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Maya 2010: Getting Started with MatchMover, Toxik, and Backburner

Maya 2010: Getting Started with MatchMover, Toxik, and Backburner

with George Maestri

 


One of the most powerful 3D applications on the market, Maya 2010, now includes three complimentary bundled applications: MatchMover, powerful camera matching software; Toxik, a node-based compositor; and Backburner, a network rendering manager for Maya, 3ds Max, and Toxik. In Maya 2010: Getting Started with MatchMover, Toxik, and Backburner, instructor George Maestri demonstrates how to use these applications with Maya’s existing powerful feature set to create engaging 3D animations. Exercise files accompany the course.
Topics include:
  • Matching 3D animation to live action footage
  • Importing object-based camera tracks into Maya
  • Rendering with layers
  • Using Toxik to seamlessly composite footage
  • Adding effects with Toxik
  • Managing network renders with Backburner

show more

author
George Maestri
subject
3D + Animation, Rendering, Video, Compositing
software
Maya 2010
level
Intermediate
duration
2h 12m
released
Feb 25, 2010

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Introduction
Welcome
00:00(Music playing)
00:03Hi! I'm George Maestri and welcome to Maya 2010 Getting Started with MatchMover,
00:08Toxik and BackBurner.
00:10Maya 2010 made very few changes to the main application,
00:14so the big new features are three applications that are now bundled with Maya:
00:18MatchMover, a powerful camera matching application, Toxik, a node-based compositor
00:23and BackBurner, which is a network rendering manager for Maya, 3ds Max and Toxik.
00:29First, we'll use MatchMover to seamlessly match 3D animation to live action footage.
00:33I'll show how MatchMover can automatically match cameras with very little effort.
00:38After that, we'll explore some of the manual functions that allow fine control
00:42over camera matching.
00:44Next, we'll explore BackBurner, a network rendering manager originally available
00:48for 3ds Max, which now supports both Maya and Toxik.
00:53We'll look at how to set up network managers and servers, as well as how to
00:56monitor network rendering.
00:59Finally, we'll explore Toxik, a robust node-based compositor that can be used to
01:03finish your projects.
01:04I'll show you how to use Toxik's unique interface and also how to seamlessly
01:08composite 3D footage with live action.
01:11We'll then create special effects, animate our compositions and render the final output.
01:16So, if you're ready, let's dive into Maya 2010 getting started with MatchMover,
01:21Toxik and BackBurner.
Collapse this transcript
Using the exercise files and relinking media
00:00Now if you're a lynda.com premium subscriber, you'll have the exercise files to
00:04go along with this course.
00:06Now this particular course has two sets of exercise files. One is called
00:12ExerciseFiles_64bit. The other is called ExerciseFiles_32bit, and now we did
00:19this because of MatchMover.
00:21If you're using the 64bit version of MatchMover, download the 64bit exercise files.
00:28If you're using the 32bit version, download the 32bit version of the exercise
00:34files and regardless of which one you've downloaded, go ahead and place it on
00:39the desktop and then when I tell you to go into be Exercise Files folder, just
00:43go into the one that you've downloaded.
00:46Once you're in the Exercise Files folder, you'll notice we have one folder
00:50for each chapter and that contains the assets that you'll need for that
00:55particular chapter.
00:56So, if you're using the exercise files, go ahead and download those now and
01:00place them on your desktop.
01:04Now, even when you install files on the desktop, you may encounter situations
01:09where a program can't find files that are referenced in a project.
01:13So for each of these, you may have to kind of reconfigure the program just to
01:18make sure that you find the proper files.
01:20For example, in MatchMover, if you do a File > Open and we go to our Desktop
01:26then we go into our Exercise File, let's say we open one of the MMF files.
01:33When we do this, we may get an error, like this, which says it Cannot find the
01:38following file and what it's looking for is really just a JPEG sequence.
01:43So all we have to do is remember that file name, find the JPEG sequence and Open
01:48it and then we can proceed with the lesson.
01:53If you're using Maya and you find a situation where your missing files,
01:57typically, it will be in the image planes that go along with a file.
02:02For example, if I Open a scene such as Building 02 in our Chapter 2 project,
02:09you'll notice that it comes in, but we get an error here that we can't load the
02:13image file, which is the backing plate for this particular scene.
02:18So, in order to load that image plane, all you have to do is go to View > Image
02:23Plane and Image Plane Attributes.
02:26And then in your Attribute Editor, it will show up and we can just go here to
02:30Image Name and find that file.
02:33Now the folders are basically named the same as the Maya files.
02:37So here we have Building 02 and we just go to Building Shot, select that and
02:43Open it and now we have our scene all put back together.
02:50There may also be a situation where Toxik might not be able find your image file.
02:54So for example, if we open one of our exercise files, go to the Desktop and, for
02:59example, go to Chapter 04 and we select CityShot, one of the things that may
03:04happen is that some of these will show up with red Xs.
03:08All we have to do with these is just reconnect them.
03:11For example with this one, notice here in the Path what the name of the file is.
03:16It's Robot, Robot City.
03:18So all we have to do is just reload this file.
03:22Click here and again just go to my Desktop, Exercise Files, that same chapter
03:30and this one is called Robot, so double-click on that and select that.
03:36You'll notice how that asset comes in and then we're going have to do that for each asset.
03:41So this one is called Shadow, so again, we're just going to go to our Desktop,
03:47the same chapter, find the Shadow folder and load that and then also one for
03:57CityShot, which we can find here and we can just open that.
04:09So once we have all of those together you can see how we have that final output.
04:14So, with each of these, it depends on how you set up your desktop, but you may
04:18actually have to go and reload the files into the application.
04:23With that in mind, let's go ahead and get started.
Collapse this transcript
1. Basic MatchMover
Working within the MatchMover interface
00:00So let's go ahead and start off with MatchMover.
00:03Let's take a look at the basic MatchMover interface.
00:07As you can see, MatchMover is fairly well laid out.
00:09We have a very big viewport here to view the footage that we're going to be matching.
00:14Along the top, we have some standard menus such as File, Open, Close, that sort of thing.
00:20Along here, we have some icons for some of the commonly used functions such as
00:24New file, Open and Save and so on.
00:27And on the same line is this pulldown menu which switches the interface from
00:32Light, which is what we're seeing now, to Full, which gives you a lot more options
00:37and a lot more control over how you match your footage.
00:41For right now, we're just going to be looking at the Light interface.
00:43So, I'm going to go ahead and switch that back.
00:46Now below here, we have a browser which basically contains all the objects and
00:51tracking information that we're going to have in our scene.
00:53Now this will grow as we go through and track stuff in the scene.
00:59Now the big window here is obviously the viewport and this is where we can
01:03look at our footage.
01:04We can scrap through this footage using the timeline or we have play controls here.
01:13So, if I just hit Play/Stop, I can play through the footage and stop it.
01:19You can also go a frame at a time, go to the End, just like with anything.
01:23You can also play the footage backwards, if you want.
01:26Now, we also have some controls here, which allow us to Loop the footage or do
01:33PingPong if we need to.
01:34Now if we want to we also can create work areas just by grabbing this little
01:40yellow triangle and bracketing in the footage that we want.
01:45So, if we're only working with a small portion of this footage, we can just have
01:49that footage active.
01:52So, we don't have to go through the entire bit, if we want to work on it
01:55a section at a time.
01:57And these numbers actually show up here. If I wanted to, I could actually
02:02type that in as well.
02:05Along here, we also have an option to control our frame rate.
02:09Now the Viewport itself can be either 2D, which is what we've been looking at,
02:15which is basically just the footage itself, or we can look at it in 3D,
02:20because what we're doing here is we're looking at 2D footage and computing 3D information.
02:28That's what match moving is is you're taking this piece of flat footage and
02:31deriving your 3D information.
02:34So once we've derived that, we want to take a look at that within MatchMover
02:38and we can do that by clicking on this little icon here that switches between 2D and 3D.
02:45Now it's a little confusing here because when you're in 3D mode, it actually says
02:492D and the button is really saying "Take me to 2D," or "Take me to 3D."
02:55So once we're in 3D mode, we can actually navigate, just like we can in any 3D
03:00applications, such as Maya.
03:02We have a number of navigation controls here. We can actually pan, we can truck
03:07or dolly, we can rotate and we can tilt left and right.
03:13We can also use just standard commands.
03:16So if I Hold down the Alt key+Left-Click, I pan, Right-Click rotates.
03:25If you down Ctrl+Alt+Left Click, you're going to Dolly and if you
03:33Right-Click, you zoom.
03:35Now the difference between Dolly and Zoom is you're actually moving the camera
03:39versus zooming the camera.
03:40So, you're actually physically moving the camera when you Dolly.
03:43So you're actually moving camera closer further way and this is standing in the
03:47same place and just increasing your angle of view.
03:50So, those are some of the basics of the MatchMover interface.
03:53So, now that you're familiar with them, let's go ahead and actually start
03:56using MatchMover.
Collapse this transcript
Importing footage
00:00When starting a match in MatchMover, the first thing you need to do is load an
00:05image sequence and we can do that by going File>Load Sequence.
00:09But before we do that, let's take a look at the types of images that
00:14MatchMover works with best.
00:16I have got a couple of movies here and I am going to open this one up first.
00:20Now this is actually a pretty good representative of a shaky cam type of shot.
00:25Now one of the things about this particular shot is that it has some really good
00:29perspective changes.
00:31When you give MatchMover footage that has good perspective information, it'll
00:35calculate the scene that much more accurately.
00:39Let me show you what I mean by perspective information.
00:42So for example, here we've got this light pole and the distance between the
00:46buildings in the background and the light pole.
00:49Now as we scroll and as the footage proceeds, you can see how that distance gets a lot bigger.
00:55This is really good information. It tells MatchMover that this pole is a
00:59lot closer than the building and the same goes for a lot of these things in the scene,
01:05because we have the camera moving from one side of the street to the other and
01:08this gives us good perspective information.
01:10I am going to show you another shot here, which actually doesn't have much
01:15perspective information.
01:19So, here we have a camera that's kind of shaking, but really not much is going on
01:24in terms of perspective.
01:25If you notice the leaves upfront are actually having some perspective changes,
01:30but the actual background doesn't really have that much information.
01:35This is going to make it harder for MatchMover to get accurate scene information
01:40from the footage that you give it.
01:42Now this isn't to say that it's impossible to track the shot.
01:45It's just going to take that much more time and effort in order to get a good track.
01:50Now another thing that MatchMover needs is it needs good visual quality.
01:55It needs good edges to determine a track.
01:58So, if I have a piece of footage that's like this, so you can see that, well I
02:03actually do have quite a bit of information here.
02:06But if I wanted to actually make it more MatchMover friendly, I could go through
02:09and process that footage to give it more contrast.
02:13Sometimes in a low contrast scene you might not have enough edges for
02:18MatchMover to really track.
02:20So processing the footage can help MatchMover get a better bead onto where
02:26everything is in the scene.
02:28You could track the high contrast version in MatchMover and then when you
02:33actually go for your final composite, you can actually bring up the original
02:36footage and just swap that in.
02:39So, the main point here is just to make your footage as friendly to MatchMover
02:43as possible to get the best results.
02:47So once we have the footage that we want, we can go ahead and load that into
02:51MatchMover, so I am going to go ahead and do File>Load Sequence and I'm in
02:57Chap_01 of my Exercise Files and the folder name is City_Shot.
03:03Now notice here we have an image sequence, not a movie file.
03:07MatchMover does not support movie or AVI files.
03:12It only supports image sequences.
03:14So you can have any one of these bitmap files, such as JPEG, Maya Images, TGA,
03:20.TIFF, basically the usual suspects, and these have to be in an image sequence.
03:26So I am going to go ahead and Select my first image of the sequence. Now there
03:30are just JPEGs and the reason I chose JPEGs is because they are little bit
03:33smaller so they'll scrub faster.
03:36I can set my Sequence Options here, such as how long the sequence is, whether or
03:41not there is Interlacing and also Settings about the Camera:
03:45Is the camera Free? Is it Fixed?
03:48Is it Dollying?
03:49That sort of stuff. What's the Frame Rate? And also, is the Focal Length
03:54Constant or Variable?
03:56In other words, are you zooming the camera or are you just keeping the camera
04:00with a fixed lens and just moving it.
04:03So, once I have all of that set, let's go ahead and open the footage.
04:07Once it comes in, you'll see it here, in your little browser and we can scrub through.
04:12So now, your footage is successfully in MatchMover.
04:16Now remember, better footage is going to be better tracking and if you need to
04:21process the footage to get a better contrast, then go ahead and do that.
Collapse this transcript
Automatic matching
00:00Once you have your footage loaded, you can start matching that footage.
00:05There are several ways of doing this.
00:06You can actually do it manually by marking out points that you know are
00:10stable within the image and then having MatchMover track those, or you can do it automatically.
00:17This is the first method that we are going to use.
00:18In fact, this is probably the easiest way to use MatchMover.
00:23So you'll find Automatic Tracking under 2D Tracking and it's actually F10 or
00:29just select it here and this brings up Automatic Tracking.
00:33Now there's a number of options that we can do. The first one is to say what's
00:38called Delete Soft Tracks.
00:39Now we'll get into those little bit later, but I am going to go ahead and keep that clicked.
00:43We can also Automatic 2D Tracking, which is what we want to do.
00:46Let's go ahead over here to Settings and let's take a look at these.
00:51We can track using Grayscale or Color. Let's go ahead and leave it on Grayscale.
00:56We can also set a Min Track Length.
00:59Typically, this defaults to 10, but you can also make it higher.
01:03What the Track Length is is how long will a tracker point before it forgets about it?
01:08So, the point has be stable for at least 10 frames in order for MatchMover to pick it up.
01:15For longer sequences, this may create a lot of points, which is not really what
01:20we want, so I am actually going to bring this up a little bit. I am going to
01:23bring it up to about 40.
01:24If we want, we can also set the Sensitivity and the Density, so if we bring up a
01:30higher Sensitivity, you can notice how more points are going to be tracked.
01:34If we bring it down, it's going to be less sensitive and it's only going
01:37to track a few points.
01:40So again, this will give you more or less points. The more points means the
01:44better, more accurate it's going to be, but also the more stuff it has to take care of.
01:49So really what you want to do here is you want to get the best balance between
01:52the minimum number of points needed to accurately track it versus having a lot
01:57of points that you have to deal with, and you really don't want that.
02:00Then also the Density, how dense do you want these points?
02:04Typically, for myself, I tend to turn these down rather than turn them up because I
02:08don't like a lot of superfluous data in my solution.
02:11But again, this is going to be scene-by- scene dependent, so it just depends on
02:16what the scene is like,
02:17then also Displacement Range, so 13 versus 128 pixels. This means how far does a
02:23pixel have to move before it will start tracking it?
02:26The higher resolution your footage, the higher these numbers can be and also
02:30with MatchMover, you do want to get as high a resolution footage as possible
02:34because that's going to create a more accurate track.
02:37So with all that in mind, we also want to do what's called Solve For Camera and
02:41once we have all this, you can just hit Run.
02:44Now this is going to take a little bit of time and what it's going to do is
02:50it's going to go ahead and find all the points it thinks are stable and it's
02:55going to track them.
02:57Once it's tracked all the points, it will then solve for the main camera, which
03:03means it will go ahead and figure out where the camera was compared to all of
03:07these different points.
03:09Now, this may take a while, so be patient.
03:13Okay, so now our track is done and if we scrubb through this, you can see
03:18how all of these points that I determined were actually tracking objects in the scene.
03:23So for example, this point here is tracking the edge of that lamp. This point
03:29here is tracking the top of the building and so on.
03:33You can see how it's got all of these and they are all tracked to that footage.
03:39If I go into 3D, you are going to get all this stuff, but really what it does is
03:44it actually puts a little cone here and it actually shows us where it thinks
03:50everything is in Perspective.
03:53So each one of those cones is a point and it has also calculated where those
03:58points are in Perspective.
04:01So once I have all of that, then I pretty much have a track that I can use.
Collapse this transcript
Exporting MatchMover data
00:00At this point, we should have our footage completely tracked, which means that
00:04MatchMover has calculated the position of these objects in the scene and used
00:09them to determine the position of the camera.
00:13So, remember, as we scroll through that, what we've got here is MatchMover
00:17tracking these points and using that information to deduce where the camera was at.
00:23We can export all of this data and use it in a 3-D application, so we're going
00:29to go with File>Export and we're going to be able to export that to whatever
00:343-D application we want.
00:36We have several different file types.
00:37We have everything from Softimage to Maya, Cinema 4D, 3D Studio Max.
00:44It can also export to FBX for any application that isn't in this list, most
00:49of them will support FBX, so you can actually export to a wide variety of applications.
00:55We're actually going to export to Maya and we can export different types of
00:59things. We can export the Camera, which is why we went through this whole process
01:03was to determine where the camera was, so we usually want to export that.
01:07We can also export 3-D points, which are these points in the scene.
01:12Now, a lot of times, I like to export the stuff because it gives you a sense
01:16of where everything was at in the scene and it will help you to place
01:20additional objects in the scene when you go to do something like bring your
01:25assets into this backing plate.
01:28Now when you export 3-D points, you can export only selected points or tracks
01:34that match these criteria. Now we have two types of tracks. One is hard track and
01:39soft track. Hard tracks are ones that you define. Soft tracks are the ones that
01:44MatchMover defined, so this was an automatic match, so all of our tracks are what are
01:49called Soft Tracks and we can also export according to what MatchMover thinks is
01:55the quality of the track, either good, fair or bad.
01:58Now a lot of times we'll just click off bad because we don't want any of the bad
02:02tracks and keep the fair ones or the good ones.
02:05What I like to do is I like to kind of reduce this because a lot of times you
02:08can get a lot of points in here, so if you Click down to just the good points
02:13that will eliminate a lot of superfluous data when you get into Maya, and
02:18then also we have some additional options. Do we want to animate the camera or the scene?
02:22Do we want to keep the camera still and move the scene around or do we want to
02:26keep the scene still and move the camera around? Which one you want?
02:29Typically, we're going go to animate the camera because that's what's going to
02:33match the actual situation that we have when shooting the scene and then also we
02:38can scale it, so if you want to scale it up to match the scale of your scene.
02:42So now all we have to do is give it a name and I am going to call it
02:46CityShot, and hit Save.
02:48Now I'm going to go over to Maya.
02:52Now that I am in Maya, this is Maya 2010, I'm going to go ahead and do Open
02:56Scene and I'm going to go ahead and find that file, called CityShot.ma.
03:01Now it saves in Maya ASCII format and there it is.
03:07And you can see what it's done is it's created a camera called rzCamera1, which
03:14is its standard naming scene and that actually has a image plane mapped to it,
03:20which is our backing plate.
03:22If I want to, I can actually take a look through my Camera view just by going
03:26under Panels > Perspective > rzCamera1 and taking a look at it. You can see now that I've got that.
03:33Now if your Image Plane is not showing up, just make sure you go Image Plane, here
03:38and this is your image sequence.
03:41If I want to, I can actually take a look at this, change my Camera Settings and
03:45turn on my Resolution Gate to make sure that I've got this within my 1280 x 720 window.
03:54Now what we have here is we've got all of these locators are actually located in 3-D Space.
04:00So when I take a look at this, say, for example, if I go outside of this Camera
04:04View into, say, Perspective window, you can see that all of these little locators
04:11are actually as close to where the original objects are as Maya can see, so
04:16for example, let's take a look at, say, one of these ones here, like this one really
04:20far away ,on the top of this building. If I go into my Perspective View, you can
04:26see that that particular one is way off here in the distance, so you can use
04:31these points to actually find points in your scene when you want to bring other
04:37assets into your scene.
04:39So I'm going to go ahead and keep this where it's at and we're going to go ahead
04:42and work with this file a little bit more and show you how to work with
04:45MatchMover-derived data within Maya.
Collapse this transcript
Importing MatchMover scenes into Maya
00:00Now let's take a look at how Maya organizes the data that it gets from
00:06Matchmover and really, this applies to any 3-D application.
00:09You're going to have very similar types of data come into Max or Cinema 4D or
00:14whatever application you're using, so I've loaded up my shot called CityShot.ma,
00:20which is what I've exported from Matchmover.
00:23As you can see, we've got a lot of locators in this scene. In other
00:28applications you may have what are called null objects, but basically it's going to be the same.
00:32So, we have our camera and notice how the camera has keyframes on every single
00:37track and you notice how you can see how the camera itself is moving.
00:42In fact if I get this over a little bit, you can see, from the backing plane,
00:46how that's all moving the camera and the image plane are all moving at once and
00:50that's basically the motion of the camera in the scene, and notice how all of
00:55these points are actually still, which is really what we had in real life.
00:59The scene was still and the camera was moving.
01:02If we go into our Outliner, you can see how this data is set up. We have the
01:08camera here and then we also have what's called the rzTrckerGroup, which are
01:12basically all the points that it tracked.
01:15If I expand this, you'll notice I have all of the Auto_Tracks and you'll notice
01:19we have several hundred of these, which is what it needed to track the scene.
01:26We really have a lot of data here and it's data that we kind of want to organize.
01:29The reason that you're actually going to be tracking a scene like this is
01:33usually to bring in 3-D Assets to combine with this live action.
01:39So let's go ahead and bring in some 3-D.
01:42So I'm going to go ahead and close this Outliner window. We're going to go to
01:45File>Import and I have a file out here with a robot in it.
01:50It's called Robot_anim.mb and now if I import that, you'll notice I get a robot scene here.
01:58In fact, let's go ahead and take a look at this in the Outliner.
02:02You can see here, I have an object here called Robot_MAST, which is my robot
02:07and everything else. In fact, if I move him off to the side, you can see this is
02:10what I brought into the scene.
02:13Now what I can do is I can use this to actually place the robot in the scene.
02:18So, I'm going to ahead and put him here and I'm going to start looking
02:22through the camera.
02:23So I'm actually going to go to rzCamera1 and you can see here that this robot is
02:27a little big, so I'm going to go ahead and select that Master Node, scale him
02:31down and I'm going to hit to the 5 key to shade and then just go ahead and
02:38rotate him and move him into place here and you can see also that he is actually
02:46amongst all of these little locators.
02:49So, you can actually see that, yeah, he's kind of right there in the middle of the
02:53street where there wasn't too much data.
02:55It is actually tracking the curves and the lights on the side of the street and
02:59that's basically where the robot is.
03:01So now, if I look, you can see here the robot is actually moving amongst the scene.
03:06Now the robot is already pre-animated, so you can see how that's all working.
03:11What comes in from Matchmover, really is just location data and a camera.
03:16We can combine that with objects in the scene to actually match those objects to
03:21the location that we've created.
Collapse this transcript
Working with MatchMover scenes in Maya
00:00So now I have saved out the data for you. It's called CityShot_01 and this has
00:06the scene data along with the robot.
00:09Now we are going to go ahead and fine tune this to make sure that the robot
00:13matches the scene exactly.
00:15Now the reason we need to do this is that when Matchmover does automatic
00:19matching, it doesn't have really any indication as to what's up or down,
00:23where the ground is.
00:24It doesn't really know.
00:25So, it just matches points and tries to make it as accurate as possible.
00:30But a lot of times what happens is that it keeps the camera flat and it tilts
00:34the world, so that the camera stays flat but the world is actually tilted.
00:38Now we have that a little bit in this particular scene.
00:42So, if I look at it from the side view, it's probably the best way to see it,
00:45you can see here, I've got my Z-axis here, this flat line, which is supposed to be
00:52the ground plane, or in most live scenes you want that to be the ground plane,
00:56because you really want to animate along a flat plane, it makes it a lot easier
01:01for constructing the scene.
01:03But Matchmover has all of our ground points starting up here, and if you notice,
01:09as it goes to the right, they go below that line.
01:12So what we've got is we have you got a little bit of a skew here.
01:15So, in another words, instead of tilting the camera it's actually tilted the world.
01:19So, we need to make sure that the world and the camera match what we have with the robot.
01:25So, we can do that in one of two ways.
01:27We can tilt our camera in scene data to match the robot, or we can tilt our robot
01:34to match the camera data.
01:35It's a lot easier to tilt the camera.
01:37So let's go ahead and do that.
01:39We are going to go into our Outliner and you'll notice here we have our camera
01:44and our TrackerGroup.
01:45This is the data that we really need to work with.
01:48So I am going to go ahead and Shift+Select both of those and then we are
01:51just going to do Edit>Group or Ctrl+G. Now what that does is it just puts both
01:56of those into a group.
01:58Now I can move that group independently and keep all of this tracking data alone.
02:04So what I'm going to do is just move the node that's the group and match that to the scene.
02:10So for example, if I tilt this, you can see how I can tilt this to match the scene.
02:15In fact, if I look through the camera, you can see how when I tilt this, it's
02:21literally, looks like it's tilting the ground to match the camera.
02:25In fact, let's go ahead and take a look at this in the camera view.
02:28So basically, what I'm doing is I'm just tilting the actual camera, but it
02:33looks like I'm actually tilting the robot to match and that's basically what we're doing.
02:38So let's go ahead in the side view and just tilt that until it's pretty much flat.
02:45In fact, we could also move that a little bit, so that it's pretty much
02:48along the ground plane.
02:51You can get as accurate as you want and there are other ways of getting
02:54Matchmover to be more accurate, and we'll cover those a little bit later.
02:58But for automatic matching, this is probably the easiest way to get things all aligned.
03:04So as you can see, once we have this aligned, you can see that the camera was
03:07actually shooting up just a little bit and now we've got everything inline.
03:12So now you can see that the robot really is in position.
03:18Now once I have this, I really don't need to see all of these different points.
03:22So I am going to go back into my Outliner, select my TrackerGroup and just go
03:28Display>Hide Selection.
03:30So now, all I have is the camera, the robot and the Backing Plane.
03:37And now you can see that my grid pretty much matches the ground that I was shooting.
03:42So now, my ground and my grid are pretty much in the same place.
03:46So now, I can move my robot around and I can be confident that he will always be on the ground.
03:54And this is great, because if I wanted to I could also, for example, put in a
03:57plane to catch shadows or do something like that, so if I wanted to create a
04:03ground plane and light him and create shadows, I could do that.
04:07So as you can see, once we have our camera data matched to our scene, it makes it
04:12very easy to put objects in the scene and animate them and make it look like
04:17they're actually part of the scene.
04:19Now the second part of this is actually getting the Rendering of your 3D objects
04:24to match those of the scene and we are going to go ahead and take a look at
04:27those in our next movie.
Collapse this transcript
Basic rendering of MatchMover scenes
00:00So at this point, we pretty much have our scene matched.
00:03We have the robot and he's walking along the plane that represents the ground in the scene.
00:11Now this is really just the first half of a successful match because what we
00:16need to do is not just match the motion of the scene, we also have to match
00:20the lighting, the shadows and we need make sure that our 3-D object matches
00:26our 2-D backing plate.
00:29Now, we do that by trying to match the shadows and lighting as close as possible.
00:34The best way to do this is to Render in multiple Passes.
00:37So, you have the objects separate from the shadow, separate from the background,
00:41which we will do a little bit later on.
00:44But right now, I am just going to show you the quick and dirty method of
00:47getting this to happen.
00:49Now, what I've got is I have got the robot and I've got the Ground Plane,
00:54but I really don't have any connection between those.
00:57Let me show what I mean.
00:58If I do a really quick Render of this, you'll see that the Robot Renders pretty
01:03well, but the lighting is a little bit different.
01:06Now, I shot this in the morning, so the light was directly behind me,
01:11but I was also in the shadow of this building, so we need to make sure we
01:15take that into account.
01:16And also, there is no shadow underneath this Robot.
01:20Notice how we have a shadow under the motorcycle but not under the robot.
01:24Now a shadow is probably one of the biggest things you can do to connect
01:27something like this to the background. Shadows are really important in these cases.
01:34So how do we do that? We do that with lighting.
01:37So the first thing I need to do though is create something to catch that shadow.
01:42So, what I'm going to do is create a Plane.
01:45So, I am going to go into Polygons and just create a Polygonal Plane underneath
01:50my robot, and make sure that it's big enough so that the robot can walk over it.
01:56Now, once I have that Plane, if I were to Render it, you'll see that the
02:01Plane just renders Gray.
02:03But what I want to do is I want that plane to show up with the same pixels
02:08as what's behind it.
02:09So in order to do that, I am going to use a special Shader. It's called Use Background.
02:15Now, if I go over to my Rendering Tab, I can just Select the plane and click Use
02:20Background or if I go into my Rendering Tab, there, under Lighting/Shading,
02:26I can assign a new material that's called Use Background.
02:29What this material does is it just takes the Pixels that are behind the object
02:35and use them for the color.
02:36So, when I Render this now, I don't get a Gray Plane. I just get the scene itself.
02:42Now, we can use this plane to create reflections or shadows, and in this case,
02:49we really want to do Shadows.
02:51So in order to set up Shadows, I need to set up the lighting.
02:55So let's go ahead and do that. When I imported this Robot, two lights actually
02:59came in with the Robot and so I just need to go ahead and place those lights.
03:04This first light here is called Spotlight Two, and this is going to be the light
03:09that's to the right of the Robot and above him.
03:12Let's just go ahead and render this here.
03:16You notice here, under the motorcycle, the shadow is actually kind coming almost
03:20directly above and maybe a little bit to the right, so the light source seems to
03:25be somewhere right around here.
03:27So, we want to try and duplicate that with this second light.
03:31So, I am going to go ahead and take this light, and make sure that it's above
03:35the Robot, and pointing down.
03:39And then I just need to turn on shadows.
03:42So I am going to do into my Attribute Editor for that particular light and
03:47scroll down. We're on a very tight screen here,
03:50so you might not be able to see everything, but we can set our shadow color here.
03:55And in this case, I am just going to use Depth Map Shadows and in order to get
04:01the Shadow kind of blurry, I am turn this Filter size up to about four.
04:05I am going to go ahead and Render and now you can see, I've got a Shadow
04:10underneath the Robot, but you notice also how the Shadow is kind of leading off
04:15into everything else, so I need to make that show more above the Robot rather
04:19coming from the side, because you can see how the Shadow is actually covering
04:23the light post and part of a motorcycle and all of that, so what we need to do it
04:28to make this Shadow more of a Drop Shadow.
04:30Now I am going to go back to this and I'm going to bring it almost directly
04:36above this Robot and then let's take a look at what we got.
04:41That's not bad, and then if we want, we can also take this Shadow and maybe even
04:45blur it a little bit more.
04:47I am going to go ahead and take this Filter Size and maybe even bring it up to
04:50maybe six or seven, and then let's see what happens now.
04:54So that looks pretty good.
04:57Now you can even see that right now, this Robot looks even a little bit better
05:01just with this Shadow and this lighting the way that it is.
05:05What we have, though, is we have a very dark side on this Robot and in this
05:09area, you notice how the light is actually fairly flat and fairly even.
05:13So what we need to do is kind of light the robot from all sides, so it's not so
05:18dark on this particular side.
05:20So I have got another light in the scene here and this is called spotlight one
05:24and this would probably be our main light.
05:26And if you notice here in our Attribute Editor, we have got an intensity of
05:32about 0.6, which is about right, because this light here, again, about 0.6.
05:38I don't have any fall off on the lights, which means that if the lights add up to
05:43one that's about even lighting, so just about right, and notice how that's
05:47pretty good except it still feels a little bit dark around the corners.
05:53Now, we can fix this just by adding what's called an Ambient Light to the scene,
05:57so I can either select an Ambient light here, from our tab, or I can do
06:01Create > Lights > Ambient light, and it doesn't really matter where the Ambient Light is
06:08in the scene, because really, it's just Ambient Lighting.
06:13Now if I leave the intensity at one you are going to see something that's way over exposed.
06:19And what we can do is just turn this down and this would kind of be our General exposure.
06:24So I am going to turn it down to about 0.25, somewhere in that range, and you can
06:31see now, this is pretty good.
06:33Once I have all of this Rendering done, then I can go ahead and just Render out a
06:38scene and I can be done with it.
06:40Now if I want to get a little bit more complex, I can set up what are called
06:44Render layers and Render it out in Multiple layers and use a Compositor, such
06:49as Toxik, to really fine-tune this and make it really pop.
06:54But those are some of the basics of how to Render for a Match Move scene, and
06:59once you have this basic knowledge, you can go ahead and start using this to
07:03actually start Rendering scenes with your own footage.
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2. Advanced MatchMover
Working with the Full interface
00:00Up until this point, we've been working with the light interface of MatchMover
00:05and that's really nice for automatic matching, but if you want to get more
00:09specific as to which points you want to match or have more control over
00:14MatchMover, then you need to use the Full Interface.
00:17I have a scene that's already been matched and let's just take a look at the
00:20interface against this scene.
00:22So, I'm going to go ahead and pull up the Full Interface by clicking on this
00:27pulldown box here and notice how we get a lot more control over the interface.
00:32We still have our browser here, which has all of our objects in the scene
00:37including our tracking points.
00:39Now below this, we actually have a window, which allows us to see exactly what is
00:45being tracked on any individual point.
00:48So, I can click on a point here and you can see exactly where that's tracked
00:52or if wanted to click on it in the scene, so for example, I click on this one at the light post,
00:57you can see that that's the target as to where it's going to try and track this.
01:02So if I click here, you can see it's set to the corner of this building and so on.
01:07So as I scrub through this, you can also see how it will also update as to what
01:12it's trying to track.
01:14Along the bottom here, I also have all of my tracks on a Timeline.
01:20So, these are actually the keys that MatchMover generates when tracking this
01:25point to the 2D scene. So, for example, Track 01 has this Timeline and if you
01:33notice here, each one is either green, yellow or sometimes red.
01:37If it's green, that means it's a really accurate track.
01:40If it's yellow, it's kind of medium.
01:43If it's red, well, then it's what's called the bad track.
01:46So, we got these for every single track in the scene.
01:50We can also view these in different ways.
01:53The default is what's called the Track View.
01:56We also have a Graph Editor, which allows us to actually see them on the
02:00Timeline as well as Track Status, which shows, again, a graphical representation of
02:06these. I typically work with Track View and just work with the colors.
02:10Now over here to the right, we have information on each individual track.
02:16So, if I, for example, click on Track 01, you can see all the information
02:21related to that tracking point.
02:23So, we have the label of the track. If I wanted to, I can change the name of
02:27that to say Lamp or something like that and it will actually change it.
02:33We can tell whether it's a hard track, whether you're going to use this to
02:37solve for 3D and whether you want to just reconstructed in 3D, so when we export to Maya.
02:42Now down here, we have information about the track.
02:46We have the 2D information, which is how it tracks to the image and this is
02:52actually our X and Y components of that image, so where it is at any given point
02:57in time on that Bitmap.
03:00Now we also have a 3D representation, which is once we solve for camera, this is
03:06where it thinks it is in 3D space.
03:09So the 2D is matched to the image and the 3D is what MatchMover derives as what
03:15it thinks the 3D information is.
03:17At this point, you can do stuff like import what's called survey info.
03:21So, if you actually have accurate measurements of a scene, you can import this here.
03:26You can say this is exactly 10 feet from the origin, or something like that.
03:31So all of these go together to help create a more accurate track.
03:35So, we're going to go through, in the next couple of lessons, and actually use
03:38this interface to track some footage.
Collapse this transcript
Adding tracks manually
00:00Now let's take a look at how to add your own tracking points into MatchMover.
00:06I'm going to load a sequence here.
00:09It's in our Chap02 folder and it's called Pier_Shot and actually the file
00:17name is called DSC_031.
00:18I'm going to go ahead and open that up, and you'll notice here we've got just a
00:23shot of the Santa Monica pier and we've got some good information.
00:28Now if we wanted to, we can just automatically track this, but if you want to be
00:32more specific, we can actually add in our own manual tracking data.
00:37And sometimes this can help a lot because you can actually track specific objects,
00:42or specific points of objects, in a scene and get those into 3D, which makes for
00:47a more accurate sort of tracking.
00:49If you do automatic tracking, you are kind of at the mercy of MatchMover as to what
00:53it decides is important and this allows you to decide what's important.
00:58We add tracking points through the 2D Tracking menu.
01:02We have an option here called New Track and all we have to do is click on that
01:08and it brings up a little crosshair cursor here and what we can do is just
01:13position this over where we want on the scene.
01:16Now notice here in this window how this is actually kind of tracking the cursor,
01:20which gives us kind of like a zoomed in version of what we're looking at.
01:24So typically, you want to do this in that full interface. And once we get our
01:29tracking point exactly where we want it, all we have to do is just left-click
01:33and it lays it down and now we've got a track here and we can actually work with
01:39it here for if we want or we can have MatchMover do the tracking.
01:43So typically, the process is you lay down your track and then you have
01:47MatchMover track it in 2D.
01:51We do that by just doing Track Forward, or hitting F3, and you get very good at
01:57using F3 in MatchMover because typically what you do is you lay down your track
02:02and then hit F3 and it automatically goes through and calculates exactly where
02:07that point is in 2D space.
02:10So, as you can see, it's tracking the path of that through 2D space.
02:16So let's go ahead and do that one more time.
02:20New Track and let's just pick another position here, let's say the middle of
02:25this of this light bulb here, on this streetlight, click on that and then all you
02:30have to do is hit F3 and MatchMover goes through and calculates those.
02:36But if we want, we can use this in combination with Automatic Tracking, or
02:42anything else, or we can completely manually track a scene.
02:46In order to manually track a scene, you need at least seven points for
02:50MatchMover to get enough information to calculate the camera.
02:53So, I'm going to go through and actually add in a number of points so we can
02:57actually solve for a camera.
03:00So let's go ahead and add in a lot more points.
03:03Now one thing I want to do is go ahead and define the ground plane.
03:07So I'm actually going to find the highlight on this trashcan. Where it
03:11intersects with the ground is a really nice edge and so if we get that bottom
03:15edge, we'll know that we have our ground plane,
03:18so I'm going to go ahead and track that. So I know that that particular point,
03:22Track03, is on the ground.
03:27We can do the same over here and again, what I'm trying to do is kind of define
03:32out these ground planes, so maybe the bottom of one of these posts.
03:35Let's see if that will track and again, what we're looking for here is we
03:44are looking for green.
03:46So if we get a lot of green tracks, it means it's actually really good and this
03:48is actually a really good track, so let's just keep going.
03:52When you're looking for places to track, you want to find places that have a lot
03:56of contrast and are also stable.
03:59So, for example, the top corner of this building is great because it has a lot
04:02of contrast between itself and the sky and it's also stable.
04:07Also, if we want to, we can use this to create, if I want it to match, for
04:12example, the top of that building I can do it.
04:14Another one, in a similar vein, would be maybe the corner of this wall.
04:19Again, you can see here in the zoomed in version of it that we have a really
04:23nice edge between the dark and the white and so again, this should track fairly well.
04:29Now there are parts of this scene that may or may not track well.
04:36We actually have stuffs that's moving and also one thing you have to be
04:40careful of is you don't want to track things like, for example, the highlight on
04:45this actually moves in relation, because it's really generated by the sun,
04:50which is behind the camera.
04:51It's actually going to move as the camera moves.
04:54So you don't want to track a highlight but you can't track, for example, the painted
04:58details on this poll, or something like that.
05:00If I wanted to, I could track that little corner there on that and that would
05:06actually track fairly well.
05:07One of the things we're trying to do when we track is we're trying to get stuff
05:14that's close to the camera and far away.
05:16So we want to really try and get a lot of variation, so we wanted stuff
05:20that's far away and close because what it does is it gives MatchMover a lot more
05:28information about the depth and the construction of the scene.
05:33The more variety of tracks we get, the better off we're going to be.
05:39So, this is the basic process of laying down tracks.
05:42Now what tracks are, again, is just information in 2D space that will be used to
05:47derive a 3D solution.
05:49So, now that we have these in place, the next step would be to solve for the
05:53camera, which we will do in the next lesson.
Collapse this transcript
Solving for camera
00:00So, once you have all of your manual points entered, you still need to calculate
00:05the 3D information in the scene.
00:08So far, we've only tracked the data in 2D, so all of these points are matching
00:16the pixels in the image.
00:19Now we need to take these and derive a camera from these, as well as the depth
00:23information in the scene. We do that in the 3D Tracking menu.
00:29Now we've been playing with the 2D Tracking menu, which is, again, the bitmap.
00:32Now we are actually going to derive our 3D information using that 3D Tracking
00:37menu, and we do this by Solving For Camera, or F9.
00:43So, once we do that, it will go ahead and calculate where the camera is, based
00:48upon all of these points.
00:50One of the other things it's going to do is it's going to rank the points.
00:54It's going to give them green for a really good track, yellow for medium, and
01:01red for a bad track.
01:03So most of these are green.
01:05It looks like we've got a lot of green tracks.
01:07It looks pretty good.
01:10If we want to, we can take a look at this in 3D.
01:13If we look at this in 3D, we can use our Rotate tool to see where all of our
01:18data is, and it looks pretty darn good.
01:22If I want to see exactly what the camera sees, we have to use what is called
01:26Lock On Camera, or the shortcut is C. So once you Lock On Camera, it will
01:33actually view through the camera that it's calculated, and show you exactly
01:38where all those 3D points are, and those look pretty darn good.
01:43So now all we have to do is Export this, and again, we can select which tracks
01:48we are exporting, and I am just going to call this Pier_01.ma, and it's going to
01:53save it as a .ma, or Maya (ASCII file), and once that's saved out,
01:58I can go into Maya, Open the Scene, and it should work.
02:05So let's go ahead and look through our camera and there it is, looks pretty good.
02:11Now one the things is when you manually track a scene, again, we're going to
02:16have some of that problem that we had before in that our ground plane may be a
02:21little bit skewed or whatever, and we can just use those same techniques to put
02:26everything back to normal.
02:27If we want, we can tilt the camera or move the objects.
02:30I am actually going to put this sphere in the scene, maybe scale that down just
02:35a little bit, and let's just take a look at what that looks like.
02:41So as you can see, we've got this pretty much matched.
02:45So, the process for manually matching is to first lay in your tracks, and then
02:51track them to the 2D image, then in the next phase, you Solve For Camera, and
02:57then you can export and import into the 3D package that you want.
Collapse this transcript
Object-based tracking
00:00MatchMover can also use 3D objects to help match a scene.
00:05Let me show you how this works.
00:07I am going to go ahead and Load a Sequence, so we're going to go ahead, Load
00:10Sequence and it's in our Chapter 2 folder. It's called Bldg_Shot_0000.jpg and this is
00:17really just a building, photographed from a high perspective. The camera really
00:23isn't moving too much.
00:25The goal of the scene is to actually put something in this parking lot and
00:29then have it match.
00:30So, I actually want to match this building.
00:32Now MatchMover does have a 3D mode.
00:35If I click here to go into 3D mode, you can see I can actually view the scene
00:41in 3D and because it's a 3D scene, I can actually bring 3D objects into the scene as well.
00:49I actually have, under 3D scene, an option which allows me to put basic 3D
00:54Primitives into a scenes.
00:56So for example, if I brought a Cube into the scene, I could actually have a 3D
01:00Cube, which I could use for matching or whatever.
01:02You can notice how it comes in and it's kind of like this, almost like a semi
01:07transparent object. I am going to Delete that
01:10because what I really want to do is bring in an object that matches the building.
01:16What I did was I went into Maya,
01:17in fact, let's just bring this up very quickly, and I did a very simple model of
01:24the building and the way I did that was I actually used a satellite photo and
01:30some images from Google Street View to get a rough idea as to what that building is.
01:35I didn't have access to the building to actually tape measure it, so my model is
01:39probably 90% accurate. It's not 100%.
01:43Now with any Match Moving the more accurate measurements you get, the better
01:46your solution is going to be.
01:49So, knowing that this is pretty close but not perfect, let's go ahead and bring
01:53this into MatchMover.
01:55So I am going to go ahead and go Import. I am
01:58going to import this object.
02:00Now MatchMover only supports OBJ files.
02:04It will support what's called REAL VIZ, but for actual models, it only supports OBJ.
02:10So export as OBJ and Open it up in MatchMover.
02:14Now if you look closely, you can pretty much see that there is the model that we want.
02:19Now what I need to do is position this so I can see the model and the backing
02:23plate in the same image.
02:25So what I'm going to do here is truck in a little bit so my model is a little
02:30bit bigger and I can also see the whole building.
02:34So you can see now I've got the model here and the building, and so we should
02:38be able to match that.
02:40Typically, if I wanted to manually match, all I would have to do is just go to 2D
02:43Tracking>New Track and drop in some tracking points, but I want to match these
02:49points to my building.
02:52So what I'm going to do here is just Click on the corner of this model, drag to
02:58the corresponding point in the image, so I want to get the back corner of this
03:04building and let go.
03:05So now, I've got a connection between this point on the model and that point on the building.
03:11Then all I have to do is work my way through the building. Because I'm laying in
03:17points, I do want to solve each one of these for the camera.
03:21So I want to make sure that I hit F3 after each of these and make sure that I
03:27track each one of these.
03:28So, I am going to go back and track my first point here.
03:32So this is very similar to laying in our tracking coordinates manually, like we
03:39did in the last few lessons.
03:41So again, I am going to get the bottom right-hand corner of this building and
03:44then I am just going to work my way around.
03:51Go ahead and get this inside corner and again, I want to make sure I get this
03:56as accurate as I can because what we're trying to do is match this to the exact model.
04:03It's not like just I am laying in points and saying, "Okay. Well, yeah, that's kind
04:06of close," we want to make sure that this is as accurate as we can make it, so be
04:11very careful when you click in these points.
04:15So now, I've got this back portion of the building. Let's go ahead and get the front portion.
04:18I am going to go ahead and match this front corner.
04:20Again we're matching the front of the building, not the inside of that clip, and
04:26again, I am going to click on this corner, get this one and then all we have to do
04:32is the bottom front.
04:33Now make sure that you click as far forward as you can because there's actually
04:37two vertices here. We don't want to get the inside one.
04:40We want to get the one that's exactly in the front and then we are going to
04:43match that to the point where the brick, notice here how the brick facia here
04:48hits the sidewalk. Right there is where we want to match this particular point.
04:54Let's do this again for the opposite corner.
04:59So now that I have these, you notice I have a bunch of tracks and I am looking
05:03at the colors and they are actually, mostly green.
05:05So actually, I have some pretty good tracks.
05:07Now all I have to do is Solve For Camera just like it did before. All I have to
05:11do is either go 3D Tracking>Solve For Camera, or just hit F9, and now it's gone
05:19ahead and solved for my camera.
05:21But I'm not looking through the camera right now, so in order to do that, again,
05:25I just have the hit C or View>LockOnCamera, just the C key will do it.
05:31Now if you notice, I've got it very much tracked.
05:35So now, I have my virtual building tracked to my image.
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Importing object tracks into Maya
00:00So now, our scene is totally matched.
00:02In fact, I've saved this out to a file called BldgShot.mmf and you can see how
00:08we have the building pretty much matched to the scene.
00:13So, I can go ahead and export this and bring it into the 3D App of choice.
00:19So I am going to go File>Export and I am just going to call this Bldg_01 and
00:27I'll make sure I export the Cameras and I don't want to export just the Selected Points.
00:32I want to make sure I export all of the tracks and make sure everything else is set up, that we are
00:37actually animating camera and not the scene.
00:40And then just go Save, and we're saving to Maya ASCII.
00:43Again, we can save out to any 3D format we want.
00:46And I am just going to hop over to Maya and bring it in.
00:51So bring in Bldg_01.ma, Open. There it is.
00:55Let's go ahead and look through the camera and see what we have.
00:58Now what MatchMover has done is it's exported the tracking data, but did
01:03not export the model.
01:05You're going to have to bring the model back in.
01:08So in order to bring the model back in, I just have to import it.
01:12So go Import and again it's an obj file, so Building.obj, Import, and there it is.
01:19Now, because MatchMover used this as a reference, everything is in line and so
01:26we have a pretty nice match.
01:28We don't have to do any messing around with it in order to get it nice and
01:32square, because it is.
01:34If you notice this building here is exactly rectangular. It's exactly on the
01:39ground plane and makes it very easy to match this in a scene.
01:44So let's go ahead and actually add in a little bit more.
01:47Let's go ahead and drop in a plane for that parking lot that we've been wanting to use.
01:53Now, if you notice here we've got this parking lot, but oops!
01:57I have a little bit of a problem here.
01:58I have got -- looks like it's kind of cutting off and that's just because
02:02MatchMover set the clipping plane of the camera. And this is something that may
02:06come up is that you make things that disappear and those are usually
02:10clipping plane problem.
02:11So it says, anything before four units away, don't look at.
02:15Well, I want to look at everything that's close to the camera, so I am just
02:18going to make that a very low number and you can see how that pops right in, and
02:21you can do the same on the other side, which is your far clipping plane.
02:25But again, we have everything matched.
02:28If I wanted to, I could actually bring in my object.
02:32Let's say, I wanted to bring that robot in again, so I am going to Import
02:36and let's just import Robot_anim.mb and we'll Import that, and wow. He comes
02:44in little bit too big. There he is.
02:47In fact, I am going to actually do a little trick here.
02:49I am going to take a look at my Image Plane.
02:51Go into my Image Plane Attributes, and I only want to look at this through
02:56the camera and not in all views, and that way I get a little bit of a better view here.
03:01And you can see he's actually really big in comparison to this building.
03:04So, I am just going to go ahead and scale him down, and rotate him and kind of
03:15place him in the parking lot. He is still a little bit too big,
03:17but let's go ahead and just make him the right size.
03:21And again, this can be really any sort of object or animation that you want.
03:25So again, I am just using the Robot as an example, and there you have it.
03:29So now, I've got a completely matched scene.
03:32I've got the Robot scaled properly to the building and I also have the building
03:37in the scene, so I can actually use it to do things such as cast and accept
03:41shadows in the scene, as well as for any sort of special effects I want to use.
03:47So, as you can see, using a model that's accurately measured can really help
03:53you with MatchMover.
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Rendering with layers
00:00As with the previous project, all we have at this point is a robot matched to the scene.
00:06We have the motion matched, but we don't have him looking like he's actually in the scene.
00:11For that, we need to do some rendering tricks.
00:14For this particular scene, we're going to render it very similar to the way
00:18we rendered it in the last chapter, but we're going to use what's called Render layers.
00:22And this will give us more control once the render is done, and it'll allow
00:26us to composite this robot back into the original plates and have a lot more control.
00:32Now this is the way they normally do it in high-end Studios, because you really
00:36want to finish shots like this in a compositor.
00:41Let's go ahead and do a quick render.
00:45So as you can see, I've got the robot, I've got the lighting set up and I also
00:50have some shadows that cast along this ground plane and the building.
00:54I don't have any textures on either, so we need to make sure we set up the
00:58texturing for that as well as get the robot separate from the background.
01:02So, what we're going to do is create two layers.
01:04One for the robot and one for just the shadow.
01:08And then when we go into compositor, then we can a little bit more control over
01:13color and contrast and that sort of thing.
01:16So, I am going to go ahead and close this.
01:17And let's go ahead and start working with this.
01:20So first thing I need to do is set up the Shadow layer.
01:23So, what I am going to do here is actually create what's called a layer.
01:28In our Channel box, if I click here, you'll see we have basically our Channel
01:33box, which is all of our Translate, Rotate and Scale, but at the bottom we have
01:37our Layers menu here.
01:40And the Layer menu I want to look at right now is the Render layers.
01:43So, we have our Display layers, which allows us to turn objects on and off,
01:47but Render layers allows us to create multiple passes when Maya goes to Render.
01:55And it actually is very simple to use, so let me show you how this works.
01:58First thing I want to do is set up a Shadow layer.
02:01I need to figure out exactly what's involved in creating that shadow.
02:06Well, of course, I need something to receive the shadow, so I need the building
02:10in the ground plane and then I also need something to cast the shadow, so I need
02:14the robot and I also need the lights to get that lighting into the scene.
02:20So basically, I need everything.
02:22So I am just going to go Edit>Select All, and that just selects everything in the scene.
02:28Then I am going to go to my Layers menu, and just go Create layer from Selected.
02:33And that creates a Render layer.
02:37I can double-click on that and just type the word 'Shadow.'
02:40So, this is going to be my Shadow layer.
02:43Now if I just render this, you'll see that it's pretty much the same as we had before,
02:48because I haven't done any changes to it.
02:51So, what I need to do is make the robot disappear, because I don't want this
02:56image in the Shadow layer. I want the shadow just to be there and whatever
03:01it's being cast upon.
03:03So let's go ahead and work with the building and the ground plane first and
03:07those we'll pretty much do the same way we did the last time is we'll select
03:10both of these and we'll apply what's called the Use Background Shader.
03:17So we can go here. We can just go Assign New Material > Use Background, and you
03:22can see that turns green.
03:24And I just want to make sure I turn my Reflection Limit down, because these
03:27are not reflective.
03:28And then let's go back over here to our Channel Box and make sure we have our
03:32Shadow layer highlighted and do a quick render.
03:36And you could see now that by adding that Use Background Shader, it's gone ahead
03:41and sucked up the pixels from the backing plate.
03:44So now we've got that part done, but we still need to make the robot disappear.
03:49And we could do that, very simply, by selecting the robot.
03:52So, I am going to go into my Outliner and here I have a node called Robot Master.
03:58So I am going to go ahead and select that and I am going to apply a new material
04:04to him. I'm actually just going to apply a Lambert Material.
04:07It can really be any type of material, but Lamberts are simple because they
04:11are not reflective.
04:12And then I am just going to turn the Transparency all the way up.
04:18What I am doing here is I am actually using a little trick of the way that the
04:23Maya Renderer works.
04:25In the Maya Renderer, Depth-map shadows don't work with Transparency, which
04:30means a transparent object will still cast the shadow.
04:33And we can use this to our better effect here.
04:36So let's just go ahead and just render that.
04:38And you could see now the robot has disappeared, but he is still casting a
04:43shadow, which is great.
04:45So, now I have just the shadow.
04:47So now, I am going to go back to my masterlayer and let's go ahead and render
04:51that and see what we have.
04:52And my masterlayer is basically what I had before.
04:56And the reason I did this was to show you that I've actually got two
05:00different types of layers.
05:02And just by activating that layer and changing the render parameters, Maya will
05:07remember those and then when you go to render, it will just go ahead and apply
05:11those to that layer, and render out every layer that you have.
05:15So, what I am going to do here is go back to my masterlayer, go into my
05:21Outliner, select my Robot, plus there are two spotlights in the scene.
05:27So I am going to select the Robot and the lights that are illuminating the
05:31robot, and then all I am going to do here is just do Create another layer from Selected.
05:36So now I have another layer, and notice how when I click on this, there is
05:41nothing but the robot.
05:42So I'm just going to double-click on that, change it to Robot, and now I've got
05:51my masterlayer, which is everything, and that's not going to render.
05:54I can actually turn it on or off here.
05:56But what I want to render is the Shadow layer, which does this, and the Robot
06:06layer, which does this.
06:08It's just the robot.
06:10Now, the one thing I still have is I still have this image plane behind the robot.
06:15I need to delete that before I actually go to render, because I really want
06:20to render this against black so that way, I have a very clean plate when I
06:24got to composite it.
06:25So, I need to get rid of my image plane.
06:27So, what I'll need to do here is just select my Camera and the way that I do this,
06:32there's a number of ways of doing it, but I just go into my Hypergraph,
06:37once I have my Camera selected and typically attached to the camera is the image
06:41plane, and all you have to do is highlight that and delete it.
06:44And once I do that, when I go to render, now I have the robot against black.
06:51Once I have this set up, I can go ahead and do my render.
06:55And what will happen is when it goes to render, it will create directories
06:59within your project file called Robot and Shadow and it will actually fill
07:05those with the renders.
07:07So if I go into View Image and I go into my project here, you can see, under
07:12images, I have a couple of directories here.
07:15I have one for the Robot and one for the Shadow.
07:19So, these were created when I rendered.
07:21So, when I select this, I have just my robot against the black background, which
07:27I can use in compositing.
07:28So those are some of the tips for using Render layers to get more sophisticated
07:33renders, so that you can composite.
07:35So now once we're done with this, let's go ahead and go into BackBurner, which is
07:40going to be our network rendering where we can do a lot of this rendering and
07:43then we'll move on to Toxik and composite it all back together.
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3. Backburner
Intro to Backburner network rendering
00:01So now we are going to take a look at Backburner, which is network rendering for
00:05Maya, as well as for 3ds Max and Toxik.
00:09So, this actually applies to a number of different Autodesk applications.
00:13We are going to look at this from the Maya standpoint, but you can use these
00:17techniques on the other Autodesk packages.
00:20Now Backburner consists of three separate programs.
00:25These programs are Manager, Monitor and Server.
00:31Now let me explain what each of these does.
00:35Manager really is the core of Backburner, and it's the program that assigns the
00:40frames to the server.
00:41So, it manages the whole process.
00:44Server is the one that actually renders the frames.
00:48So Manager tells server to render say frame 20. Server will go ahead and launch
00:54Maya, and render that frame.
00:57When it's done, it will tell Manager that, "I need another frame," and the process repeats.
01:04Now Monitor is actually your interface into this process.
01:10You can actually run all of Backburner just using Manager and Server, but if
01:14you want to take a look at what's going on, Monitor is your interactive
01:17management and scheduling.
01:19It allows you to turn Servers on or off, reprioritize things, and so on.
01:25It's really kind of your interface into that whole process.
01:28Now let's take a look at how this all is set up.
01:32We have two types of computers.
01:35We have one manager in the whole network, and then we can have multiple servers.
01:42Now the manager computer will be obviously running the manager program, but it
01:47can also act as a server.
01:50So that means you can actually network render within a machine, which is kind of
01:54nice, because you set up a bunch of jobs and send them out and have your machine
01:58render them overnight without having to have multiple machines.
02:01And the manager machine can also run Monitor, which allows you to look at the process.
02:07Now the Server machines are not allowed to run Manager.
02:10You only have one manager program running, and then you can have as many server
02:14programs running as you want, and you can also run Monitor on any machine you
02:20want to look at the whole process.
02:22Now of course, any of these machines that are running Server also need to have a
02:27copy of Maya or Max or whatever installed, so that you can have the rendering
02:33program on the machine, so that the whole process will work.
02:37So, in addition to this, we also need one more thing.
02:40We need a common place to store all of our data.
02:43Because we have multiple computers, we need a common network location where we
02:50are going to render to.
02:51So we need one shared folder that all of these computers can read and write to,
02:56to actually do the network rendering process, because when the server is done
03:00rendering a frame, it needs to save that out in a common location.
03:04So, the whole process works by the Manager accepting the job from the user, and
03:10then it decides which frames go to which server, and it sends out those jobs to
03:15each individual server.
03:17The server launches Maya, renders the frame, and when the frame is done,
03:23everything is written to that shared folder.
03:26So, that's the basic overview of the rendering process using Backburner.
03:32So let's go ahead and get into the actual nitty-gritty of using Backburner.
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Setting up Manager and Server
00:01So starting up network rendering in Backburner is fairly simple.
00:05We need to start up the Manager first.
00:08So the first thing we do is we go to our Backburner folder either through
00:12our Start menu, but I've actually dragged it to the Desktop here, and you'll
00:16see three programs.
00:17One is called Manager.
00:18One is called Monitor.
00:19One is called Server.
00:21All I have to do is double-click on Manager and I have started it.
00:25Now Manager really is a very simple program. I am going to minimize this here.
00:30It basically just gives you information about the rendering process.
00:34Now when you first start it up, it will bring you into this General Settings menu.
00:40Now this is just the very first time you launch it.
00:43Now you can always go back to this menu if you want to change things.
00:46Now typically, I just leave it at default, but there are a number of options we can work with.
00:53One is to determine which TCP/IP port we want to use.
00:57Now typically, we want to set this to default, but if your network has special
01:01requirements, you can work around this.
01:04We also have an option that says what to do when a Server fails, just general
01:08things as to how many concurrent assignments we can apply to a server, maximum
01:13servers per job, those sorts of things.
01:16There is also a Mail Server, so if renders fail, it can actually email you that
01:21said, "Well, I am having problems," which is great if you have a giant render
01:25farm, and you have a lot of time critical things going on.
01:29We also have what's called a Jobs Path, which is where we want our jobs to be located.
01:36Now again, this used to be a central location.
01:39Now we have either a Win32 path or a Windows path or a UNIX path.
01:43It depends on how you have your servers set up, and you can just browse for that.
01:49Also, we have what's called Default Job Handling.
01:52Whenever Backburner gets a job, it saves out a file with all the information
01:57needed to recreate that job.
02:00So when the job is completed, do you want to just do nothing and leave that file
02:05on your hard disk? Do you want to delete it or do you want to delete it after a
02:09specific number of days, or we can also archive it?
02:13Now I am going to leave these all at the defaults, and I am just going to
02:16go ahead and hit OK.
02:18Now at this point, I don't have anything going on, because I don't have any servers.
02:24The Manager itself is really just looking for servers to send jobs to.
02:29So, if I want to actually start up something, I can go back into my Backburner
02:34menu, and start up a Server.
02:36So all I have to do is double-click on this, and now I have a server program going.
02:42So, now I have enough to actually start rendering.
02:45Now notice here on the Backburner Manager what happened is it says, "Successful
02:49registration from," and this is the name of the machine, booth-06-pc.
02:55And this, in the Server menu it says, "Registration Accepted."
03:00Now it's actually using the IP address of the machine, but it's the same.
03:04Now I have a second machine on the network, and I am going to go ahead and
03:09launch server on that right now, and let's take a look at what happens in
03:14the Backburner Manager.
03:16So now, I have launched it, and it has gone ahead, and now I have my second machine on.
03:22So now, I actually have two machines on the network.
03:25Now I just launched Server, but there is actually a configuration menu for
03:29Server as well, and let me show you what that looks like.
03:33This is a lot simpler.
03:34Basically, it just says what's the name of the computer that Server is
03:38running on, so basically what's the name of this computer? And also, what's
03:42the name of the Manager?
03:44Now you have two options here. One is to actually type in the name, or you can
03:49click what's called Automatic Search, and what Automatic Search does is it
03:53basically goes from 0 to 255 on your network and it just checks every possible
03:58location of a computer, and once it finds a Manager it connects it.
04:03So, this is actually kind of the default method, and actually, I kind of like
04:06using it this way, because it's almost the failsafe method, because it will
04:11eventually find the Manager.
04:12It may be a little bit slower to start up, but it works.
04:15So really all you have is the name of this computer, and the name of your
04:18Manager, or if you don't really know it, just search for the first Manager.
04:23And if you do a change like this, it won't take affect until the next time
04:27you restart the server.
04:30So once, I have both of these programs running and connected with no errors, I
04:34am ready to submit jobs to the render farm.
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Configuring network paths
00:01So, now that we have the Manager and the Server running, we can basically just
00:05minimize these, because these will basically run as background processes.
00:10Now the next thing we need to do is set up a master network location, a shared
00:15folder where all the servers can write to, and we just do that through
00:19standard network techniques.
00:21Now I am going to set this up on Windows, but if you have a separate server,
00:25just make sure that all of your machines are connected to this one server.
00:29Now how I'm going to do this is I am actually just going to go into my
00:33Exercise Files on my desktop, and we are in Chapter 3.
00:37Now what I've done is I have actually created a folder called Backburner Share.
00:43Now this can be any folder on any disk and any directory on your machine.
00:47It can also be a separate server, and really, what I want to do here is I
00:51want to create a share.
00:53So, I am going to go right-click and go down to Properties, and under this
00:57Properties, we have Sharing.
01:00Now in order to do this, you do need to be the administrator on your computer,
01:04but once we have those privileges, we can share this.
01:08So all we have to do is just hit the Share button, and make sure that this is
01:12shared to yourself, as well as everyone.
01:16And we want to make sure that everybody has Read/Write permissions to it.
01:19So we just pull this menu down and we say, "I want to share to everyone," add that
01:25in, and then make sure the permissions are Read/Write, because you really need
01:29to be able write those frames back once you've rendered them, or else you are
01:32going to start getting errors.
01:34Now once we do that, we hit Share, and we hit Done, and then we just close this.
01:41So now, this is shared.
01:42Now within this folder is where I am going to put all my assets. In fact, in
01:47this, I actually have a project file called Robot Project, and that's just a
01:52standard Maya project file.
01:54So, I have my scenes in here, and then I'll have an images directory for our final renders.
02:01Now once we do that, once we have all of this set up, we need to make sure that,
02:07within Maya, that we put everything into this network path, and the best way to do
02:12that is to use Projects.
02:14So, I am just going to go ahead and go into Maya, and now once I am in Maya,
02:19I just need to set my project to that network folder.
02:24Now here, I could actually set it to my desktop, and within my desktop actually
02:30go into Exercise Files and find that,
02:34but if I go through it this way, you'll notice that the path starts with my C
02:39drive, which is not a network drive.
02:41This will not be able to be seen by any of the other machines on the network.
02:45So, this is not how I want to set my project.
02:47So I am going to go ahead and get rid of that, and I am actually going to go to
02:51Network, and I am going to find my PC, find me and find that network shared,
02:59under Exercise Files/Chapter 3/Backburner Share.
03:03Once I have that, you'll see that when I go into my project settings, let's
03:09just do Edit Current,
03:11you will notice that it doesn't start with a C or D drive.
03:14It starts with a double backslash, and that means it's a network path.
03:19Once I have that set, then all I have to do is just work in that project and
03:25everything should network render to it.
03:28So let's just make sure that our project is set up with a network path, and
03:32everything else should fall into place.
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Sending jobs to Backburner from Maya
00:01Now once we have our project set to a network path, we can go ahead and load our
00:06scenes and render as much as we want.
00:08So, let's go ahead just open a scene.
00:11Now notice how when I actually open a scene and my project is set, it already
00:15goes to this network path, which is really important.
00:19And so, I just want to go ahead and open up Bldg_Shot03, and just open it up,
00:25and no, I don't want to save, and there is my shot.
00:28I already have my render layers already set up, and so everything is pretty much ready to go.
00:33Now all I have to do is basically just render.
00:36So, in Maya, we now have a new option on the Render menu called Create Backburner Job.
00:42Let's go ahead and go into that, and it says "Before I create my Backburner
00:47Job, do we want to save?"
00:48Well, I just loaded it, so I don't need to save, so I am just going to hit
00:50Ignore, and it brings up a really nice menu here.
00:54Now, we can give this a job name, which is basically that file that gets saved on the disc.
00:59If you want, I can give it a description.
01:02We have a priority, so 50 is in the middle. 100 is the biggest number.
01:091 is the lowest number.
01:11So, typically everything gets submitted at 50. Everything will just render
01:17in order received, but if you have a high- priority job, just give it a bigger number.
01:21And then you want to say what Renderer do you want to use. You can actually
01:24force it to render with a specific renderer.
01:27You also have additional options. These will be command-line options, so if you
01:31want to force specific features on to the renderer, you can add them here.
01:36Now, this is where we actually make sure that we have the right manager name,
01:40and then after completion what do you want to do? Do you want to delete the job, or whatever.
01:45And then also we can create log file.
01:47If a frame doesn't get rendered, it will write it to that file.
01:50Now here is actually a really important one, because this actually can create
01:55an error if you have 64-bit Maya, which is actually what we have, because what
02:01happens is that, with 64-bit Maya, you have a 64-bit Maya, but Backburner is still 32-bit.
02:09So, what happens is that it's looking for Backburner here.
02:14This is where it finds Maya, and this is where it finds Backburner.
02:18But Backburner is a 32-bit application, which means it's in the other
02:23Program Files directory.
02:25So, if you get an error, let me show you how to fix this.
02:27I am going to hit the dots here, and we are going to go to our C drive.
02:31We have two Program Files directories here.
02:34This is for 64-bit, and the one that says x86, that's for 32-bit.
02:40So, this is where you'll find Backburner.
02:41So, you go in Autodesk, under Backburner, and then you want to find this one
02:46called cmdjob.exe and you can see the difference here.
02:52This is Program Files.
02:53This is Program Files (x86).
02:56That will allow Backburner to run.
02:58So, if you run into a problem, that's where it is.
03:00And then once we are done, we can actually have it send an email, when it's
03:04done, or we don't have to.
03:06And then we can submit the job and close the window.
03:09Now when we do that, I am going to minimize this, and let's go ahead into
03:14Backburner and take a look at what happens in the Manager.
03:17You can see here it says it's sending instructions to each one of these
03:22machines, and now as they render it will go ahead and render.
03:27And if I take a look at the Server, you can see that the server is actually
03:31going through the files and starting to render.
03:35So, those are the basics of sending a job from Maya to Backburner.
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Managing network renders with Monitor
00:00Once you've submitted your job from Maya, you can take a look at its progress
00:05using the Monitor applications.
00:07So, let's go ahead and open that up.
00:09And what we need to do, in Monitor, is connect to the specific manager we want.
00:13So, I am just going to go ahead and go Connect, and then type in the name of the
00:17Manager, or do automatic search if there's only one manager on the network, and hit OK.
00:23And then any jobs that have been submitted to the Manager show up.
00:27So, the jobs that are proceeding normally show up in green. If there's any
00:31errors, you'll see it show up as red.
00:33If you click on it, you can see all sorts of details about the job.
00:37You could see a Job Summary, how many frames that sort of thing.
00:42Task Summary, which frames are waiting.
00:45Details about the job.
00:47If there are any Errors, those will show up here.
00:50Along the bottom, we have a panel here that shows all of our servers.
00:54So, in this case, I only have two, but it also shows whether the servers are
00:58Busy, whether they're Idle and also show if there's an Error.
01:02So basically, a Busy server is green, anything that has an Error will be red,
01:07and Idle servers will show up in yellow.
01:10And from this point, we can also right- click over any job, and we can edit the
01:15settings for the job.
01:16So for example, if I click here, I can actually see all the settings for the job
01:20and edit them if I want.
01:21I can also change the priority of the job, if I want this to go faster.
01:26I can clone the job.
01:27I can create a report.
01:29I can also do things such as suspend or restart the job.
01:33And of course, I can delete a job if I want to just get rid of it.
01:37Now, also we have a menu along the top here.
01:40This allows us to connect or disconnect to the Manager.
01:44We can also Auto-Connect.
01:46If it loses a connection to the Manager, we can reconnect back to it.
01:49We can also basically go through a lot of the same options that we have just by
01:54right-clicking over jobs or servers, and then also we can turn off things, such
01:59as viewing the Status bar or the toolbar.
02:03And those are really just the basic functions of Monitor.
02:06And what this does is it really just allows us to Manage, re-prioritize jobs,
02:10and just see the general progress of our rendering.
02:14Now just remember that this is not the actual Manager. This is just an
02:18interface into the Manager.
02:21You need to make sure that Manager is running, in order for all of this to work.
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Troubleshooting
00:01Now when you're rendering with BackBurner, of course you're going to
00:03have network issues.
00:04It's kind of almost part of the game is that when you have a bunch machines
00:08working together, one machine or all the machines aren't going to work.
00:12So, I'm just going to give you a few quick things to check when
00:16troubleshooting BackBurner.
00:18Now if you get into really sophisticated things, you are probably going to
00:21need somebody who knows a little bit about networking and configuring
00:24computers and all of that, but these are just some basic things to check for
00:28the average person.
00:30Now the first thing you want to do is make sure your network is completely
00:33connected, so you want to make sure that all the machines can see each other, so
00:37go on each machine and make sure that you can connect to every other machine.
00:42If you want to, go ahead and even ping the machines using the ping command from a command line.
00:48Another one is to make sure that all the files/textures and assets are network
00:54visible, so again, make sure that everything is in a project and make sure
00:58that that project is pathed with network paths. If anything is like listed as
01:04being on a C Drive or a D Drive, it's not going to be visible to everything,
01:08so go through your whole project. Make sure everything in that project can be
01:12seen by the network.
01:14And then, finally, make sure you check your network Read/Write permissions.
01:17You could very easily have shared a folder, but made it Read-only, so make sure that
01:22your entire network can write to that common folder.
01:26Now also, you want to make sure that you check software, so make sure that you
01:31have the exact same version of Maya and BackBurner.
01:34So, if you've done an incremental update of Maya, you want to make sure that you
01:38have that on every single machine, that you have the same version of all the
01:42software on all the machines.
01:44Also, it helps to have the same version of the operating system, although that's
01:48not as critical, but that can help as well.
01:52And also make sure that your software is licensed on the appropriate machine, so
01:56the machine that's sending the renderer job has to be licensed.
02:00And also make sure that any plug-ins that you're using are installed on all the
02:04appropriate machines.
02:06So, if you have a special rendering plug-in or a meshed affirmation plug-in or
02:10even a script or something like that, you've got to make sure that all the machines
02:14have that same script, so that they can render the same scene.
02:18And finally, here are some additional things to check.
02:21You want to make sure that machine names start with a letter and not a number.
02:26Now that's kind of an obscure thing, but that can kill a network render.
02:30Also make sure that you've installed full versions of Maya on each machine.
02:35Don't do a pick-and-choose instal of Maya. Just go ahead and use the disk space,
02:39install the whole version of Maya. It'll save you a lot of hassle.
02:43Now there will be cases where you have some machines that are 32-bit operating
02:47systems, and some that are 64-bit operating systems.
02:51If you have that mixed environment, make sure to run Manager on the 32-bit
02:57machine, okay? Because it's a 32-bit application, it seems to work better in
03:02that respect. And finally, debug your network one connection at a time, just get
03:08Manager and Server working within one machine, then add in a network machine,
03:13make sure that that works and then continue to add machines.
03:17If you try to debug the entire network at a time, you're just going to create
03:21headaches for yourself, so refine the problem, knock it down to just a very
03:25simple case, make sure that works and then build from there.
03:30And if none of those things work, just remember that Google is your friend, so
03:35if you type your problem into Google, there's a good chance that somebody else
03:38will have had that problem, and have posted a solution.
03:42So network with your friends and other people who have used Maya. They could
03:46also offer up a solution.
03:48Also, remember that BackBurner has been a part of Max for quite a while, so if
03:53you try to debug a Maya problem, a lot of the Max problems that people have had
03:58will also apply to Maya.
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4. Basic Toxik
Toxik interface
00:00Now we're going to take a look at the last of the applications that now ship
00:05with Maya 2010, and that's Toxik.
00:08Toxik is a compositor, very similar to After Effects or Shake, in that it allows
00:14you to combine multiple images into final output.
00:17Now this works really well with Maya, because it allows you to render in layers
00:23and then bring everything back together, and just fine tune it in the compositor
00:27before doing final output.
00:29So, Toxik also can be used as just a general image processor as well.
00:35Now before we get started in Toxik, let me just show you some of the basics of
00:39the Toxik interface.
00:40First, you'll notice that Toxik uses a lot of its own conventions.
00:44It's not quite like a Windows app, so you'll notice that you can't resize the
00:49window, and the menus look a little bit different, but once you get past these
00:54differences, you'll find it's fairly easy to work with.
00:57Now Toxik is a node-based compositor, so most of the menu options are actually
01:03attached to the nodes that it uses, so along the top here, we only have a File >
01:08Edit and then a small Scripts menu.
01:10There's really not a whole lot along the top menu. Most of your options
01:14are within the nodes.
01:16Now Toxik has a couple of different window types. The first is Viewport.
01:19So for example, the robot that we're seeing is in a Viewport.
01:23We also have all of our compositing nodes here, which are also in a Viewport.
01:28So for example, here we have our layout, which has our robot element, the
01:34shadow, and then those two comps together, so we have nodes.
01:38You can actually just trace through the lines here and see how it's all kind of wired together.
01:44And then we have our backing plate here, and then we've composited all that
01:48together for final output.
01:50Now notice when I actually click on these, how this bottom set of menus
01:54changes, so when I'm in output, I am actually looking at the output options for this scene.
02:00When I hit the one that says Blend & Comp, then I get the controls for blending
02:05and compositing two elements together, and the same for the footage.
02:09So this is actually the controls for the footage, how long it is and so on.
02:14So, in addition to our Viewports, we have our Controls, which are down here.
02:19So for example, if I clicked on this footage here, I could actually work with
02:24this and if I clicked with my output, I could change that as well.
02:28Now in between these we actually have a Timeline, which allows us to scrub, we
02:33have keyframing controls here, we can turn this on and off to automatically
02:37Keyframe or create Keyframes.
02:39We have our Frame counter here.
02:42We also have a Player.
02:43Now one of the things with compositing is that you really do need a fast hard
02:48disk in order to play things in real-time.
02:51So with this particular one, we've got a lot of elements, so I'm not going to be
02:54able of play this in real-time, but let me show you how this work.
02:56If you hit Play here, it will actually start to play in Full Screen.
03:01Now all I have to do is hit Esc, and then I can see it in the smaller Viewport.
03:07So, if I hit that, it goes big.
03:09Hit Escape, it goes small.
03:10I hit this one to Stop.
03:11So this plays forward, this one plays backwards, and this one is the Full Screen Player.
03:21Now the rest of the interface is fairly simple.
03:24Along the bottom here we have a Status Bar, and actually one of the
03:27nicest things is here we can click this and pull down and figure out what
03:31type of layout we want.
03:32So, if we want something a little bit different, we can just create whatever
03:36type of layout we want.
03:37Now I'm going to go ahead and put this back to where it was, and also, down here,
03:43we also have our Preferences.
03:44So, if you click here, you get your Project Preferences.
03:47These are things related to the actual file that we're working with, and these
03:51are more global User Preferences.
03:55So those are some of the basics of the Toxik interface, and now let's go ahead
04:00and get started in actually using Toxik.
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Navigating Toxik
00:00When you start using Toxik, one of the things you'll learn is that there are a
00:04lot of hidden functions that exist under the mouse keys.
00:08When you're using Toxik with the mouse, you need to be sure to use a three
00:12button mouse, because there are some additional functions in that middle
00:16click that you can use.
00:18You can also use Toxik with a tablet or pen, particularly if you're doing things
00:22like painting mattes and that sort of thing.
00:25But we are using it with the mouse, so we're just going to keep it very simple here.
00:28So the first thing you want to take a look at is the right-click options.
00:32Now these change, depending upon where you're at.
00:35So if I'm over, for example, a Layout Window and I Right-click, you have these
00:40options, and one of the ones you'll use the most is called Add from Pick List.
00:44Now these are basically the effects and compositing functions that we can apply
00:49to clips, so these are really just all the things that we can do with the stuff
00:53in our Layout Window.
00:55We also have options to Layout everything, which means just to clean up your
00:59layout and so on and so forth, Reset Zoom and Pan and so on.
01:04Now, if you're over an Image Window or Viewport that contains an image such as
01:08this one, right-clicking will give you different options.
01:12Again, you can have Add from Pick List, but some of them are Reset, Zoom and
01:15Pan, View and Display.
01:17So for example, if I only want to display RGB, or if I want to display Alpha
01:22Channel or just the Alpha channel, I can do that sort of thing.
01:25I can also do what's called a Comparisons. I can actually compare two images together.
01:31Comparison is great if you're doing an effect,
01:33and you want to see what it looks like before and after.
01:35You can select two nodes and do a comparison.
01:38And then another one is Fit to Player or Reset Zoom/Pan.
01:41Now this will actually go to actual pixels or this will shrink or expand to fit
01:47the size of your window.
01:50Now another menu option you want to be aware of is called the Drop Gate.
01:54Now again, this will change depending upon where you're at in the interface, but
01:59it's accessed by hitting middle click.
02:02Now we're just going to do it over a viewport here, and if I middle-click
02:05here, you'll see that I have options to go to Schematic, a Pick List,
02:10Composition Browser and so on.
02:12So, if I click again, it goes away.
02:14So, it's almost like a gesture.
02:15So, you can see if I move the mouse quickly to the left or the right you will
02:19see this window comes up and then it disappears.
02:22So, this is actually very gestural.
02:24So if I click here and go to Pick List, this gives me a bigger version of that
02:28pick list I can get through the right- click, but I also can go through different
02:32types of Views and once I move off of that window, it disappears,
02:36so I don't have to hit Close for anything.
02:39So another one you would do probably would be the Composition Browser, which is
02:42basically all the assets in our scene in the text format.
02:46So again, you can scroll through these, and as soon as I move my mouse off of
02:49that, it disappears, and this actually makes it much more productive because you
02:53don't have to open and close windows.
02:55You can just have that window available when you want it.
02:58Now the Drop Gate can be used for a lot of different things and you will be
03:02using it in various places in the program, but I just wanted to introduce that
03:05concept to you before we proceed.
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Creating a composition
00:00Now that we understand the basics of getting around within Toxik, let's go ahead
00:04and actually start creating our own compositions.
00:07We can do that by just doing File> New, or Ctrl+N, and this brings up the
00:12Create Composition window.
00:14Now what this is basically just a file browser that allows us to pick the
00:19directory where we want to save the composition file.
00:22Now when you create a composition, it actually saves out a file, which has all
00:26of your scene data.
00:27So, we need to actually scroll through this.
00:30Now this is actually not a very Windows or Mac friendly browser, but you get
00:35the hang of it here.
00:36So actually I'm going to go to my Desktop and under Exercise Files here, I'm
00:41actually going to double-click and go into Chap04 and this is where I'm going
00:45to create my composition, and I am just going to call it Comp_01, and if we
00:50want, we could actually type in the destination, but it's actually better just to browse to it.
00:55And then all we have to do is hit Create.
00:57Now once we do that, it adds our first node into our composition and that is the Output node.
01:05Now this is basically the output of our final project.
01:08So, if we had a composition network that kind of came in here, this is our final node.
01:12This is where our final output is.
01:14Now one of the things you need to be aware of, in Toxik, is that we have two
01:19places where you can set resolution.
01:22If I go down here, you can see I have my Composition resolution here.
01:27I can pick my Format, or I can type in the numbers manually.
01:31So let's say I wanted this to be high-definition.
01:34So I hit the down arrow and find HD 720p, or I can also use the middle mouse
01:41button to kind of roll up and down that list.
01:43There is also a scroll bar along the side as well.
01:46So, I just want to go ahead and select 720p.
01:50Now this is what I'm working on in my composition.
01:54So, this is everything that comes up to this Output node.
01:57So, if I wanted to, I could actually work in a higher resolution and then output
02:01at a lower resolution.
02:03But what we want to do is actually just output the same that we're compositing
02:07at and typically, that's what you want to do.
02:09So, you want to make sure your composition is the same as your output.
02:12So, if I click on this Output here or on this tab here, I can, again, set this.
02:18So, I am going to go ahead and make sure that that's at 720p as well and then
02:21I'm ready to actually start bringing in footage and start building my composite.
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Importing footage
00:00Now that we have our basic composition set up, we can actually start inputting
00:04footage and start building our composition.
00:07So in order to input footage, all you have to do is just go to File > Import or
00:11Ctrl+I and that brings you back to the File browser and again, we are in under
00:16Exercise Files, Chap04 and you will notice there are three directories here:
00:21City_Shot, Robot, and Shadow and these are three elements that we are going
00:25to composite together.
00:26So right now, let's just start with the backing play, which is called City_Shot.
00:30So when I click on that, you will notice it right here, there is a little node
00:34that says JPEG and what this is is a JPEG sequence.
00:38Now footage in Toxic can only be image sequences.
00:42It's very similar to MatchMover in that regard.
00:46You can not bring in QuickTime or AVI, Flash. Any sort of movie file just won't
00:51be able to be imported.
00:52Toxic does support a wide array of still image types, but you are working
00:57with image sequences.
00:59So this one is actually a JPEG sequence.
01:02So if I looked at this in the Windows browser, you would see 150 files named
01:07City_Shot_00, City_Shot_01 and so on, but Toxic is actually nice enough to say,
01:12"This is actually an image sequence.
01:14Let's just go ahead and combine that into one menu item and let's just import it."
01:18Now when you import this, I am going to close this right here, you will see
01:22now we have two nodes.
01:23We have our footage node, and we have our Output.
01:27Now if I look at my footage node, you will see I have image import.
01:31You can see its type is JPEG, resolution, image ratio, frame rate, also the
01:37duration. This is 150 frames, so I can scrub through it.
01:42But right now, I can only scrub to frame 24, because that's as many frames as I
01:46have in my default composition.
01:48So, I need to actually bring that up to 150 frames and now I can scrub through
01:52my whole piece of footage there.
01:55There are some additional options here.
01:57We can actually change our start and end frame if we want.
02:00We can also change our frame rate if we need to, but basically, this is our image import.
02:05Now once we have this image here, we can actually start working with it in Layout.
02:11If you notice here, if I click on this piece of footage here, it shows up in my viewport.
02:16That's just the image sequence.
02:18It's not what's going to be the final output.
02:20That's determined by this node and right now, that node is black.
02:25There is nothing there.
02:26That's because we haven't connected the two together and this goes to the heart
02:30of what node-based compositing is, is that you have to wire one node to the other
02:35in order to actually get a compositing network.
02:38So let's go ahead and do this and create one of the simplest composites we can
02:41get, which is just an image being output.
02:44So what I do is I just go here to this little tab at the right-side of this
02:49icon, left-click and drag, and you will see I get a little wire that comes up
02:53and all I have to do is plug that wire into the back end of Output and now my
02:58output is that image sequence.
03:00Now, of course, this is just a very simple composite, but what we can do is
03:04we can expand on this.
03:05We can actually run these wires through nodes that composite images together
03:09that do color correction, that do special effects, and we can build a much more
03:13sophisticated network.
03:16So now, we have brought in footage and actually wired it to the output.
03:20Now we can go ahead and start bringing in more footage and actually doing
03:23some compositing.
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Compositing footage
00:00Now the real goal of any compositor is to composite together multiple footage.
00:05So let's go ahead and do that.
00:07In order to do that, we need to import some more footage.
00:09So I am going to go to File > Import and I am going to go back to my Chapter 04
00:13folder, and we have two additional folders here.
00:16One is called Robot and one is called Shadow.
00:18So let's go into Robot and there is file here called Robot_City_, Import and
00:24that's the one that we actually rendered out of Maya and then let's go to the
00:27Shadow director and we have another one. Unfortunately, it's called Robot_City_.
00:31This is something that Maya does when it renders out in layers, so we kind of
00:35have to be able to work with files like that and this are actually both targa sequences.
00:39So, now that I have these, you can see that the first one is just the robot,
00:44animating in his inimitable way, and then we also have the shadow.
00:50So basically, we have the robot, the shadow and our backing plate.
00:53So, this is a very typical composite.
00:55So, the first thing I am going to do is go ahead and arrange these in the order
00:59that we want it to composite them.
01:00I want the robot on top, the shadow and then the backing plate.
01:04Now this isn't important in terms of how Toxic works.
01:07It's just something that I like to do, so I understand the order of the composite.
01:11It's more of just an organizational thing.
01:13So, the first thing I want to do is just go ahead and create a composite between
01:17the shadow and the backing plate.
01:20Now I can do that by adding in a rendering note.
01:23So I can right-click here, Add from Pick List, or I can go here to what's called
01:30the Pick List and these are all of the effects and things that we can do.
01:33So we have one here for compositing called Blend & Comp.
01:37Now typically, how I work is I just go ahead and right-click over this and the
01:41most recent one that you do will actually come up here, but if it's not there,
01:45just go Blend & Comp.
01:49Now if I click off of this, you can see that these tabs disappear.
01:53When I click back on it, you can see these appear.
01:56These three tabs are the controls for this particular node.
01:59Now what I want to do is actually create a comp between the shadow and the background.
02:06First thing I am going to do is I am going to take the output of the shadow and
02:10I am going to plug it into one of these slots.
02:12Now notice we have four slots on the backside of this. Where output only had
02:16one, this one has four.
02:17So this first one, if you hover over there, it will say that's your mask.
02:21This is your Matte.
02:22This is the Back plate, and this is the Front plate.
02:25Well we want the shadow in front, so will put that in front and now we will need
02:29to connect this to the back.
02:32Now we can do that by disconnecting this.
02:34So I can actually disconnect this by holding down the Ctrl key and clicking on
02:38that wire and then it disconnects it and it ask me to replug it in wherever else I want.
02:41So, Ctrl+Left Click disconnects it.
02:44So when I click on this comp, you can see now I have got my shadow right here
02:49and then if I want, I can actually take the output of Blend & Comp, plug it into
02:53my output, and now I have the shadow.
02:56Now if I go to my Blend & Comp note, if I highlight this and go here, you can see
03:01I can actually change the gain. I can change my front gain, my back gain. I can
03:05do some color correction here.
03:07Now if I wanted to make that shadow a little bit lighter or darker, I can just
03:11go ahead and adjust it here. All I am doing this is left-clicking over this and
03:14dragging left and right. That's all I have do to adjust one of these.
03:18I can also gain just a specific color and you have a color wheel where you can do that.
03:23You can also make the background disappear if you want, but we don't really want
03:27to do that and we also have our compositing method, which is do you want to
03:31composite it over, at top, inside, outside and so on?
03:34How do you want to blend it?
03:36Do you want to add, subtract? These are a lot like the Photoshop Blending modes,
03:40when you go in the layers in Photoshop.
03:41So you have your add, subtract, dark and multiply and then, of course, do you want it
03:46Superpose, Adjacent? Well, we usually leave this at None.
03:49So now, we have a Shadow.
03:51Well we still need to composite the robot over the shadow.
03:54So, we need the robot on top of the shadow and both of those on top of this.
03:58So actually, I need to take this and do the exact same thing here.
04:02So, I will need to go ahead and do one more Blend & Comp.
04:04So I am right-clicking here, and just selecting Blend & Comp, and I am going to
04:09put the robot in front and then I need to disconnect this, so again, we are
04:14going to hit Ctrl, plug the shadow into the black, and you could see here now I
04:19have got the robot over the shadow and then take that output and plug it into
04:25the front of this one.
04:27So now I have the robot composited with the shadow and the robot and the shadow
04:32composited with the background and that all goes to output.
04:36Now this is getting kind of messy here.
04:38So if I right-click over this, I can just say Layout All and then it will go
04:42ahead and clean that up for me.
04:44At this point, I can actually start playing with my composition.
04:48So, if I wanted to, for example, I could make my shadow a little bit lighter.
04:51I could change up whatever I want and now, I have got my final output.
04:57Now this might not scrub as fast because we have a lot of targa files in here,
05:00which actually might slow it down if you don't have a fast hard disk.
05:03But you can basically get the hint here.
05:05Now we actually have the Robot successfully composited into the scene.
05:11Now this is just the basics of compositing.
05:14If all you knew was this, you could actually just composite together elements.
05:17But you can also take this further by adding effects and color correction and so on.
05:22But these are the basics of compositing in Toxic.
Collapse this transcript
5. Advanced Toxik: Adding Effects and Correcting Color
Correcting color
00:00Now once you have your basic composition set up, you can start adding in
00:04color correction, effects and all sorts of other techniques to make your
00:09project really pop.
00:10Let's go ahead and start off with some color correction, and I'll show you how
00:14to add in those nodes and work with them.
00:17Now, we have four basic color correction effects in Toxik.
00:22Now if I click over here to my Pick List, you can see, under color correction, we
00:25have one called CC Basics, one called Photo Lab, another one called CC Histo and
00:31that's for histograms.
00:33That's almost like a Levels type of thing and then we also have Color Curves.
00:37Now I am just going to deal with the first one, which is CC Basics, which is
00:40probably the most common one that you'll use.
00:43Now in order to bring this in, all I have to just left-click and drag this on.
00:48And then I can basically connect this into the network by disconnecting this one
00:53and then wiring it through.
00:54But let me show you an easier way of doing that.
00:57I am going to go ahead and highlight this and delete it.
00:59Now if I position my cursor over the wire right-click, Add from Pick List,
01:06and then all I have to do is find the one that says CC Basics, or if I go under
01:11color correction I can do it there, but let's go ahead and do it here.
01:13And if that one is highlighted, it will automatically wire it in.
01:18It makes it a lot easier, and this will actually make things go a lot faster for you.
01:22So now, I have the Robot wired through some color correction before it actually
01:27blends in with the shadow.
01:29And after I go over here, I can actually do my color correction.
01:31Now if I want to see what the final output is, so I can color correct him
01:35against the background, I have to right- click in this window and I want to view
01:40Composition Output rather than Tool Output, right here under Display.
01:45So, that displays the final output of what I'm working with.
01:48So that way, when I do my Color Correction, I can see him against the background,
01:52to make sure that I'm getting the proper color.
01:55Now this is actually a fairly simple color correction. We have our Hue,
01:59Saturation, Contrast.
02:01We can also have a Gain, just an overall Gain.
02:04We can also just pick on this color wheel. Probably the easiest thing to do
02:08is just drag on this color wheel and you can see how we can tint it to
02:12whatever color we want.
02:13If I want to make him more blue, I can do that.
02:16If I want to make him more red, I can click it over here.
02:20We can also work with Color Temperature.
02:22So, I can actually gain up my temperature to make them a little bit more saturated.
02:27But actually, if I look at this background this background, this
02:29background isn't so saturated.
02:30So, I might actually want to desaturate him a little bit.
02:33I can also play with things like Gamma.
02:35So, if I want to change my Gamma I can do it this way.
02:38And if I go over here to Ranges, I can actually make this affect the entire
02:42image, just Shadows, just Midtones or Highlights.
02:47So, you really do have a lot of control, even with this basic color control.
02:51Now the next one I want to show you is called Photo Lab.
02:54So, we are going to go ahead and drag this over.
02:57Go over the line, highlight it, right- click and under Pick List, I am actually
03:01going to go down to color correction here, and find Photo Lab and wire that one in.
03:09So now, I have my Photo Lab on my backing plate.
03:14So I've got my backing plate wired through Photo Lab into Blend & Comp.
03:18If I double-click on that, you can going to actually go into Photo Lab here,
03:21and you could see this is actually a very different way of working with color correction.
03:26It's really just a bunch of color wheels for Exposure, Contrast and another
03:31thing called Pivot and Lift.
03:32For example, if, with this, if I want to change my Exposure,
03:36I can change it and tint it.
03:38So for example, this plate is a little bit dark - I am going to hit Reset here -
03:41and if I just bring it up, you can see I'm actually exposing it a little bit.
03:47I can also make it more or less contrast-y.
03:50So if I make a little less contrast-y,
03:52you can see I can actually pump up my gain a little bit more, so I have a
03:56little bit more detail in these shadow areas, so it doesn't look so harsh in the foreground.
04:02It's a little bit more balanced.
04:03Now this shot was shot first thing in the morning and this whole area was in
04:06shadow, while the city was actually lit up fairly brightly and so this was
04:11actually a little bit darker in the foreground than I had wanted.
04:14Now we can also do it with what's called Pivot.
04:18You see what that does. Again, that's a little bit, kind of like a brightness
04:22control and then another one called Lift, which is actually kind of more or
04:28like an extreme contrast control.
04:30Now I am going to hit Reset on that one.
04:32So you can see now, I have actually got some pretty decent control over my color
04:37and I can actually darken this a little bit to make my robot pop.
04:40So I am actually going to go back to my CC Basics and gain up my robot just a
04:44little bit, to make him kind of pop in the background.
04:47Now you can see I have got some much better color and now I have got a little
04:51bit more of a unified robot in the background.
04:55Now one of the things about compositing is it's really about matching your
04:58elements to your background and making sure that they meld together,
05:02and so color correction is a really big part of that.
Collapse this transcript
Using special effects
00:00Another thing you can do within a composite is to add special effects.
00:05Now these are things like Blurs and Film Grain and other effects that can
00:09actually make one piece of footage look more like another so that it looks like
00:13it's more of a seamless composite.
00:15Now with this robot, we've got him actually, he still looks a little bit clean
00:20against this backing plate.
00:22This shadow, for example, doesn't look like that shadow under the motorcycle.
00:26And he looks a little bit sharp compared to the rest of the scene.
00:30So let's go ahead and add in a few extra things to correct that.
00:34So the first thing I am going to do is play with this shadow.
00:37Now if I go to my Pick List, you'll see, under Compositing, I've got a number of
00:42different ones here.
00:43And that one I really want to play with is called Blur.
00:46So I can either bring it in here or let's just our standard trick here.
00:50I am going to highlight this line, coming out of the shadow, right-click over it, Add from Pick.
00:55I am going to go down to, under Compositing, this one called Blur.
01:01Now what Blur does is basically blur it.
01:06So, we can click on the controls for this, and we have two types of blur.
01:11This Blur node can actually do multiple times of Blur.
01:14Now in something like After Effects, you would have a separate one for
01:17Gaussian Blur, a separate one for Radio Blur.
01:20This one does it all in one node.
01:22Now actually, what we want is just a basic blur.
01:25We don't need to do a zoom, spin or focus.
01:27So, I am actually going to blur out that shadow.
01:29You can see how actually I am actually blurring it to make it look a little bit
01:32more like that motorcycle.
01:33That looks pretty good, maybe a little less, and that makes it look pretty good.
01:39Now actually, this might be a little bit dark, so I am going to go over to that Blend
01:42& Comp node and just play a little bit with the Opacity of that as well.
01:48So there, now, I have a shadow that looks more close to what we have under the motorcycle.
01:53Now remember, this motorcycle is above a dark surface and this is above a light surface.
01:57So, you have to take that into account.
01:59And once I have that, again, I can just scrub and you can see how that all works together.
02:04Now one of the things we are doing is we are actually just making these effects
02:07happen throughout the entire composition.
02:10You can animate parameters and we'll get to those a little bit later.
02:15Now let's go ahead to another type of effect and that's called Film Grain, which
02:19is something that you really want to do, particularly when you are compositing
02:21to other types of footage and again, that's under the Compositing menu and it's called Add Grain.
02:29So when I have that, let's make sure I highlight this and you could see it's
02:33basically the type of grain and the Size.
02:36So, if we want, we can have Red, Green or Blue.
02:39Actually, I am going to link those that they are all the same and so we're
02:43going to have the amount of grain.
02:44And you could see if I turn that way up, you can see how grainy he gets, but we
02:47really don't want that. We want just a slight amount of grain, because the
02:51footage itself is a little bit noisy. It wasn't perfectly done.
02:55So actually, I'm going to turn this up and then get the size of the grain to
03:00where I want and again, I want to link these.
03:06Sometimes you might not want to, so I am actually going to make the grain a
03:08little bit smaller and then turn down the volume here.
03:14Now we also have Curves here, as to how you want the grain to be applied and we
03:26can also play with those as well.
03:28So we have one for Red, Green and Blue so you can actually have your grain be a
03:34little bit more dark or light, just depending upon how you want it.
03:38So, these are actually more of a midtone grain versus the high-frequency or
03:41low-frequency grain.
03:43So let's go ahead and turn that down just a little bit and there we go.
03:51So now I have some effects. I've got my shadow blurred out a little bit.
03:55I have got a little bit of film grain on my robot.
03:58See how very simply you can add effects into a network.
04:02So what we have here is we have grain is coming at this point is after the color
04:06correction and we've got our Blur coming before we Blend & Comp that whole thing together.
04:12And now what we have here is we've got a fairly sophisticated network.
04:16We've got a lot of nodes and they all just kind of wind together into
04:21again, this final output.
04:23So, those are some of the basics of adding effects.
04:26Now when you add effects, you want to make sure that you are reasonably subtle
04:30with them, particularly if you are trying to duplicate live action.
04:33Now you can also use special effects to create wild, crazy graphic designs,
04:37but in this sort of application, you want to make sure that you're subtle and
04:41that everything matches.
Collapse this transcript
Transforming footage
00:01Now let's take this one step further by adding a title into the scene.
00:05I am going go ahead and Import this image here called Sunday730.png.
00:12Now, once this is imported, you can actually see - in fact let me just go
00:16ahead and wire this in.
00:17I'm going to go ahead and add in a Blend & Comp, wire this to the top, and
00:25actually, I want to put this between my output here, so I am actually going to
00:29hold down the Control key, wire that to the Input, wire this to Back.
00:35So now I have this image here, and it says Sunday...7:30 am...Los Angeles, and
00:41it's really not where I want this.
00:43I want it along this dark part of the street.
00:46So in order to do that, I need to do what's called a 2D Transform and this is
00:51just another node that I can find on the Pick List.
00:53It's under Compositing, called 2D Transform, but the easiest way to do this,
00:57again, is to just highlight that wire, right-click, go under Compositing and
01:03find 2D Transform, and it gets wired right in, highlight that and I can go to
01:09the Options, or if I look into the Viewport, you can see it actually is giving
01:14me Transform Controls.
01:15So, all I have to do is just move this around and this one scales.
01:21This is your Translate, this is your Scale, and this is your Rotate, but
01:28actually, I don't want to Rotate, and all of these are reflected here.
01:32So, if I wanted to zero out rotation, I can.
01:36And let's just go ahead and position that to where I want.
01:39Now, all of this can actually be used for Motion footage, as well.
01:42So, if you want a piece of footage that's moving across the screen, you can use
01:45the 2D Transform, as well, on Image Sequences.
01:48So, this is basically what I want in terms of look, but it's a little bit dark.
01:53So, I am actually going to add in just a very quick color correction, so I am
01:57just going to add in some color correction basics here, click on this, go here,
02:02and just give it some Gain.
02:03There we go, just make it a little bit brighter, so it pops against that background.
02:10So as you can see, you can load Still Images in addition to Image Sequences and
02:17all of those can be transformed using the 2D Transform tool.
Collapse this transcript
Creating mattes with garbage masks
00:00When doing composites, one of the more important things that you need to learn
00:04how to do is how to create mattes and Garbage mattes.
00:08So, let me show you how to do this.
00:10We are going to use a matte in order to wipe on this title.
00:15So this'll be a very simple application of a matte, but you can extend this for
00:19whatever needs you have.
00:20Now, mattes are actually done under Paint/Roto. There's one called Garbage Mask.
00:27So again, I'm just going to go into my Composition and I am going to go after
00:31the Color Correction on this title, onto this wire right here and let's just go
00:36ahead and add in a Garbage Mask.
00:39Now, when I click on that and go over its controls, you'll see we've got a
00:44couple of options here.
00:46Along here, we have a list of all the mattes in that particular node, so you can
00:51actually have one node containing multiple mattes.
00:55Then here are our tools that allow us to draw the mattes, and then for each
01:01matte that's selected, we have controls for how those particular mattes work.
01:07So before I actually get down to matting this particular title, let me just do
01:11a quick draw of a matte, so I can just show you how to draw kind of random matte here.
01:15So I am going to go ahead and highlight this one here, and this is our Bezier
01:20type of matte, and then all I have to do is go into my window and then
01:24left-click and then I can just create whatever matte I want.
01:30Now, once I have that matte, you can see it shows up here.
01:34It has a color and now I can work with it.
01:38So, once I highlight that I can actually go into my matte, I can change its
01:42size, its shape, I can actually animate these, and pretty much do whatever I want.
01:47Now if don't want this, all I have to do is select all points and hit Delete
01:51and that goes away.
01:54So, what we really want to do here is basically create a wipe, so that's
01:57actually going to be more of a rectangle, than just a random shape.
02:00So, I am going go ahead and just draw a rectangle in here.
02:04So as you can see, this particular comp called isn't quite working.
02:08That's because I'm using the wrong Composition mode.
02:11Now, if I wanted to, I could actually change that here before I drew it, but once
02:16it's been drawn, I have to change it here in this list.
02:20So actually, I have kind of a small screen here, so I actually kind of have to scroll over.
02:24You might not have to worry too much about this because you will probably be
02:27working on a larger screen than me, but right here is the way that we're comping
02:32this particular mask.
02:33Now if we had more than one mask, we would actually have a list in this particular Window.
02:39So, for this type of mask, we actually want to do what's called a Cutout.
02:43So I am just going to go and change that to Cutout, and you see what it does is
02:46it cuts out those pixels and leaves what's behind.
02:49Let me go over here and we can see how this works.
02:52So now, I have this particular matte, and I can click on this and now I can
02:58actually select all of these and if I wanted to, I can move them. This is my matte.
03:03Now if I wanted to actually highlight the whole thing, I could actually just
03:06highlight these pixels, and do my wipe.
03:09Now this is where animation gets in, but also notice we have a very hard edge on
03:14this, and I really don't want my edge to be so hard.
03:17I want kind of a softer edge.
03:18So, all I have to do is hit Ctrll+Left-Click and I can actually make a
03:23feathered edge on any mask.
03:26So, all you have to do is Ctrl+Drag and you are going to go outside or
03:30inside of this to make your feathered edge.
03:32Now I am actually going to do this on the inside, and now if I click off
03:36of this, go to Output,
03:38you can see I've got kind of this feathered edge, and if I go here, I can
03:41actually maybe move this over just a little bit, so you can see that.
03:47You can see now I have that soft edge.
03:49So, those are the basics of creating masks.
03:52You can actually create masks of any shape.
03:54You can create circular, rectangular masks, or mask using Beziers, and you can use
04:00a number of different compositing modes to composite your footage together.
04:05Probably the best way to work with Garbage Masks is to just play with them.
04:09So go ahead and start drawing some mattes and see how they work and you'll
04:13get the hang of it.
Collapse this transcript
Animating parameters
00:01Now let's take a look at how to animate parameters in Toxik.
00:05This is really important for masking or really, almost anything else.
00:08Toxik can animate just about any parameter.
00:11So let's go ahead and start with the Garbage Mask and then we'll also animate a
00:15few other parameters.
00:16So, we are going to highlight this Garbage Mask.
00:19What we want to do is animate this wiping on the title.
00:23So I want to start this right around, say, about half a second in, say around frame 12 or so.
00:29Now we do animation using these keys here.
00:33If you click AutoKey, it will key any change that you make.
00:37If we want, we can also explicitly set a keyframe and these two allow us to
00:42step between keyframes.
00:44When we're scrubbing here, you can see that this is pretty much blank,
00:49but as soon as we start adding keyframes, you'll start to see little marks in
00:52this timeline, which will show us where the keyframes are.
00:56So, I am going to go ahead and highlight my mask and I am just going to go ahead
01:02and just select these two points and just stretch this over.
01:08Now once I do that, notice how this is turned green.
01:12I have a keyframe, so now my first keyframe is here, but of course, I am not
01:16going to get animation until I have a second keyframe.
01:19So I am going to move that over, say, to maybe about 72, so that would be about
01:24couple of seconds in and I'm just going to go ahead and move that over
01:30so it completely reveals my text.
01:34Now you can see I have got this basically wiping on.
01:38So, it starts here and we do a basic wipe.
01:43So that's the basics of how to set keyframes.
01:46Now if I want, I can step through my timeline by going from
01:49keyframe-to-keyframe, here and here.
01:51If I want to modify a keyframe, all I have to do is just go to the Animation
01:56tab and whatever I have selected, it will show me the animation for this and it
02:02really is just a curve editor. If I want, I can frame all and you could see I have my curves.
02:08I can select a curve.
02:09I can change values if I want, just by typing them in or by clicking and dragging.
02:16Now in addition to position, we can also change any other parameters.
02:21Once we have wiped this on, we want to actually let it sit for about half a
02:26second and then fade it out.
02:28So let's scroll out to say about frame 112 or so and then let's start a fade out
02:34of this particular title.
02:36Now where would we actually do a fade out?
02:38Well, we could insert some sort of operator here, but actually, the Blend Comp
02:43is a great place to add in a fade.
02:46So, I am actually going to go to my Blend Comp node here and I am just going to
02:51go ahead and set a keyframe for that.
02:53So just go ahead and hit keyframe and now, I've set a keyframe and I've set it
02:58to its initial state.
02:59So in order to change the Opacity, first thing I need to do is start at 1.
03:04So, the easiest way to do this is just to do a quick jaunt.
03:07So I am going to actually lower the opacity and bring it back up and notice how
03:11a little bar comes across there and that tells me that that is now animated and
03:16I have a little click right here.
03:18Now I am just going to move forward a little bit and just dial that down to 0.
03:24So now, I've got it fading out.
03:28So, we have done two sets of keyframes.
03:31We have actually used a Garbage Mask to wipe on our text and we've used an
03:41Opacity to fade it out.
03:43Now this works for basically any sort of values, so you can do things like change color,
03:49you can add or reduce blurring.
03:51Any sort parameter can be animated in this manner.
Collapse this transcript
Rendering final output
00:00Now once you have your composition completely done,
00:03it's time to render the final output.
00:06Now we do this using the Render function.
00:09So, the easiest way to do this is to highlight the Output node and under that,
00:13you actually have a Render function.
00:16But before we do that, we want to make sure that we have our image format set
00:19right, HD 720p, the right pixels, the right start and end frame and so on.
00:25Once we do that, we can actually go to our Render node.
00:29So, we actually have two tabs here.
00:31One is for the Destination, so we can actually put in any sort of token here.
00:38So if we want, we can give it the Comp Name, we can give it the Output Name,
00:43Date, Time and so on and so forth.
00:46And this is actually what is showing up.
00:47It is actually going to give us a RenderFolder, the Version, OutputName and the FrameNo.
00:54Actually Toxik has its own naming scheme that it imposes and basically, it just
00:59goes ahead and creates a directory and names it the same name as the composition,
01:03makes it pretty simple.
01:05Now over here, we have our file format.
01:07Now we can export in any one of these formats.
01:10Just for the sake of simplicity, I am going to export this as a JPEG.
01:14We can also change the Gamma on the output.
01:18Now if we want, we can also go to our Render Preferences and actually set some
01:24basic preferences for the project, which will show up when we render.
01:27We don't need to do that at this point.
01:29Now once you have your file name and your file format set up, then you can just
01:34go ahead and do a render.
01:36So I am just going to do File>Render.
01:39Now what happens is we actually have as many outputs nodes as we have in our
01:43composition, we'll have here.
01:47So I only have one output node, so I am actually going to only have one output here.
01:52Now we can render in one of three ways.
01:54We can render Foreground rendering, which means it'll show you the progress of the render.
01:59We can also render Background, which means it will go ahead and start rendering
02:03and then you can go ahead and continue to work within Toxik or you can also use
02:08Backburner to render Toxik files as well.
02:11We are going to go ahead and use Foreground rendering, make sure our Start and
02:16End frame are proper and then just go ahead and click Start.
02:21That's going to go ahead and just write out all of the frames and will be done.
02:25Now once the render is done, you can go ahead and take a look at it.
02:31I am actually going to go into Windows here and if we look our Chapter05 folder,
02:38Toxik has put in a new folder called Renders and under it, it has a folder
02:43called Comp_06, which is the name of our composition.
02:47And under that, it has all the JPEG files that we created.
02:51Now let's go ahead and take a look at this. Actually, I am just using FCheck for
02:55Maya to take a look at our final output. And there we go.
03:01Now we have only touched on some of the basics of Toxik, but you can see it's a
03:06fairly easy package to use, once you get the hang of it.
03:10So, go ahead and continue to use Toxik in your projects.
Collapse this transcript
Conclusion
Goodbye
00:00So, that's about it for Maya 2012 Getting Started in Matchmover, Toxik and Backburner.
00:07Now we have just grazed the surface of these applications, but hopefully you
00:10have enough knowledge to dive deeper into each of these as you see fit.
00:15So, with that, good luck, and have fun working with Matchmover, Toxik
00:20and Backburner.
Collapse this transcript


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