:48Now in this case it's too dark so I am going to raise the curve back up
04:53something like this.
04:54You can also adjust the saturation, looks a bit pink still, I am going to go down to -35.
05:04So now this building in the foreground looks similar to the building right here.
05:07Now that I have this foreground building balanced, I can go ahead and apply that
05:11to these cutout cars and lampposts.
05:13So I am going to copy the effects as it is right now, Shift+Select them,
05:18Ctrl+C or Command+C for copy, then go to the AE3DTracker, and Ctrl+V or
05:28Command+V paste.
05:32That darkens these cutout foreground elements.
05:34Now there is one other one associated with that and that's the cutout passing cars.
05:38I am going to paste those effects down to that layer right now, Ctrl+V or
05:42Command+V, those are the cars that disappear briefly in between this front cluster.
05:48All right, just one other section to deal with at this step and that's this
05:53foreground building.
05:54Now we are going to save the trees for a later step, those definitely need to be
05:59graded but they need some extra work.
06:01What I can do though is go ahead and adjust the building patch which is
06:04underneath the trees, that just fills in the holes, so I am going to paste one
06:08more time with those effects in there and then adjust the saturation.
06:13Now they are hard to see but if I raise the Saturation up to a really high value
06:17you will see that patch show through the holes that the trees layer has made.
06:21Now that's too intense now, so I am just going to reduce it to -10.
06:25Alright, so by using some color grading effects like Color Balance,
06:28Curves, and Hue/Saturation
06:29we are able to balance the colors and the brightness and contrast on most
06:33of the elements in this scene to get them better integrated with this sky.
Collapse this transcript
Color grading matte edges
00:00We've color graded quite a bit of the scene now, so that the various
00:04buildings match the sky.
00:05One major area of the original footage we need to do a still though is the trees,
00:09so let's look at that area.
00:12I'll start by copying the effects from BuildingPatch upwards to Trees, so the
00:17Curves, the Color Balance, and the Hue/ Saturation, Shift select those, Ctrl+C or
00:23Command+C and then paste onto Trees.
00:26Overall this matches better now, but we can continue to adjust these effects to
00:31try to get better edges on the leaves and that's a real difficult area.
00:36Now the effects I pasted come in at the bottom and that's fine, we still
00:40had the original Curves and Color Range we used to remove the sky, the new
00:44Curve becomes Curves 2.
00:45I will start by trying to adjust the Curves to see if I can improve the edge quality.
00:50For example, I can go to the top Curves to maybe darken the very end of the curve
00:55and there will be a slight difference in the resulting color range keying.
01:00I can also adjust the Curves 2 that I just pasted in, to make a bowed down
01:07curve like this and you get an area that's pretty distinct in terms of this purplish area.
01:13What we can do is target that area with a different keyer and try to remove that.
01:17I don't really want these hard edges here, where I have the tree,
01:20mostly the color is over here towards the right.
01:24So what I can do is add a different kind of keying tool.
01:27This time I'm going to try Linear Color Key;
01:29you can sample that purple color just to target it.
01:35So, I'll pick this purple somewhere in the center here, and instantaneously it gets eroded.
01:41I control the aggressiveness of the erosion by adjusting the Matching Softness.
01:46I go down to 0, it's back to normal or I can do something very tiny like 1 to erode into it.
01:52Actually it looks pretty good;
01:53however, I still have this hazy ghosty edge hovering outside the leaves.
01:58So, what I can do there though is add a blur to try to soften that.
02:02In this case I'm going to add a Channel Blur.
02:05I am going to raise the Alpha blurriness by a small amount like 1, and that softens it out.
02:11That's actually looking pretty good overall;
02:15I can continue to adjust the original curves to, to have different results.
02:20In fact, if I pull the center of this second Curves down a bit;
02:25it gets rid of the last remaining bit of haziness.
02:28Now one problem with this is it might affect the other parts of that layer in a
02:37poor way, in fact, if we look down here towards the bottom, we will see this
02:41building we saved earlier gets eroded.
02:42Now there's two choices, at least in terms of the effects we already have,
02:47we can adjust the Linear Color Key to try to restore that building or just
02:51remove it completely.
02:52I rather have good edges on my leaves, it's more important I think.
02:56So, what I can do is just raise the Matching Softness, and erode that building
03:00out completely, and in fact, that still leaves my edges looking pretty good for my leaves.
03:08Another potential problem though is it might affect the top of this building
03:14here, and in fact, the very edge of this building starts to fade away and become semitransparent.
03:18So, there is a case where I might just leave my effects as is, because I like
03:22the tree the way it looks, well, the two trees, but then patch this building
03:26with a different layer.
03:28So, what I can do is copy the Trees upwards, Edit>Duplicate, get Trees 2;
03:36get rid of those masks or the mask that is on there already; delete that.
03:44And draw a new mask that just restores part of the building we're concerned with.
03:47So, I might draw a mask like this on frame_1, so I'm back to the Pen Tool, and
03:55maybe a mask that just saves that corner of the building.
03:58Now the old effects are still on that new copy so I don't really want the Linear Color
04:02Key, that's the thing that is giving that the problem in terms of erosion.
04:05So, with Trees 2 is selected,
04:07I'll make sure to get rid of that Linear Color Key, and the Channel Blur,
04:14so just delete those.
04:17Now the building is much more opaque here on the edge.
04:19Now of courses this has to be keyed over time, there is the first frame, and
04:25adjust it for the last frame.
04:27We can also increase the Feather;
04:29I want this area to be soft right here where it's crossing the leaves themselves so
04:33I can feather that by 10.
04:35Now we have to continue to bisect this and add more and more keys, until
04:38it follows completely.
04:40But there we go, we have made some adjustments to the effects on the Trees layer
04:45to improve the actual leaves, and then we patched the building to restore some of
04:49the parts that got eroded away with the new layer and some more masking.
Collapse this transcript
Color grading a matte painting
00:00We have color graded most of the scene now, and most of the buildings, and trees,
00:04and so on, integrate well with the sky.
00:06Now there is one thing left and that's the matte painting, obviously it's very
00:09blue, doesn't quite fit.
00:10There's a couple of different ways to deal with this.
00:13The first way is we just add affects to it like Color Correction and Hue and Saturation
00:16and so on and adjust it that way.
00:18Another way is to create a duplicate layer, and tint that, and combine the two.
00:23I am going to try that way;
00:25it's going to work better in this situation.
00:27I am going to rename that layer first, which is a FoundryCameraTracker and just
00:31so I know what it is.
00:34Now I'll copy that layer upwards, so Edit>Duplicate. There's Building 2.
00:41I am going to rename that BuildingTint.
00:46I'll go to the effects on that and there are no effects right now.
00:49I'm going to add a Hue/Saturation, Color Correction>Hue/Saturation.
00:53Now normally we deal with the Master Saturation slider, this time however, I
00:58am going to Colorize.
00:59And Colorize, is kind of like a Tint, you can see it change color right away.
01:05I can adjust the wheel on the Colorized Hue to get different colors.
01:10Now in this case if I enter 7
01:13that gives me an orangey pink that's very similar to the sky.
01:17Now when I do that the tinted version takes over, I can't see the
01:21original version at all.
01:22So, what I need to do is reduce its Opacity, reduce it down to 60%, now I get a
01:31combination of both the tint and the original.
01:33So, I wind up with a pinkish building where the windows are no longer
01:37supersaturated, but are more closer to the blue you find in the sky.
01:40If I zoom back to see that, it looks much better; it fits the scene is much better.
01:44Now there is one last thing we do while we're working with this building, and
01:48that's to adjust the overall brightness and contrast.
01:50Now I don't like to that equally across the entire building, what I'd like to do is
01:54get a Shadow here on the left, this will help make it pop out and make it more
01:57separated from the foreground.
01:59So to do that I'm going to make another copy of the building, I am going to go back
02:03down to Building, Edit>Duplicate and that New Layer I am going to call that
02:08BuildingShadow, and then I'mg going to darken that down, once again, there are
02:13no effects here, so I am going to add a Curves, Color Correction>Curves.
02:16Now I'll use that to darken the building, pull that curve down and you point in
02:21the center and bow it down for a little bit more contrast.
02:24You see it gets darker right here.
02:26Now I don't want that darkens to be equal across the entire building once again, I
02:29want it to be on the left side, so I am going to draw a mask.
02:33Just roughly over the left side, a little bit irregular, something like this, and
02:37then down to the bottom, across, and back up.
02:39Now initially that transition is very harsh, but what I can do is create a Feather
02:45there, a big Feather, say 200 to really soften it out, and there it is.
02:53So, here's with the shadow and without.
02:55With is much more interesting. There is more contrast, it's easier to see the
02:58building, plus reflections are more interesting, because there is more
03:02contrast there as well.
03:03So that completes our color grading.
03:04Now there is one last thing we can address while we are in this composition,
03:07and that's the fact that for the first few frames, these leaves are cut off at the top.
03:12This occurred when we masked the trees out on the Trees layer. I can turn the mask
03:19back on and we can see that.
03:20Now initially the problem was that the Building was appearing underneath the
03:23leaves or very close to the leaves.
03:26Now since we have added some more effects to this layer, we can review that and
03:30see if that's necessary.
03:31I am going to expand the masks, and I want to see where all my keyframes are,
03:35this is really only a problem for the first fifteen frames or so.
03:37What I can do though is adjust this mask to see if there is still problem.
03:41If we pull off far enough, we eventually see that building, but that building
03:44has been keyed out to the point where there is very little of it left.
03:48So, in this case we can just adjust this mask to restore those leaves.
03:52I am going to go from keyframe-to- keyframe to update this, I am going to use
03:54this arrow here to jump to the next key, and then adjust the mask and
04:00restore the leaves.
04:02Now as soon as the leaves leave the frame, then it is no longer an issue,
04:06so there, they have come back. All right!
04:08So that's basically the completed scene, there are a few more steps to take and
04:12then we will be ready for rendering.
Collapse this transcript
Adding motion blur and final rendering
00:00We are almost finished with our project.
00:01There's just two more steps to take to prepare this rendering.
00:05The first is to add Motion Blur. We have the option to Motion Blur any of the static
00:09elements that are tracked, this will help make those various layers match the
00:14real footage a little bit better.
00:16For example, I can go to the AE3DTracker composition and turn on Motion Blur
00:21for anything that's being tracked, for example the cars.
00:25To do that I need to turn on the Motion Blur switch beside the layer right here
00:30and also turn on the Enable Motion Blur for the entire composition right here;
00:34as soon as you do that it's going to move that layer very slightly.
00:39Now since these layers are not moving very fast, it's going to be a very short
00:44motion blur trail, but it does soften it very slightly.
00:46You can also turn on Motion Blur for these other layers, like the Lamp, the
00:50Light and both Billboard parts, the shadow and just the Billboard.
00:54You can also turn on Motion Blur for any other layer in any other composition
00:59that might be tracked.
01:00For example, I can go to the FoundryCameraTracker and do the same for
01:03MattePainting, left and right.
01:05Now if you don't see that switch, toggle switches, so MattePaintingLeft and
01:12right and the Enable switch.
01:15Let's go back to BuildStreet.
01:17Now I don't need to activate the Motion Blur for this composition because the
01:21things that need to be blurred are already blurred in the prior compositions
01:25and then nested here.
01:27In any case let's play back the first few frames and here we go.
01:30Now one problem that often happens with 3DTracking in Motion Blur is once you
01:35activate it and play it back, you'll see that the layer slips, you can see on this
01:43Billboard in particularl there it looks like it's lagging behind, there's a
01:46gap that opens up, and wiggles back and forth.
01:48There's a way to prevent that though.
01:50You have to go back to the Composition where the Motion Blur is, go to Composition
01:54Settings and look at the Advanced tab.
01:57In the Advanced tab there's a couple of Motion Blur options.
02:01The first is the Shutter Angle and that determines how long the Motion Blur
02:05trail is and actually this is fine at 180.
02:07More importantly, there is a Shutter Phase.
02:09We can use Shutter Phase to offset when the shutter opens and closes, in other
02:14words, where it's looking forward and backward in time, and in fact, if you
02:17change this to -90, it will work much better in these situations, -90.
02:21I need to do that on all the compositions with Motion Blur, so, I have to do it
02:26here on the FoundryCameraTracker also, so again, Composition Settings, Advanced
02:31-90, let's play that back now.
02:36So now that lagging, that wobbling, is almost completely gone.
02:45So -90 Phase ensures that the blur is centered on the current frame.
02:50So now that Motion Blur is working, we can move on to the last step, and that is
02:54to nest the final composition.
02:55Now, if you remember earlier on when we dealt with these foreground cars that
02:59are tracked, there's a gap that opened up.
03:01In fact, I'll go look in this first composition here, right here.
03:06So in order to prevent that, what I can do is nest this BuildStreet
03:09composition and scale it up.
03:11So I'm going to create a new composition, same size 1920 x 1080, 24 frames, 120
03:19frame duration, I am going to name this Final, then I'm going to nest the
03:26BuildStreet into this composition and scale it up by 102%, just a little bit
03:33bigger, not enough to ruin the quality, just a tiny bit bigger.
03:36So what I'll do is let it overhang a tiny amount, so we don't see that gap that
03:41opens up below the cars.
03:42You can also position this too, like that, and that's the final step.
03:52Now we are ready to render.
03:54So if we want to render out, I can pick this composition, go to
03:57Composition>Add to Render Queue then, go to the Output Module, click Lossless,
04:04select an Output Format, say QuickTime, change the compression if I want to,
04:09through Format Options, then go to Output and choose a place to write this out, and
04:16then render it out and there you go.
Collapse this transcript
Looking at the final scene
00:00Now let's take a look at our finished shot.
Collapse this transcript
Conclusion
Next steps
00:00If you're interested in learning more about VFX Techniques, I recommend checking
00:04out some of the other courses in the lynda.com library.
00:07For example there's two of my courses, VFX Techniques:
00:10Tracking Objects onto a Face and VFX Techniques:
00:14Crowd Replication with After Effects.
00:16In addition there is a great series, After Effects Apprentice, authored by Chris
00:21and Trish Meyer that covers a lot of the important basics of After Effects.
00:25Well that takes us to the end of the course.
00:27I hope you've learned some techniques that you can apply to a wide range of VFX projects.
00:32Thanks for watching!
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