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Projecting images on the mesh

From: Nuke 6.3 New Features

Video: Projecting images on the mesh

All right! Let's check to see if our polygonal mesh lines up with our clip. To do that, the first thing we'll do is set our 3D viewer to look through the camera and lock the viewfinder. If we scrub the timeline, you see the mesh moves reasonably. Next, we need to set the Viewer node to look at the two things we want to do our wipe over; the MergeGeo and the Read node. So we'll add that to the viewer. Adding that to the viewer, of course, caused it to switch to 2D, so let's go back to 3D. So now we have to set up the layering order.

Projecting images on the mesh

All right! Let's check to see if our polygonal mesh lines up with our clip. To do that, the first thing we'll do is set our 3D viewer to look through the camera and lock the viewfinder. If we scrub the timeline, you see the mesh moves reasonably. Next, we need to set the Viewer node to look at the two things we want to do our wipe over; the MergeGeo and the Read node. So we'll add that to the viewer. Adding that to the viewer, of course, caused it to switch to 2D, so let's go back to 3D. So now we have to set up the layering order.

I want the MergeGeo to be over the Read Node. Okay. If I select the MergeGeo, it turns green which makes it a little easier to see. So we'll play this, set up for ping-pong and go yes, the mesh appears to stick very nicely to our mountain. We're done with that. Now that we've seen how the PoissonMesh Node works, let's see how to use it to set up a camera projection. Let's turn our Wipe off and our viewer back to default.

So we need a picture to project, so let's get Marcie, Read node, Project Media, Marcie lives in Lesson_04_Media. So there's Marcie, open Marcie. We're doing a camera projection. So we need to go to 3D>Shader>Project3D. We need something for our camera hookup of course. So we'll go to 3D, get a camera and hook the camera up to the camera input. Now, before you go any further, we've got to be sure and rename this camera.

So we'll select that, type N and type Projection camera, or something like that. Make sure we don't get confused which camera we're working for. Here is our Scene camera called Camera1. Next, we'll do just a rough positioning of the projection camera. So we'll swing the viewer around the side, and select our Projection camera, and I'll use the Command key to wake up the on-screen control wings, and rotate the camera down to make it square onto the mesh.

We'll swing around here, and maybe move the camera over here a little bit, so it's pointing at the juicy part of our mesh right there in the middle. Now, to see the projection on our geometry, we're going to need to add to the Project3D node, 3D>Shader> ApplyMaterial and we'll hook that up to our MergeGeo Node. Now, the MergeGeo Node is set for wireframe. So we can just save all that, and we'll be looking at our PoissonMesh solid geometry.

With the geometry display set to wireframe, you can't see the projected picture, and there's our projected picture. We can rough it in a little closer by looking through the Scene Camera, so right here Camera1. Okay. Now, we can take the projection camera, and kind of dial it around a little bit, to reposition it on our mountainside. Just checking to see that we're in the ballpark here. Okay.

Now that we've got it roughed in, we're ready to see it over the actual clip. So we'll select the ApplyMaterial. We're going to need the ScanlineRender Node, so we'll go to 3D, and get our ScanlineRender and it will hook up our camera to the Scene Camera. Now, if we look at the output of the Scanline Render node by connecting it to the viewer, we can switch to our 2D view, there is the rendered Marcie with a nice Alpha channel. It's now ready to comp over the original clip.

So to the ScanlineRender node, we'll add a Merge Node. Hook that up to the original clip and there we go! Now we can do some fine-tuning. We'll go to our projection camera, go to the Projection tab, and let's make her a little smaller by increasing our Focal Length here, maybe something like that. Maybe we like to fine-tune her rotation on the mountainside, something like this, make it prettier. There we go! So now let's play.

Now the camera-projected Marcie moves right along with our hillside. We'll stop that. You could now use the right Geo node to save out both the mesh and the camera in a single FBX file. The ability to create 3D meshes that match camera track terrain is very powerful, and we all look forward to the release of the production-ready PoissonMesh Node.

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This video is part of

Image for Nuke 6.3 New Features
Nuke 6.3 New Features

52 video lessons · 2278 viewers

Steve Wright
Author

 
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  1. 2m 10s
    1. Welcome
      1m 50s
    2. Using the exercise files
      20s
  2. 9m 0s
    1. Building the mesh
      4m 12s
    2. Projecting images on the mesh
      4m 48s
  3. 26m 6s
    1. Exploring basic setup
      6m 21s
    2. Using camera track points
      10m 5s
    3. Understanding how to do a corner pin
      9m 40s
  4. 7m 22s
    1. Demoing the PointsTo3D node
      45s
    2. Using the PointsTo3D node
      6m 37s
  5. 15m 28s
    1. Setting the locators
      5m 4s
    2. Keyframing the locators
      2m 30s
    3. Doing the camera solve
      5m 34s
    4. Creating 3D cards
      2m 20s
  6. 5m 27s
    1. Working with the GeoSelect node
      5m 27s
  7. 8m 58s
    1. Understanding the Displacement node
      5m 19s
    2. Working with the ScanLineRender settings
      3m 39s
  8. 8m 49s
    1. Using the AudioRead node
      8m 49s
  9. 7m 44s
    1. Deep compositing briefing
      7m 44s
  10. 32m 55s
    1. CameraTracker overview
      7m 3s
    2. Tracking the scene
      4m 48s
    3. Solving the camera
      5m 28s
    4. Building the 3D scene
      6m 48s
    5. Adding 3D geometry
      8m 48s
  11. 9m 18s
    1. Tracking the scene
      4m 52s
    2. Filtering the point cloud
      4m 26s
  12. 19m 59s
    1. Analyzing the image
      8m 5s
    2. Exploring three workflows
      7m 18s
    3. Using the STMap node
      4m 36s
  13. 19m 41s
    1. Modeling new 3D geometry
      6m 46s
    2. Lining up 3D objects
      3m 16s
    3. Building the whole set
      7m 4s
    4. Exporting Modeler geometry
      2m 35s
  14. 1h 0m
    1. Exploring the PlanarTracker workflow
      6m 47s
    2. Correcting tracking drift
      2m 40s
    3. Coping with tracking occlusions
      6m 30s
    4. Tracking with multiple shapes
      6m 34s
    5. Tracking out-of-frame targets
      5m 32s
    6. Placing the planar surface out of frame
      4m 35s
    7. Exporting: corner pin (relative)
      4m 24s
    8. Exporting: Tracker node
      4m 24s
    9. Exporting: corner pin (stabilize)
      5m 15s
    10. Adding a roto shape to a track layer
      3m 42s
    11. Adding multiple roto shapes to a track layer
      3m 24s
    12. Using the mask input
      6m 40s
  15. 46m 20s
    1. Using the ParticleEmitter node
      4m 26s
    2. Creating particles
      4m 42s
    3. Adding emitters
      5m 59s
    4. Adding forces
      8m 18s
    5. Bouncing particles
      5m 28s
    6. Changing particle appearance
      7m 21s
    7. Adding streaks
      5m 42s
    8. Setting streak attributes
      4m 24s

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