Using Distort nodes individually and in combination

Video: Using Distort nodes individually and in combination

Let's talk about the distortion nodes and what they can do to an image or a portion of an image, to add special effects or to offset them, and all sorts of neat things. So let's start going through it, I have prepared this example here to show two things. One is to show each of the distort node of course, and then I also how to combine them, and make them into a processing chain, so that you can achieve whatever effect you want. So we are starting out with this picture of me in my cowboy hat, we can thread this to a viewer by adding an output viewer, and you can see that it's me in my cowboy hat centered.

Using Distort nodes individually and in combination

Let's talk about the distortion nodes and what they can do to an image or a portion of an image, to add special effects or to offset them, and all sorts of neat things. So let's start going through it, I have prepared this example here to show two things. One is to show each of the distort node of course, and then I also how to combine them, and make them into a processing chain, so that you can achieve whatever effect you want. So we are starting out with this picture of me in my cowboy hat, we can thread this to a viewer by adding an output viewer, and you can see that it's me in my cowboy hat centered.

If you drag over it, you can see that I have already masked this image by constructing a 3D Bezier curve to make a mask. So it's Alpha zero, in this is really cruddy background, and then Alpha 1, where I am. So the first thing we want to do is the Flip node. The Flip node flips an image, left to right. So we can go in one way, and then just flips it along the x-axis that way. They can also flip it along the y -axis, and turn me upside down. Or flip it both ways, x and y. We are going to flip with x, just to make me face the other direction.

Next step is the Rotate node. The Rotate node takes the image and it rotates by the number of degrees, in this case, 5 degrees, and it rotates it counter clockwise. So more degrees, rotates to the left, the less degrees, rotates to the right. You can rotate 90 degrees if you want to flip an image on its side, or in this case, taking 5 degrees just to rotate it a little bit, just to even square my face up. Next up is the Crop node. The Crop node takes any portion of the input image, and then based on an area in pixels, now the compositor works in pixels, it does pixel math effectively.

So what it does is it crops the image that's input, and puts out an image that is the size of the bounding box, the bounding box is defined by X1, Y1, which is your lower left hand corner, and then X2, Y2 is your upper right hand corner. So that takes this image that comes in and then just crops out the stuff that I don't want. If we crop image size, then it resizes the image to match the respective output. So after we do all that to the image, now we come down here and next up is the Scale node within the Distort Group.

The Scale node takes an image and scales it up or down. In this case, I'm scaling it 1.4 in the x -direction, and 1.5 in the y-direction. It can scale in both Relative Mode, which is what you saw or in Absolute Mode, if I want to absolutely make this image a certain pixel size, then I can click absolute. When I do that, Blender goes out to my current format settings over here, SizeX and SizeY, and pulls those in, and it assumes that it wants me to rescale this image to fit the normal output.

I don't have to do that, but usually you do. So we are going to go ahead and set that back to 1.4, and with all of these, as with any Input node you know, you can click and enter the number, and then just press Tab to get to the next field. I'm going to set the Y to 1.5, just to make me look a little thinner. Next up, we have the Translate node. The Translate node takes an image, and shifts it, left or right, based on the X, and up or down based on the Y. So in this case, I have shifted it to the right and down a little bit, and that's what the Translate node does.

So now that I'm shifted left and right, we now come down to the background, so that's my foreground, so I'm going to be in the foreground. Now let's talk about the background a little bit. Here we have a desert image loaded up. It should load up if you press E or F12, or Mac users, just click the Red new button that I have conveniently put up here for you. The Lens Distortion node takes an image in and distorts it. Now, what kind of distortion can it do? Well, a lot of different kinds of distortions actually. One is it can make a projector kind of distortion, which flattens out the image.

The other is it can jitter around, and jitter the pixels. And then dissimulate different kinds of lenses that are used in cameras. You have the Distort and the Dispersion settings. As we increase the distortion, we get more of a rounding effect around the outside, almost like it was shot with a fisheye lens. If we go negative on the distortion, we get the opposite kind of effect, and I remember seeing this effect, I was just watching a movie about a rider that was in rehab, and when they did the individual shots of the people, they used this distortion, and it really draws your attention into the middle.

I have also seen this used in a couple of CG animated movies, where the guys start speeding up, or starts focusing, or turning into a werewolf and things like that. So a little bit of distortion adds on to the effect that this was shot through a real lens, or enhances the effect, dispersion does chromatic smearing around the edges. So really, really bad lenses will actually bend the light and absorb different color and spectrums around the outside, and so that's what dispersion does.

We'll go ahead and set that back to zero. So those are the kinds of lens distortion you can do with Blender. Next step is the Set Alpha node that just simply sets the Alpha value of an image. If you fed this with the Alpha value of a mask in 3D, and fed a normal image, then this would be applying that alpha, and replacing the alpha channel of the image with the Alpha channel that you have supplied. Next step is a really cool node, called the Displace node. The Displace node displaces the pixels according to a texture, and I'm going to go ahead and crank this up, so you can see what happens.

Based on the value of the texture, it takes the pixels and stretches them in whatever direction you've specified in the number of pixels, in the x and y direction, based on the value of this texture, and this is a simple wood texture that I have created over in the Material side. Now you can also notice that these are sockets, so you could hook up either a Time node to a multiply, which we'll get into a little later, to Create and take this value from zero to something like this number over time, and then that will the distort and make this into a kind of a crazy kind of a fade, I have seen used in video.

So we are going to set this back to something a little bit more modest to simulate the effect of heat coming up. If you would ever want to simulate the effect that heat waves in the air have on distorting a lens or a picture, then you want to use this Displace node. So now that we have displaced and modified the background image a little bit, we use our AlphaOver node to combine me and the foreground Shifted and Displaced over a background.

And so that's the little noodle that you would do to create a Composite image based on the background plate, and a foreground.

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This video is part of

Blender Essential Training

131 video lessons · 25313 viewers

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1. Introduction

12m 5s
1. Welcome
1m 16s
2. Using the exercise files
58s
3. Using Blender's full capabilities
4m 16s
4. Getting and installing Blender
3m 8s
5. Mouse and keyboard differences on the Mac
2m 27s
2. 1. The Blender Interface

1h 6m
1. Blender oddities
7m 38s
2. Introducing the User Interface, Console, and Render windows
3m 8s
3. Configuring the desktop for an efficient workflow
6m 27s
4. Using the mouse and tablet on a PC or a Mac
5m 7s
5. Acquiring keyboard skills
7m 38s
6. Window panes and types
7m 53s
7. Exploring the default scene
5m 53s
8. Setting themes, UI colors, and user preferences
4m 0s
9. Understanding how to safeguard your data with autosave and backups
6m 52s
7m 27s
11. Using the open-source movies and assets
4m 18s
3. 2. Modeling

2h 7m
1. Working with objects in 3D space
6m 24s
2. Navigating 3D views
4m 23s
3. Understanding Blender modes
1m 51s
4. Understanding meshes
2m 8s
5. Editing a mesh
3m 28s
6. Using the Mirror modifier
2m 55s
7. Working with Vertex groups
2m 35s
3m 52s
9. Working with text objects
5m 23s
10. Using reference images
3m 38s
11. Modeling boots by extruding circles and joining meshes
8m 59s
12. Applying the Mirror modifier to duplicate the boot and rotate
1m 58s
13. Modeling a helmet with NURBS and the Boolean modifier
7m 14s
14. Modeling a belt and pants by making a compound object from multiple primitive objects
3m 51s
15. Modeling legs by using edge loops and the Knife tool
6m 9s
16. Modeling a chest and arms using edge loops
5m 30s
17. Stitching the shoulders and neck
5m 13s
18. Modeling hands with the Proportional Editing tool
9m 4s
19. Linking vertices to create knuckle joints
4m 7s
20. Reinforcing modeling basics to create the face, eyes, nose, and ears
13m 6s
3m 54s
22. Sculpting basics
3m 3s
23. Using the Subsurf modifier to smooth
2m 34s
24. Parenting
2m 7s
25. Working with groups
2m 1s
26. Understanding the endless possibilities for editing mesh with modifiers
2m 37s
27. Duplicating objects using the Array modifier
1m 54s
28. Modeling a set
7m 52s
4. 3. Lighting

39m 41s
1. Lighting overview
4m 25s
2. Using the Omni lamp
4m 50s
3. Working with the Area lamp
2m 57s
4. Using the Spot lamp
4m 9s
5. Using the Sun, Sky, and Atmosphere lamps
4m 51s
6. Using the Hemisphere lamp
2m 3s
7. Working with Ambient and Radiosity lighting
7m 34s
8. Lighting with three-point and other multipoint lighting rigs
5m 30s
3m 22s

1h 21m
1. Realism overview
2m 56s
2. Creating a world in less than seven days
6m 36s
3. Applying ambient occlusion
3m 47s
4. Working with basic materials
3m 24s
5. Working with node materials
4m 27s
6. Applying Pipeline options
2m 51s
7. Painting vertices
3m 13s
7m 59s
9. Using mirrors
4m 41s
10. Working with transparency
4m 28s
11. Using halos
2m 40s
12. Simulating with Subsurface Scattering (SSS)
4m 26s
13. Applying textures
9m 34s
14. Mapping image textures to an object to create a decal
4m 19s
15. UV unwrapping
4m 54s
16. Applying multiple materials to a single object
3m 31s
17. Painting in 3D
4m 14s
18. Using bump maps
3m 14s
6. 5. Animation

1h 25m
1. Understanding animation
4m 14s
2. Keyframing objects
6m 15s
3. Keyframing materials
3m 14s
4. Creating Shape keys
2m 28s
5. Creating Facial Shape key animation using reference video
2m 12s
6. Animating by combining Shape keys
2m 53s
7. Working with lattices
3m 37s
8. Using hooks
1m 30s
9. Working with Vertex groups
2m 33s
10. Creating armature objects
3m 44s
11. Mirroring armatures for bilateral creatures
3m 43s
12. Attaching mesh to the armature by way of skinning
5m 7s
13. Posing a character
4m 43s
14. Using inverse kinematics
4m 29s
15. Creating a walk cycle with inverse kinematics
6m 34s
16. Completing the walk cycle
3m 49s
17. Limiting range of motion and degrees of freedom
3m 47s
18. Managing actions using the Action Editor
3m 52s
19. Blending actions together using the Non-Linear Animation Editor
4m 34s
20. Tracking
3m 2s
21. Following a path
2m 21s
22. Mimicking an existing animation
3m 47s
23. Using the grease pencil
2m 56s
7. 6. Simulation

50m 43s
1. Understanding particle systems
2m 20s
2. Working with game engine physics
3m 52s
3. Spewing particles
7m 25s
4. Guiding particles
3m 43s
5. Creating reactions and collisions with particle systems
3m 15s
6. Creating hair and fur
4m 25s
7. Grooming hair and fur
3m 26s
8. Jiggling and squishing soft bodies
3m 43s
9. Simulating cloth
6m 10s
10. Simulating fluids
5m 47s
11. Using boids to simulate swarms, schools, and flocks
6m 37s
8. 7. Rendering

21m 29s
1. Using Render controls
6m 18s
3m 31s
3. Stamping text on video
2m 32s
4. Setting up test renders
4m 43s
5. Rendering image sequences
4m 25s
9. 8. Compositing

1h 5m
1. Viewing node thumbnail images on certain Macs
1m 31s
2. Overview and integration
2m 12s
3. Render passes and layers
4m 27s
4. Using Input nodes
6m 22s
5. Using Output nodes
3m 54s
6. Working with Color nodes
4m 29s
7. Color mixing and layering
3m 27s
8. Using Distort nodes individually and in combination
7m 15s
9. Using Vector nodes
6m 46s
10. Creating effects with Filter nodes
8m 49s
11. Using Converter nodes
6m 7s
12. Chroma keying with Matte nodes
6m 15s
13. Understanding node groups and reuse
4m 17s
10. 9. Sequencing

38m 43s
1. The Video Sequence Editor (VSE)
11m 47s
2. Integrating audio
3m 31s
3. Using VSE Greenscreen and other plug-ins
5m 40s
4. Integrating the Compositor with the VSE
7m 50s
5. Layering and splicing video
6m 18s
6. Speeding up and slowing down sequences
3m 37s
11. Conclusion

5m 26s
1. Putting it all together: Captain Knowledge visits lynda.com
5m 12s
2. Goodbye
14s

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