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Creating garbage mattes

Creating garbage mattes provides you with in-depth training on 3D + Animation. Taught by Steve Wrigh… Show More

Nuke 6 New Features

with Steve Wright

Video: Creating garbage mattes

Creating garbage mattes provides you with in-depth training on 3D + Animation. Taught by Steve Wright as part of the Nuke 6 New Features
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  1. 7m 45s
    1. Welcome
      1m 56s
    2. What is NukeX?
      5m 0s
    3. Using the exercise files
  2. 1h 11m
    1. Learning the interface
      5m 15s
    2. Drawing shapes
      1m 41s
    3. Editing shapes
      5m 1s
    4. Keyframe animation
      6m 4s
    5. Property panel tabs
      7m 8s
    6. The shape list
      4m 26s
    7. Output settings
      1m 11s
    8. Workflow examples
      5m 33s
    9. Creating garbage mattes
      4m 55s
    10. Drawing strokes
      4m 16s
    11. Editing strokes
      4m 30s
    12. The Clone tool
      1m 37s
    13. Editing the Clone tool
      2m 54s
    14. The Reveal tool
      9m 2s
    15. The Blur tool
      2m 21s
    16. The output mask
      2m 57s
    17. The Dodge tool
      2m 32s
  3. 27m 40s
    1. Basic compositing
      3m 51s
    2. Using the Screen controls
      2m 50s
    3. Using the Screen Matte controls
      3m 37s
    4. The Crop feature
      2m 28s
    5. Holdout and garbage mattes
      2m 20s
    6. The Tuning controls
      1m 58s
    7. The Bias controls
      2m 37s
    8. Screen replacement
      2m 16s
    9. Multipass keying
      4m 37s
    10. Color-correcting the foreground
      1m 6s
  4. 17m 8s
    1. Basic setup
      3m 24s
    2. The Ultimatte workflow
      5m 18s
    3. Using the matte tools
      4m 16s
    4. Spill suppression
      4m 10s
  5. 28m 9s
    1. Overview
      2m 42s
    2. Pre-processing the greenscreen
      3m 25s
    3. Creating specialized keys
      7m 14s
    4. The preliminary composite
      6m 14s
    5. Creating supplemental keys
      6m 22s
    6. Alternative workflows
      2m 12s
  6. 24m 39s
    1. Editing control points
      4m 49s
    2. Editing the warp grid
      2m 52s
    3. Keyframe animation
      4m 42s
    4. Morphing
      10m 7s
    5. Additional tabs
      2m 9s
  7. 33m 20s
    1. Drawing splines
      6m 3s
    2. Drawing open splines
      2m 0s
    3. Limiting the warp
      7m 1s
    4. Warping to a target image
      5m 54s
    5. Morphing
      8m 1s
    6. The correspondence points
      4m 21s
  8. 9m 3s
    1. The MotionBlur2D node
      5m 55s
    2. Using the VectorBlur node
      3m 8s
  9. 10m 30s
    1. The ZBlur node
      6m 34s
    2. Image-based blurs
      3m 56s
  10. 11m 13s
    1. Navigating the Dope Sheet
      5m 17s
    2. Shifting keyframes
      5m 56s
  11. 5m 22s
    1. Making a group
      2m 50s
    2. Making a gizmo
      2m 32s

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Creating garbage mattes
Video Duration: 4m 55s 4h 6m Intermediate Updated Feb 13, 2012


Creating garbage mattes provides you with in-depth training on 3D + Animation. Taught by Steve Wright as part of the Nuke 6 New Features

View Course Description

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 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
3D + Animation Video

Creating garbage mattes

Let's take a look at the how to use the RotoPaint node to do garbage mattes for green screens and blue screens. Let's go get a blue screen picture. Punch up our Read node. We'll go to the NUKE WORKSHOP > Lesson_02_ Media, there is a blue screen, so we'll bring that in, add our RotoPaint node, hook it to the Viewer. All right, as I said, there are two general approaches. Sometimes you want to flood-fill the outside of the plate with a solid blue so the keyer will pull the key of the solid blue. So here's how we'll do that.

Punch up our Bezier, click on the good part of the picture here. Return to close. All right, so we've filled it with white. So the first thing we want to do is go over to the Shape tab so we can invert it. Click invert. So now we've flood-filled the outside but not with the right color yet. We'd go back to the Common tab, punch up the Eyedropper and Shift+Command to select a region to match the blue. We now have a perfect blue out here that the keyer will happily pull a very nice key.

The second garbage matting scenario is you've already pulled the key with the keyer and you want clear it out of the alpha channel and the pre multiplied foreground control. Let's take a look at that workflow. We will borrow the same blue screen element. Clear our Property bin. Let's use a Primatte keyer. I know we haven't done Primatte yet but that's okay. And then we'll attach to our Viewer. All right, first thing we are going do in Primatte is we'll select our backing color and then we'll go clear our background noise, get a nice good clean matte here.

Then we'll clear the foreground noise, just a quick and dirty matte to illustrate the workflow. That's all we want to do. Okay, let's pretend that's good enough and now what we want to do is we want a garbage matte black every where outside of this on both the RGB and the alpha channels. All right, so we'd go below the Primatte node and we'll add a RotoPaint node, select our Bezier, click, click, click, click, and this time, I am going to click to close.

Okay, now again we've flood filled with white. Same drill as before. Go to the Shape tab and set it for Invert and now we've got white outside but we don't want white. We want black. So we'll go to the Common tab and we'll just set the color down to black. Note that the output of the RotoPaint is four channels, RGBA, so,I have flood filled black outside on both the RGB and the alpha channels and now we have a beautifully garbage matted key.

We'll turn the overlay back on, go back to the RGB. I have reset the Viewer to RGB and turned the Overlay back on so we can take a look at how we might garbage matte a Luma key. For that let's clear our Property bin, get the Read node, go to our week3 media, select the desert.cin picture. Okay we'll add a keyer to this. Let's go up here to the Key tab. Now we haven't-- again we haven't talked about the Keyer node, but that's okay because we are going to take a look at the Luma key.

Okay, the way the Luma key works is it puts a grayscale luminance image in the alpha channel and then you get to adjust it here to pull a key on the luminance. Let's say we wanted to isolate those clouds, for example. Well this is the common problem with the Luma key. It captures more than the item of interest. So we now have all these rocks in part of our Luma key, which we don't want. All right so we'll select the Luminance key, insert a RotoPaint node, punch up our Bezier, draw a shape around the stuff we want to make go away, click to close.

Now we've flood-filled it with white. So let's go look at the RGB channels, which is exactly what we told our shape to do. The RotoShape default is it is going to output it in RGBA. So first of all, we don't want it in RGB channel. So we'll set the output to Alpha. Go back and look at the alpha channel. We now filled it with white but we want to fill it black, no sweat. Go to the Common tab here and just dial the color down to black and there you have it.

So hopefully, these workflow examples will give you a good idea on how you actually use the RotoPaint node to create shapes for masking and keying and garbage matting. Now let's take a look at how to use the paint part of the RotoPaint node.

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