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Nuke 6 New Features

The MotionBlur2D node


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Nuke 6 New Features

with Steve Wright

Video: The MotionBlur2D node

The surprising thing about the MotionBlur2D node is that it does not do any motion blur. It converts 2D transformation information like translate, scale, and rotate into forward UV data. This forward UV data is then used by the VectorBlur node to do the actual blur. Let's see how it works. First we'll need a clip, so let's get the Read node, go to the Project Media, select the gingerbreadman clip. There it is, yup! See, this clip has no motion blur, so we're going to add motion blur with MotionBlur2D node.
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  1. 7m 45s
    1. Welcome
      1m 56s
    2. What is NukeX?
      5m 0s
    3. Using the exercise files
      49s
  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 38s
    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 19s
    6. The Tuning controls
      1m 58s
    7. The Bias controls
      2m 37s
    8. Screen replacement
      2m 15s
    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 8s
    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 11s
  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 29s
    1. The ZBlur node
      6m 33s
    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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Nuke 6 New Features
4h 6m Intermediate Aug 18, 2010 Updated Feb 13, 2012

Viewers: in countries Watching now:

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
Subjects:
3D + Animation Video Keying Compositing Visual Effects
Software:
Nuke
Author:
Steve Wright

The MotionBlur2D node

The surprising thing about the MotionBlur2D node is that it does not do any motion blur. It converts 2D transformation information like translate, scale, and rotate into forward UV data. This forward UV data is then used by the VectorBlur node to do the actual blur. Let's see how it works. First we'll need a clip, so let's get the Read node, go to the Project Media, select the gingerbreadman clip. There it is, yup! See, this clip has no motion blur, so we're going to add motion blur with MotionBlur2D node.

We'll open the clip, hook it up to the viewer. Okay, to apply motion blur to this clip, first we'll select the Read node, go to the Filter tab, and add the MotionBlur2D node. Notice if I hook directly up to the clip, I have no forward channels, but if I hook the viewer up to MotionBlur2D node, I now have forward channels, but it's not populated with data yet. To the MotionBlur2D node, we'll go to the Filter tab and add the VectorBlur node.

For the VectorBlur node to do the blur, it's got a have forward UV data from the MotionBlur2D node, and for that we need a 2D transform. So one thing we can do is go to the Transform tab and get a Transform node. Hook that up to the 2D Transform input right there. Now we need some motion in the Transform node, so I'll jump the playhead to frame 1. I'll set a keyframe in the Transform node, translate x as 0, jump to the last frame of the clip, and give it a big translate x of let's say 500. So that's moving very fast.

Since it's not connected to the Read node, it's actually not moving my clip, but it is generating translate x data, which the MotionBlur2D node can now read. And now if we look in the Channels list we do have a forward channel that we can see in the viewer. I'm going to clear the Property bin and set the viewer back to RGBA for our gingerbreadman layouts. To set up the motion blur, we'll open up the MotionBlur2D node, and you can see here that it's going to output the UV data into the motion, or forward channels-- either one will work.

So the forward UV channels are not populated with data. Then we open up the VectorBlur node. And by default it isn't looking for any data so what we have to do is tell it to go look into the forward channels and voila! We could also set for channels we want motion blur, which would be the RGBA channels. Now these settings here are used to adjust any data that you input from another system. Maybe you have forward UV data from Maya or 3ds Max, so you can add constants to the U and the V values or scale the motion UV data up and down here or do offsets to it.

That way you can reformat any imported motion UV data in Nuke. Okay, I'll disconnect the MotionBlur2D nodes 2D transform input from the Transform node to show you another technique. What we really want is motion blur applied to this object that's driven by its motion. We can do that using a Tracker node. So I'll select the Read node, come to the Transform tab, do a Shift+Click on the Tracker node--I'll move it over here-- so that we can use the Tracker node to collect transformation data from the original clip, feed that to the motion blur, give that the VectorBlur, and impart a correct motion blur on this moving target.

So I'll go to frame 1. I'll set my tracker here, make it larger, and I want to make my tracking box really big, because this thing is moving very quickly, so I need a big wide search box here. Okay, we'll track forward. Done! All right, I now have tracking data over the whole length of the clip. You can see the tracker right here. If I switch to the Transform tab, you can see the translate x and y data here.

All I have to do is connect to 2D transform input to the Tracker node. However, if I check my channels, I don't have any forward data. The reason there's no forward channels is because the Transform tab is set for none. It's not outputting any transform data. But if I set it for match move, suddenly we have our motion data. I'll clear the Property bin, switch the viewer back to RGBA, and there's the motion blur on our character. And I can toggle the MotionBlur node on an off and you can see it happening.

We now have correct motion blur for the actual motion of this object. The reason the motion blur is gone on the last frame is because the motion blur calculation looks at the current frame to the next frame, and frame 10 is the last frame. There's no motion between frame 10 and frame11. So to fix that, we go to the Tracker node, and we want to fix the translate x and y curve. Go to the Curve Editor, select translate x and y, select the last points in the curves, and set them for Linear.

This way they retain their slopes, there is a speed difference between frame 10 and frame 11 now, and the motion blur returns. The motion blur no longer dies on the last frame. Back to the Node Graph, clear the Property bin. So here we saw how the MotionBlur2D node is used to capture forward UV data, which is then fed to the VectorBlur node. But there are other situations where you don't need to use the MotionBlur2D node to use the VectorBlur.

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