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Nuke 6 New Features

Nuke 6 New Features

with Steve Wright

 


Author Steve Wright explores the new features found in the 3D digital compositor Nuke 6. The course introduces the RotoPaint node for drawing and painting effects, the Keylight keyer for creating mattes and composites, and the SplineWarp node for warping images. The course also explains how to merge keys, animate with keyframes, and create image-based blurs. Exercise files accompany the course.

Nuke 6 New Features was created and produced by Steve Wright. We are honored to host his material in the lynda.com Online Training Library®.
Topics include:
  • Exploring NukeX
  • Working with the new paint tools
  • Using the Clone and Reveal tools
  • Reviewing the Keylight matte controls
  • Creating Keylight holdout and garbage mattes
  • Performing multipass keying
  • Working with mattes in Ultimatte
  • Creating specialized keys
  • Drawing and warping splines
  • Exploring the MotionBlur2D and ZBlur nodes
  • Navigating the Dope Sheet
  • Making gizmos

show more

author
Steve Wright
subject
3D + Animation, Video, Keying, Compositing, Visual Effects
software
Nuke 6
level
Intermediate
duration
4h 6m
released
Aug 18, 2010
updated
Feb 13, 2012

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1. Introduction
Welcome
Collapse this transcript
What is NukeX?
00:01So what exactly is NukeX?
00:04NukeX is an enhanced version of Nuke 6.
00:07It contains a Camera Tracker and all the support nodes you need to do camera
00:11tracking and integrate 3D into your compositing.
00:15The NukeX features require an additional license and it's assumed that only a
00:19percentage of the seats in the studio would actually be a NukeX seat.
00:23One thing to keep in mind is that all of the NukeX nodes that we see will be seen in Nuke 6.
00:28You can even drop them into your flow graph.
00:31But they will be inactive when you try to use them.
00:33You get a message telling you that you need a NukeX license.
00:37So let's take a look at the Camera Tracker first.
00:40The Camera Tracker node is a fast, easy, camera tracking node that does
00:44bidirectional camera tracking.
00:48When you finish with your camera track, you can then solve for the camera and then
00:52create your 3D scene.
00:57The output on the Camera Tracker is a complete camera path, lens
01:01information, and a point cloud.
01:04You can use this point cloud to line up 3D geometry.
01:12Here you can see the camera's view of the point cloud, which you use to line
01:15up your 3D geometry.
01:19Next, let's take a look at the Lens Distortion.
01:24The Lens Distortion node analyzes a clip and removes the lens distortion to
01:28create a flattened version that's ideal for 2D tracking, and for lining up 3D geometry.
01:35It has three modes.
01:39The Image Analysis mode will actually study the clip and produce the lens
01:43distortion information.
01:46The Grid Analysis is used if you happen to have a camera chart that was
01:49photographed by the lens.
01:51With the Line Analysis mode, you can draw lines on the screen, which the node
01:55then uses to figure out what the lens distortion is.
01:59The next NukeX feature is the Depth Generator.
02:02We'll see that over here.
02:06The Depth Generator node analyzes a clip and creates a depth map of the scene.
02:11You can see that here in the alpha channel, which is rather like a depth Z
02:15map from a 3D render.
02:17It uses camera data that was generated from the Camera Tracker node.
02:22You can use this to do like depth hazes and do 3D camera stabilization.
02:26Next are the FurnaceCore plug-ins.
02:30The FurnaceCore plug-ins are a set of plug-ins that are found over here on the tool tab.
02:34F_Align takes two different clips that were photographed from slightly different
02:39positions and aligns them together into a single clip.
02:42F_DeFlicker2 does a deflicker operation, in case you have for example flickering
02:48HMI lights, or a shutter that's out of time.
02:50F_DeGrain removes the grain from the single still image that uses spatial
02:57frequency analysis and does not use any temporal analysis.
03:01That's what the F_DeNoise is about.
03:03F_DeNoise uses temporal or forward and backward frame comparisons to remove
03:09grain and noise from film and video clips using time as a basis.
03:14So F_DeGrain is for a single still image, and F_DeNoise is for a moving clip.
03:19F_Kronos is the re-timer.
03:22It uses optical flow analysis in order to create very smooth speed changes on shots.
03:29F_MatchGrade is designed to make one clip match another clip by adjusting its histogram.
03:35F_MotionBlur will add motion blur to a 2D clip
03:40that doesn't have any by analyzing the motion from frame to frame.
03:43F_ReGrain is a very powerful re-graining tool.
03:48You can sample grain structure and have it match it, or dial in the parameters
03:52yourself, or give it a sample template
03:56that it will then emboss upon your clip.
03:58F_RigRemoval is designed to make it very quick and easy to remove rig elements
04:04like boom mikes or motion control alarms from a moving clip.
04:08The F_Steadiness plug-in uses motion analysis techniques to allow you to either
04:14smooth out or completely remove any camera motion.
04:18Several of the FurnaceCore plug- ins use motion vector analysis.
04:22The Vector Generator node allows you to calculate the motion vectors once.
04:27Then they can be used by several nodes.
04:29And that'll save you a lot of processing time.
04:31Of course, F_WireRemoval uses temporal techniques and even special techniques
04:37to remove wires out of a clip.
04:39So NukeX expands the capability of Nuke 6 by adding camera tracking and all the
04:44support you need to go with it.
04:46But don't forget, even though the NukeX nodes are visible and available,
04:51they won't operate unless you get the additional NukeX license.
04:55Next up, let's take a look at Nuke's exciting new RotoPaint node.
Collapse this transcript
Using the exercise files
00:00Most of the exercise files needed for this Nuke 6 New Features course can be
00:05found in the Nuke 5 Exercise Files, but there are several new additions here in
00:10the Nuke 6 Exercise Files.
00:13For the RotoPaint node, there's a new folder named RevealClip, which is needed
00:17for the Reveal tool.
00:20For the Keylight node, there is another folder named Keylight_Media that
00:24contains all of the media use for this rather extensive tutorial.
00:28The Nuke scripts for this Keylight tutorial are located here in the Keylight
00:32Nuke Scripts folder.
00:33You will also find an updated version of my keyboard shortcuts PDF file with
00:40Windows and Mac versions, plus an updated tool tabs PDF file that lists all of
00:44the nodes in Nuke 6 including the new nodes for NukeX.
Collapse this transcript
2. The RotoPaint Node
Learning the interface
00:00The RotoPaint node is unique and it allows you to combine rotos and paint, all in one node.
00:07Let's take a quick look at that, and you invoke it with a QuicKey from
00:11the keyboard. P right.
00:14You'll get up to the Viewer, by typing 1 on the keyboard.
00:16So I can draw a Roto shape, there's my shape, and now I can immediately paint.
00:23So I'm going to select some paint, and paint on it, plus I can go get the Eraser tool
00:30and even erase my Roto shape and erase my paint.
00:38So that's the big innovation with the RotoPaint node is the ability to combine
00:42both roto and paint in one node.
00:45It also allows you to do multiple shapes.
00:48Put a shape here, close that, do another shape over here, close that, and
00:55another shape over here, there.
00:59So multiple shapes in one node.
01:02So let's just take a quick overview of the way the thing is laid out.
01:07Over here on the left are the side tool tabs and this is where you'll select your tools.
01:13So this tool here will be your Bezier tool.
01:15You have a Bezier, a B-Spline and of course, you have Ellipse and
01:18Rectangles already defined.
01:20Here is the Brush or Paint tool and the Eraser tool.
01:25Here's the Clone and Reveal, here's Blur, Sharpen and Smear, and this has got
01:32a Dodge and a Burn.
01:35This is the Select tool that allows you to select either shapes or strokes or
01:39even Control Points.
01:41Down here, this tool is for adding or inserting or editing Control Points but
01:46all of these have QuickKeys and you're going to want to learn the QuickKeys and
01:49not bother with this menu.
01:51The Top toolbar up here changes context depending on which tool you've selected.
01:56I select a shape and I get these options up here and if I switch to a Brush, I'll get these.
02:02Now these options up here allow you to preset the properties of the shape or the stroke.
02:07For example, I'll go and set the color of this Paint Stroke and then I'll come
02:14along and paint my color.
02:15Of course, you can edit any of these attributes after the fact, but the top
02:20toolbar is designed to allow you to preset any of these parameters before you use it.
02:25So for example, I could take the Hardness to one and now I have a very hard paintbrush.
02:31Over here on the right, of course is the Property panel for the RotoPaint node
02:35and it's divided into three main sections.
02:39This top section up here is a familiar from the old Bezier node and it controls
02:43the output for which channels you're going to be putting the mask into, are you
02:46going to be doing premultiply or not, and of course selecting the format or the
02:51size for your Roto Shapes.
02:54This middle section here is the list of all your shapes and strokes.
02:59One of the main things you do with the list is you change the order of events.
03:03So now I put this shape on top of the strokes.
03:06You also can rename them, you have visibility controls, and some of the other
03:09editable attributes are displayed in the list as well.
03:12We'll come back and take a close look at all of these of course.
03:16Down here at the bottom are the tabs. There are five tabs.
03:20This first tab, Common, is of course common to both shapes and strokes.
03:25Whichever shape or stroke is selected is being hooked to the Common tab.
03:29You can tell, you can see this color tab here which is my stroke but if I switch
03:34to the shape, that turns white.
03:36So the current selected shape or stroke is hooked to this Common tab.
03:40For shapes, there are two more tabs, Transform and Shape.
03:46Strokes use the last two tabs, Stroke and Clone.
03:51So we'll come back to these later and take a much closer look.
03:54Down here in this section is where we have the Lifetime control that is the
03:58duration for all shapes and strokes, whether it's the full length of the shot or
04:01just one frame or whatever.
04:03That's all down right here.
04:06So there's much commonality between the shapes and the paint dtrokes.
04:11If you close the Property panel, then the top and the side toolbars disappear.
04:16Open the Property panel and they come back.
04:18I'm going to delete the RotoPaint node in order to show you the old Bezier node.
04:24The old Bezier node is still in Nuke. In case you have any legacy scripts you
04:28want to bring in, they need to be able to call up that old node.
04:32However, if you ever get nostalgic for the old Bezier node or you just want to
04:36draw a real quick shape and don't want to fire up the whole RotoPaint node, you
04:39can invoke the old Bezier node very simply.
04:42Cursor in the node graph, on the keyboard type X, and you'll get this dialog box.
04:48Make sure this TCL button is selected, not the Python.
04:52Then type the name of Bezier, BEZIER, and say OK.
04:58And now, you'll get the old Bezier node that we all know and love.
05:01There you go, edit the points, feathered edge, and transformation controls.
05:10Now let's take a closer look at how to draw shapes in the new RotoPaint node.
Collapse this transcript
Drawing shapes
00:01I've dropped in a nice fresh RotoPaint node, so we can take a look at how we draw shapes.
00:06To draw a shape, we come up here to the Shape pop-up list.
00:09Now right mouse click will show you, you have Bezier, B-Spline, Ellipse, and Rectangle.
00:15Let's start with the Bezier.
00:18Just click and drag, click and drag, click and drag, click and drag.
00:22No modifier keys like the old Bezier node.
00:26To close the shape, you can put the cursor on top of the first point you dropped down.
00:29You see that little O pop up, or you can just hit the Return key and
00:35it'll close it for you.
00:38We'll select another Bezier and if we click without dragging, we'll get a nice
00:43cusp or square corner.
00:44Again, Return to close the shape.
00:46Now if we want to draw a B-Spline, we go to the Shape pop-up and we select the B-Spline tool.
00:53Then again we'll click, click, click, click, click, and Return.
00:59Now we have a B-Spline.
01:02You can also draw circles and squares.
01:04So we'll go over to the Shapes pop- up, right mouse, and say Ellipse tool.
01:10Now if I click and drag the Ellipse tool, I could change the shape any way I want.
01:15If however, I'll select that tool again, you hold down the Shift key first, then
01:21click and drag, you'll get a constrained circle.
01:24Let's try the Rectangle.
01:29Again, if you just click and drag, you can change the shape of the rectangle.
01:34But select another rectangle.
01:36If you hold down the Shift key first, you get a perfect square.
Collapse this transcript
Editing shapes
00:01Okay, let's delete all these.
00:02I'm just going to draw a big selection square around them and hit the Delete
00:05key on the keyboard.
00:07Let's take a look at editing shapes.
00:09Let's go and get a new Bezier.
00:11We'll click and drag, and Return to close.
00:14All right, we want to adjust the points of the shape.
00:18To make this easier to see, I'm going to turn off the RGBA and set the output to none.
00:22So we can just look at the spline.
00:24So now we can move the points and see how they look.
00:27If you want to insert points, Alt+Command and click on the line to insert points.
00:35To delete points, select the point and hit Delete.
00:38Select the point and hit Delete.
00:41If you draw a box around several and hit Delete, you'll delete several points.
00:47To adjust the tension, select the point, drag the tension arrow, and you will
00:52adjust the tension on that one side.
00:55Hold down the Shift key to adjust the tension equally on both sides.
01:00Move the handles to adjust the slope, and you hold down the Command key to break
01:05the continuity at any point.
01:07If you want to restore the continuity, you can select that point,
01:11right mouse pop-up, and say smooth.
01:14You can also select one or more points, cursor inside the bounding box,
01:19right mouse pop-up and say cusp, and that will get you nice big square
01:23corners on everything.
01:24Again, if you want to put them back, just select those points, and choose smooth
01:29and you get back to your Bezier splines.
01:33A really nice feature of the new RotoPaint node is the transform handle box.
01:37I'm going to select several points here, and we get this rectangle.
01:42Now you see the cursor is shaped as a plus.
01:45That means I'm ready to move translate X and Y. If I move out here to the
01:50outside corner, I get the little arc.
01:52That means we're ready to rotate.
01:54If I put it on the edge, I get that horizontal arrow.
01:57I'm ready to scale.
02:00By the way, if you hold down the Alt key, it will scale towards one edge or the other.
02:08With the cursor on a corner like this, you'll get the diagonal arrows to do a
02:12uniform or constrained scale.
02:14Put your cursor on the edge, and hold down the Shift key, you can do a skew. We'll undo that.
02:23Click off to the side to deselect.
02:28So let's talk about adding a feather to the edge.
02:30To do that, we're going to set the output back to RGB so we can see what we're doing.
02:34We'll select our spline, hold down the Command key and drag out an edge, and
02:40there is the feather.
02:42Now the behavior is if you move the inner point, the feather point moves with it.
02:47However, if you move the feather point, it moves independently.
02:52Now if you want to leave the feather point where it is and still move the inner
02:55point, hold down the Command key and now you can move the inner point and it
03:00won't move the feather with it.
03:03To collapse the feather for one or more points, select the points, right mouse
03:07pop-up and say, reset feather.
03:10The QuickKey of course is Shift+E. There, I've reset the feather.
03:14If you select the entire shape, you'll get the transform jack right here, which
03:20is exactly like the one from the old Bezier node.
03:23So we can do the rotate thing.
03:25One nice thing they've added is to see the cursor shape looks like an X. I move it inside,
03:30it looks like a plus.
03:32When you see the X, you know you're ready to scale.
03:36When you see the plus, you know you're ready for Translate.
03:39Of course, we have the scale in X only, and the scale in Y only, and the skew as before.
03:49Okay, I'll delete the shape simply by selecting the shape and then typing the Delete key.
03:54To take a look at how you adjust the B-Spline, it has a little bit of a
03:57different characteristic.
03:58So we will come back to our Shapes pop-up, select the B-Spline tool, click,
04:04click, click, click, click, and Return to Close.
04:08What I wanted to show you is how to adjust the tension on each of these control
04:11points, a little unusual.
04:13Hold down the Shift and the Command key, click and drag horizontally only.
04:18Okay, Shift+Command+Horizontal, not vertical, not diagonal.
04:25Okay, to pull out a feather. Same as the Bezier, Command, click and drag.
04:31Of course, if you want to adjust the tension of the feather different from the
04:35tension of the inner line, you then select the feather point,
04:39Shift+Command+Horizontal, click and drag.
04:45Again, to undo the feather for however many points you want, select the points,
04:49right mouse pop-up, reset feather.
04:51The QuicKey is Shift+E. Now that we know how to draw and edit shapes, in our next
04:58segment we'll take a look at animating shapes.
Collapse this transcript
Keyframe animation
00:01I've loaded a new RotoPaint node, so we can take a look at animating shapes
00:04using keyframe animation.
00:07We'll go up to our Bezier, draw a little shape, Return to close.
00:15Don't forget you have to have the autokey on or you're not going to get keyframes.
00:18We'll move the playhead out to frame 50.
00:25I'll move the shape up here.
00:27Now the RotoPaint node keeps the control points, the transformations, and the
00:33shape attributes as three separate keyframes.
00:37Right now, I've just put a keyframe for Transform only.
00:41But if I move the control points, I've now added a keyframe for the shape as well.
00:47When I say shape, I mean the control points that define the outline of the shape.
00:52We'll move the playhead to frame 100.
00:57Again, I now have a keyframe for the transformation only.
01:02If I select all the points, I can now change the shape of my shape.
01:08Now I have keyframes on the first, fifth and hundredth frame for both
01:15transform and shape.
01:18We can also delete shapes separate from transform, separate from attributes.
01:22You'll notice I don't have any keyframes on the timeline.
01:25You won't get them unless you select the shape that has keyframes.
01:28I'll slide the playhead out to 50 where I have a keyframe.
01:33I'll do the right mouse pop-up.
01:36Now you see I got the pop-up for the viewer.
01:39If I put the mouse over here, do a right mouse pop-up, even if I'm inside the
01:42bounding box or on the shape body, I have to have the cursor on the spline line
01:50in order to get the right mouse pop-up for the shape.
01:55So we'll go down to Delete key.
01:58I'll say I want to delete the key for just the shape. Select that.
02:03You see my shape changed shape, but I still have a keyframe for the transform.
02:09We'll go back to frame 50.
02:12Now I'll say delete the key for the transform.
02:16By the way, I could have selected all, and it would've killed the keyframe for the
02:19shape, the transform and the attributes.
02:22So we'll do transform now.
02:24Now I have no keyframe for transform or the shape. I play the shot.
02:29I now have only keyframes at 1 and 100 for the shape and transform.
02:36The little keyframe mark here at frame 50 is for the attributes, which I haven't
02:40really animated, but there is still a keyframe there.
02:43We can also set a keyframe for just the shape anywhere we want.
02:47So we roll the playhead back to frame 50, and I'll do the right mouse pop-up,
02:52and I'll say set key for just the shape.
02:57Then I'll animate the shape. Give it a difference.
03:01You can see the shape is changing shape, but the transform has no keyframe.
03:05We'll go back to that same keyframe, right mouse pop-up, say set a key for the transform.
03:12Now I've introduced a transform keyframe.
03:16I now have three keyframes for both the shape and the transform.
03:20To delete a keyframe, simply place the playhead on that keyframe and do your
03:26right mouse pop-up and say delete key.
03:28If you say all, it'll delete the shape, the transform, and the attributes.
03:36We can also copy points and shapes between frames like this.
03:41We'll go to a frame here.
03:45If I have some points selected.
03:49If I do a right mouse pop-up and I say copy, the choice will be point: values.
03:56I'll deselect.
03:59If I just have the shape selected, the right mouse pop-up copy will say shape: values.
04:06So the point values would be used if you wanted to copy one or two or three
04:10control points between keyframes.
04:12The shape values will copy the entire shape, again not the transform.
04:17So I'll say copy > shape values.
04:19I'll then move to another frame, and right mouse pop-up.
04:26I'll say paste > shape values.
04:29Now I've added a keyframe here that keeps the shape exactly the same for the
04:34whole last half of the shot.
04:37But I still have my other shape keyframe at the beginning of the shot.
04:42You can also copy shape or control point values between two different shapes.
04:49So let's get a new shape.
04:50I'm going to add another Bezier right over here.
04:54Go back to my first one and I'll say copy, this time shape animation.
05:01That means I'm going to copy the control points for the shape for the whole
05:05length of the shot, not just one frame.
05:07So I'll click on that.
05:10I'll come over to this guy, and do a right mouse pop-up, and say
05:14paste>shape animation.
05:17Now this new shape will have the same control point shape as the first shape.
05:24We can scrub through it like this.
05:25We can see that they're both animating their shapes in the same exact way.
05:31I'll delete the new shape here, and show you how to delete all the animation in a shape.
05:37Select your shape.
05:39Go to the frame that you would like to freeze.
05:41So let's say frame 20 has got the shape I want to keep over the whole length of the shot.
05:47Then right mouse pop-up, and say no animation > all.
05:52Now the shape is frozen over the whole length of the shot.
05:56Next, let's take a look at the Property panels and those three tabs that are
06:00used for shapes Common, Transform, and Shape.
Collapse this transcript
Property panel tabs
00:01Now we will take a look at the three tabs here in the Property panel.
00:04Common, Transform, and Shape and how they are used with a shape.
00:09These tutorials were recorded using Nuke 6.0, but the Foundry has recently
00:14released Nuke 6.1 and they have made some substantial changes in the location of
00:19the tabs in the RotoPaint node.
00:20So let's take a quick look at how they relate out the RotoPaint node in 6.1.
00:256.0, you had two tabs here at the top, but in 6.1 you have seven tabs across the top.
00:35Basically, what they have done is they took these five tabs here from 6.0 and
00:39simply moved them up there.
00:40We also have a few other minor rearrangements we are going to take a look at.
00:44We will start by looking at the Common tab in 6.0, which you can see is gone from 6.1.
00:53What they did was they incorporated down here the content of the Common tab.
00:58You can see over here in 6.0 color, opacity, and source has now been moved up here.
01:05One other minor rearrangement is the mask input down here on 6.0 has been now
01:10moved to the RotoPaint tab right here.
01:13It's now on the middle, but it has exactly the same features and functionality.
01:19The Transform tab in 6.0 has now been moved up here in 6.1 and it contains
01:24exactly the same functionality.
01:26There is no change to the Transform tab.
01:31Here is the Shape tab in 6.0. It is now moved up here for 6.1 and again contains
01:36exactly the same functionality with one very minor change.
01:40They brought the source here from the Common tab in 6.0. there it is.
01:45So they simply moved it from the Common tab so that now Shape has its
01:49own separate source.
01:52Next, the Stroke tab from 6.0 has simply been moved up here.
01:56Here is the Stroke tab in 6.1.
01:57Again, it has exactly the same functionality and again the Source option was
02:02simply moved from the Common tab to the Stroke tab.
02:05The Clone tab in 6.0 is now the Clone tab in 6.1.
02:10Again, absolutely no change whatsoever. Exactly the same layout, exactly
02:15the same functionality.
02:17One other noticeable change is on the Common tab the lifetime features were down
02:22here on the lower part.
02:24They have been moved up here to their own tab, but as you can see they have
02:27exactly the same functionality as before.
02:31One other new important feature in 6.1 you want to know about.
02:34Lot of folks did not like the idea of firing up a great big giant RotoPaint node
02:39if they just wanted to draw a little shape.
02:41So in 6.1 the Foundry has introduced a new keyboard command, the O key on the
02:48keyboard, and it brings up just the Roto node.
02:52As you can see, it has only Roto functions.
02:55Roto, Transform, Shape, Clone, Lifetime, and Node and does not have any of the
03:00paint functionality.
03:03Now back to our main tutorial.
03:06So we will select Bezier, draw a shape here on the screen, hit Return to close it,
03:11and take a look at the Common tab.
03:15The Common tab allows you to edit attributes that are common to both shapes and strokes.
03:21Remember, when you first invoke a tool the attributes that are up top are how it
03:26will be created, but once it's created you edit them down here on these tabs.
03:30For example, I can edit the Color or use the eyedropper to select the color
03:37off the screen or do the color picker in order to set a color that I want for my shape.
03:44I can also adjust the opacity, and to show you the blending mode lets add a second shape.
03:50So I will just draw another shape here. Hit Return to close it.
03:56This blending mode list is new with the RotoPaint node.
04:00You can choose from this pop-up list any one of the blending modes you would
04:03like for combining the shape with the rest of the picture.
04:05I am going to select my new shape and delete it in order to show you the lifetime.
04:11I will select shape 1 and down here are the lifetime options.
04:16You can choose from this pop-up here which allows you to choose whether the
04:20shape or stroke exists for all the frames in the shot or selected frame range or just one frame.
04:26You can also use these icons down here, which do the same thing.
04:29This icon is the All frames icon.
04:33That means of course that the shape is going to live for all the frames of the clip.
04:39If I select this icon I am going to get from this frame to the end of the shot.
04:43Since the playhead is on frame 30, then this shape will live from frame 30 to the end.
04:48If I go past frame 30, I am good, but if I go before frame 30 it doesn't exist.
04:54This is a single frame.
04:57In this particular case, this shape only exists on frame 30. If I go off frame 30
05:01it's going to disappear.
05:05This option is from the start of the clip to the current frame and since my
05:09current frame is 30, this shape exists from the beginning of the clip to frame
05:1230 and disappears after that.
05:15This last one allows me to select a particular frame range.
05:18So I could say 20-40.
05:22So this shape will only exist between frames 20 and 40. And there you see.
05:26We will put that back to all frames.
05:30Down here are a couple of other options. The visible button, which makes it
05:33visible or invisible, and locked, which means the shape can no longer be edited.
05:39The next tab is the Transform tab and this holds all the transform information
05:45and animation from using the on-screen transform jack here.
05:50As you can see, as I move it around the screen, I will adjust the rotate,
05:54it starts to update the fields in Property bin or like any Transform node I can
06:00come over to the translate and rotate and adjust these myself in addition to
06:05the on-screen controls.
06:08The Transform tab of course is where you would also link any tracker data
06:12that you might have.
06:14The Shape tab allows us to alter other attributes of the shape.
06:17Of course, here is our feather adjustment, the feather falloff, and it also
06:22contains motionblur, shutter, and shutter offset settings.
06:26This of course is the invert button, very important.
06:29Down here is the mask input and it works like any other mask input on any other node.
06:35Here is our mask input.
06:36If I add a second RotoPaint node and I will just draw another shape here in the
06:44other node and then I will close that node.
06:49Connecting the RotoPaint's mask input to the new RotoPaint node will mask off
06:52all the operations in the RotoPaint node to the new mask and of course it
06:56behaves like any other mask input in any other node.
07:00You have the inject, invert, and fringe options as well.
07:04Next, we will take a look at how the Shapes list is used up here.
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The shape list
00:01I have loaded a fresh new RotoPaint node so that we can take a look up here
00:04at the Shapes list.
00:06This is the area that keeps a list of all the shapes as you draw them and you
00:11can use this area to re-order the layering or rename them or do copy and paste
00:16and it even allows you to edit some common property attributes. Let's take a look.
00:21I will punch up the Bezier tool and remember when you punch up a tool the
00:26settings up here control how it will be created.
00:30So I am going to initially set this to be red, so I will be creating a red
00:34shape, hit Return to close, create another shape. This time,
00:41I will preset it to make it green, draw that shape, Return to close.
00:48One more, and this one we will make blue.
00:55Okay, all three of these shapes have been entered into the list and their order
01:02in the list controls the compositing order.
01:05I can also rename them.
01:06So I am going to rename this one blue, name this one green, and we will name this one red.
01:17Baecause it's always a good idea to help keep your production as organized as possible.
01:22Right now red is at the bottom of the stack, so the green and the blue are on top.
01:26If I click and drag this icon up, I put red at the top of the stack, and now it
01:31is on top of the blue and the green.
01:34You can also copy and paste.
01:36I will select the green shape, right mouse pop-up, Copy. Select the root folder
01:43before you do the Paste. Otherwise you will paste over the attributes of another shape.
01:47I now have two green nodes, green and green1.
01:51I will do an Undo to get rid of that green1 copy, and now we will look at the
01:56Property shortcut icons that are here in the list.
01:59This first icon is the Visibility button. The next one is a Lock or Unlock.
02:05This allows you to lock a shape so you don't accidentally edit it.
02:09This icon here is the Color, so we can double-click on that and even change it
02:14to a new color if we wish.
02:15I will put that back.
02:18This is the Invert icon, and this icon here gives you the Blending mode option
02:23pop-up list if you want to change the blending mode from here.
02:26This icon is Motion Blur.
02:28If you turn that on, you have enabled motion blur for that shape.
02:31Turn it off, and it's disabled and this column simply reports the current
02:35lifetime setting for that shape.
02:38If you have a lot of shapes and strokes in a RotoPaint node, the processing can
02:42get a little slow because the node gets heavy.
02:45You can help that by turning the visibility off, so that will lighten
02:48the processing load.
02:50So the screen updates will be faster.
02:52I will return the visibility here to show you another very important new
03:00feature, the grouping function.
03:02You can create a folder and put as many shapes as you want inside of a folder
03:06and then you can change the attributes of that folder and all the shapes
03:10inside will inherit it.
03:11Let me demonstrate.
03:14If you will select a shape and hit the plus sign, the folder will simply
03:17be created above it.
03:18It does not put the shapes inside. It's simply that's where it is going to be
03:21placed in the stack.
03:23To put the shapes inside the folder, I select them and then drag them and drop
03:28them inside it, and now I can rename the folder.
03:31I will call it foo.
03:34I can hide the contents of the folder.
03:36Now here is the really kicky bit.
03:38If I select the folder, now the Common, Transform and Shape tabs are now
03:42connected to the folder, and everything I do will be inherited by all the shapes.
03:47For example, I can go to the Opacity and drop the transparency and the green and
03:53blue shapes inside the folder will lose their opacity.
03:56We will put that back. I will go to the Transform tab.
04:00Here, I can transform all the shapes together inside this folder.
04:05there they are, they are moving together. Or go over to the Shape tab and
04:12increase the Shape tab attributes like the Feather, and all of the shapes inside
04:16the folder will inherit that attribute.
04:21Now we are ready to take a look at the Output settings for the RotoPaint node up here.
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Output settings
00:00In the top of the Property panel up here we have a whole series of Output settings.
00:05These control the output of the RotoPaint node for channels, premultiply
00:09operations, formats, and a whole variety of things.
00:13The important point to remember is that these settings here affect the output
00:17of the entire node.
00:19All shapes, all of the paint, everything.
00:24The Output field here is currently set for RGBA.
00:28That means it's going to put out a four-channel mask or paint.
00:31If you set it for RGB you are just going to get the RGB channels, and of course,
00:35if you set it for Alpha, it will only be drawing the mask in the alpha channel.
00:41The Output mask is something we will take a look at later.
00:43Here is our Pre-multiply setting.
00:45If you want to premultiply an image, you get to choose between the RGB layers,
00:50all four layers, or just the alpha channel and we are going to take a look at
00:53this in our workflow example.
00:57Clip two allows you to select whether you are going to clip to the format of the
01:00project or the bounding box, or the union or the intersection and so on.
01:06And the Reformat pop-up allows you to pick from any of the predefined formats.
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Workflow examples
00:00Now, let's take a look at some workflow examples to see how these Output
00:04channels are used for a variety of common situations.
00:08Let's start by masking a color grade operation.
00:11I'll delete this node.
00:14Let's go get Marcie.
00:15So we'll punch up our Read node.
00:16We'll go to our NUKE WORKSHOP, Lesson 1, and select Marcie, and hook her up to the Viewer.
00:25There is a couple of different workflows for masking off an operation like a
00:30color grade or blur.
00:31Let's take a look at the inline approach.
00:35We'll select Marcie, add a RotoPaint node, select Bezier, draw a little shape. All right!
00:46We now have this shape that's in all four channels, RBG and the alpha channel.
00:51We'll go back to the RGB and what I am going to do here is I am going to set the
00:56Output to alpha channel only.
00:59Now we still have a mask in the alpha channel, but as you could see the RGB
01:03channels are cleared.
01:05Now, after the RotoPaint node, below it, I can add a Grade node.
01:11If I set the Grade node to like a very dark gamma, the entire picture is affected.
01:16What I am going to tell the Grade node to do is look in the alpha channel, look
01:21here, and use that as a mask for this operation.
01:24We do that right here.
01:26This pop-up where it says None, we say go get the rgba.alpha channel and use
01:31that as a mask. Turn off the Overlay, so you can see it.
01:36And of course we can invert that mask so that it color corrects everything
01:39except the face, but I'll turn that back.
01:42An alternate workflow is to use the mask input of the Grade node.
01:46So I am going to take my RotoPaint node and pop it out over here.
01:50Now, the Grade node is complaining because I am telling it to use an alpha
01:54channel that no longer exists.
01:56So I'll set that back to None.
01:59We can now pull the mask input here and hook it up to the RotoPaint node there,
02:03and that's another workflow.
02:05The key is when to use one or the other is if you want to preserve the fact
02:09that there is no alpha channel or you don't want to disturb the alpha channel that's there.
02:14That's when you want to use this Mask Input option.
02:18Let's see how we'll do a Pre-multiply operation on a three channel image in
02:23order to isolate it for merge.
02:24I am going to move my window up here a little bit and make a copy of Marcie.
02:29Well, let's clear the Property Bin, add a RotoPaint node, and hook it to our Viewer.
02:37So let's draw a little roto shape.
02:43One, two, three, four, and close with a Return.
02:50To do a pre-multiply on the three channeled image, the first thing we'll do is
02:53set the Roto Shape Output to Alpha, so it only shows up in the alpha channel. There we are.
03:00Then we'll set Pre-multiply to RGB.
03:05So now the RGB channels have been pre-multiplied.
03:09I'll close the RotoPaint node.
03:12We now have a four-channeled pre-multiplied image that we can then merge
03:16over any background.
03:17So I'll just go get a checkerboard here, set that up, drop in a Merge node, hook
03:23that up to my checkerboard, and there we go. We're ready for a composite.
03:28I can even add a Transform node to do our resize, rotate, or scale, or any other
03:35information of the pre- multiplied foreground that I want.
03:38But what if you have a four-channel image?
03:44How does that change the set up?
03:45Well let's take a look.
03:46We'll slide this over.
03:48Let's copy this checkerboard. Paste it here.
03:51we'll clear the Property Bin, hook that to our Viewer to show you that the
03:57checkerboard is in fact a four channel image, all right?
04:00So we want to perform a pre- multiply on this four channel image.
04:04Let's see how the workflow is affected.
04:06Select the checkerboard, add our RotoPaint, select Bezier, draw a simple shape. All right!
04:15We have two different ways we can approach this.
04:18We could say that I want the Output to be the alpha channel, but if we look in
04:24the alpha channel, don't forget the checkerboard has its own alpha.
04:27So that's what we're seeing there. All right!
04:29Go back to RGB.
04:30I could say pre-multiply the RGB channels, but I've still got the solid alpha channel.
04:37It doesn't match.
04:39So what I can do here is I could say Pre-multiply RGBA.
04:44So now the alpha channel is also being pre-multiplied by the mask.
04:49But there is another workflow.
04:53Let me put this back to RGB.
04:55So now I am seeing the alpha channel of the original checkerboard.
05:02I can now select the Replace option.
05:04Well, what that does is it replaces-- remember my output is the alpha channel.
05:09It will replace the alpha channel of the incoming checkerboard with the alpha
05:14channel from the RotoPaint node.
05:15Now, this is different than doing a pre-multiply on the alpha channel.
05:23We'll go back to our RGB channels, and take a look at the next setup.
05:27How do we use a RotoPaint node to do a garbage matte on a blue screen?
05:31So let's check that out.
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Creating garbage mattes
00:01Let's take a look at the how to use the RotoPaint node to do garbage mattes for
00:04green screens and blue screens.
00:06Let's go get a blue screen picture. Punch up our Read node.
00:10We'll go to the NUKE WORKSHOP > Lesson_02_ Media, there is a blue screen, so we'll
00:16bring that in, add our RotoPaint node, hook it to the Viewer.
00:25All right, as I said, there are two general approaches. Sometimes you want to
00:30flood-fill the outside of the plate with a solid blue so the keyer will pull the
00:35key of the solid blue. So here's how we'll do that.
00:39Punch up our Bezier, click on the good part of the picture here. Return to close.
00:47All right, so we've filled it with white.
00:50So the first thing we want to do is go over to the Shape tab so we can
00:54invert it. Click invert.
00:55So now we've flood-filled the outside but not with the right color yet.
01:00We'd go back to the Common tab, punch up the Eyedropper and Shift+Command to
01:07select a region to match the blue.
01:09We now have a perfect blue out here that the keyer will happily pull a very nice key.
01:14The second garbage matting scenario is you've already pulled the key with
01:18the keyer and you want clear it out of the alpha channel and the pre
01:21multiplied foreground control.
01:22Let's take a look at that workflow.
01:23We will borrow the same blue screen element.
01:28Clear our Property bin.
01:30Let's use a Primatte keyer.
01:32I know we haven't done Primatte yet but that's okay.
01:34And then we'll attach to our Viewer.
01:36All right, first thing we are going do in Primatte is we'll select our backing color
01:42and then we'll go clear our background noise, get a nice good clean matte here.
01:50Then we'll clear the foreground noise, just a quick and dirty matte to illustrate
01:53the workflow. That's all we want to do.
01:55Okay, let's pretend that's good enough and now what we want to do is we want
01:59a garbage matte black every where outside of this on both the RGB and the alpha channels.
02:05All right, so we'd go below the Primatte node and we'll add a RotoPaint node,
02:13select our Bezier, click, click, click, click, and this time, I am going to click to close.
02:21Okay, now again we've flood filled with white. Same drill as before.
02:27Go to the Shape tab and set it for Invert and now we've got white outside but we
02:33don't want white. We want black.
02:35So we'll go to the Common tab and we'll just set the color down to black.
02:40Note that the output of the RotoPaint is four channels, RGBA, so,I have flood
02:45filled black outside on both the RGB and the alpha channels and now we have a
02:52beautifully garbage matted key.
02:54We'll turn the overlay back on, go back to the RGB. I have reset the Viewer to
03:01RGB and turned the Overlay back on so we can take a look at how we might garbage
03:05matte a Luma key.
03:06For that let's clear our Property bin, get the Read node, go to our week3 media,
03:14select the desert.cin picture.
03:18Okay we'll add a keyer to this.
03:21Let's go up here to the Key tab. Now we haven't-- again we haven't talked about
03:24the Keyer node, but that's okay because we are going to take a look at the Luma key.
03:29Okay, the way the Luma key works is it puts a grayscale luminance image in the
03:35alpha channel and then you get to adjust it here to pull a key on the luminance.
03:40Let's say we wanted to isolate those clouds, for example.
03:43Well this is the common problem with the Luma key.
03:45It captures more than the item of interest.
03:48So we now have all these rocks in part of our Luma key, which we don't want.
03:52All right so we'll select the Luminance key, insert a RotoPaint node, punch
03:59up our Bezier, draw a shape around the stuff we want to make go away, click to close.
04:08Now we've flood-filled it with white. So let's go look at the RGB channels,
04:14which is exactly what we told our shape to do.
04:17The RotoShape default is it is going to output it in RGBA.
04:20So first of all, we don't want it in RGB channel. So we'll set the output to Alpha.
04:26Go back and look at the alpha channel. We now filled it with white but we want
04:30to fill it black, no sweat.
04:32Go to the Common tab here and just dial the color down to black and there you have it.
04:40So hopefully, these workflow examples will give you a good idea on how you
04:44actually use the RotoPaint node to create shapes for masking and keying
04:48and garbage matting.
04:50Now let's take a look at how to use the paint part of the RotoPaint node.
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Drawing strokes
00:01All of the Paint tools, Clone and Blur and Erase, they are all
00:05really based on strokes.
00:07So let's take a look at what a stroke is.
00:12First of all, I'm going to select the Brush tool and just draw a stroke across
00:17the screen, and it shows up here in our list.
00:22When I finish the stroke, it stays in Brush tool, so I can immediately draw a
00:26couple of more if I want.
00:28Whichever stroke is currently selected, will be hooked up to the Common,
00:32Transform and Stroke tabs.
00:34You can now adjust the parameters after the fact.
00:37So we could for example, change that Opacity, put that back, or change the blending mode.
00:44On the Transform Page, we can do a transformation, or on the Stroke Page,
00:52we could edit something like the Brush Size or the Brush Hardness, anything we want.
00:57Put that back to the Common tab.
01:00While the default lifetime of a shape is the full length of the clip,
01:04the default lifetime of a stroke is always one frame, the current frame, and you can
01:09see right here, these strokes are all created on Frame 1.
01:12Now, let's take a look at how to edit the stroke points.
01:16First of all, we have to select our Selection tool.
01:20But you'll notice that we can't select any points.
01:22We don't have any points on our stroke.
01:26In order for you to see the points of a stroke, you have to turn on Allow
01:30Paint Selection here.
01:32Now we can edit the points of that stroke.
01:37We can also move the entire stroke around with the transform jack and we can
01:42select points using the transformation box, move them all as a group, or select
01:49points, hit the Delete key to erase them.
01:52And I can insert points from the keyboard--
01:54First, I'm going to have to select the stroke. By using the universal insert
01:58command, Alt+Command+Left Mouse Button, click, click, click.
02:03Now let's take a look at how we might animate a stroke.
02:06I'm going to delete these other two strokes here, get them out of our face,
02:10select them in the list, and hit the Delete key, and select Stroke1.
02:16If we're going to animate a stroke, the first thing we have to do is give it a
02:19life span of longer than one frame. Right?
02:22Okay. So let's do that.
02:24Let's roll the playhead out here to Frame 20.
02:27And with Stroke1 selected, on the Common tab, we'll come to the Lifetime Type
02:33and we'll set it for here, for beginning to current frame, from the start frame to Frame 20.
02:39And now, as I scrub the playhead, we can see the stroke has a lifetime up to
02:4320 and then it's gone.
02:46With the lifetime of the stroke set, I can now, for example, edit the control points.
02:51So let's select a bunch of control points, give it a real obvious change,
02:56and now we can see how the control points are animated over the lifetime of the stroke, right.
03:02Next, let's take a look at animating the transform.
03:04Again, I'm on frame 20.
03:05I'll make sure, my stroke is selected, go to the Transform tab and let's say
03:11that I'm going to animate the Rotate on it.
03:13All right, now we have points and transforms animated.
03:19While we can select the Stroke tab and animate any of the properties that are here.
03:23We'll go back to the Common tab.
03:25I'll put the playhead back to Frame 1.
03:27I'm going to select the Brush tool again.
03:33And remember that we said that the properties that are set up here will be
03:36used when it's drawn.
03:37So let's go here and change our color, close that, and we'll tap up the size,
03:47and let's change the hardness, okay.
03:51Now when we draw, we're going to get a brush that has that color, that size and that hardness.
03:57And of course, we can go edit that with any of the three tabs that we can use
04:01to edit the stroke.
04:03And of course, we can swap the order layer and now Stroke1, the white stroke,
04:08is on top of Stroke2.
04:10After a stroke is drawn, its control points can be edited as well.
04:14We'll see how in the next movie.
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Editing strokes
00:01To edit the control points of a stroke, we have to first select the stroke
00:04with the Selection tool.
00:06We can go to the Selection tab and select any of the strokes that are on the current frame.
00:11We can select them from the screen like this or come over to the list and click
00:15on them in the list.
00:17Let's take a closer look at these Selection tools here.
00:20To do that, we'll need a shape.
00:22So, I'm going to add a little shape here. Return to close the Shape.
00:26And now we'll take a look at the four selections in the pop-up.
00:33The Select Curve tool will allow you to select curves, but you can't
00:37select points with them.
00:40I'm trying to move these points and no matter how I click and drag,
00:44the points will not move.
00:46Now, the purpose of all these little Selection tools here is for close order
00:50drilling, when you have lots of control points and curves all clustered together
00:53in a small space. This helps you down -elect so that you can pick just the thing you want.
01:02If you select the Points tool, now you can move just the points.
01:07And if you select the Feather tool, you can now affect just and only
01:12feathered selections.
01:15In other words, I cannot move this point here or this handle here, but I can
01:19move this feather right here.
01:22So this point here, Select Feather Points tool, is used only for editing feather points.
01:29And the Select All tool obviously will let you select points, curves, feathers,
01:35anything and everything.
01:41Just remember, if you want to be able to edit the control points of a stroke,
01:45you must have allow paint selection enabled.
01:52Next, let's take a look at the Point Edit pop-up menu.
01:55You have a variety of tools here that are designed specifically for editing
02:00just single points.
02:01For example, the Add Points tool.
02:04All it does is insert control points.
02:07Of course we know, we can insert with Alt+Command+Left Mouse Button.
02:12So for most of these, you're going to want to use the quick keys unless
02:14you're in a tight spot.
02:15Now then you'd want to use these tools.
02:17Remove the Points tool will allow you to click away one single point at a time.
02:22Next, let me select a shape, so I've got a point here.
02:25And the Cusp Points tool will turn a shapes point into a cusp.
02:30And the Curve Points tool will turn that cusp back into a curve.
02:36Of course, we have those same things right here on the smooth and Cusp pop-up quick keys.
02:46The Remove Feather tool will remove of course a feather, there.
02:51You of course can use the Reset Feather option or Shift+E from the keyboard.
02:58Reposition this over here so I could show you the last thing, which is the
03:01Open/Close Curve tool.
03:03This is specifically designed for shapes and you must click on a control point.
03:09And it will open, doesn't matter which control points you click on, or close a shape.
03:14We'll zoom out here and re-home the Viewer, so I could show you the Eraser tool.
03:20Now the Eraser tool is a stroke like any other with just some slightly
03:24different attributes.
03:25And by the way, check this out.
03:27We can increase the size of the brush on the screen by holding down the Shift
03:31key and drag it. So Shift and drag to change your brush size dynamically on the
03:37screen, instead of typing in numbers.
03:39All right, we're set for erase and I'm going to just erase a great big swipe over here.
03:45So that I can show you that the Erase is just another stroke.
03:49And you can tell an erase stroke from all the other strokes by its source.
03:54Any erase stroke, the source is background whereas the other paint strokes,
03:58the source is color.
04:00And of course we can reorder, if I move the shape above that erase stroke, it
04:04will no longer erase the shape.
04:07And of course, we can edit the control points of the shape stroke by selecting it,
04:11going to our Selection tool, make sure Allow Paint Selection is enabled, and
04:16then we can edit the control points of our Erase.
04:19Now that we've seen how the Brush tool and the Erase tool are just variations on
04:25the stroke, let's take a look at the Clone tool and see how it uses strokes.
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The Clone tool
00:01The Clone tool is designed to copy pixels from within the same frame.
00:05If you want to copy pixels from another frame or a different background, you'll
00:08need to use the Reveal tool.
00:10So, let's see how the Clone tool works.
00:12First, we'll need a picture.
00:13So, let's go get Marcie.
00:14We'll type R on the keyboard to get the Read node, select the NUKE
00:20WORKSHOP > Lesson_01_Media, and select Marcie and say Open.
00:27Then we'll add a RotoPaint node with P on the keyboard and connect it to
00:30the viewer by typing 1.
00:33Okay, let's zoom in, take a close look at Marcie, and to select the Clone tool,
00:40just come over here. Right mouse popup and select Clone tool.
00:45Now, first, it doesn't look like a Clone tool at all, but to get the separation,
00:49the offset, to set the offset, hold down the Command key, click and drag with
00:54the left mouse button.
00:55To set the size of the brushes, hold down the Shift key, click and drag and you
01:00can set the brush sizes on the screen.
01:03Okay, so we're going to clone these eyes.
01:06So, let's just clone-- Oh that's just disturbing.
01:12Okay, so our Clone Stroke appears here in the list and we can tell it's a clone
01:17because the source is the foreground and of course, like any brush stroke, it has
01:21a life of one frame, the current frame, unless you change that.
01:25Once a stroke has been created, it can be modified after the fact with the
01:29Common, Transform, Stroke, and Clone tabs.
01:33We'll get a closer look at these tabs in the next video.
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Editing the Clone tool
00:01Let's take a closer look at how to use the parameter tabs with the Clone tool.
00:05On the Common tab, for example, you could change the transparency. We'll put
00:08that back to default.
00:10On the Transform tab, watch what happens now when I change the transform.
00:16I'm not transforming the offset to the source image.
00:19I'm transforming the strokes themselves, you see that.
00:23So, I'm going to lower that down a little bit there, so that we can go look at the Stroke.
00:30Now here, you can change the brush size, so we can make the size larger or make
00:35it harder. I'll put those back.
00:39Then on the Clone page, this is where you actually can adjust if you need to
00:43the offset from the source.
00:49So, the Clone tab translates X and Y is the offset to the source plate whereas the
00:54Transform X and Y is the brushstroke itself.
01:00Back to the Clone tab, there's something very important on here. Round to pixel. Let's push in.
01:05I'm going to turn the overlay off from the screen so we can get a better look.
01:10To make this next point more clearly, I'm going to edit the translate X and
01:15Y values, so the pixels are offset by half a pixel and you can see how they've softened.
01:20The clone looks a lot softer than the original eyes.
01:24That's what round to pixel is about.
01:27If you click round to pixel, it ignores the floating point offset, so the pixels
01:31are no longer filtered.
01:34As a result, the clone is just as sharp as the original.
01:37However, it's going to be slightly off.
01:40In this case, it would be off by half a pixel in X and Y.
01:43So, if you use this on a low resolution picture like standard def video, that's
01:47going to shift the position by quite a bit and may not be workable.
01:51You can use it on a high res picture like a 2K or a 4K and you wouldn't see the
01:55shift in position hardly at all.
01:58To edit the points of a stroke, it's the same drill as before.
02:00We'll select the Selection tool. Turn the overlay back on so we can see our stroke.
02:06We have to allow paint selection.
02:08There is our control points and now we can edit the points in our Clone tool stroke.
02:14The Clone and Reveal tools have an extra option up here in this top menu.
02:18I'm going to close this Property panel a bit to show you.
02:21If we unfold that, this gives you some additional options when you select the
02:26Clone Brush. You can type in translate X and Y values or rotates and scales.
02:32You can set the center position and turn on the round to pixel feature right here,
02:37so that your next stroke can be done by the numbers.
02:41But normally you'll leave that off.
02:44Now that we've seen how the Clone tool copies pixels from within the same frame,
02:47next we'll take a look at the Reveal tool to see how it copies pixels
02:51between different frames.
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The Reveal tool
00:01I've reset Nuke so that we can take a look at the procedure for doing the Reveal
00:04Paint from different frames of the same clip.
00:08We're going to need a clip to look at.
00:10So, we'll type R on the keyboard to get our Read node, select the NUKE
00:15WORKSHOP, select Lesson_03_Media, select the Reveal clip and bring in the
00:2110-frame reveal clip here.
00:23Okay, with the Read node selected, type P on the keyboard to get a RotoPaint node,
00:28type one in the keyboard and hook it up to the viewer and we'll make the
00:32viewer a little larger so we can see better of what we're doing.
00:34All right, so here's the deal with this clip.
00:37What we want to do is on frame 5, her eyes are closed and we want to reveal
00:43through the open eyes from frame 1.
00:45So, we'll put the playhead on frame 5 and select the Reveal tool and
00:51immediately, the menus above the viewer change for the Reveal tool.
00:55I'm going to widen the viewer window so that our menu is not all crunched up.
01:00Background 1 or BG1 will be the source for the Reveal tool and you'll find it
01:06here on the side of the RotoPaint node, BG1.
01:08You think we could hook it to the original clip, but we can't.
01:12What you have to do is make a copy of the original Read node and paste it over
01:17here and hook BG1 up to that.
01:22So, the setup for a reveal within the same clip is the clip is hooked to the BG
01:26input and a copy of that same clip is hooked to BG1.
01:29You'll now be able to read BG1 and select different frames than the current frame.
01:36Next, we'll turn on our onion skin option.
01:38This allows us to see a mix between the current frame and the offset frame.
01:43So, the next thing we need to set is the time mode.
01:45We have relative, which is relative to the current frame, or absolute, which
01:49means we're going to go get a specific frame number, and that is what we want
01:53to use in this case.
01:53I want to get frame 1, so I'll set the time mode for absolute and set the time
01:58offset or delta T for 1.
01:59So that means go get frame 1 absolute.
02:04As you can see, the onion skin changes as I step through the different frames.
02:08Okay, it's back to frame 1 which is the one I want.
02:11I'll then turn off the onion skin, zoom into my picture, I can now bring my
02:16viewer size back down.
02:20Hold down the Shift key to set my brush size and do a reveal of frame 1 into frame 5.
02:29To check my work, I can select both of these strokes and we make this window a
02:33little larger and toggle the Visibility buttons on and off.
02:38Let's make the viewer wide again so that we can see our menu up here.
02:41With the time mode set for absolute, if I move the playhead to frame 6, I'm
02:46still going to be revealing in frame 1.
02:49So this time, I'm going to set the time mode to relative.
02:53Now, as I change the playhead, my source frame will be relative to the current playhead.
03:00So, in the relative time mode with the delta T at +1 that would mean use the
03:03frame following this one.
03:05Delta T of 0 is obviously an offset of no frame, so that would be revealing
03:10through to the same frame.
03:11-1 is the previous, -2, -3, -4. I'm now four frames ahead of my current frame.
03:18So, on frame 6 I'll be revealing from frame 2.
03:24Turn off the onion skin, the viewer back here, and we'll do a paint through
03:29from frame 2 to frame 6.
03:32Now, if I move the playhead forward to frame 7, turn on onion skin, I'll now be
03:38doing a reveal from frame 3 to frame 7.
03:42I'll put the playhead back to frame 6.
03:45We don't need this Read node anymore, so I'm going to clear that.
03:49If you'd like the list window to be larger so you can see more strokes, you can
03:52always increase the size in the Property panel.
03:55Let's take a closer look at this source thing and how that works.
03:59To show you that, I'm going to go to the Brush tool and I'll select an
04:04attractive color and we'll paint that over one eye.
04:09So that now is Stroke6.
04:10So, the way we read that is the source for Stroke6 is color, which of course is
04:16that color chip that I selected.
04:18If I do a right mouse popup and I say the source for Stroke6 is the foreground,
04:24that means in RotoPaint speak, the foreground is the top composited layer of all the strokes.
04:31In other words, you're seeing strokes 5, 4, 3, 2, 1 revealed through Stroke6.
04:37So, we're seeing the repaired eye, we're seeing the eye that we revealed through.
04:42If I change the Source to background, that means I may be looking at the original
04:46clip coming in on the BG input.
04:48Now that we've seen how to reveal between different frames of the same clip,
04:52let's take a look at how we would reveal between several different clips.
04:57I've reset Nuke so that we can see how to do a Reveal Paint through three
05:01different background clips.
05:04So, let's go get a clip, we'll select R for the Read node, go to the NUKE
05:09WORKSHOP > Lesson_03_Media, select the Reveal clip, and bring in those 10 frames.
05:16Add a Paint node, connect it to the viewer, you all know how to do that.
05:22Okay, for our three inputs, I'm just going to use from the popup menus a
05:27CheckerBoard, ColorBars and a ColorWheel.
05:38Now I need all of these to be the same size as my input clip.
05:41So, I'm going to go to the project settings so I can set the full size format to
05:46match my input clip, 512x413.
05:49Now, all three of these nodes would be the same size as my input clip, which is
05:52what I'm looking for.
05:53I'll clear the Property bin and we'll put the RotoPaint node back in by
05:59double-clicking on that.
06:00I also want to float my RotoPaint node, so I've got more room for my Reveal menus.
06:08Make the viewer a little taller, move this over here, move this over here.
06:14Next, we'll go to the Clone tool and select the Reveal tool and of course,
06:19all the menus change.
06:21And here is where we select the different background inputs. So first we'll
06:24have to hook them up.
06:26So, we'll go to the RotoPaint node, pull out the left arrowhead and we get BG1,
06:31We'll hook that to the CheckerBoard.
06:34New arrowhead pops up, pull that out.
06:36It's BG2. Hook that to the ColorBars.
06:39New arrowhead pops up, pull that out.
06:41It's BG3, hook that to the ColorWheel and there we have it.
06:45our three different background inputs to the RotoPaint node, and we select
06:49between them by going to this popup here.
06:53So, if I turn on the onion skin, background 1 is the CheckerBoard and we see
06:56that onion skinned with our clip.
06:59Background 2 is the ColorBars and there is the onion skin and background 3 is
07:05the ColorWheel and there is the onion skin for that.
07:07To align each of these backgrounds with the foreground, we would use the reveal
07:12popup but everything is ghosted out.
07:14That's not quite working yet.
07:16So, we're going to do it without that.
07:19I'll turn off the onion skin.
07:21I'll select background 1 so I'm talking to the CheckerBoard.
07:26I'll use Shift and drag to increase my brush size and I'll reveal through from
07:32the CheckerBoard. And if I go to background 2, which is the ColorBars, reveal
07:38through the ColorBars and then background 3, which is the ColorWheel, and reveal
07:44through the ColorWheel.
07:45We move the playhead to the next frame.
07:50Now, if I want time offsets for those backgrounds, I would do that here.
07:54So, I'll select background 1, onion skin on.
07:59First, I'll set the time mode relative or absolute. Let's say absolute frame 3,
08:06turn off the onion skin, paint through.
08:11Then I'll switch to background 3, turn on the onion skin, do my transformation
08:17adjustments and my time adjustments.
08:18So, let's say I want to set this to relative -1.
08:23There we go, all right.
08:26Turn off the onion skin and paint through to background 3.
08:30And by the way, you can check your time offsets over here in the Stroke list.
08:35Here's Stroke5. If we go to the Clone tab, we can see that the time offset was -1
08:41and the time mode was relative.
08:44If we select Stroke4, the time mode was absolute and we had selected frame 3.
08:50So, each stroke remembers its own transformation offsets as well as its time offsets.
08:56Now, we're ready to look at blur, sharpen, and smear using the Blur tool.
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The Blur tool
00:01The Blur tool pop-up here contains actually three tools, Blur, Sharpen, and Smear.
00:07Let's start by taking a look at the Blur tool. I'll select that.
00:10We'll zoom in to Marcie and remember you can change the brush size on the
00:14keyboard with a Shift key.
00:15I'll blur out this eye here.
00:19Now, the amount of blur is controlled by this setting right here, the effect.
00:23So the effect in this case is the blur.
00:25So, I'm going to turn the effect down to a level of 2.
00:28Come over here and blur this eye, and you can see there is much less blur effect.
00:32Now, if we go over to the Property panel and click on the Stroke tab, we can see
00:37that the brush type is set to blur.
00:39It's actually choosing from this pop-up here and you can change that if you wish.
00:43The effect setting for this particular stroke is 2, and of course if I
00:46increase that, the blur goes up.
00:48So, you can always edit your strokes after the fact.
00:51Change brush types, change the hardness settings, change the effect, anything you want.
00:56Okay, let's delete these.
00:58I'm going to select both of these and hit the Delete key so that we could take a
01:02look at the Sharpen tool.
01:05Again, the effect is set for 15, so I'm going to sharpen this eye at 15, say whoa,
01:09that really sharpens that up.
01:11We will turn the effect down to 2 and do a more gentle sharpening over here.
01:17Once again, the brush type is set to sharpen from the pop-up.
01:21Stroke2 is selected up here in the list and its effect is set for 2.
01:25Of course, if I increase that, then Stroke2 will be sharpened much more.
01:29Again, we'll select these two and hit the Delete key to get rid of those, then
01:34take a look at the last tool in the Blur pop-up, the Smear tool.
01:38Now, the interesting thing about the Smear tool is the effect has no effect.
01:43If I click and drag here, there is no way I can change the amount of smear with the effect.
01:50However, if the hardness is turned up, that has the effect of increasing the
01:56amount of smear that you get.
01:57Once again, on the Stroke tab, the brush type is set to smear out of the pop-up,
02:03and the effect slider is ghosted out.
02:06However, I could adjust the brush hardness if I want to bring down the effect,
02:10turning down Stroke2 now. It's like I almost turned it off.
02:14So, the only way you can change the amount of smear is by dialing in the brush hardness.
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The output mask
00:01It's now time to take a look at this output mask here, something we talked about
00:05earlier, but we said we were going to look at it later. Well, it's later.
00:10Here's the issue.
00:12When you're painting, the RotoPaint node will make a nice mask for you.
00:15Put him in the alpha channel so that you can use it later if you want to do like a regrain.
00:19But what about our blur or sharpen?
00:22So, let's take a look at that situation.
00:25I want to select the Brush tool and increase by brush size and paint up here.
00:34Now, the output of the RotoPaint node right here is set for rgba.
00:38So, this paint shows up in the alpha channel.
00:42There is the alpha channel of the viewer, okay?
00:44That's well and good.
00:45Of course, Marcie is a three-channel image.
00:47However, I'm going to go over here and turn on the Eyedropper, then
00:53Command+Click on the screen to select this red, and paint that.
00:59Now let's look at the alpha channel. Oops!
01:02There is no alpha for this. Why is that?
01:06The reason is when I used the color picker to pull up this red, I pulled up
01:11by three-channel red.
01:12There is no alpha channel on this image, so the brush painted a three-channel
01:17red, no alpha channel.
01:19So now, I don't have a mask if I need it to regrain this.
01:24Similarly, let's look at the Blur tool.
01:26Let me turn the effect up to 15, and if I run a great big blur across here,
01:32again, nothing in the alpha channel.
01:35Select RGB, and one more, the Smear tool, and we'll smear this.
01:42And still nothing in the alpha channel. But the RotoPaint node is creating a
01:48mask for every single stroke you do.
01:52It's called the output mask right here and you can place this one channel
01:55mask anywhere you wish.
01:57For example, if I go over to none, to the pop-up and say put the output mask
02:03into the rgba.alpha channel of this image, right?
02:08Now, when I switch the alpha channel, there they are. Every single brush stroke
02:12I did now has a mask.
02:14I can use it to regrain or anything I want.
02:17I can also turn it off.
02:19However, I could also say I want you to put that output mask into the mask.a channel.
02:26The mask.a channel is kind of a special reserved channel in Nuke that you can
02:30use to temporarily throw any masks in you want.
02:33So, I'm going to put the output mask into the mask.a channel.
02:37It has disappeared out of the alpha channel. Where is it?
02:40If I go over here and say put mask.a channel into the viewer alpha
02:45channel, there they are.
02:47So, the output masked option will give you a mask for every single brush stroke
02:51you do in the RotoPaint node.
02:53Next, let's take a look at the Dodge tool.
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The Dodge tool
00:01I've reset Nuke and loaded a clean Marcie in RotoPaint node so we can take
00:05a look at the Dodge tool.
00:07The Dodge tool pop-up contains two tools, the Dodge tool and the Burn tool.
00:12Let's take a look at the Dodge tool first.
00:13I'm going to use the Shift key to expand the size of my brush, and I'm going
00:18to draw on the screen.
00:20What's happening is the lighter parts of the picture are getting lighter, but
00:25the dark parts don't seem to be affected at all.
00:28That's the way of the Dodge tool.
00:30If we come down here and look at the Stroke tab, we'll see that the brush type is paint.
00:36On the Common tab, the blending mode is color-dodge.
00:41If I select all three of those strokes and change the blending mode to
00:45something else like over, the effect goes completely away.
00:49So, we'll go back to our color-dodge and delete the strokes with the Delete key, there.
00:55The Burn tool, the second item in the pop-up, right here, Burn tool. Again, I'm
01:00going to increase the size of the brush, and I'm going to turn up the hardness
01:05tab that up a little bit.
01:07Okay, so let's take a look at the Burn tool.
01:12The Burn tool seems to be darkening everything that isn't really bright and
01:16this is the way of the Burn tool.
01:18We'll go to the Stroke tab, and again the brush type is paint.
01:23On the Common tab, the blending mode is color-burn.
01:27So, if I select all three strokes and set the blending mode to something like over,
01:32the effect completely disappears.
01:35We'll put that back to color-burn.
01:38For both the dodge and the burn tools, you can adjust their effect, dial down
01:43the effect, by lowering the opacity.
01:45Here I'll drop the opacity down here. There you go.
01:49In fact, I'm going to dial those completely off.
01:52So, there you have the RotoPaint node.
01:54It combines roto shapes and paint in one node, and you can draw as many shapes
02:00as you want, as many paint strokes as you want.
02:03It's a procedural paint system.
02:04You can edit the paint strokes and edit the shapes and animate them after the fact.
02:10You can rename your strokes and your shapes.
02:12Group them together into groups, assign attributes to everybody in a group.
02:17It also has the Clone and Reveal tools as well the Dodge and Burn.
02:23Don't forget about that output mask, so that you can get a mask for any brush
02:27stroke, any operation you do in the RotoPaint node, and use it for regraining.
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3. The Keylight Keyer
Basic compositing
00:01Keylight is a color difference keyer developed by the computer film company that
00:05is distributed and supported by the Foundry and is now available for Nuke.
00:10We'll start by setting up a basic composite.
00:14You can pull in these two elements from our Keylight media file.
00:18So, we'll select the green screen boy, come up to the Keyer tab, and select the Keylight node.
00:26Keylight hooks into the source input, which is where the green screen goes, and
00:30then we hookup the BG input to the background.
00:34The first step in Keylight is to tell it what the backing color is, what they
00:37called the screen color, and here is the screen color here.
00:41First, we turn on the eyedropper, make sure that's turned on, and then in the
00:45Viewer, Command+Click to select the color.
00:48Now, Keylight is twitching, because it's actually sampling the output of
00:53Keylight, which is being changed based on my selection.
00:56So, we have to use the Nuke keys Alt+ Command in order to sample the incoming
01:02image that is directly off the source image right here, okay.
01:05Of course, if we want to sample a box, we'll do Shift+Alt+Command like this.
01:10Of course, if you are using a Windows machine or a Linux machine you'll be
01:16using Ctrl instead of Command.
01:18When you select the screen color, you are selecting a single RGB value, even if
01:24you use the sample rectangle.
01:27It's simply taking the average of all the pixels inside the rectangle.
01:30Now, to make sure that you don't disturb your selection you can turn the
01:34eyedropper off and that way you won't accidentally change your screen color.
01:40So, when you first start, the View is set to the Final Result and this is
01:44Keylight speak for the premultiplied output.
01:48If you want an Unpremultiplied Output, you would turn this on.
01:52Let's take a look at the View popup menu.
01:54There are a lot of different views here.
01:57The Source is the incoming green screen image.
02:01The Source Alpha means
02:03show me the alpha channel of the incoming green screen image.
02:07Now here there is an issue. That is not the alpha channel.
02:11If we hook the viewer directly up to the green screen and then switch the viewer
02:15to the alpha channel,
02:17you can see this is a typical three channel green screen image with a black
02:21alpha, but yet somehow Keylight thinks that it is white. Okay?
02:29So, if the source input has no alpha.
02:31Keylight will tell you the alpha channel is white.
02:34However, if the incoming image is a four channel image, and I'll fake that
02:38here by putting this in line,
02:40I've now added a real alpha channel with some content.
02:44Keylight sees that and passes it through correctly.
02:47But if it's a three-channel image, just remember Keylight will tell you it's
02:51white when it's not.
02:54The next view we'll take a look at is the Screen Matte.
02:58The Screen Matte is in fact the matte that is created by Keylight, and there are
03:03lots of other things to see in the viewer.
03:04For example, the Inside Mask and Outside Mask, these are the holdout and garbage
03:09masks which we'll take a look at later.
03:12The Status is a very interesting and important view.
03:16The Status sorts all of the pixels of the matte into three categories:
03:20100% solid or white, 100% transparent or black, and everything else, all the
03:28semitransparent pixels, are simply set to 50% gray.
03:32This is a diagnostic view that will help you later. We'll see how.
03:38The Final Result as we saw before is the premultiplied output.
03:42Don't forget about the Unpremultiply option, and then there is of course the Composite.
03:47In the next video we'll learn about the Screen Controls.
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Using the Screen controls
00:01Now, we'll take a look at a couple of more screen controls right here for
00:04adjusting our matte.
00:06Let's set the Viewer back to Screen Matte, because again, this is the key that's
00:11being created by Keylight.
00:13Screen Gain is a contrast adjustment. As I turn that up, I am clearing out a lot
00:18of the noise, but I am also destroying edge detail. Look at here, okay.
00:25I'll reset that back to default.
00:28Screen Balance is adjusting the internal Keylight algorithm for the two
00:33secondary channels in the key.
00:35If it's a green screen, the two secondary channels would be red and blue.
00:39On a blue screen, the two secondary would be red and green.
00:43So, it's adjusting the balance between the other two in pulling the original key.
00:48This particular example doesn't have any problem, but I'm going to go back
00:52to the Final Result.
00:53I am going to slide in a little thing here that is going to introduce this color
00:58swatch in front of the boy, and this will give the keyer a problem.
01:03Now, let's go back and look at our Screen Matte and sure enough, we have a
01:07semi-transparent region here, which can be fixed by adjusting the Screen
01:12Balance until it's gone. Ooh, is it gone?
01:16Well, let's check the Status.
01:19No, it's still there, all right.
01:20So, I am going to use the Status to just inch up my adjustment until it just disappears.
01:26Bang! Okay.
01:28Now, we'll go back to Screen Matte, and we have a nice solid core matte.
01:32I am going to take my little Screen Balance node out of the node tree, and
01:38restore Screen Balance back to default.
01:41Next is the Alpha and Despill biases.
01:44We'll take a look at these two biases a little later.
01:47The last is the Screen PreBlur.
01:49This is applying a blur to the original green screen before it pulls the key.
01:55Its main use is if you don't have a good de-grain tool, it'll knock some of the
01:59grain out of the picture.
02:01We'll zoom in here and see how grainy this is.
02:04If I apply the Screen PreBlur, it's actually again blurring the original green
02:09screen before pulling the key.
02:11Of course, if you have some good grain control tools, you would much rather use those here.
02:15So, we'll set that back to default and re-home the viewer.
02:21A tip on the Screen Color issue, let me re-enable the eyedropper, is by
02:25pulling several different samples you can actually find a spot where you get your best key.
02:30Okay, so always try several different places.
02:33Keep in mind though, as you are getting a better and better key, you might be
02:36degrading your edges.
02:38For example, look at this little edge here. If I sample in this region, I get
02:42more edge detail, than if I sample over in this region.
02:47Next, we'll take a look at the Screen Matte menu.
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Using the Screen Matte controls
00:01Now, let's talk about the Screen Matte menu.
00:04This popup menu contains additional controls for refining the screen matte or the key.
00:10Clip Black pulls down on the black part of the picture.
00:14So, if I click and drag right, you see I am inching this up to the right.
00:19It's increasing the contrast though, but just by pulling down on the blacks only.
00:23Of course, as you know, I'm losing edge detail as I do that.
00:28As I back this in, you can see the edge detail coming back. Restore that to default.
00:33Clip White pulls up on the whites and you can see that here, as I inch this
00:39down, it's making the matte harder and harder in the core.
00:44But it's also expanding the core matte into the corners of this fine detail here.
00:48If I set that back to default, you can see the effect that has.
00:53Clip Rollback is a modifier for the Clip Black and White.
00:57I am going to throw in a little bit of Clip Black.
01:00You'll notice how it has degraded the edges.
01:02But as I adjust Clip Rollback it attempts to restore some of the detail in the blacks.
01:08I'll restore the Clip Black, I'll reset the viewer, and we'll zoom into this area
01:13here to show a Clip White Rollback.
01:16We'll use this region here to look at the Clip White Rollback.
01:19If we look at the green screen, the source, we can see this is supposed to be a
01:22semi-transparent region.
01:24So, we'll go back to our Screen Matte.
01:27If I adjust the Clip White, it starts to fill it in solid, then I can adjust the
01:32Clip Rollback to push it back to semi-transparent.
01:36Okay, we'll set the Clip Rollback to default as well as the Clip White
01:40and rehome the viewer.
01:42Now, let's take a look at Screen Dilate.
01:44It does just what you expect.
01:46It will do a dilate or an erode on the finished key.
01:50So, we can dilate it or erode it.
01:53We set that back to default.
01:56Screen Softness applies a blur to the finished key.
01:59Dilate that in and our key gets softer and softer.
02:03Again, this is entirely different than the Screen PreBlur.
02:07This applies a blur to the green screen and then the key is pulled on the
02:11filtered green screen. This is applying a blur to the finished key.
02:15Next, Screen Despot Black and White. We'll take a look at White first.
02:21First, we'll zoom in here to get a close look.
02:23So, I've got these white pixels here in the black zone.
02:27I might even adjust the Screen Gain to get rid of them.
02:29But if I adjust the viewer gamma I can see that they're still there.
02:36So, if you want to get rid of the white flecks in the black regions, that's what
02:41the Despot White is for.
02:43As, we will roll that up, boom! They disappear.
02:47I think it's applying a median filter.
02:49We'll reset that back to default, reset the viewer gamma back to default
02:55and rehome the viewer.
02:58The Screen Despot Black does the same job, but for those black peppery pixels
03:02you get inside your solid core, typically from grain.
03:06Now, this particular picture doesn't have that problem, so I'm going to
03:09introduce it with this and now I've got grain holes all over my core matte.
03:15So, I am going to adjust Despot Black and make them go away, okay.
03:20All right, I'll restore Despot Black to default, rehome the viewer, and remove
03:27my horrible Black Despot node.
03:30The last two items, Screen Replace and Screen Replace Color, we'll take a look at shortly.
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The Crop feature
00:01You can add holdout and garbage mattes to Keylight as well as crop the green screen.
00:06You can play along too by getting these two images out of the Keylight media folder.
00:11The Crop feature in Keylight is mainly used when you have a situation like this
00:15where the green screen doesn't fill the entire frame.
00:18So let's take a look at how it's used.
00:21With this selected, we will go to the Keyer tab, add the Keylight mode and it
00:26hooks into the Source input and hookup the background input.
00:33Now unfold the Crops menu and here we set the Left, Right, Top and Bottom
00:37margins of the crop, the color of the crop and how are we going to do the crop.
00:41I will start by setting the Edge Colour to a bright red.
00:45That will make it easier to follow.
00:48I move the Left slider here to define the left edge of the crop, and the Right
00:52slider to move the right edge of the crop and of course we have a Bottom and Top slider.
00:57The idea is to set the Edge Colour to match the color of the green screen and
01:02we can do that by turning on the Eyedropper and doing the Alt+Command+Click and
01:07that of course will flood-fill the colored edges with the same color you pick off the green screen.
01:12You can also open the color picker and dial in any color that you want.
01:19So we will close that, and now let's pull a key.
01:22We will select the Screen Colour eyedropper, we will do Shift+Alt+Command to
01:27drag a color sample box and put that into the screen color.
01:31I will turn off the Eyedropper and close the color sample box.
01:36At the moment, the method used for the horizontal crop or the X Method is Colour.
01:43Let's switch over to looking at our Screen Matte to see the results.
01:47I can choose one of four methods for the horizontal crop right here.
01:52The default is Colour.
01:54If I do Repeat, that means it's going to take the edge pixels along the crop and
01:59just repeat them all the way to the edge of the frame.
02:03If I choose Reflect, it draws a line down the edge and does a mirror image.
02:10If I choose Wrap, this edge is really been picked up from this corner over here,
02:14the whole image was being picked up and copied over here.
02:17Same thing on the other side.
02:20You can also set the Y Method for any one of four techniques you want.
02:24In the next video, we will take a look at holdout mattes and garbage mattes.
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Holdout and garbage mattes
00:01Let's see how Keylight handles holdout mattes and garbage mattes.
00:05We will set the green screen down here and the background over there, so we can
00:09see our connections a little better.
00:12For a holdout matte, we use the Inside Mask.
00:15I have prepared something right here. To give you an idea what it looks like,
00:18I will hook the Viewer up to it, okay, all right.
00:19Let's go back to Keylight.
00:23Now let's pull the key, quick and dirty, and I will turn off the Eyedropper,
00:31clear the box and we will take a look at the Screen Matte I have.
00:34Okay, I have some serious transparency problems here that I want to cure with a holdout matte.
00:40So I have connected the In Mask to use as the holdout matte.
00:46I will go up to the View and say show me the Inside Mask. Nothing.
00:53The reason is I have to first tell Keylight which component of the Input Mask to
00:57use and the default it None.
00:59So I am using no component on the Input Mask.
01:02If I say Alpha, it's going to use the alpha channel.
01:05I could say Alpha Inverted, or I could choose the Luminance of the Input Mask or
01:10the Inverted Luminance, but we will stick with Alpha.
01:13So this is the Screen Matte, which is the key created by Keylight and now if I
01:17say show me the Combined Matte, I am going to see the screen the Screen Matte
01:21and Inside Mask together.
01:24Now let's take a look at a garbage matte.
01:26We use the Outside Mask, or the OutMask to do a garbage matte.
01:31Hook that up here. I will hook the viewer directly up to my OutMask so you can
01:35see what I have drawn here.
01:39Put the viewer back to Keylight and we will go up to the View and once again say
01:44now show me the Outside Mask and again nothing, and for the same reason,
01:49I have to set the Outside Mask component first.
01:51So I am going to select Alpha.
01:54Now Keylight wants white in the garbage matte area, so I need to really
01:59select Inverted Alpha.
02:02Now the Combined Matte is going to show me the Screen Matte plus the Inside
02:07plus the Outside Mask altogether in one combined matte.
02:11And now we will go to the Screen Gain and simply dial in for a nice clean matte
02:16and switch the View to Composite.
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The Tuning controls
00:01Tuning is the process of adjusting the matte density individually for the
00:05shadow, midtones and highlight regions of the image.
00:09I have made a special tuning test diagram here and the shadows are the
00:13foreground shadows which should be in this dark area down here, midtones around
00:180.18 or 0.2, and highlights up here.
00:25So the numbers here are designed to show us the brightness of the foreground
00:28elements while we are looking at our matte.
00:30So we will unfold the Tuning menu here and here are three adjustments for the
00:36shadows, midtones, and highlights.
00:38Now the definition of what a midtone is, is set right here.
00:43The default 0.5 needs to be changed for Nuke to 0.18, because 0.18 is a 50% gray
00:51in Nuke's linear light space.
00:53If you had a very dark scene, you might move the Midtones value down a little
00:57bit lower and if you had a very bright scene, you might adjust it up a bit.
01:01But for the most part, a properly exposed scene, set the midtones at 0.18.
01:07Now we will pull a key, Shift+Alt+ Command, and now I will set the Viewer to show
01:14us the Screen Matte.
01:15I will come up to the Shadow Gain and if I increase the Shadow Gain, you can see
01:21the effect that it has on the matte.
01:23I want to toggle that on and off, so you can see the range that is affected.
01:29I adjust the Midtones Gains up and you can see it's affected a completely
01:32different part of the matte.
01:34I will toggle that on and off, because it's affecting just the midtowns, and then
01:40I will set the Highlight Gain up here and toggle that on and off so you can see
01:45the range affected there.
01:47So you can use the tuning controls of Keylight to set the matte density
01:51separately in the shadows, midtones and highlights.
01:55Next, we will take a look at the Bias controls.
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The Bias controls
00:01Now let's take a look at Bias.
00:04We will start by looking at the Alpha Bias.
00:07We'll switch to this picture here, close that Keylight and open this one.
00:12The Bias controls are right here and they are designed to cope with seriously
00:15discolored elements.
00:17I didn't have a green screen discolored badly enough to demonstrate this, so I
00:21have just borrowed the one from the Keylight tutorial.
00:24The first one we will look at is the Alpha Bias.
00:27If we pull a key, we'll sample our image, pull our key, switch to the Composite,
00:35because of the serious red Bias in the green screen we got a terrible matte and
00:40a semi-transparent composite.
00:43The way we tell Keylight about this red color bias is we turn on the Alpha Bias
00:48eyedropper and we do a sample in the foreground.
00:53There, much better.
00:55Now, with Keylight, every one of these samples results in a single value.
01:00So if you sample different areas, you will get different results.
01:03So you might look around for the best overall sample to use.
01:08Now we will take a look at the Despill Bias.
01:10We will put this one in the Viewer, close that Keylight, and open up this one,
01:19and home the Viewer.
01:21The Despill Bias here is designed to cope with serious discolorations caused by
01:26the Despill algorithm in Keylight.
01:28So we'll pull a key, and set it for Composite, and we have this rather
01:36discolored hair here and over here.
01:38So we will zoom-in a little bit.
01:40You will notice the Despill Bias is ghosted out at the moment.
01:46That's because the Use Alpha Bias for Despill is enabled.
01:50This connects the Alpha Bias to the Despill Bias.
01:52If I turn this off, now the Despill Bias is un-ghosted and can be set independently.
01:58This is the way you use it if you only have a problem in the Despill areas.
02:03So I am going to enable the Eyedropper.
02:05I am going to use Alt+Command because I want to sample through to the Source
02:10Image, not the Keylight Output.
02:12So I am just going to do a little click and fix, and again, this is very
02:18sensitive to where you sample.
02:20So if you sample in different areas, you're going to get wildly different results.
02:24So I will put that back where it belongs.
02:26You may also open up the Color Picker and dial-in the color you want this way.
02:32Next, we will see how to use Keylight's Screen Replace function.
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Screen replacement
00:01Now we can take a look at the Screen Replace functions in Keylight right here.
00:05The purpose of this is whenever the matte is processed, it can introduce edge
00:09discolorations, and this is designed to address that.
00:14Let's take a look at how it works.
00:15Let's go to the View and punch-up the Status Display.
00:19You notice that we see the typical status, pure white, pure black, and some grey pixels.
00:25However, when I turn on the Inside Mask, I get these blue pixels here.
00:31This is Keylight telling me that these pixels were affected by the inside mask.
00:38Next, we will turn on the Outside Mask and those are turned red.
00:41That identifies them as being affected by the Outside Mask.
00:46Last, I will adjust the Screen Dilate and look what happens here. I get
00:50these green pixels.
00:52This is Keylight telling you that these edges have been affected by a Screen
00:56Dilate operation and now there is discoloration.
01:00This is what we're going to fix with the Screen Replace function right here.
01:04We will switch the view to Composite, and we can see the hideous edge. Of course,
01:11this is grossly exaggerated for purposes of making a point.
01:16You would never dilate your screen that much.
01:19So those pixels that were marked in green are now going to be affected by
01:22whatever we do here in the Screen Replace.
01:25First of all, under the Screen Replace pop-up we have several choices.
01:29Take No Action, which means you are getting the de-spilled foreground here, which
01:34of course outside the character is going to be black.
01:38Use the source image, of course the original green screen, or use a Hard Color.
01:44Now, if you select Hard Color, you are going to get this color here.
01:48Of course we can then turn on the Eyedropper, and select any color we want from
01:52anywhere in the picture.
01:55But the Hard Color gives you a solid color without any difference to the
01:59background whatsoever.
02:02If you select Soft Color then whatever color you pick here will be blended with
02:07the background based on its luminance.
02:10Keylight supports multi-pass keying, which we will learn about in the next video.
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Multipass keying
00:01Now, let's take a look at multipass keying.
00:05No keyer can give you a perfect comp by just plugging in the foreground and the
00:09background and twiddling the knobs.
00:10It's going to take a multipass approach, so that's what this is about here.
00:16Keylight has some multipass functions built-in. I am going to clear the Property
00:19panel and open up this Keylight node here.
00:23I am going to pull a core matte on this Keylight and then feed that to this
00:29other Keylight to use in the composite.
00:32So, first I'll hold the viewer.
00:34Let's pull a quick key, switch to the Screen Matte.
00:40Of course, my purpose here is to pull a very simple solid core matte.
00:47So, I'll adjust the Screen Gain to clear out the haze. I'll adjust the Screen
00:51Balance to get rid of your holes in her shirt.
00:54I'll open up the Screen Matte.
00:57introduce some black clipping to get rid of more of the haze.
01:02Then I'll go to the Screen Dilate and dilate down the matte.
01:07I'll go back up to the white clip and kind of fill it in a little bit, here we are.
01:12Okay. So, let's say this is the core matte that I want to export from this Keylight node.
01:19The way I tell the node to export the matte is up here in the View. I set it for
01:24Intermediate Result.
01:25Now, look at what we have.
01:27We have our original green screen and behind it in the alpha channel is the core
01:33matte that I created.
01:36So, this is the basic setup.
01:38Now, we are going to feed this image to the second Keylight node.
01:42We'll hook in the source here.
01:45We'll switch our Viewer over to this Keylight node, clear the Property panel, and
01:50open up the new Keylight node.
01:53Next, we'll pull a quick key. Go look at our Screen Matte.
02:03I'll dial down some of that grain, go to the Black clip, get rid of some more of it.
02:11Okay. But my problem is I've got the holes in the shirt here that I want to fill in
02:15with that core matte.
02:16So, the first step is to set the view for Combined Matte.
02:21Remember, the Combined Matte is going to show you the Screen Matte plus any and
02:26all other mattes, all combined together.
02:29Next, we come down to the Inside Mask popup menu and make the adjustment right
02:34here at the Source Alpha.
02:37Don't forget our Source image is the green screen from the other Keylight node
02:43and it's alpha is here, so that's the Source Alpha.
02:50Back to our Combined Matte.
02:52So, the Source Alpha at the moment is being ignored. I want to use it.
02:56I want to add it to my key.
03:00So, I'll say Add to Inside Mask and now it's being added to my key.
03:05So, this is before and after.
03:10Now, let's a look at the Status again. We'll go to View, checkout Status and now
03:16we've got the blue pixels here.
03:18This is telling me that this part of the picture has been modified.
03:23Since Keylight initially thought this part of the matte was semi-transparent,
03:27it did a spill operation on it.
03:29But now we've filled it in and now we have to go correct the spill operation
03:35that was accidentally done.
03:38That's the purpose of the Inside Replace right here.
03:43This is the same type of operation as Screen Replace up here but this is for
03:47when the alpha channel has been expanded and eroded.
03:51This is when the alpha channel has been modified by the Inside Mask.
03:56So, we'll set our View to Composite so we can watch the action.
04:01Again, we have the same options here. We can say None, no fix at all, or we can say Source.
04:08Now, you can see it's pulling in the Source green screen and you can see how
04:11much the spill suppression had pulled the green out. Or we can say a Hard Colour.
04:17Again, we can select that color and click anything from the screen or use the color picker.
04:25Of course, we can also use the Soft Color option, which blends it in gently.
04:32The only left to do is color correct the foreground, which we will see
04:36in the next video.
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Color-correcting the foreground
00:01Our last subject is to take a look at doing foreground color correction.
00:05So, we'll move over here.
00:08Put that in the viewer.
00:09Clear the Property panel.
00:12Okay, we will hold the Viewer.
00:14Now the whole idea about the color correction with Keylight is, as you know,
00:19Keylight has absolutely no color correcting ability inside.
00:23So, we have to do our color correction outside of Keylight.
00:27The way we do that is we set the output for final result, which is the
00:31pre-multiplied output.
00:33Don't forget you have the un- premultiplied option right there.
00:37Next, we will add a Grade node and don't forget whenever you have a
00:41un-premultiplied image, you have to tell it.
00:43So we are going to say un- premultiplied by the alpha channel.
00:47So, now I am ready to do my color correction.
00:52All I have to do is connect to Merge node. Hook up the Background.
00:58We don't need this Merge node anymore and now I can color correct my foreground
01:02outside of Keylight, prior to the composite.
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4. Ultimatte
Basic setup
00:00We'll start by taking a look at the basic setup for an Ultimatte composite.
00:05The first thing we want to know is how to connect things up, so if you'll select
00:08the read note for your blue screen, you can go up to the Keyer tab, select the
00:12Ultimatte node, and it'll hook itself into the foreground input. There we go.
00:19The bg is the background input.
00:21We'll connect that up here.
00:22We'll take a look at this others in just a minute.
00:24Now I'm using a checkerboard as a test background. I've set the format to match
00:29my foreground image, and I've set the size of the squares to 16. Using a
00:33checkerboard like this is a better way for getting your initial key setup,
00:37rather than doing it over the actual background, which has different colors and
00:41luminosities that may hide defects.
00:44So let's take a quick look at the tabs in the Ultimatte node.
00:47The first tab, Ultimatte, is used basically to set the screen color, and it has a
00:51few other controls, which we'll come back to.
00:54The Density tab is used to dial in the density of the matte, and you have
00:57controls over different parts of the picture.
00:59The Screen Correct node is actually used to dial in a synthetic clean plate.
01:06Ultimatte is much happier with a clean plate input, but you rarely get that,
01:11so Ultimatte actually creates its own internal clean plate.
01:14I can show you what that's like over here.
01:19This is what the clean plate would like.
01:21The idea is it uses this against the backing region, the blue screen, and it has
01:26a matte of the defects in the funny panel lightings and all the other little
01:30anomalies in scenes like this, and it uses this to help pull a cleaner key.
01:37The Shadows tab is used for dialing in the shadows, but you will have to enable it first.
01:42It comes default disabled.
01:45The Spill tab is default-enabled, and here you have controls over the
01:49spill separation for different parts of the picture: bright, dark, cool, warm, et cetera.
01:55The Cleanup tab is a dangerous tab, and you'll rarely want to mess with this
02:00because it'll undo the screen correction, but this allows you to do post-
02:04processing on the matte.
02:07The Color tab is used to color correct the foreground after it's composited over
02:11the background, and it gives you basic color-correction controls: brightness,
02:15saturation, and so on and so forth.
02:18The Film tab is another tab you'll rarely mess with.
02:22The basic story here is that some blue- screen and green-screen shots suffer
02:26from a problem called cyan undercutting, where the foreground meets the backing
02:30color, and this completes a red fringe around your composite.
02:35This tab is designed to allow you to dial that down.
02:38All right, let's go to the Ultimatte tab and see how we select the screen color.
02:42First, we turn on the eyedropper and we select the screen using
02:46Shift+Alt+Command. In other words we're adding the Alt key in order to do the
02:51sample through to the original blue-screen plate.
02:55Otherwise you could be sampling the composited plate.
02:58I am going to switch the viewer to the alpha channel, and watch what happens as I
03:03sample in different parts of the picture.
03:06Remember, Ultimatte is only allowing you to select one single value for
03:10the screen color, so where you sample has a profound effect on the
03:15resulting composite.
03:16We'll put that back to RGB.
03:20In our next video, we take a look at the other inputs to the Ultimatte node.
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The Ultimatte workflow
00:01Okay, the cp input,
00:02that's your clean plate; gm, that's the garbage matte; and hidden over here is hm,
00:08which is your holdout matte.
00:11So how do we use the garbage matte?
00:13Well, looking at the original blue screen, we can see that the blue screen
00:16doesn't cover some portions of the background.
00:19So we make a garbage matte that covers that part of the screen that we want to
00:23clean up and then we hook that into the gm, or garbage matte input, of
00:29Ultimatte and voila!
00:30Get a nice clean plate.
00:33The holdout matte here, let's see how that's used. And we'll look this up here
00:37to reveal that, okay. Let's take a look at the alpha Channel of this gal here,
00:43and we can see that her shawl is extremely transparent.
00:47So let's say that we needed to do a holdout matte to fill that in.
00:51So we would draw the holdout matte with a rotor node and then hook it up to the
00:57hm holdout matte input of Ultimatte, and boom!
01:00A nice solid matte.
01:01Of course you're going to have to roto that for the whole shawl, but
01:05nevertheless, that's how you hook in your holdout matte.
01:09Let's re-home the viewer, go back to RGB display. So we can take a look at the
01:14output mode on the Ultimatte tab.
01:17The default output of the node is composite, the foreground keyed over the
01:21background, but you can choose a premultiplied output. And of course, here, we
01:27have the alpha channel.
01:28So this is a four-channel premultiplied image.
01:31We'll go back to RGB. And you can choose the unpremultiplied, which of course
01:36is hideous and awful, so we'll go back to the composite, a much nicer-
01:39looking presentation.
01:41Now let's take a closer look at the recommended workflow for setting up an
01:44Ultimatte composite, plus a demonstration of what each tab does.
01:48I've reset Nuke so we can step through the recommended Ultimatte workflow and
01:53see how the Film tab and overlay features work.
01:56Step one, as we saw before, was you select the eyedropper to sample the screen
02:01color. Make certain you don't sample any of the shadows.
02:05So again, Alt+Command+Shift+Drag to sample the screen color, which then goes up here.
02:11Now this is the point where you'd check for the cyan undercutting.
02:15We'll jump to the Film tab, zoom into a part of the picture, because remember
02:21that cyan undercutting will put a red fringe around things.
02:24Now the Film tab doesn't work until you enable it, and I'll show you how it works.
02:29I'm going to punch in a strength of 300 in order to exaggerate the red fringe.
02:35So as I toggle this on and off, you can see that red fringe come and go.
02:39You have adjustment to shrink it, adjustments for transparency, and you can dial
02:45it in the brights and the darks individually.
02:47So I'm going to disable that so we're back to our original plate, because this
02:51particular one, although it had the red fringe, it wasn't very severe. So I'll
02:56go back to the Ultimatte tab and re-home the viewer.
03:01After you've got your screen color and done the Film tab as necessary, the next
03:05step is to refine the overlay.
03:07So let's take a look at the overlay.
03:09Here is the overlay pop-up.
03:11By default, it's off, but you can choose screen or subject.
03:14Let's start with screen.
03:16By the way, there is a duplicate pop-up list right here.
03:20So what the overlay is showing you is the backing region that Ultimatte is going
03:25to repair using that synthetic clean plate.
03:28We can refine the overlay by selecting the plus, and now if we hold down
03:32Alt+Command+Click and drag, we're telling it we want to add this area to the overlay.
03:39If part of the overlay covered our characters or subjects, we could hit the
03:42minus key and click and drag to select that.
03:47Next, we can set the overlay to subject, which of course puts the overlay on
03:51top of the subject.
03:52We can then use these plus and minus keys to add or subtract the overlay off of
03:56the subjects as well.
03:58The important thing to realize that these overlay plus and minus strokes are in
04:02fact adjusting the screen-correct parameters.
04:05Here I'm going to reset the screen correct, and I'll set the overlay to screen,
04:10and now when I hit the plus key, watch what happens to the screen-correct
04:14parameters. As I click and drag, you see, the parameters changed.
04:18I'll reset that again and show you that you can actually accomplish the same
04:23thing by adjusting the sliders themselves.
04:27This slider will shrink the overlay, and these sliders will adjust it in the
04:32darks and the brights, and so on and so forth.
04:34I'm going to reset that and dial my reds back small again, so I can show you
04:40the Orphans button. What's the orphan?
04:43Let's take a look at some orphans.
04:45Orphans are this little leftover bits and pieces that it wasn't quite able to clear out.
04:50So the orphans pop-up allows you to choose the radius, if you will, of the kernel.
04:56So if I set it for Medium, you see the orphans got smaller. Some went way.
05:00If I set it for Fine, they come back, a little too much, so my best setting is Medium.
05:06Okay, we're done with this Screen Correct tab.
05:08We'll go back to the Ultimatte tab and set the overlay to off and home the viewer.
05:15Next, we'll take a look at the Matte tools in Ultimatte.
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Using the matte tools
00:01After you have the overlay adjusted for the best coverage of the backing screen,
00:04the next step is to use the Matte tools to adjust the matte density.
00:10The matte density is adjusted with the Matte tools and the Density tab.
00:14The Matte tools allow you to select pixels from the screen while the Density tab
00:17allows you to adjust the density parameters.
00:20We'll start by setting the viewer to the alpha channel so we can see our matte,
00:24and turn the viewer again way down.
00:27So we can see we've got some transparency here.
00:29This should be a solid matte.
00:31So, the way we fix that is we come up to the Matte Plus tool, meaning increase
00:36the matte density, and do an Alt+ Command, click and drag, and viola!
00:41Next, we'll turn the viewer gamma up, so we can take a look over here at the
00:45umbrella, which we wanted some transparency.
00:48So, if I'd like to increase the transparency, I will then select the Matte Minus
00:54tool and again Alt+Command+Click in order to say reduce the density of the
01:00matte in this area.
01:03Okay, I'm going to undo all of that and home the viewer, so that we can take a
01:08look at the Density tab itself.
01:12Here's the Density tab, and this allows you to adjust the density of the matte in
01:16different parts of the picture: bright, dark, warm, cool.
01:20For example, the white shawl.
01:24If we look at the RGB we can see this is a very bright object. Oop!
01:26Let me put the viewer again down.
01:29This is supposed to be a very bright object, and it's terribly transparent.
01:33So I'm going to adjust the brights up and fill in the shawl. I'll undo that.
01:39Now, down here is a Warm parameter.
01:42So, if we look at our original picture, we can see this red shawl, which is a
01:46warm color. Watch how it responds to an adjustment of the warm matte density.
01:51I can bring it up or down. I'll reset that.
01:55And similarly, the cool over here, the umbrella, you can see has very cool colors.
02:02So, I can lower and raise the density of the matte in the cool parts of the picture.
02:09So, we'll home the viewer, undo all those adjustments, and set it back to RGB
02:19so that we can take a look at the edge kernel next.
02:22Let's zoom in to the picture and look at the dark edge along side the skirt.
02:28Very often you're composite will have these dark edges from light objects, so
02:31the edge kernel can help with that.
02:33Watch what happens with that dark edge as I adjust the edge kernel.
02:36See, it pulled it out.
02:38Now, let's take a look at the alpha channel to see what's going on.
02:41The edge kernel does a density change along the edge here--
02:45I'll exaggerate it, so that you can see--
02:47does that density change along the edge to help tuck in those dark edges.
02:52We'll put that back to RGB and re-home the viewer.
02:59Now that the matte density is set, the next operation is the shadows.
03:05The Shadows tab is only enabled when there are shadows to process.
03:09Now, in this particular clip in order to actually capture these shadows, you're
03:13going to have to split the key, because this blue screen down here is a very
03:17different color than the blue screen up there. Back to our story.
03:22To activate shadow processing, you select the Shadows tab and turn on enable.
03:28Let's set the viewer to the alpha channel, and we'll zoom in here to see some shadows.
03:33We can dial in the shadows first by increasing the low value up like this, and
03:38that brought the shadows in. And just to show you why you have to have this
03:41enabled, you can see the difference in the matte when the shadows calculations
03:45are enabled and disabled.
03:47Another adjustments you have is the blur, which softens the shadows. And to see
03:51the tint, we're going to have to go back to RGB.
03:53By the way, you can also adjust the density while you're looking at it in the RGB
03:59mode. And the tint will give it a color.
04:02So, we'll pop up the color chooser, and we'll just select the nice red, and there
04:07you go. And I'm going to disable the shadows calculations and reset the Viewer.
04:12In the next video, we'll see how Ultimatte handles spill suppression.
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Spill suppression
00:01With the shadows properly adjusted, we can now turn our attention to spill suppression.
00:07The Spill tab contains all the adjustments for refining Ultimatte's superb spill suppression.
00:12By default, it's enabled.
00:14Let's take a look at the umbrella.
00:16Since, it's a semi-transparent object, it's heavily influenced by the spill suppression.
00:21First of all, watch what happens when I enable and disable the spill suppression.
00:25By default, the spill suppression is enabled, and normally you're going to leave it that way.
00:30We have adjustments here that can be used to dial in the spill suppression to
00:34either increase it or decrease it in cool, warm, midtones, brights, darks,
00:38any part of the picture you want.
00:41Watch what happens when I adjust the cool.
00:43Keep in mind that that umbrella is kind of a cool color, as far as
00:46color temperature goes.
00:47Now moving it to the right means I am pulling out more blue.
00:52I am increasing the amount of spill suppression.
00:55Moving it to the left, I am reducing the amount of spill suppression,
00:58so it turns more blue.
01:00I'll set that back to the default.
01:03The warm colors, such as these jackets,
01:05if I increase the spill suppression I'm pulling more blue out of them and I go
01:09down the other way, I'm adding more blue back in.
01:12We'll put that back to default.
01:14Similarly, you can adjust the midtones and the brights. In fact let's
01:18take the brights, and see umbrella is also a bright.
01:20So, the umbrella will be affected by the brights as well as the cool slider.
01:24We'll put that back. Ambiance.
01:25Ambiance is the spill-replacement color, and it is by default 0.5, but we can
01:35certainly dial that up.
01:36I'm going to turn it into heavy red, just so you can see the effect. And now I
01:42can dial all the strength down and up, and you can see the umbrella picks up
01:47more red, turning it white.
01:48I'll put that back to default and reset our color.
01:54The background veiling adjustment overrides the default background suppression,
01:59and generally speaking, you don't want to mess with this one.
02:02It will really destroy the spill suppression.
02:06If you're working on the spill suppression and you get things all jacked out of
02:09shape and you're lost and confused, just click the reset button and that puts the
02:13entire spill suppression algorithm back to the default state.
02:17We'll home the viewer in order to take a look at the last tab to adjust,
02:20which is the Cleanup tab.
02:22Normally, you want to leave this tab alone. Let's see why.
02:27The Cleanup tab is used primarily to clean up defects in the screen-backing
02:31region only after screen correction adjustments have been exhausted.
02:36It's a dangerous tab.
02:37So, let's take a look at Cleanup.
02:41We'll switch the viewer over to the alpha channel, and we'll zoom in for a closer look.
02:47Watch what happens as I enable and disable the Cleanup tab.
02:52It has a profound effect on the matte.
02:55I'll enable it so we can take a look at each of the adjustments.
02:58The Cleanup slider will clear the noise out of the backing region but at the
03:02expense of hardening the edges of the matte.
03:05If you lower the cleanup value, you can actually get it back to looking like
03:09your original matte.
03:10We'll put that back to default.
03:14Let's zoom in under one of the mattes here, so we can take a look at the shrink parameter.
03:18The shrink slider will actually do an erode in order to shrink the matte.
03:22You can see it getting smaller and smaller there.
03:25The blur parameter of course does a blur on the matte. There we go.
03:30And the recover sets a threshold below which everything is protected from
03:35the cleanup processing.
03:37I'll home the viewer so we can see that in action.
03:41I'm going to set the recovery slider higher and higher and all the defects start
03:47to work back into the picture.
03:50So, setting the recover back to 0 means that all the pixels will be
03:53processed with the cleanup.
03:56We'll set the viewer back to RGB and close by reminding you that the Ultimatte
04:01keyer is one of the oldest and most professional keyers in the industry, and
04:05does an absolutely brilliant job at blue-screen and green-screen keying.
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5. Merging Keys
Overview
00:00I have said many times that you cannot expect to plug your green screen or
00:04blue screen or background clip into a keyer node, tweak a few knobs, and get a fine composite.
00:10That only works on the demo footage.
00:12In the real world you have to pull multiple keys and merge them together into
00:16a single master key.
00:18Here we will see a variety of strategies for creating and combining those keys
00:22into a single master key.
00:25The reason you want to combine multiple keys into this master key rather than
00:28compositing each keyer output on top of each other is because that makes a
00:32patchwork composite with different appearances of the spill suppression and
00:36color corrections from each keyer node.
00:39The Primatte output simply looks different than Keylight.
00:42So let's take a look at the workflow.
00:45Starting up here with our green screen, the first thing we do is pre-process it
00:49to set it up for the keyers.
00:50One obvious method here is of course degraining.
00:54Down here are the different keyers.
00:56These could be completely different kinds of keyers or the same keyer
01:00with different settings.
01:01For example, Primatte here optimized for the head, Primatte there optimized for
01:06the body, and maybe Keylight here optimized for the hair.
01:11Down here is where all the keys are combined to create the single master key.
01:15Of course, this is a very complicated and important thing, so we will be taking
01:20a very close look at those in the upcoming videos.
01:23On a separate branch from the green screen we do the spill suppression.
01:27The PreProcess green screen is never used on this branch.
01:31The PreProcessed is only for pulling keys, okay?
01:35So here we do our spill suppression followed by color correction.
01:40Always in that order.
01:41You never put the color correction before the spill suppression.
01:45The reason is, if you change the color correction and then the spill suppression
01:50follows it, it will completely mess up your spill suppression.
01:52You'll have to do it all over again.
01:54So always in this order please.
01:57Here, we are combining the single master key with our color-corrected and spill-
02:03suppressed RGB foreground right here.
02:05The reason is we want to put them all together into a single RGBA four-channel
02:10image for the AddMix node.
02:12It expects all four channels right here on the input.
02:14We are using the AddMix node because it has powerful additional features of
02:19being able to adjust the edges with those curves.
02:22If you don't need those curves, you could use a KeyMix node or do a premultiply
02:27and do the merge over.
02:28We will be looking at those workflows as well.
02:31Now that we have an overview of the general workflow, it's time to take a look
02:35at the specific techniques for creating and combining multiple keys into a
02:39single master composite.
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Pre-processing the greenscreen
00:00The first step in the keying process is to pre-process the green screen or the
00:05blue screen, to set it up, or sweeten it, for the Keyer.
00:09I am working with these two pictures here, the boy and the boy background.
00:13If you'd like to load those, you'll find them in your Project Media, the boy
00:17folder. There he is.
00:18We've got 12 frames at 1K resolution, and the Boy background folder, another 12
00:27frames at 1K resolution.
00:28Okay, like we saw in the overview, we are going to create a separate branch of
00:35the compositing Node Graph right here that is specifically designed for
00:39pulling all the keys.
00:40And then we will use a separate branch over this way using the original green
00:44screen for the actual compositing and color correction.
00:48So one of the first things you want to do for pre-processing it would be
00:51something like doing a degrain operation.
00:54So I am running NUKEX so that I have the Denoise node here.
00:58So I am going to bring this in, scooch into my picture, come over here and
01:03sample the area of the screen in order to get some denoise going on here.
01:08And just to show you how effective this is, I am going to gamma down the viewer
01:13and then gain it up.
01:15So I can toggle the Denoise on and off, and you can actually see the green come and go.
01:20The big issue for degraining is you want to remove the grain without
01:23softening the edges.
01:24Of course, you can use any degraining technique that you might have handy.
01:28So we'll toggle that back on.
01:31By degraining it, we not only remove the sizzle that might be in the edges, but
01:36it also helps to eliminate pinholes from the green.
01:38I am going to re-home the viewer and clear the Property bin to go on to the next
01:42step, which is garbage matting.
01:45Garbage matting is a critical part about the pre-processing.
01:49So let's add a roto node here, and then I am going to draw my shape here.
02:01All right, then, I will go to the Shape and invert it and then turn on the
02:07Eyedropper node to sample the green screen so I can get a matching green right there.
02:12Re-home the viewer, and I am going to turn off the overlay, so we can see the edge.
02:18Now, you don't want a sharp edge like this, so I like to take all of my Beziers
02:24and add a little feather, like maybe 10.
02:26And this way we don't have a sharp edge on either side of the garbage matte.
02:32If you leave a sharp edge, sometimes the Keyer will see it.
02:35The main purpose of doing the garbage matte is if I turn it off, you can see we
02:39have these nasty dark edges. And if you try to adjust the Keyer to get rid of
02:44those, you have to hammer the key far too much.
02:46So we would much rather just have to key this area right here and get the rest
02:51of this as a freebie from our garbage matte.
02:55Now there might be other things that you could do to pre-process the green screen.
02:59You might have to re-register the channels if they were out of alignment or
03:03suppress highlights or any other operations that are designed to help the
03:07Keyer pull a good key.
03:09And again, we are going to be pulling our key on a branch right here, whereas we
03:16are going to keep the original green screen to use for the actual composite.
03:20Now that the pre-processing is done, we are ready to start pulling our keys.
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Creating specialized keys
00:00Now I am not trying to pull great keys here, as that is a time-consuming process.
00:05I'm focusing on showing the workflow for combining several keys into one master
00:09key for compositing.
00:11So I'm going to just pull some quick and dirty keys here.
00:14So let's give me a little more table space here.
00:16I will select the Roto node.
00:20So I am going to use the Primatte node here to pull a key for the body.
00:23Let me reset the viewer back to normal settings.
00:28And we will select our background color.
00:30Now I better connect my viewer up to the Primatte node right here. Here we go.
00:37Okay, now we will take a look at the alpha channel.
00:39Then I am going to refine this by cleaning the background noise like so, sample it here.
00:47Then I'm going to clean the foreground noise by sampling here and there. Again,
00:52I do not care about the head of the hair;
00:53I only care about the shirt, slide my view again down to make sure I don't have
00:58any unnecessary holes in my shirt. Yes, I do, so clean those up too.
01:02All right, again, try to make a good shirt.
01:10I don't care about the hair or the head.
01:12Set my viewer back to normal and slam the gamma in the other direction, so now I
01:18can clear the backing region, select BG Noise again, sample there and there,
01:25over here, there and there. Okay.
01:28Let's say we liked that.
01:29We will set our gamma back to normal, re-home the viewer.
01:33So let's say we are happy with the key for the body and to help keep things clear,
01:38let's label the Primatte node body.
01:43Next, we will use a different keyer to pull a key optimize for the head.
01:48Let's say that I want to use the Keylight keyer, okay, hook that up, attach our
01:55viewer to it, switch to the RGB channels, and I will start by selecting the
02:01green screen backing color. There we go.
02:04We will switch back to our alpha channel, and now I will start dialing in
02:10the Keylight keyer.
02:11The important thing is I'm only concerned with the head region.
02:14I don't care if there is problems down here in the body.
02:17This is the beauty of this thing.
02:19Well, I will dial up the screen gain a little bit, and I have still got a little bit
02:23of stuff over there.
02:24Let me check that I don't have any holes by raising the viewer gamma, check
02:27for holes in he head. That looks good.
02:29And then I will lower the viewer gamma, checking for any other issues. All
02:34right, that looks fine.
02:35I want to get rid of this over here because that is part of the head. All right fine.
02:39So I will go to the Screen matte,
02:40and I will dial in the black clip to get rid of that.
02:45Okay, let's say we are happy with that as a key for the head.
02:49Again, to help keep things clear, we will label the node head.
02:56Okay, now we have a Primatte key for the body and a Keylight key for the head.
03:01Next, we need to combine them some way.
03:03So I am going to combine the good body key with the good head key,
03:08and to do that I'm going to use a roto.
03:10I'm going to draw a shape around the head and use that to separate the head and
03:19the body and then join them together.
03:22Now a very important point is where you place the split.
03:25I'm going to choose to make this the joining line right across the neck here,
03:29because that's easy to hide and easy to animate. Because we have a moving
03:33target, we are going to need a few keyframes.
03:35So I want to select right across here and then around the head, close that.
03:42Now if we look at the Roto, we have this mask and we have our head mask.
03:50So the next question is, how do we cut the head off using this Roto as a mask?
03:55For that, we are going to use the ChannelMerge node.
04:00The ChannelMerge node was made for doing alpha channel manipulations.
04:05So I'm going to connect the A side to the Roto, the B side to my key, and my
04:10viewer to the Merge node.
04:11Now that does not look very promising yet.
04:15What I want to do is I want to keep the head key that is inside the Roto.
04:22Now the problem is these are hooked up backwards, so the order of connection is very important.
04:26So I'm going to switch, instead of A and B here,
04:29I want B and A. Okay, you will see why in just a moment.
04:31So I will switch those with Shift+X, because I want the operation to be A inside
04:39of B. So I need the inside operation, so I will come up here to the operation.
04:44Let's set it for inside, and there you have it.
04:47I now have the head matte that is inside the Roto. And I want to use the exact
04:52same Roto for the body so that the seam is always perfect.
04:57So next, we need to go over to our body and get the body key that is outside of
05:03the Roto, and for that, we need another ChannelMerge node.
05:06So, go up to the Channels and select ChannelMerge.
05:10Now I want the body outside of the Roto,
05:13so I want A outside of B. I will hook the viewer up to the new ChannelMerge
05:20node, and I will set the ChannelMerge operation to out. There we go.
05:26I am going to clear the Property bin, so you can see we have just the body
05:31outside that Roto, and over here, just the head inside that Roto. And because we
05:37used the same Roto for both, we are guaranteed a perfect match at the seam.
05:43So, in order to merge those two keys together, we are going to use of course
05:48another ChannelMerge node.
05:49I will come up here to the Channels tab, select another ChannelMerge, bring it down here.
05:56Maybe I will zoom out a little bit.
05:58Since we are going to be joining these two together, the order of connection is not important.
06:03So I will just hook these up, connect my viewer to here, and take a look at what we have got.
06:08Whoops! We seem to have a little problem.
06:13Right here at the seam, we have our perfect head key and our perfect body key,
06:17but the scene which came from this Roto and the inside and outside operations
06:24here, that's caused an artifact.
06:27That's because our operation was a union.
06:30The union operation is like a screen operation.
06:33This is not the operation we want.
06:35So let's take a look at saying plus. There we go.
06:39We have now added together the two mattes so at the split edge they are now a perfect match.
06:45You have to be careful when using the plus operation.
06:48Because you can add two mattes together, the 1+1 can then become 2, which you do not want;
06:54you always want to keep that.
06:55So we are going to sample right down here and keep an eye on this right there.
07:01Make sure that we have not introduced any code values above 1 in the alpha channel.
07:06Okay, that looks great.
07:08If we did, we would go up here to the Color tab and add a Clamp node to
07:12take care of it.
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The preliminary composite
00:01The purpose of the preliminary composite is to hook up the master key to the
00:04green screen in the background to see how things look and determine where the
00:08master key needs improvement.
00:10So we'll zoom out a little bit, pick our story up here with the original green screen.
00:15We're going to start that separate branch over here.
00:18All of this was our keying down here.
00:21And over here we're going to start with spill suppression, so we'll go up to
00:25our Color tab and do a Shift+Click on HueCorrect, which is a popular
00:30spill-suppression tool in Nuke, and hook up our viewer, and switch the viewer back to RGB.
00:38And we'll zoom out so we can see our spill suppression.
00:44So the first step in the spill suppression is we're going to sample our green
00:47screen color, so we'll do that with a Shift+Ctrl+Drag.
00:51The HueCorrect node shows us that this is the hue that's the green screen.
00:55I'm going to use three curves to do the spill suppression, because I like to
00:59spread it out amongst three different processes.
01:02If you do all the spill suppression with one process, it can show artifacts, but
01:06if you'll use three of them, you get little artifacts in different places, and
01:10nobody will see them.
01:11So I'll select the saturation and the luminance and the green suppress curves,
01:16and I want to shift their control points right over to the hue that I was
01:19supposed to be using.
01:20Okay, so now I'll select the green suppress curve.
01:24I'll pull down on that to do some green suppression here.
01:29Then I'll take the saturation curve and pull down on that to desaturate the picture, okay.
01:34And I will go to the luminance curve and raise that up to put back some of the
01:39brightest that we lost with the green suppression.
01:41All right, so let's zoom in and take a look over what we've got.
01:44I've still got a little bit of green around the edge, so I'm going to select
01:48my green suppression curve and shift it towards the red to kind of cut that down a little bit.
01:54And I'm seeing a little bit of a dark edge over here, so I'll select the
01:59luminance curve and move that into the reds to help eliminate the dark edge.
02:03And I will re-home the viewer, so we can take a look at how our
02:06spill suppression looks.
02:07The next operation will be color correction, so let's move things a little bit,
02:12get this over here, pull that over there.
02:14Let's label this spill suppression.
02:21That way we'll always know what it's doing.
02:22All right, here is the key thing about color correction.
02:25It must always follow the spill suppression.
02:28I am going to select this node, go up to the Color curve, and select
02:32the ColorCorrect node.
02:35The reason it must always follow it:
02:37if you put color correction first, then you do the spill suppression;
02:41if you make any changes to the color correction, it'll totally mess up your
02:45spill suppression, and you always make changes to the color correction.
02:49So, it's essential that you go spill suppression first, color correction last.
02:55Okay, we're ready to pull our pieces together.
02:59Here I have the alpha channel, here I have the spill-suppressed foreground, and
03:07over here I have the background.
03:08Ao we are ready to hook things up in a basic composite.
03:13So I've decided to use the AddMix node for our composite because it gives us
03:17much more control over the edges than any other process.
03:20So I'll come up here to the Merge tab and select the AddMix node, hook the B
03:26side up to the background, hook the A side up to our unpremultiplied foreground,
03:31and hook the viewer up to the AddMix node, and we don't see anything.
03:35I'll clear this color sample box by doing a Command+Click.
03:40And here are those extra curves we get with the AddMix node.
03:43We don't have a composite because the AddMix node expects the alpha channel to
03:47be coming in here on the A side, but that's an easy fix.
03:52So what I need to do is introduce our key behind our unpremultiplied
03:57color-corrected, spill- suppressed foreground, and it's not there.
04:04What we want is over here.
04:06So here is our key, so all I have to do is copy it over here using the Copy node.
04:13There it is.
04:13We'll hook that in here.
04:15Now if I look through the viewer, I have my foreground and my key all together
04:22as a four-channel image, and that goes into the A side of the AddMix node.
04:28And now the AddMix node will do a very nice composite, and I can use the curves
04:32to adjust the edges.
04:35Another important point about the AddMix node--let me put that at the top of
04:39Property bin--is this premultiplied option right here.
04:43If you turn this on, you're saying that this is a premultiplied image.
04:48If you leave it off, you're saying it is not.
04:50Now our image is not premultiplied, so this is correct.
04:54However, if I would like to use a premultiplied image, I could select the Copy
05:00node, come up here to the Merges tab, and add a premultiplied node.
05:05So now I have a 4-channel premultiplied image coming into the AddMix node.
05:13So if I hook that into the AddMix node and I zoom in close here, I have to tell
05:18the AddMix node that the A side is now premultiplied by clicking this on.
05:23And you can see that it makes a very big difference.
05:27Okay, you must always be sure to correctly set the premultiplied option,
05:32depending on the type of foreground you have.
05:35Once you get the preliminary composite setup, the next step is to compare the
05:40composite with the original green screen.
05:43So I am going to hook up input 2 of the Viewer to the original green screen.
05:48You then toggle between the composited view and the original view looking to see what is amiss.
05:54As you can see, we've lost a lot of fine detail on these feathers.
05:58In a regular composite usually it will be the hair.
06:02So what we need to do is create a supplemental key that is specifically
06:07optimized for just this fine feather detail and then somehow merge it in
06:12with our master key.
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Creating supplemental keys
00:00Comparing the preliminary composite to the original green screen has revealed
00:04the loss of detail in the feathers,
00:06so now we have to create a supplemental key that's optimized for the feathers.
00:12So let's scoot in here to our green screen. And to do that, I'm going to use the
00:16Primatte node, so come up to the Keyer tab, Shift+Click on Primatte. And I'll
00:22hook my viewer up by typing 1 on the keyboard. And we'll start by selecting the
00:28background color like so. We'll switch to the alpha channel.
00:39The beautiful part about this is I'm going to be able to dial in the Primatte
00:42keyer for the best possible look for the feathers and I can ignore everything
00:47else in the picture.
00:48So let's go on to clean the background noise. In fact, I am going to push up the
00:54viewer gamma so I can see any contamination in the backing region.
00:59So I just want it to be nice right here.
01:01I don't care about any of the stuff over there, no problem.
01:04So we'll clean the foreground noise, and for that I'll push the viewer gamma the
01:09other way, so I can see holes in my core matte, and I'll select this.
01:13All right, and again--I'll re-home the viewer--
01:20I don't care that the shirt is messed up.
01:22I don't care whether there is stuff in the corner, because I'm only concerned
01:25about the best possible matte with the feathers.
01:28All right, so let's zoom back in to the feathers.
01:34I want to beef up those dark feathers here.
01:37We can them a little bit if we pull up the viewer gamma, so for that I'm going
01:41to use the Matte tool and beef up that part of matte there, this part over
01:48here, maybe a little there, and set my viewer gamma back to normal, and maybe a
01:54little bit up here.
01:59Okay, so let's say we like that.
02:01The next step is I have to isolate this part of this key and merge it with
02:05the main master key.
02:08To do that, I'm going to attach a Roto node to the Primatte, just by typing O on
02:12the keyboard. I'll zoom out a little bit and I'll draw myself a little shape to
02:21isolate the area I'm interested in. Then of course I'm going to invert the
02:28shape and then color it black.
02:30So now I've exactly the part of the picture I'm interested in. I don't care
02:36about any other part of this picture.
02:39So now the last step is to merge this with the main master key.
02:43Okay, let's clear the Property bin and re-home the viewer and take a look down here.
02:50So my purpose is I want to take this master key and combine it with that hair
02:56key such that I get the best of both.
02:59To do that, another ChannelMerge node. I'll hook up one side here, pull it out a
03:08little bit, hook up the other side to my little hair detail, and then we'll hook
03:16the viewer up over to that and switch to the number one input of the viewer so
03:23we can see what we're doing.
03:24Now if I toggle the ChannelMerge node on and off, you see what's happening.
03:31I'm losing the master key. What I really want to see is the difference that
03:35my extra key has made.
03:38So to do that I'm going to swap the inputs with a Shift+X. So I'll select the node
03:44and type Shift+X on the keyboard and now the inputs has been swapped.
03:49Now watch what happens. When I disable the node on and off with the D key, I'm
03:53seeing now the addition of my new and improved feather key.
03:58Now that we've merged the supplemental key with the master key, let's take a
04:02look at the merge operation that we're using for this.
04:06The operation in the ChannelMerge node, by default, is union.
04:10However, we have several choices. I might say plus.
04:14Well, when I said plus, it kind of chocked up the core matte there. We'll go
04:20back and compare it to union: the union and plus.
04:27Another option would be max, so let's take a look at the max.
04:32So this is giving me the maximum between the pixels of the supplemental key and
04:38the master key, and that actually looks a lot nicer.
04:44We'll compare max to union and union to plus and plus to max. So let's say max
04:52is the best look and that's the one I want to use.
04:55Now I need to use this version of the matte for my composite, so I'll just move
05:00the alpha channel from this Copy node to here,
05:03switch my viewer over to the AddMix node, switch to the RGB channel so I can
05:09see my composite, and now I can toggle this node on and off to see the
05:14improvement that I've made. There, much more hair detail.
05:19Now that we have everything hooked up and working, we could introduce some
05:21additional processing if we wanted to on the hair matte, like blurs and dilates
05:25and anything like that, to refine just the feathers for optimal look.
05:31Okay, we're ready to do our color correction now, so let's pull down here,
05:36get the ColorCorrect node opened up, home the viewer so we can see the whole thing.
05:44Keep in mind that the ColorCorrect node is on the unpremultiplied image, so we
05:48would not set the ColorCorrect node here for unpremultiply; that would be wrong.
05:55So we'll go back to our ColorCorrect node, we'll reconnect to our composite so
06:00we can watch our color correction in context.
06:03I don't want to spent a lot of time color correcting, so I'm just going to tap
06:06up the gamma a bit and then inch up the gain so our boy kind of pops out of the picture.
06:12Now that we've assembled the master key by combining several different keys
06:16from different keyers, we can explore some alternate workflows beyond just the
06:20AddMix node.
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Alternative workflows
00:01While the AddMix node is a favorite for blue screen and green screen
00:03compositing, because of the added edge control, it's not our only choice.
00:08Since we have here the pre-multiplied foreground, we now have a four-channel,
00:13pre-multiplied image. That means I could use the Merge node, because the
00:18Merge node expects a four- channel, pre-multiplied foreground.
00:22So I'm going to type M on the keyboard to select a Merge node, hook that up to
00:28the pre-multiply, hook the B side up to the background, and switch my viewer
00:35over to the Merge node. and there is my composite.
00:38An important common feature of the Merge node and the AddMix node is they both
00:42output the alpha channel after the composite.
00:45There is the Merge node, and there is the AddMix node.
00:48However, the next node, the KeyMix node, does not.
00:53I'll put my viewer back to RGB, and let's go get a KeyMix node and see why.
01:00From the Merges tab, we'll get a KeyMix node.
01:02Now the KeyMix node expects the alpha channel or the key to come in on the mask
01:07input, so we'll hook that up here, because this is our master key.
01:13On the A side it wants the un- premultiplied color-corrected foreground.
01:18We will hook that up there, and I'll hook the viewer up to KeyMix node. There we go.
01:25The B side goes directly to the background, and there is our composite.
01:31I'll select the Merge node and connect it to the second input of the viewer, and
01:35as I toggle between the two inputs, you can see that the composite is absolutely
01:39identical, because these are mathematically equivalent.
01:44However, the KeyMix node does not output the alpha channel like the Merge node
01:49and the AddMix node.
01:51I'll put my viewer back to RGB. And of course, the KeyMix node has absolutely
01:57no adjustments at all.
01:59Since no one keyer can really do the job alone, this technique of combining
02:04multiple keys into a master key is the proven approach to divide and conquer your
02:08blue screen and green screen composites.
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6. The GridWarp NodeWarp Node
Editing control points
00:00In Nuke 6 the GridWarp node received measure improvements in both new
00:05features and stability.
00:07It can be used to both warp images as well as do morphs.
00:10The GridWarp node is best suited for situations where you don't need a great
00:14deal of fine control.
00:16For those situations, you'll want to use the SplineWarp node.
00:20To see how the GridWarp node works, let's load an image.
00:23So we'll punch up our Read node and we'll select our Project Media and look for
00:28the purple face and open that, hook it up to our viewer by typing 1, and I need
00:36a little bit more viewer space, so I'm going to make the viewer a little larger.
00:42To attach the GridWarp node, we select the Read node, come up to the Transform,
00:46tab and slide down to GridWarp. And I'm going to push in a bit on this.
00:52We don't need the Read node property panel so we'll close that. Over here of
00:57course is the GridWarp property panel.
01:00Over here on the left, there is a new set of controls.
01:03These are for changing the GridWarp itself.
01:07Up across the top, these control the warping, and morphing, animation,
01:09and other effects.
01:10We'll take a closer look at both of those a little later.
01:14Well, let's start by editing a control point.
01:17All you have got to do is click and drag on the control point.
01:21You can also adjust the spline tangents, the control handles.
01:24If I click and drag on the handle, I can pull it out.
01:29I can rotate it.
01:31I can rotate the other one. With a Shift+Click+Drag, both tension handles
01:36are adjusted the same.
01:37A Command+Click will break the tangency.
01:41To put it back, right-mouse on the control point and select the Smooth option,
01:46and that puts the tangents back.
01:49I'll click off to the side to deselect that control point.
01:52If you disable the node with the D key, you can see your warp come and go.
01:57You also might want to put the cursor in the viewer and type the O key to get
02:00rid of the overlays and disable the GridWarp node so you can see your warp even better.
02:05I'll turn the Overlays back on by typing O in the viewer.
02:09You can also use the same 10 key pad nudge for these control points as you can
02:14in the RotoSpline node.
02:15So let me zoom in to this control point.
02:18I'll select the point and on the 10 key pad, put your middle finger on the number
02:225 and the 8 key is right above it, so if you go 8, 8, 8, 8 you're going to go up.
02:284, 4, 4, 4, you're going to go left.
02:31There are also two modifier keys.
02:34Hold down the Shift key and go Shift+8, Shift+8, Shift+8 to go up; and Shift+4,
02:40Shift+4, Shift+4 to go left, because the Shift key does a 10-pixel jump.
02:45Holding down the Command or Ctrl key actually reduces the precision, so we get
02:491/10th of the pixel per poke.
02:51I'll we re-home the viewer and click off to the side to deselect.
02:55Another important control is the Resize to Image button.
02:59That amounts to a reset, so that will reset the grid back to the default position.
03:04And I'm going to zoom back in to the viewer for another closer look.
03:08Another important new feature is the Transform controls. Again, just like in the
03:13Roto node, if you select several control points, like this, you'll get the
03:19Transform control and in the middle, this will give you a translation.
03:25You can of course do a constrained scale in X, a constrained scale in Y, or scale
03:32the Y and the X at the same time. And you can even rotate them.
03:36I'll click off to the side to deselect and click on Resize Image to reset the
03:42GridWarp back to default.
03:43One other important control point editing feature is the Curve Editor.
03:48You can select a point, right-mouse pop- up on that point, and select Curve Editor.
03:53Now you can put in just the position of that point or its tangents, or both.
03:59For simplicity, we'll just look at the position. Select that.
04:03It jumps down here into the Curve Editor.
04:05I'm going to float the Curve Editor so we can get a better look.
04:11So starting at the top of the Curve Editor is the GridWarp node itself.
04:14We'll unfold that, and that's our destination grid, which is what we're working
04:18on, then the Curves. This is row 3, column 3, and there is our position X, Y for that point.
04:26So now I can go into the Curve Editor and if I move this curve up and down, I'm
04:31moving the horizontal position, or the X position.
04:34This curve is the Y position.
04:37And of course, if I had keyframe animation, I would have control points over the
04:39whole length of the shot. And we'll close the Curve Editor.
04:43Now that we know how to edit the control points, let's take a look at how to
04:47edit the WarpGrid itself.
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Editing the warp grid
00:01I've reset the GridWarp node for the next subject.
00:03The GridWarp itself can be edited to add gridlines where you need them and
00:07remove gridlines where you don't need them.
00:10The entire GridWarp can also be resized to only affect one small part of the image.
00:15Let's see how it works.
00:17If I want to insert a gridline, I come up to the Insert tool right here.
00:22Notice how the grid is turned white. And now I can move in here and wherever I
00:27place it, this is going to insert a gridline horizontally.
00:31And since I'm still using the tool, I can move over and add another gridline
00:36vertically. And I'm still using the tool, so I could add another one over here.
00:41When I'm done, I have to go back to the Selection tool.
00:45I can also delete lines.
00:47I pick the line Delete tool, come over here, and click on this one to delete it,
00:52and that one to delete it, and go back to the Selection tool.
00:58To see how we might use that, let's set the GridWarp node back to default.
01:04Let's say I wanted grid control points right on his eyes. Well, these control
01:07points are off a little bit.
01:09So I'll go to the Gridline Insert, insert a line right here where the eyes are,
01:16and then a vertical one right there and another vertical one right here. Then
01:21I'll go to the Gridline Remove tool, take away the old ones here, the old
01:27one there, and the old one over there, and then go back to the Selection tool
01:33and now I've got GridWarps exactly where I need them.
01:39Again, cursor in the viewer, type O to turn off the Overlay. And to see the
01:44effect come and go, just disable and enable the GridWarp node itself.
01:49I'll re-enable the GridWarp node and restore the overlays.
01:53Sometimes you'd like to apply a GridWarp to just one small part of the picture,
01:58so to do that, we'll use the Boundary tool.
02:00I'm going to reset this back to default and push into the ear here, and here
02:08is the Boundary tool.
02:09I don't exactly agree with this name, because what this really does is it draws
02:13a brand-new local GridWarp, not just a boundary.
02:20Push it a little bit more. So as you can see, the main GridWarp has been
02:24replaced by this local GridWarp.
02:27And now we can adjust just this part of the picture without affecting any other part.
02:33There I've applied a warp to this ear.
02:36I'll deselect, I'll turn off the overlay, and I'll toggle with disable on and
02:42off for the GridWarp node.
02:44So for we've been using a static grid, but there are many times when you'll want to
02:48animate the GridWarp, so let's take a look at that next.
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Keyframe animation
00:01I've reset the GridWarp node again to show you keyframing.
00:04The GridWarp node has all of the keyframing capabilities you would expect:
00:08insert and delete keyframes, copy and paste, but with one really cool feature that
00:13you might not expect.
00:17First of all, here's the Autokey button right here. By default that's on, so any
00:22time you touch any control point, bang, you have a keyframe.
00:25Shows up on the timeline, and it also shows up over here in the Destination grid.
00:31Here we have the keyframe buttons: jump backwards or forwards to the next keyframe,
00:36insert a keyframe, delete a keyframe, and here's the Copy and Paste keyframe
00:40buttons. So let's see how they work.
00:42I'm going to undo that little change, so now I have no keyframes on my
00:47destination grid anywhere, and I'm going to simply say plus to add a
00:52keyframe right there.
00:54So frame1 has a keyframe with no change to the grid.
00:58Next, I'll come out here to frame40, and I'm going to select these guys here, and
01:06I'll just do a little gag like this, so I now have a keyframe at frame40,
01:11and of course, it's going to interpolate those keyframes. And of course, here's
01:15you jump forward and jump backward to keyframe buttons.
01:21So next I am going to move the playhead to frame 60 and by clicking on the
01:26plus keyframe button,
01:27I'm going to insert a second keyframe there. And of course, if you want
01:30to delete a keyframe, put the playhead on that keyframe and click the
01:34Delete Keyframe button.
01:36Okay, so now let's say I've got this cool animation, but when I get to
01:40the last frame--I'm going to click on the last frame button here--
01:43I want it to go back to be identical with the first frame.
01:47So here's how we do that.
01:48I'm going to move the playhead back to the first frame by using the Jump
01:51to First Frame button,
01:53come up to the Destination Grid keyframe controls, and say copy that keyframe.
01:58Now I'll move the playhead to the last frame in the timeline and click the Paste button.
02:05Now I've copied and pasted the keyframe from frame 1 into frame 100, and now I
02:10have this little animation effect here.
02:12This will actually be more fun if I turn off the overlays.
02:19Okay, we'll stop that and turn the overlay back on.
02:22Now here is that cool new feature I told you about.
02:25Let me back up to the keyframe on frame 40.
02:31Let's say that I needed to add a new shape change here, something like this.
02:35There. So I've added this little chin drop here on frame 40, but that obviously
02:42only affects frame 40.
02:44If I jump forward to frame 60, it's gone, or back to frame1, it's gone.
02:49So here is that cool new feature.
02:53It's called the Ripple Edit. By default it's off.
02:56So let me undo that little change and try it again, this time with Ripple on.
03:01I'm going to say I want to do a ripple edit to all the frames for the whole clip.
03:06Notice the red border. That's you sign that you're in Ripple Edit mode.
03:11Ripple edit means to ripple whatever edit I make to the entire timeline, or
03:16whatever portion of it I dictate.
03:18So I'll select this again, pull it down again, and since the Ripple Edit was set
03:27for All, it's going to be in for all the frames of the entire timeline. We'll stop that.
03:40Now suppose I didn't want it to affect the entire timeline; maybe I want it to
03:45affect it in just one particular range. No problem.
03:49We'll undo that change,
03:52jump the playhead to the keyframe on frame 40.
03:55This time I'm going to tell the Ripple Edit to be on a frame range, and I want it
04:00to affect from frame 40 to 60.
04:05Now when I put in that change, it'll be in effect between frames 40 and 60,
04:14but it'll fall off at the beginning and the end of the clip.
04:20So the ripple edit prevents you from having to go to every single keyframe in
04:23the timeline to enter that same change everywhere.
04:27You can enter it once and propagate it to whatever frame range you want.
04:33Okay, we'll stop this.
04:34Now that we've mastered editing and animating the GridWarp, we can take a look at
04:38how to morph between two images with the GridWarp node.
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Morphing
00:01I've restarted Nuke to show how to set up a morph.
00:03The new GridWarp node makes it surprisingly easy to do.
00:07Let me show you the workflow.
00:09In addition to our original purple face, I've added the new alien face, which
00:13you'll find in the same folder.
00:14We're going to morph the purple face to the alien face.
00:18In other words, this would be the source,
00:20this would be the destination.
00:21Just to show you what it looks like in the viewer, there you go.
00:26So first up, I'm going to zoom out a little bit here.
00:29I'll select the purple face, so when I add the GridWarp node, it'll hook up
00:33to the source input.
00:34Go up to the Transform tab, add a GridWarp node, and you'll notice that it
00:39hooked up to the source input.
00:42The destination input goes to the alien face.
00:45Now we're all set up. Let's do some morphing.
00:48But first you'll have to switch the viewer to Input 1 so we can see our purple face.
00:53Okay, now I'm going to increase the size of the viewer, reposition the node
00:58graph, and set the viewer for a nice integer zoom.
01:02The first thing I'm going to do is turn off the Auto key right here.
01:07The reason is, these are static images;
01:09there'll be no keyframe animation.
01:11And if I leave the Auto key on, it's going to be adding keyframes every time I touch it,
01:16and then I'll have to pay very close attention to where the playhead is.
01:19This way I can have the playhead anywhere I want and it won't affect anything.
01:25Okay, let's set up a morph.
01:26We'll start with the mouth.
01:28We'll do a little zone attack here.
01:31So I'm going to add another gridline here, then return to the Selection tool.
01:37The idea is I want to surround the mouth with control points, so I can adjust
01:42the splines accordingly.
01:43So I'm going to put the control points in the corner of the mouth, but you see
01:46the mouth is moving.
01:48The reason is the output is set to source warped.
01:51I want to set it for source. And notice that we now have the source grid, and
01:57notice up here where it says Source Grid, it's selected.
02:01In fact, every time you change between source and destination, it'll select the grid for you.
02:06See, Destination is visible? And you have the blue destination grid. Back to source.
02:13With the output set to source, the grid is not going to warp my image.
02:16So I'll put these back over the mouth where they belong, over here in the corner
02:20of the mouth. We'll zoom in a bit.
02:26Holding down the Ctrl key, I'm going to adjust the splines to follow the rim of the lips.
02:38Okay, let's say that's good enough.
02:40Again, I don't want to spend a lot of time tweaking splines. That's no fun. All right!
02:44So I've outlined the mouth for the source.
02:49Switch the output to destination. Identify the same control points and put them
02:55in the same relative positions in the mouth.
03:03Okay, and then we'll push in a little bit and I'll adjust my splines. Again,
03:09hold down the Ctrl key to give a break in the tension. Okay.
03:22I'll switch back to source.
03:25So remember, the red grid is the source, and destination is the blue grid.
03:31In order to actually see the morph, we have to do three things.
03:36First, set the output to morph.
03:40Also, we want to put the playhead on frame 1.
03:43I want to turn off the grids by typing O to get rid of the overlay.
03:47The second thing we need to do is animate the warp parameter.
03:52With warp set to 1, the image is getting 100% of the GridWarp.
03:56With it set to 0, no warp.
03:59So we want to start off on frame 1 with a warp of 0.
04:05So we'll select that, set a keyframe to 0, move the playhead to the end of the clip--
04:12I like to use the End of Clip button so I don't overshoot or undershoot--and
04:16we'll set a warp of 1.
04:19And the third thing is to set the mix parameter.
04:22So what the mix parameter does is actually a cross-dissolve between the two views.
04:27So we'll set that back to default.
04:32Now I'll set the playhead back to frame 1 to show you an important feature about
04:36the mix or the cross-dissolve.
04:38You do not want to start the mix on the first frame of the warp.
04:42You want to roll into it partway, let's say at frame 20.
04:45Then set your keyframe here and then roll towards the end of the clip and before
04:52you get to the very end, set your next control point for 100% dissolve to the B
04:58side, or the destination side.
05:02This way the last part of the animation is 100% the destination.
05:07And down at this end, the first part is 100% the source.
05:13Okay, we're ready to play and see what we've got. There!
05:22Now we have a morph between the two mouths.
05:25Let's take another part of the picture.
05:26I'm going to turn the output from morph back to source.
05:31Remember, when you're drawing your splines, you bounce between source and destination.
05:37So I'll go back to source.
05:40Let's tackle these eyes next.
05:42I'll turn the overlay back on with an O. And because I'm on the source, it has
05:48selected the source grid, so I'm good.
05:50I need to insert some more lines, so I'm going to set a point here and
05:55another one over there,
05:57and then go select the Selection tool again. All right!
06:02We'll zoom into this eye, and I'll move my control points where I want them.
06:07The key is it's not where the control points are;
06:10it's where the splines go.
06:12So I'm going to set these splines to outline the shape of the eye. There!
06:22Okay, now I'll switch the output to destination, and I have to put these same
06:30four control points in the same relative position.
06:33Let me zoom out a little bit, because this eye is a lot bigger.
06:36So this guy goes here, this point here, that point up there, this point over here.
06:43Now it's very important that you not cross the streams like this.
06:46So I'm going to adjust the slope down here so that the spline lines don't cross. All right!
06:54So what I need to do is make these splines outline the eye.
06:57So I'll start here, adjust the tension like so, come up here, adjust him like that.
07:07This one here, we'll pull it down, that one there, pull that down, and we'll also set
07:14the back side of the eye like this.
07:18Okay, so I now have outlined the eye with a set of splines, and we're ready to
07:23see the morph between the two eyes.
07:26I'll jump the playhead to frame 1, set the output to morph, and then turn off the
07:32overlay, type O on the keyboard. All right!
07:34We should get an interesting eye morph here. Okay, there we go!
07:47We've got the source eye morphing into the destination eye. All right!
07:51Let's do the other eye. We'll stop this, switch the output from morph back to source.
07:57Scooch over to the other eye.
08:00Turn out Overlay back on by typing O on the keyboard.
08:03Now I'm going to need another set of control points here, so I'll get my Add a
08:07Line tool, click there, and go back to the Edit tool.
08:12Same drill. I'm going to line these points up to the part of the eye and then
08:17adjust the slopes in order to surround the eye with a spline.
08:29I have a little kink here.
08:31Let me relax the tension on that kink.
08:38Okay, let's say we like that.
08:41Now we switch the output to destination.
08:45And again, the four control points have to go to the same correlated
08:48positions as the other view.
08:54So I'll put this down here, that one over there, this one up here, that one over
09:00there. And then I'll adjust my tensions.
09:04So we'll adjust the slope here and the slope there, get the eye outlined,
09:12adjust this tangent here, move this over here, and I'll get the back of the eye nicely sloped too.
09:23Okay, so the spline has now outlined the eye approximately, and I don't want to
09:28spend all day twiddling splines for you here. All right!
09:32So let's say we like that.
09:35So we'll put the playhead at the beginning of the timeline, switch the output
09:38back to morph, turn all the overlays off, re-home the viewer so we have a nice
09:45pretty picture, and now we'll admire the finished morph.
09:49And there you have it. Now we have some dissolvey parts here.
09:52That's because I haven't warped that part of the picture to fit right over the destination.
09:58So we could fix that by refining the GridWarp, but you got the workflow.
10:02Okay, let's stop this and turn our attention to the other tabs in the
10:06GridWarp node.
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Additional tabs
00:01There are three other tabs that we need to check out,
00:03plus a quick look at this background feature here.
00:06I am going to go get a CheckerBoard and hook it up to the BG input.
00:12I don't need the CheckerBoard Property panel anymore.
00:17If you select on background, that means you're selecting this CheckerBoard
00:21input, but you don't see anything until you set the mix value, okay.
00:27So this pop-up allows you to choose black, the source image, the destination
00:30image or a background input, but you won't see anything unless you move the
00:34background mix slider.
00:35I am going to set the output to Source in order to show you the Transform tab.
00:40Also, I'm going to have to have to turn the grids on.
00:43The Transform tab allows you to do a translate, rotate, and scale of both grids,
00:48either the source or destination.
00:50By default, they are locked together.
00:53so if you change one, it changes the other.
00:55I will put that back.
00:58But this button allows you to unlock the destination from the Source grids.
01:02So if I go back to my Grid tab, and I say I want the output to be the source
01:07warped, then on the Transform tab-- remember I have deconnected them right here--
01:13I can now do a scale or rotate or any other thing I want to the grid.
01:18Remember, this is going to be applied to the grid.
01:22Back to the GridWarp tab.
01:24The Render tab has just one or two little options.
01:26The Submesh Resolution is how much it subdivides the grid to do the warp. The
01:32larger the number the more fine detail you will get; the lower the number the
01:37faster it will render.
01:38And the filter of course you get to choose which kind of filter you would like to use.
01:42The Options tab just allows you to change the color of your grids. In case you
01:46are working with blue and red images,
01:47you might not want to have the grids colored blue and red.
01:50So there you have it.
01:52The new GridWarp node is a huge improvement over the old one, in both
01:55functionality and stability.
01:57But as you saw, it's only suitable for situations where you don't need a great
02:02deal of fine control.
02:04If you do need fine control, then you will want to use the SplineWarp node.
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7. The Splinewarp Node
Drawing splines
00:01In Nuke 6, the SplineWarp node also received major improvements in both new
00:05features and stability.
00:07Its controls closely follow the Roto node, and it can be used to warp images
00:12as well as do morphs.
00:13The SplineWarp node is best suited for situations where you need a great deal of fine control.
00:19For a simpler warp, such as bending part of one image to fit another, the GridWarp
00:24node is easier to work with.
00:25So let's get a picture, get our Read node.
00:29We will select our Project Media and go get our friendly purple face, open that
00:36up, hook it to the viewer, and a little more viewer space.
00:39Now let's go get the SplineWarp node.
00:43We will find it on the Transform tab, all the way down here right below GridWarp.
00:49Hook that in and make sure we have hooked the Read node up to the source input
00:56of the SplineWarp node. And we don't need this Read node anymore.
00:59We will close that Property panel.
01:01Okay, the SplineWarp node of course has a Property panel over here, but like the
01:05GridWarp in Roto, it adds a bunch of tools over here.
01:09Starting here at the top, this is the Selection tool for selecting either
01:12splines or control points.
01:15This tool is for actually editing the different control points, add them, delete
01:19them, make them smooth, cusp, and as you can see, to open and close the curve,
01:24again, just like the Roto node.
01:27Here of course is our actual spline, Bezier, B-Spline, Elipse and Rectangle,
01:31again like the Roto node.
01:33Here is something new.
01:34This tool is for editing the correspondence points.
01:38The correspondent points define how the image will be in shifted between the
01:42spline, so it correlates this part of the spline from the source to that part of
01:46the spline to the destination.
01:47We will see more about that later.
01:50And then here is the Pin tool.
01:52This is used to pin down a peace of the image so it is not affected by the warp.
01:56Up here, we have mostly visibility controls.
01:59We will come back and take a look at these later.
02:02And of course, at the top, this is your Autokey button, so you will be doing
02:05keyframes or not if you turn it on.
02:08Turning on the point labels, showing the transfer handles. Here is the Ripple
02:12Edit that we saw in the GridWarp node.
02:14We will be using that again here.
02:16Here is your Add/Delete Keyframes which are also duplicated over here.
02:21So as you can see, the SplineWarp node really is a child of the Roto node. Many
02:25similarities between the controls.
02:27Okay, let's zoom in to the eye here and take a look at drawing a spline.
02:30We will select the Spline tool, click and drag, click and drag, click and drag,
02:36click and drag, and return to close.
02:38When you draw a spline, it's actually drawn two of them.
02:41We are looking at the destination spline, which is blue, and you will see that
02:46when you're looking at the source warped.
02:48This means show me the source image that's been warped.
02:52This pop-up here shows you the source image without any warping, and here you're
02:55seeing the source spline, which is red.
02:58We'll go back to the source warped and look at the destination spline.
03:04You will notice the splines were identical, and they will be identical until I
03:08edit my destination spline like this.
03:11And now I'm looking at the source image warped.
03:13If I go back to the source image, it's unwarped, and I'm looking at my source spline.
03:19By the way, you can also switch views over here: source warped and source.
03:25We will go back to the source warped image and the destination spline.
03:30Now we can edit these control points using all the same controls that we do with
03:33the Roto node, including, if we select the bunch of points, we get the
03:39transformation, so we can use that to change them all.
03:42Deselect. You also have a similar right mouse pop-up as the Roto spline on the
03:47control point. Click that and you'll get Cusp and Smooth and Delete and all of those.
03:53Now we saw by switching the output to the source and the source warped, we could
03:57see the source and destination splines.
04:00There is another option.
04:02Up here, this Auto mode can be turned off.
04:05With the Auto mode turned on, it shows the source spline with the source image
04:10and the destination spline with the source warped image automatically.
04:13Here, you break that connection and you can say what you want to see when
04:18you want to see it.
04:19So with it turned on, it's going to follow your output choice.
04:24With it turned off, you can see any or all or none of these splines.
04:28Now this gives me a chance to show you correspondence points.
04:33See these little lines here?
04:35Those are the correspondence lines, and that means that this point on the
04:38source spline will be pushed to that point on the destination spline.
04:42We have a set of tools for controlling the correspondence points.
04:45The Modify allows us to move them, and you can move them from either side, either
04:50spline. Or you can add correspondence points. You can click on either spline to
04:56add the correspondence points or remove them--again, clicking either place.
05:03You can also hide the correspondence lines if you don't have the
05:06Correspondence tool selected. Up here at the top, this will turn the
05:09correspondence lines on and off.
05:11Often you don't care where they are and it will unclutter your screen.
05:15Now sometimes you want to just start over,
05:18so what you'd like to do is copy the source shape into the destination shape.
05:21Here is how you do that.
05:23First, we will select our spline and then cursor on the spline and not a
05:28control point, right mouse pop-up, and select Copy.
05:32And what we want to do is we want to copy the source spline values, that is,
05:37all the control points. Click there.
05:40Then cursor back on the spline, not a control point, right mouse pop-up, paste
05:47into the destination value, bang!
05:50And now the two splines are absolutely identical.
05:53If we go to Source--let me turn off my Auto view--we see the source spline and source warped.
05:59We see the destination spline, and the two splines are identical.
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Drawing open splines
00:00Now we have been looking at a closed spline.
00:02You can also do an open spline.
00:05So I will select the Bezier Spline tool, click and drag, click and drag, click.
00:10To indicate you're done adding points,
00:12you can either select another tool or deselect over here in the layer list.
00:16Now we can edit it. So we will go to the Selection tool, select a line, pull
00:22on a control point, maybe adjust the slope, perhaps tweak the tension, and
00:29move a control point down here.
00:31Move this up a little bit.
00:32Now if we look at the source image, the source spline is correlating this spot
00:39here with this spot there and that spot there.
00:42Notice this spot is right at the tip of the nose?
00:44So if I go to source warped, that spot is still at the tip of the nose.
00:49And again, we turn off the Auto Visibility so we can see whatever splines we
00:54want, wherever we want, and turn down on the correspondents points so we can
00:58see the correspondence lines.
01:00Now, I am going to turn the viewer gain down so these are easier to see.
01:05And once again, I will adjust the correspondents points to adjust the nature of the warp.
01:12So to hide the correspondence lines, first, I have to deselect from the
01:15Correspondence tool, then I can go up here in my Correspondence Visibility line will work.
01:20I am going to put the Spline Visibility back to the Automatic mode so it
01:24follows whichever source I am looking at, and we will turn the viewer back to
01:29100% brightness to show you this, the Visibility button.
01:34Turning off the visibility of a spline means stop doing its warp.
01:39It does not make the spline itself invisible. Okay, it just disables the warp.
01:44You can also, if you select more than one spline, up here, this visibility button
01:49will turn off all the splines that you have selected. Now that we can draw and
01:53edit our source and destination splines,
01:56let's take a look at three ways to limit the warping effect.
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Limiting the warp
00:00I've reset the SplineWarp node so we can take a look at several different
00:04ways of limiting the warp effect, so it could be constrained to just the areas we want.
00:11I'm going to start by drawing a warp around this eye, select the spline, click
00:15and drag, click and drag, click and drag, click and drag, and return to close.
00:20Now I drew this on the source warped, which is the default setup.
00:23If I switch the output to the source, we can see the source spline again.
00:28Switch back to the source warped and there's the destination spline.
00:31Now if I edit the destination spline, I get a nice warp. Deselect,
00:38switch back to the source, and back to the source warped.
00:42However, if I want to draw a warp around this eye, the image is already being warped.
00:49In fact, you can see how it's shifting.
00:54That's because the warp effect goes all the way out to the edge of the frame.
00:57Now if I try to draw the other eye, I'm drawing on the warped part of the image.
01:04So here's what we have to do.
01:05We'll move over here and push into the other eye, and I'm going to switch the
01:11output to the source image.
01:13Now I'm looking at the undeformed source image.
01:16I'll draw my new spline here.
01:19Click and drag, click and drag, click and drag, click and drag, return to close.
01:24Now if we look at the source warped, you see it's clamped the image there. Watch this.
01:31I'm going to hide and show that second spline, and you can see how it's holding the image steady.
01:37Okay, now I'm in the source warped view, so I'm going to warp this one too.
01:44We'll zoom out a bit, toggle the overlays on and off, and we can toggle the
01:49SplineWarp node on and off and you can see how much it's deforming the image
01:54around the eyes, all the way out here, all the way out there.
01:57Again, that's because the spline is warping the image all the way out to the edge.
02:02So this is why we need to be able to limit the scope of the warp.
02:06So we can do that with the boundary spline.
02:09I'll turn the overlays back on by typing O on the keyboard, and we'll push in a little bit here.
02:15Now I'm going to go to the source image to draw my boundary shape.
02:19What I want to do is limit the warp to just this region here, so the head and
02:23the ears and the cheek and the mouth are not affected.
02:25So I'm going to draw a spline here on the source image, to show you, this is what not to do.
02:35Now if we switch back to the source warped, we can see we have a mess, because I
02:39drew my boundary crossing over my warp splines.
02:44So this is the wrong way to go.
02:46What we want to do is draw the boundary spline on the source warped image or the
02:50warped image itself.
02:52So I'm going to delete that, grab my Bezier, and draw a new one, and this time I'm
02:57going to do it on the warped image.
03:02And you see the image kind of twitched when I drew it.
03:05The reason is the addition of that spline was clamping the warp outside here.
03:12So if we switch to the source image, we can see the source spline here.
03:15I'll go back to the warped image. And now if I were to edit the spline right
03:20now, you would see it would be different than the source image, see? And I have introduced a warp.
03:27So I'm going to undo that.
03:28If I declare this Bezier to be a boundary spline, look what happens.
03:33You can see the effect of the boundary setting right here, and you can see the
03:37effect of the boundary spline there.
03:40So it's actually clamping or reducing the influence of the warp.
03:44Once it's been declared a boundary spline, again, if we go look at the source
03:47side, you see it turns orange, and they are identical.
03:52Now you can edit the spline without any problems at all, because you're actually
03:58getting an identical copy on the source and the destination sides.
04:02I'll go ahead and put in some funny stuff here so that you can see that I
04:09have in fact made the exact same image on both the source warped and the source side.
04:17So by declaring it a boundary, it locks it into a copy of itself on both sides.
04:24However, if I toggle the node on and off with the D key, you can see I'm still
04:28getting some deformations outside of my boundary.
04:31So what can we do about that?
04:33We can go to the next step, which is to make a hard boundary.
04:37So I'll select the spline again, turn off the boundary, and turn on hard boundary.
04:43Now watch what happens when I enable and disable the node.
04:46The warp is absolutely clamped to only occur inside my hard boundary.
04:51The rest of the picture is perfectly protected.
04:55Now the hard boundary can only be done with a closed spline.
04:58The regular boundary can be done with an open spline.
05:01Now let's take a look at the pin.
05:03I'm going to turn off the hard boundary and turn it on to a regular boundary.
05:08So as I enable and disable the node, you can see I'm getting a lot of distortion
05:13all the way around the whole picture.
05:15So let's say the problem is that I want this part of the lip right here to be unaffected.
05:20I want to pin down just this one spot.
05:24Well, that's what the Pin tool is for.
05:26Now I'm looking at the source warped. Watch what happens when I put the pin on
05:31the warped image. Click, you see a twitch.
05:33Let's push it a little bit.
05:36And if I go to the source, you see it's up here.
05:39If I go to source warped, it's pinned it, but because I put it on the source
05:44warped image, it distorted it a little bit,
05:46so let's delete that. Now let's do it correctly.
05:49First, we go to the source image.
05:52So this is the unwarped source image. Grab my pin, put it on the dewlap right
05:57there, and now when I switch to the source warped, that spot is unaffected.
06:02Watch what happens now when I enable and disable the node.
06:05That part of the picture stays absolutely rock-steady.
06:08Say, you notice the warp up here looks a little dodgy?
06:13Well, this is what the correspondence lines are for. Watch this.
06:16I'm going to turn on the visibility for all the splines and now you can see the
06:21correspondence lines I have right here.
06:24The problem is there are too few correspondence lines, so I'm getting kind of a
06:27straight edge distortion. So let's fix that.
06:31I'll go to the Correspondence tool and do the Add Correspondence, and I'm going
06:36to put one in here and one in there.
06:39And now look how that smoothed it out.
06:41I'll deselect with this tool over here and turn the correspondence lines off. Look at that.
06:46So that's what the correspondence lines do for you.
06:49If you've got a little bit of a segmented warp, add more correspondence line to smooth it out.
06:55So far we've been warping a single image.
06:57Next, let's take a look at warping one image to another.
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Warping to a target image
00:00The key to warping one image to another is getting the setup correct.
00:05I'm starting with the familiar alien face and purple face images to warp one eye to the other.
00:11Since we want to warp the purple face to the alien face, the purple face goes on
00:16the source and alien face goes on the destination.
00:20So we're going to warp the purple eye to the alien face eye.
00:25So let's get started.
00:26A little more space here, re-home the Node Graph, push in on our purple face.
00:33So I'm going to go draw my initial spline on the source.
00:37I'll zoom in a little more, select the Bezier, click and drag, click and drag,
00:44click and drag, click and drag, all the way around and close. Okay.
00:49Now I'm going to adjust it to fine- tune it, get it positioned exactly where
00:53I want it here.
00:55I'm not going to spend too much time twiddling control points because that's no fun to watch.
01:04Okay, let say we like that.
01:07Because I edited the source spline after drawing it, it's not deviated from the
01:12destination version.
01:15You can see a little twitch there, okay.
01:17But the fact that the destination spline is warping the image is not important,
01:22because we're not going to be using that.
01:23We're going to go straight to the destination image, and here's our
01:27destination spline.
01:28What we're going to do is edit this spline to fit into the destination image.
01:34So we'll select the Bezier node, grab all the points, use the on-screen
01:40transformation controls, push in this up here, stretch that out there, scale
01:47this up this way, and rough it in like that.
01:51Okay, next, we'll start editing the control points, making sure that we maintain
01:56correlation between the two views.
01:58And I had done this to be just on the inside edge of the black region.
02:04I'm going to refine the tension, so I can adjust the slope of the curve to be
02:09appropriate for my new shape.
02:20Okay, oh we need to fix this here.
02:22All right, I don't want to spend all day twiddling splines, so let's say we like this.
02:28Now if we switch the output to the source warped, our source image eye is now
02:33warped to the destination, at least pretty close.
02:37Now the problem when trying to warp one image to another is trying to compare the two.
02:42If I go to my set my output to the destination image and then the source warped
02:47and then the destination and then the source warp, this is a little tedious and
02:52it's hard to adjust and work with.
02:54So here is the set up we want to do.
02:56We want to set up viewer wipe.
02:59The viewer wipe was made for situations like this.
03:01What we need to do, come down to the Node Graph, hook up viewer input two to the alien face.
03:09Now we can set the viewer wipe controls on, and now we can do a wipe between the two pictures.
03:18So we have to set one input to the wipe for the SplineWarp and the other input
03:21for Read node, and now we can wipe between the two.
03:24But of course we can also use the Fader Bar, so this will give us a very handy
03:29way to compare the two images while we're editing our splines.
03:33So let's move in to the wipe.
03:35We'll push in a little bit, compare the two.
03:42Okay, I'd like to see this black edge from my source be pulled down closer to
03:48the spline because I don't have a black edge here.
03:51So the way I am going to do that is I'm going to turn on the auto-visibility so
03:59I can see all my splines.
04:00Now I'm going to go to the source spline and adjust it a little bit.
04:04You see what I'm doing?
04:06I'm tucking it in to pull on the source image so that it bites deeper into it.
04:11Okay, let's say we like that.
04:13I'll turn that one off.
04:15Now I'll do another comparison wipe.
04:17Okay, that's looking good, a little Fader Bar.
04:23Okay, I've got little business over here.
04:25I need to pull down on my source to match my destination better, so I'll put in
04:34a little Fader Bar mix, hold down on the source, check the Fader Bar.
04:41That's much better.
04:45Check the wipe again.
04:46Okay, now one other issue.
04:48I have these little fuzzy edges here.
04:51What we can do about that is increase the rendering resolution.
04:56On the Render tab, the current resolution is how finely subdivided the mesh is.
05:01So if we increase that from 3, to let's say 6, watch that edge clean up a little bit.
05:07Here I will close the SpineWarp property panel, so that the splines are not in our face.
05:12There is still a little stretching here because we are pulling very hard on this
05:15image, but for as much as we are distorting it, it still looks really good.
05:22Okay, let's zoom out a little bit, turn off the viewer wipe, let me center
05:27this a little better.
05:28Now let's toggle the node on and off, and we can see our warp.
05:35If we toggle the Viewer nodes between inputs 1 and 2, we can see the alien face
05:39compared to the warped purple face eye.
05:43Now if your source or destination images are moving, then you can keyframe the
05:48splines to stay on target over the length of the shot.
05:51Next up, morphing.
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Morphing
00:00So you want to do a morph.
00:02The SplineWarp node makes morphing easy.
00:05While we're seeing how it's done, we'll also get a good look at the workflow.
00:09As before, we hook the purple face up to the source input and the alien face to
00:14the destination, because we want to warp the purple face to the alien face.
00:19One important tip is when you're going a morph,
00:22the images have to be the same resolution.
00:25I'll open up the SplineWarp node, and I'll switch between the source picture and
00:30the destination picture.
00:32You see, they're both exactly the same resolution.
00:34If they're not the same then use a Reformat node to reformat one to the other,
00:40do your morph, and when you're done, use the reformat node to put it back to the
00:44original resolution.
00:45I'll put it back to the source. And because we have static images, we want to
00:52turn autokeying off.
00:53So, to do that, we'll click on Bezier and then click on the selection tool, so we
00:58can turn off Autokey.
01:00The reason we want to do that is we have static images, and that means the
01:03playhead can be anywhere we want on the timeline and we won't accidentally
01:07introduce keyframes.
01:09This makes it a lot easier to avoid accidentally animating your shapes.
01:14Okay, let's get started.
01:14I'm going to give myself even more screen space.
01:19Let's do a morph on the mouth, so I'm going to push him here.
01:24By default, the SplineWarp node opens up in source warped, and again this
01:30pop-up is duplicated over here, but I like working with it here when I'm
01:34working on the screen.
01:36So, the first thing we do is switch to source.
01:39That way we're looking at out source image and the shapes we draw are going
01:43to be on our source.
01:44So, we'll draw a spline around here and close that. And the first thing we
01:51want to do is label it,
01:53so we're going to call this lips.
01:55When you're doing a morph you can have an awful lot of splines on the screen and
01:59you've got to be able to know which is which. All right!
02:01We have the lip spline on our source.
02:04Now, we switch the display to destination, and this is our destination spline.
02:09Remember, the source is red and the destination is blue.
02:13So, I need to move this over my destination target.
02:15So, I'm going to select them all and use the transform jack, get it initially
02:20positioned, scale it down. So as much as you can with the transform jack rather
02:25than point twiddling.
02:27Notice we have these dash lines here.
02:29Let me push in a little bit.
02:31The dash lines are telling you where the control points are moving, whereas the
02:35little dotted lines are the correspondence points.
02:37I'm going to turn the display off for the correspondent points so we can see
02:41what we're doing better.
02:43When I deselect, the control points' dotted line go away, but if I pick on a
02:47point, select it, its dotted line will show up.
02:51So, this is saying this control point will move from here in the source to
02:54there in the destination.
02:57Okay, let's line up our destination shape.
03:00So I'm going to move this over here, bring that over there, put that here,
03:05this there like that, okay.
03:07I'm not going to spend a lot of time twiddling these shapes, because that's
03:10not a very interesting part of the story.
03:13The key issue is workflow and technique.
03:16So, we can switch back to the source.
03:19Here's our source spline. Look at the destination.
03:23Notice that when I switch to the destination, I'm seeing the destination shape
03:27and to the source I'm seeing the source shape.
03:30If you want to see both on the screen at the same time then click on this
03:33button here, the toolbar visibility button.
03:37This will turn both of the shapes on at the same time, regardless of which
03:40view you're looking at.
03:41You can also have individual controls right here, so it's an override.
03:46By default, it's going to show you the shape that goes to that view.
03:50Another interesting feature is the warped view.
03:53So, this is the source image with the source shape, but if I ask it to show me
03:58the source warped, I'm going to see what the source will look like when it's
04:02warped to the destination.
04:03So, there's my destination spline.
04:08Similarly, the destination view can be set for the destination warped, and
04:12this is what it's going to look like when the destination image is warped to
04:15fit the source image. Okay.
04:18Now, let's set up the warp.
04:19We're going to animate the warp and the mix fields here, but you'll notice they are ghosted.
04:26They will not light up until you have set the node for morph. Now they're lit up.
04:31The first thing we need to do is put the playhead on frame1.
04:36I like to use the first frame playhead control.
04:38That way I don't overshoot or undershoot my frame1.
04:41I always know I am on it.
04:43At this point it might be fun to turn off the splines by turning overlays off in
04:47the viewer, typing O on the keyboard, because we're going to be morphing.
04:52So, for the warp, we'll set a keyframe on frame1 or the beginning of your warp;
04:57it doesn't have to be on frame1.
04:58Your warp factory is 0. Okay.
05:02Then we jump to the last frame--
05:04I like to use the last frame key--and set the warp to 1.
05:10So, as the playhead moves through time, we're going to morph from our source to
05:14our destination, and this is just the source layer.
05:19If you want to look at the destination layer doing that, you can slide the mix
05:22control all the way over here, and now you're seeing 100% of the destination as
05:27you scrub the playhead.
05:30But what we want to do is set an animated dissolve.
05:33So, I'm going to go to frame 20, because usually you want your dissolve to start
05:37partway into the morph, and we'll set the mix keyframe to 0.
05:43So, at this point I'm 100% source.
05:46Move the playhead to 80, set the mix value to 1.
05:52So from 80-100, I'm 100% destination; from 1-20 I'm 100% source; and between
06:01that is my dissolve. Okay.
06:05Let's play the morph, and there you have it.
06:09Now, we can refine this a little bit.
06:15The mouth line right here, if we tighten that up, this would be a more convincing morph.
06:20I'll stop the playhead, set the viewer back to source, and again, since I don't
06:27have Autokey on, the playhead can be anywhere;
06:30I don't have to worry about it.
06:31So, I want to add an open spline right here for the middle of the mouth.
06:35So, we'll select our Spline tool, select Bezier. But before I can draw, I am
06:40going to have to turn the overlays back on, so I can see my splines.
06:43Click and drag, click and drag, click and drag.
06:46To terminate the spline, because I want an open spline, I can just switch to another tool.
06:51Okay, and now I can reposition it for fine control and get that thing where I want it.
06:57Okay, now we'll switch to the destination, and there's my mouth line. Ooh!
07:01Before I forgot, I want to rename this mouth. All right!
07:07Again, I'll select all of the control points and then the transform, so I can
07:12move them into position. Scale them down, rotate them, if necessary. All right!
07:20Deselect and we'll push in here, maybe a little too far. And I'm going to
07:25reposition the control points in a matching location relative to the source picture.
07:32Okay, got that.
07:35Now let's see how our morph looks.
07:37I'm going to turn off the overlay by typing O on the keyboard, set the mode back
07:42morph, playhead on frame1, and play my morph. Okay.
07:50Adding that open spline in the middle of the mouth line, helped lock those two
07:54together and gave me a more convincing morph.
07:56I'll stop this to turn the discussion to correspondence points.
Collapse this transcript
The correspondence points
00:01I am zooming the viewer back to get a little workspace, in order to show you a
00:04very important issue about correspondence points.
00:07When you draw a spline--let's go to source.
00:12I am going to turn my overlays back on.
00:14I'm going to draw a spline with just three control points. Click and drag, click
00:18and drag, click and drag, close.
00:20We'll switch to the destination side. I am going to select those points and
00:25just scale then down.
00:28Okay I've deselected, and now we'll look at both points and their
00:33correspondence points.
00:34Let me turn the correspondence line.
00:36Even though I drew three control points, there are four correspondence lines.
00:40Okay, I am going to delete that and show you another case where I draw lot more
00:45control points. Let's go to source, select the Bezier, click and drag, click and
00:50drag, click and drag, close. Go to the destination side, select them, shrink it
00:58down, so I have a lot more control points now.
01:00Here is the punch line: no matter how many control points I draw,
01:04I still get four correspondence points.
01:06So keep that in mind.
01:07You'll always get four correspondence points no matter how long this spline is.
01:13Okay, I am going to delete that, turn off the overlays, and re-home the viewer.
01:18Now I want to show you the importance of the correspondence points when
01:21you're doing your warp.
01:22Okay, move this up here.
01:26I'm going to pop out the old SplineWarp node with Shift+Command+X, bring in
01:31this one that I've already prepared that has some lines already drawn. Turn the
01:36overlay on so you can see my splines.
01:40So we're interested in these splines right here just for the outside of the head,
01:44and I'm going to close the old SplineWarp node.
01:47What I wanted to show you is on frame 40, if we zoom in here--and I'm going to
01:55turn the overlay off so you don't see this splines--
01:58you see how the source and destination shapes don't line up very well?
02:01Well, that's because there is only four correspondence points going all the way
02:06around the entire head. So here's how we fixed that.
02:09I'll turn the overlays back on, enable the correspondence points' visibility.
02:14Here is my Correspondence tool.
02:17I'm going to select the Add Correspondence Point, click one here on this side--
02:22it doesn't matter which spline you choose-- and I'll click one over here just to
02:25be different, okay.
02:28Now I'll turn the overlays off, and watch what happens.
02:31I'll undo one, undo the other, redo one, redo the other.
02:36So you can see how those correspondence points tuck the warps in so the edges
02:41line up beautifully.
02:43One other thing you're going to want to know about is linking tracker data
02:46to your control points. So let's turn our splines back on, select the tool,
02:52select spline, go to any control point, right mouse pop-up Link to > Tracker
02:58linking dialog, okay.
03:00You have to have a Tracker node in here obviously or this is ghosted out.
03:04So this is how you can link any tracker to any control point in your morph.
03:09If you've got tracking data, like translate, rotate, and scale, you can hook that
03:13up here on the Transform tab. Or you can use the Transform tab to animate the
03:18position of yours splines if you've got a moving clip.
03:21I prepared a finished morph demo for you that you can load in.
03:25So over here on the Nuke File > Open, browse to your Project Media, select the
03:32morph demo nuke script, open that up.
03:35Okay, I'm going to set the timeline to ping-pong and play this morph for you.
03:40So there you have it, a very nice-looking morph, just using the SplineWarp node in Nuke.
03:46Now you get to have this Nuke script.
03:48It's included in the Project Media.
03:54So you can open up this morph demo script and open up the SplineWarp node so
03:58that you can see all of the shapes that go into it, and you can play with it
04:02yourself and try to make our refinements and improvements to make it your own.
04:05I'll close this and go back to the morph animation to say that morphing is a
04:11delicate art that takes a lot of practice and a lot of time, especially when you
04:15have to animate the morph to follow moving targets, but Nuke's SplineWarp node is
04:19an outstanding tool for morphing.
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8. The MotionBlur2D Node
The MotionBlur2D node
00:00The surprising thing about the MotionBlur2D node is that it does not do any motion blur.
00:06It converts 2D transformation information like translate, scale, and rotate
00:11into forward UV data.
00:13This forward UV data is then used by the VectorBlur node to do the actual blur.
00:19Let's see how it works.
00:21First we'll need a clip, so let's get the Read node, go to the Project Media,
00:26select the gingerbreadman clip. There it is, yup!
00:31See, this clip has no motion blur, so we're going to add motion blur
00:34with MotionBlur2D node.
00:36We'll open the clip, hook it up to the viewer.
00:39Okay, to apply motion blur to this clip, first we'll select the Read node, go to
00:44the Filter tab, and add the MotionBlur2D node.
00:49Notice if I hook directly up to the clip, I have no forward channels, but if I
00:55hook the viewer up to MotionBlur2D node, I now have forward channels, but it's
01:00not populated with data yet.
01:03To the MotionBlur2D node, we'll go to the Filter tab and add the VectorBlur node.
01:10For the VectorBlur node to do the blur, it's got a have forward UV data from the
01:15MotionBlur2D node, and for that we need a 2D transform.
01:19So one thing we can do is go to the Transform tab and get a Transform node.
01:25Hook that up to the 2D Transform input right there.
01:29Now we need some motion in the Transform node, so I'll jump the playhead to
01:33frame 1. I'll set a keyframe in the Transform node, translate x as 0, jump
01:39to the last frame of the clip, and give it a big translate x of let's say 500. So
01:45that's moving very fast.
01:46Since it's not connected to the Read node, it's actually not moving my clip, but
01:50it is generating translate x data, which the MotionBlur2D node can now read.
01:57And now if we look in the Channels list we do have a forward channel that we
02:01can see in the viewer.
02:02I'm going to clear the Property bin and set the viewer back to RGBA for our
02:08gingerbreadman layouts.
02:10To set up the motion blur, we'll open up the MotionBlur2D node, and you can see
02:14here that it's going to output the UV data into the motion, or forward channels--
02:20either one will work.
02:21So the forward UV channels are not populated with data. Then we open up the
02:26VectorBlur node. And by default it isn't looking for any data so what we have to
02:31do is tell it to go look into the forward channels and voila!
02:35We could also set for channels we want motion blur, which would be the RGBA channels.
02:40Now these settings here are used to adjust any data that you input from another system.
02:45Maybe you have forward UV data from Maya or 3ds Max, so you can add
02:50constants to the U and the V values or scale the motion UV data up and down here
02:56or do offsets to it.
02:58That way you can reformat any imported motion UV data in Nuke.
03:02Okay, I'll disconnect the MotionBlur2D nodes 2D transform input from the
03:07Transform node to show you another technique.
03:10What we really want is motion blur applied to this object that's driven by its
03:15motion. We can do that using a Tracker node. So I'll select the Read node, come to
03:21the Transform tab, do a Shift+Click on the Tracker node--I'll move it over here--
03:26so that we can use the Tracker node to collect transformation data from the
03:31original clip, feed that to the motion blur, give that the VectorBlur, and impart
03:36a correct motion blur on this moving target.
03:38So I'll go to frame 1. I'll set my tracker here,
03:44make it larger, and I want to make my tracking box really big, because this
03:49thing is moving very quickly, so I need a big wide search box here.
03:55Okay, we'll track forward. Done!
03:58All right, I now have tracking data over the whole length of the clip.
04:02You can see the tracker right here.
04:04If I switch to the Transform tab, you can see the translate x and y data here.
04:09All I have to do is connect to 2D transform input to the Tracker node.
04:15However, if I check my channels, I don't have any forward data.
04:20The reason there's no forward channels is because the Transform tab is set for none.
04:25It's not outputting any transform data. But if I set it for match move, suddenly
04:31we have our motion data. I'll clear the Property bin, switch the viewer back to
04:36RGBA, and there's the motion blur on our character. And I can toggle the
04:41MotionBlur node on an off and you can see it happening.
04:44We now have correct motion blur for the actual motion of this object.
04:47The reason the motion blur is gone on the last frame is because the motion
04:51blur calculation looks at the current frame to the next frame, and frame 10 is the last frame.
04:57There's no motion between frame 10 and frame11.
05:00So to fix that, we go to the Tracker node, and we want to fix the translate x and
05:08y curve. Go to the Curve Editor, select translate x and y, select the last points
05:17in the curves, and set them for Linear.
05:26This way they retain their slopes,
05:28there is a speed difference between frame 10 and frame 11 now, and the motion blur returns.
05:34The motion blur no longer dies on the last frame.
05:38Back to the Node Graph, clear the Property bin.
05:41So here we saw how the MotionBlur2D node is used to capture forward UV data,
05:46which is then fed to the VectorBlur node. But there are other situations where
05:50you don't need to use the MotionBlur2D node to use the VectorBlur.
Collapse this transcript
Using the VectorBlur node
00:003D motion data can be used to drive the VectorBlur node directly, and there are
00:05two ways to do that.
00:07Let's take a look over here.
00:12What I have here is a checkerboard hooked to a card.
00:17If we switch to the 3D viewer and we have our camera--so this little 3D scene has
00:30motion on the card, which we're going to use to create motion blur.
00:36Back to the 2D view. We hooked the viewer up to the scan line render node, and
00:43then if we check our channels, we now have forward motion channels. And it came
00:48from the camera and the card and the ScanlineRender node.
00:53If I open up the ScanlineRender node, you can see here on the Shader tab, this is
00:59where the ScanlineRender node has created motion vector channels: forward, U, and
01:03V. We'll close this and the 3D camera.
01:08So at this point in the data stream we have motion UV data, so if I hook up
01:13viewer2 to the VectorBlur node, open up the VectorBlur node, we can set the
01:18channels for RGBA, set the UV channels for forward, and there we have it.
01:25You now have motion blur applied to the 3D render.
01:28Now why do we want to do this?
01:31In the ScanlineRender node there's an option for turning on motion blur, and you
01:34can do that and you'll get a very nice 3D motion blur.
01:38The problem is that it is very, very expensive.
01:41So it's computationally cheaper to export your motion UV channels and then apply
01:47the VectorBlur afterwards.
01:49Another option, which we'll see in just a minute, is to actually import motion UV
01:53data from other applications where you can then use that in Nuke to apply motion
01:58blur to your objects.
02:01So the VectorBlur node is getting its motion UV data right here from Nuke's 3D
02:05render, and of course, we can dial that up or down, adjust it any way we want.
02:11So let's take a look at that third case where we've actually imported an EXR
02:15file and this EXR file contains the forward channel data right here.
02:22We'll put that back in the RGBA layer and take a look at adjusting
02:27the VectorBlur node.
02:28I am going to close the old one.
02:31So this is our VectorBlur node. We'll set the channels to RGBA, and we'll set the
02:36UV channels to forward.
02:40Using the imported forward UV data, we now have the exact same motion blur that
02:44we had in the original 3D render, and even the alpha channel is motion blurred.
02:50I'll put that back to RGB.
02:53Using the MotionBlur2D node to convert transformation data into forward UV data
02:58for the VectorBlur node is but one way to get the motion data; it can also be
03:03generated by Nuke 3D render or imported as one of the channels of an EXR file.
Collapse this transcript
9. The ZBlur Node
The ZBlur node
00:00The ZBlur node simulates depth of field by doing a selective blur on a 3D image
00:06based on the value of its depth.Z data.
00:09Rendering the depth of field into the 3D image directly is very expensive, and if
00:13a change is needed, it has to be re-rendered.
00:16So it's much faster to do a depth of field blur in 2D, plus it's quick and easy to change.
00:23To see how it's done, you'll need an image, so we'll fire up our Read node,
00:28select our Project Media, and get the Z Fighter.exr image. Say Open, hook it up
00:34to the viewer by typing 1.
00:35Let's get a little more viewer space.
00:37Now this EXR image has several layers in it.
00:42Our jet of course, with an alpha channel, plus a depth.Z channel--I'll turn up
00:48the viewer brightness so you can see it better--and the background layer, which we
00:53can use for our composite.
00:55I'll put the viewer back to the RGBA layer, and we are done with our Read node,
00:59so we can close that. So let's do the composite first, get that setup.
01:04Select the Read node and type M on the keyboard to get a Merge node. Since all
01:08the layers we want are coming right from here, we can hook up the B input to
01:11there, and we'll tell the Merge node that we want to composite the RGBA layers,
01:15which is our space fighter, over the BG layer, which is the background.
01:21We don't need to see the composite until later, so I'll disable the Merge node with the
01:25D key and delete it from the Property bin.
01:28So now we can go get our ZBlur node, select the Read node, go over to the Filter
01:34tab, and click on the ZBlur node.
01:38The first thing we want to do is set the channel that are going to be ZBlurred,
01:42which will be just the RGBA channels.
01:45Next we have to tell it where to find the depth.Z information. By default,
01:48it's going to look in the depth.Z channel, which is the case with this example,
01:53so we'll leave it unchanged.
01:54Okay, the math pop-up. There is no real industry standards yet on how to do
01:59your depth.Z data, so you'll have to choose which methodology your particular system uses.
02:05You might have to do some experiments to figure that out. But in this particular
02:08case the default depth map works correctly.
02:11The focus plane is the single plane where the picture is in perfect focus.
02:18The depth-of-field parameter is how deep the in-focus portion is.
02:23Size is how blurry it gets, and maximum puts an upper limit on how blurry things get.
02:29The real key to setting up the ZBlur quickly and efficiently is to be able to do
02:33it visually based on your image, so let's push in a little bit here.
02:38We want to be able to pick the focus plane right off the image.
02:42Let's say I want this part to be the focus plane.
02:45So the first step is we're going to take the depth.Z data and put it into the
02:50alpha channel of the viewer.
02:53There. I'll turn up the viewer again so you can see it better.
02:56I'll put that back to normal and switch the viewer back to RGB.
03:02The reason for this setup is so we can move the cursor over the image and see
03:06the depth.Z data down here.
03:10I'll set up color sample window here, and this number down here is the depth data of our image,
03:16not the alpha channel.
03:17As I move my cursor around the screen, you can see the depth.Z data changing, so
03:22I know exactly where I am anywhere on the image.
03:27So let's say I want this part of the picture right here to be the focus plane,
03:30so I look at my depth.Z data down here in the bottom .05627, so I'll set the
03:37focus plane to match at .056, which is close enough.
03:43I'll zoom out a little bit so we can see the whole image.
03:46I'll tap up the size to increase the amount of blur.
03:48This is just a starting position.
03:52Okay, next, let set the depth of field.
03:53I'm going to start by setting it to .1, which is a very shallow depth of field.
04:00So things in front of it are out of focus a little bit and things behind it
04:05are out of focus a lot.
04:07Next, I would like to show you the focal-plane setup. Check this button here.
04:11This gives you a color scheme for which parts of the picture are in the depth of
04:16field or out of it, in front or behind.
04:20The green color is the part that's within them the depth of field, in other
04:24words, in 100% perfect focus.
04:26If I increase that, the green zone gets larger.
04:30The focus plane is where it is front to rear, closer and further from the
04:34camera, so if I change that, you can see it's walking at forward and backward in the picture.
04:41So the focal plane setup will allow you to visualize how your depth of field is
04:45working. We'll turn it off to, go back to our image, because normally you're going
04:49to dial it in visually.
04:51Now if I increase the size to a large value, it really blurs the image.
04:57The maximum value limits how blurry it gets, so if I dial that down, that limits
05:04the upper size of the blur. I'll put that back to default.
05:09With the depth of field the things closer to the camera do get out of focus, but
05:14less quickly than things behind the camera. I'll show you that.
05:17Let's zoom in here. And I'll toggle the ZBlur node on and off, and you can see
05:24that there's no change in the focus in this part of the picture.
05:27However, back here, toggling it on and off, you can see it's really out of focus
05:35and coming forward from that, closer to the camera,
05:38it's out of focus just a little bit.
05:46One more parameter you might be interested in is the filter shape. To see how
05:50that works, let's push into this part over here.
05:53The filter shape parameter adjust the look of the softening. 0 gives you a
05:59Gaussian filter and 1 gives you a disc filter, so you would just dial this for
06:03the look that you want-- a very subtle difference.
06:10But then again, Nuke get all about subtlety, so we'll zoom back, reposition our viewer.
06:16So let's say we're done with our depth- of-field adjustments. We'll go back to the
06:19Merge node, turn it on, and admire the finished composite.
06:23Nuke does not have an image-based blur node like shake and others, but next,
06:28we'll see how to set up the ZBlur node to turn it into an image-based blur node.
Collapse this transcript
Image-based blurs
00:01I've got a demo set up here that you can duplicate if you want to follow along.
00:05I'm going to use a horizontal gradient with the ZBlur node to increase the blur
00:09from black to white, and apply it to this checkerboard.
00:12So first of all, we have our CheckerBoard node.
00:15Next is a Grade node that I just use to increase the contrast to make the
00:19blur easier to see.
00:21Following that is a Ramp node, and what I did here was I set it up so we'll put a
00:26ramp in the alpha channel that goes from 0 black over here to 1.0 over there.
00:33It also have has a broad strip of 0, so we'll have a nice section of unblurred
00:37image, and you just gradually roll into our more blur as we go to the right.
00:42If you need to see what that setup looks like, I put the output in the alpha
00:46channel and .0 is on the left and .1 is on the right, just a little bit short
00:53on the right, so I would have a narrow strip of exactly 1.0.
00:57Okay, we'll close this, switch the viewer back to RGB, and let's go get the
01:02ZBlur node. So from the Filter tab, ZBlur, and that hooks right in under the Ramp node.
01:10Now immediately we get a blur. The reason is the ZBlur node is looking at the
01:14depth.Z channel, which happens to be black or 0 and then combining that with a
01:19focus plane and the depth choices, it's giving a bit of a blur.
01:23So first we'll do is we'll set the channel to RGB--always want to get into the
01:27habit of setting those channels.
01:29Now my "depth data" is in the alpha channel; it is not in the depth.Z channel,
01:36so we're going to direct the ZBlur node to look into the rgba.alpha channel for its business.
01:44Now we can set it up any way we want, but I wanted to have the black on the left
01:48with no blur and the white on the right with maximum blur. So to set that up,
01:54the math function that we want is far= 1, so the right edge where the alpha
02:00channel is 1 is going to be the farthest distance from the camera and get the
02:05most depth-of-field blur.
02:06We set the focus plane to 0, meaning the 0 black over here will be in sharp focus.
02:14We'll set the depth-of-field to 0, meaning it's going to immediately start
02:17blurring the images as soon as the code values get above 0. And we'll set the
02:22Size for 10 to give it a nice blur.
02:25Okay, so right off the bat, you can see it's sharp on the left and blurry on the right.
02:31That is to say, where the gradient is black, it's sharp.
02:34Where the gradient is white, it's blurred.
02:37Okay, let's push in and take a look at what we've got.
02:39I'll set a zoom factor of 1 in the viewer. We're at the left edge and here the
02:46alpha channel is 0 black.
02:49You can see the code values down here. Back to RGB.
02:56So we've got no blur here and as we move to the right, you can see the blur
03:01starting to pick up.
03:03It's not just a mix back of some blur radius.
03:05It is in fact increasing the blur diameter as we move to the right.
03:10In fact, you can see the yellow line getting thicker and thicker as we move to the right.
03:14Here we are.
03:18To increase the blur more, we could increase the size, but don't forget to
03:26increase the maximum along with it, or you won't see any change at all.
03:29I'll re-home the viewer.
03:33As you can see, the trick to using the ZBlur node as an image-based blur is to
03:38load it's Z channel with a one-channel blur mask image.
03:41This blur mask can be created any way you want,
03:44through a Paint node, a Luminance key, or any other source, and it could be put
03:49into any available channels, since you can set the ZBlur node to look at any
03:53channel for the Z information.
Collapse this transcript
10. The Dope Sheet
Navigating the Dope Sheet
00:01The Dope Sheet displays keyframes, making it easy to shift the timing of
00:04either animation or rotos.
00:07It can also be used to adjust the timing of a clip.
00:10We'll start by taking a look at navigating the Dope Sheet.
00:14Now you should have a Dope Sheet tab right here.
00:17If you don't, it's easy enough to add.
00:19We'll go to the Pane pop-up, select Dope Sheet, and there is out Dope Sheet tab.
00:25Back to the Node Graph because we need to load some clips. Cursor in the Node
00:30Graph, type R on the keyboard, get the Read File browser.
00:34We'll select our Project Media folder, go to the GingerBreadMan folder and
00:37select the gingerbreadman clip and then select Next because we want to go get another clip.
00:45Go up one level, select the Numbers folder and the numbers clip. And now we can
00:50say Open and we have our two clips.
00:54Select this one, type 1, select that one to type 2, and we've got both hooked up to the viewer.
01:00So we have two read nodes opened in the Property bin.
01:03If we go to the Dope Sheet, we can see that both read nodes are represented.
01:09You'll normally only see in the Dope Sheet nodes whose Property panels are opened.
01:15However, in the case of the Read node, you can go to the node tab and come down
01:20here--always in Dope Sheet--turn that on, and then even if you clear everything out
01:24of the Property bin, that one Read node will always show up.
01:29And by the way, if you double-click on that Read node, it will open it up for you
01:34in the Property bin.
01:36Okay, let's get some transformation keyframes, so we'll select our Numbers Read
01:40node, type T on the keyboard to get a Transform node.
01:46We'll enable keyframe for translate only, jump a few frames, set a keyframe, jump a
01:53few frames, set a keyframe, jump a few, set, and done.
01:58All right, I now have five keyframes on the Timeline for translate only.
02:03Next, I'll put the playhead say right here and I'll our keyframe the rotate, so
02:10it's on a different set of keyframes in the Translate.
02:12I have a keyframe here for rotate, keyframe there for rotate, and one here.
02:21Okay, now I have two sets of keyframes, each with different timing.
02:25We'll open up the Dope Sheet and because the Transform Property panel is open,
02:30it's entered in the Dope Sheet list.
02:33First of all, it's displayed as a hierarchy which you can fold up and unfold.
02:40You can select a single parameter, like Translate > Y or Rotate. Or if you
02:46select a parent property, like Translate, you'll get both of the child
02:50properties X and Y.
02:53Or if you select the entire, node you'll get all the keyframes.
02:58Now let's take a look at the Roto node.
03:00We'll go to the Node Graph.
03:01Lay out a Roto node by typing O on the keyboard.
03:04I am going to clear everything in the Property bin except my roto by doing
03:09Command+Click on this X here.
03:12I'll jump the playhead to frame 1. And my Bezier spline is already selected, so
03:17I'll just go one, two, three, four, and close.
03:22So this spline has four control points.
03:25I'll jump out here, throw a little move on them,
03:28jump over to the end, throw a little move, so now I've got three keyframes
03:32for the 4-point spline.
03:33I'll jump back to the beginning of the shot.
03:37Select my Bezier again.
03:39This time one, two, three control points and close, so you can see the
03:43difference in the Dope Sheet.
03:47We now have Bezier 1 and Bezier 2.
03:50We'll open up the Dope Sheet.
03:53There is my Roto node. If I unfold the curves, I see Bezier 2. If I select both
04:00Beziers in the layer list they both show up in the Dope Sheet.
04:04Bezier 2, unfold curve, and here are the three control points in Bezier 2.
04:13Unfold Bezier 1, unfold curves, and there are four control points for Bezier 1.
04:20Again, if you select the parent object, curve, you're going to get all the
04:23control points that are underneath, or you can select just the control point you want.
04:29You can also draw rectangles around the control points and select them that way,
04:34or you can just click on one and select it that way.
04:36I'll click off to the side to deselect that.
04:40So you can either select objects in the Dope Sheet list or select the keyframes
04:45themselves on the Dope Sheet grid.
04:48I'll click off to the side to deselect that.
04:52Our last navigational issue is scaling and zooming. Alt+Middle mouse left and
04:58right to scale, Alt+Left Mouse to pan.
05:03Also, we'll see in a minute how this hooks up with the Curve Editor to keep the
05:07two viewers in perfect sync.
05:10Now that we have the Dope Sheet navigation all sorted out, we can take a look at
05:14actually editing some keyframes.
Collapse this transcript
Shifting keyframes
00:00In the Dope Sheet, keyframes can be edited in time but not in value.
00:05In other words, it will shift the keyframe positions on the timeline.
00:10If you want to edit their values,
00:12you still use the Property panel.
00:14So let's edit some keyframe from the Transform node.
00:16I'll clear the Property bin, which clears it out of the Dope Sheet, go to the
00:21Node Graph, open up the Transform node, back to the Dope Sheet, there it is.
00:27The first method is to just grab a keyframe and drag it where you want.
00:31Okay, I will undo that. Or if you have to select several of them, you can
00:36drag the lot, undo that, or select the parameter itself and you can move all
00:42of its keyframes together. I will undo that.
00:46Remember, with control points in Rotos, we could nudge the control points around
00:50with the 10 keypad, same here.
00:52I'll select this keyframe here and on the keypad I'll type the number 4 and
00:57it'll go left 4, 4, 4 and number 6, right 6, 6, 6.
01:01I'll select couple of points here. And yet another way is the move field down here.
01:07If I enter the number 5 and then click Move, it'll jump to the right 5 frames,
01:12and I can enter a negative value like -5 then click Move and it'll jump back 5 frames.
01:19I'll click over here to deselect to show you
01:21you can also edit the X value itself directly.
01:25You see the editing cursor when I place my cursor on top of the numbers.
01:29Double-click on that and you can type 50, Return, and it'll jump over to the new position.
01:34I will undo that.
01:37A very cool feature is that you can sync the Dope Sheet to the Curve Editor. To see that,
01:43let's get the Curve Editor here, rip off the tab, and put it up over here in this
01:47pane so we can see them both.
01:50I'm going to home the Curve Editor.
01:52To sync the two together, you have to enable that feature right here by turning
01:56on this little lock and it turns red.
01:58Now watch what happens when I pan the Dope Sheet or scale the Dope Sheet or
02:04re-home it with the F key.
02:06In addition to keeping the navigation synced up, we can also edit control points.
02:11I'll select the rotate keyframes, and in the Dope Sheet I'll shift them in time,
02:16and in the Curve Editor I'll shift them in time.
02:19In the Dope Sheet I'll shrink them, and in the Curve Editor I'll reposition them.
02:25So you see it's reciprocal.
02:27Whatever you do in one is reflected in the other.
02:29I'll undo that and another undo and another undo and another undo.
02:35Down below here are the range numbers that show you the frame range that
02:38the Dope Sheet covers.
02:40For example, if I zoom in, the frame range I'm covering now is roughly frame 15 to 74.
02:46Now if you get zoomed in like this, the playhead might be out of the frame.
02:51All you have to do to get it back is click down here on the red line.
02:55If you click on the red line,
02:57that causes the playhead to jump to wherever you click. Not so up here.
03:01I'll re-home the viewers. To insert a control point in the Dope Sheet, just
03:07click with an Alt+Command and you'll have inserted a new control point right there.
03:11Now you notice it's a floating point because it happen to land in the cracks
03:14between the frames, so I can just pick it up and drag it either left or right to
03:18get it back on an even-frame boundary.
03:21So the exact same Command as up here in the Curve Editor, Alt+Command+Click
03:25on the Curve, and it shows up there, and you can see we have a new one here, and
03:29again, to get it on the integer boundary,
03:31just drag it left or right and it'll jump to the nearest integer frame.
03:36To delete them, just click on them and hit the Backspace key or select it and hit
03:40the Delete key; either Backspace or Delete will delete your keyframes.
03:46Okay, let's restore the Curve Editor back way where it belongs by clicking on
03:49the tab and dragging it down here. When I see the yellow line I'll let it go.
03:55If the tabs are not in the right order, it's very easy to just to grab a tab and
03:58drag it over and swap their positions.
04:02Okay, now I'd like to show you a special feature that Dope Sheet have that's
04:05reserved for Read nodes.
04:06I'm going to clear the Property bin,
04:09so there is nothing in our Dope Sheet, except Read2, which has been marked as
04:13Always display in the Dope Sheet.
04:14I'll clean this up by closing the file line.
04:19This button right here tells the Dope Sheet to show all of the Read nodes you
04:24have in your Node Graph,
04:25in the words, up here would be these two.
04:29So I'll back to the Dope Sheet. So if I click on the Show Read Node button, all
04:34the Read nodes in the entire flow graph are now listed in the Dope Sheet all the time.
04:38Of course now we can use the Dope Sheet to either slip-sync on a clip or set in and out points.
04:44To show you that I'm going to go over to the Node Graph and disable the
04:48Transform and Roto nodes so we can see our Numbers clip very clearly.
04:52We'll go back to the to the Dope Sheet.
04:56I can click on the Read1 clip and shift it left and right, and you can see the
04:59timing changing up there in the viewer.
05:02I'll put that back and undo that.
05:04I can also adjust the in and out points.
05:08I'll double-click on the Read1 node to open up its Property panel up here so you
05:11can watch the in and out points right here.
05:14As I shift the first frame value in the Dope Sheet, you can see it's being
05:18changed to the Property panel. Or I can go up to the Property panel and change the
05:23out point and it's reflected in the Dope Sheet.
05:26If I shift the timing, you see that value is reflected right here in the Frame Offset.
05:32I'll put that back to 0. So you can edit this from either this Property panel or
05:37down here in the Dope Sheet.
05:40The Dope Sheet provides an intuitive and visual method for shifting keyframe timing.
05:45The ability to slip sync your clips, as well as to shift the keyframes of
05:49your rotos and animation, makes adjusting the timing of your composites much
05:53faster and easier.
Collapse this transcript
11. Making Gizmos
Making a group
00:01A gizmo is Nukespeak for a macro,
00:03a prepackaged group of nodes that have been collapsed into a single node that is
00:08then added to the tool tabs like any other Nuke node. But to make a gizmo, you
00:13first have to make a group. Here's how to make a group.
00:16Let's start by getting our purple face guy from Project Media, Mr.
00:23Purple Face, open, type 1 to hook to the viewer node.
00:28So we're going to make a group that will apply a series of operations to his
00:32face and then turn that group into a gizmo.
00:38So let's pull in some nodes.
00:39We'll select the Read node and type T for the transform, G for a grade, B for a
00:44blur, and let's say that I want the Gain to always be set at .5. There we go.
00:51But I want to export and adjust the Blur node's Size parameter, as well as the
00:55Transform node's Scale parameter.
00:58So those two controls need to beyond the outside of my group.
01:02So first of all, to make a group, we'll select the nodes we want to have as a
01:05group, and the keyboard shortcut is Command+G. And they collapse into a group.
01:12Now the first thing you want to do is to rename it, so let's call this MyGizmo.
01:19And to view the contents of your group, you have a Group tab over here.
01:22If you click on that, you get a Node Graph of all the nodes that make up the group.
01:27We'll go back to the regular Node Graph.
01:30Next, I want to export my two controls, the Blur Size and the Transform Scale
01:34value, so I'll come up here to my Gizmo property panel, right mouse pop-up, and
01:40select Manage User Knobs.
01:42Now there are two different things you can do with these user knobs.
01:45You can create your own custom sliders and knobs, and then you can hook those
01:50into any parameters that you want.
01:52Or you can pick existing knobs that are in the nodes you have in your group,
01:56which is what we're going to do.
01:58So we'll start the Transform node. We'll unfold that. And here's the Transform
02:03tab and the Node tab in the Transform node,
02:05so we'll unfold the Transform tab and we'll pick the Scale parameter.
02:10Say OK, move this over. So here is my scale.
02:15Next, we'll pick from the Blur node, the Blur tab, the Size parameter, and I'm done.
02:26I've now got the Scale parameter and the Blur Size parameter exported to the gizmo.
02:32I'll set both of these to default by doing a Command+Click on the slider bar.
02:37If we stop here, the group will be saved with the Nuke script. Then it will not
02:41show up in the tool tabs to be used in other scripts.
02:45For the group to become a gizmo, it has to be exported as a gizmo.
Collapse this transcript
Making a gizmo
00:00When the group is exported as a gizmo, it can be saved locally where only
00:04you can see it or it can be saved in a central directory where everyone can see it.
00:10You'll need to check with your IT guy where the public directory is, because it's
00:13different at each facility.
00:15So let's start by seeing how to save this group out as a gizmo.
00:18The first thing you want to do is set the sliders for the default value you want
00:23when the gizmo is opened.
00:25Let's say I want the scale to be .8 and I'm fine with the blur size being 0.
00:30So I'm going to save out MyGizmo locally.
00:34We do that by switching to the node tab and right down here, Export as
00:39gizmo, click on that.
00:41So I'm doing this on a Mac and for a Mac, the location to save it is your
00:45home directory, in the .nuke folder, and then you give it your name, MyGizmo, no extension.
00:56When it's saved out, the .gizmo extension will be added.
00:59The important thing is it goes into the .nuke folder, under your home
01:03directory. Click Save.
01:06If you're on a Linux machine, the .nuke directory is also under your home directory.
01:11For Windows XP, it's the C:\Documents and Settings\your login name\.nuke.
01:20Okay, we've exported the group as a Gizmo, but it hasn't shown up yet.
01:24By clicking the Node Graph and do a Tab key to search for it for MyGizmo, I don't find it.
01:31The first thing we have to do is restart Nuke.
01:34When Nuke starts up, it searches all the path names and makes a list of all the
01:38gizmos and all the plug-ins.
01:39So I'm going to go ahead and restart Nuke.
01:43Okay, so I've restarted Nuke, and I've brought in my same purple face read node,
01:47and I have no gizmos.
01:49Even though I've restarted Nuke, if I hit the Tab key and do a search on
01:53MyGizmo, I don't find it.
01:56What I have to do is we go to the Miscellaneous folder and select All Plug-ins > Update.
02:03Now with the Tab key search, I type n My, and I see MyGizmo. There it is.
02:08I hook it in here.
02:10You'll notice it opened with a scale value set .8 which was my default, and
02:15the blur size of 0.
02:17So don't forget, wherever the sliders are set when you export the group as a gizmo,
02:21that will become the default setting when you open that gizmo.
02:25Gizmos are quick and easy to create and are a very slick way to add new nodes to
02:30your Nuke library.
Collapse this transcript


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