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Week 19: Garage work Nuke (Q&A)

This class was many for asking Gonzalo questions about things we had not finished yet or problems we have with the different homework assignment. For me I only had one bigger problem with my garage. This problem has been with the shadows that are suppose to be casting on the wall from the objects I had made. While asking the question Gonzalo also pointed out that My color correction on the machine should be a bit different.

So far I will show what I had worked on for my garage project:

I wanted to create my own 3D object for our garage project so I firstly created a 3D space of the Garage room so that I could transfer this to maya and start creating my own object for in the scene.

I already had an idea to start of the creation I wanted to make in my Garage. I wanted to give it an industrial feeling by using big pipes through my scenes. As seen below I have some reference images of scenes that have that industrial feeling to it.

I imported the 3D scene into maya and started to work on a pipe system that I wanted to have in my Garage scene with the machine. I started of with making two different pipes (a straight one and a 90 degrees one). with these two pipes I could just copy and past to create a whole system.

Pipes in the scene

I tried to texture the pipes old and rusty, I rendered out the pipes from maya in an alpha setup so I could import it in nuke and try to match all the different elements together. as you see in the image all the different elements don’t fit in with each other. The colors on the machine are too green and the pipes eye too blue for the background. This is something I still have to work on but one of the main things im also missing is the shadows. I have tried this in different ways but still cant figure it out so I will have to work on this for the next class. Gonzalo told us he sent an example for the shadows to cast.

Categories
Nuke

Week 18: clean up markers

During this nuke class we learn how to clean up markers from someones face. We also learn how to add textures and how we use the technique to add some corrections as well. We start off by learning that we need to degrain the footage we are using before removing the markers. The idea is to first degrain the footage then remove the markers and then apply the regrain to the finished plate. For degraining and regraining we have different techniques we can use. We can denois the plate by using the “Merge (Minus)” node followed by the “Merge (plus)” node. Or we can use the “F_ReGrain” node This is a more precise way to degrain/regrain.

Example simple Degrain

After Learning about how to degrain the next thing on the list was about how to Patch correctly. We have learnt about how to patch before but now we learn how to work with uneven lighting. As normally not everything is even we work with how best to remove these trackers. To get the Low frequency we use blur to tackle it and for the high frequency we use from, after we use the plus “merge” node to merge them.

For this class we got assigned a Small homework assignment regarding the patch clean up work. For this homework I used the techniques we learned during the class. I created a denoised plate and I did a simple track for each separate tracker point on her face and Rotopainted this and used the roto blur tool to individually blur the parts that needed the low frequency to work. I kept it simple Since this video does not have big light play.

nodes
Categories
Nuke

Week 17: match-up Green screen

For this weeks class we have worked with how to get rid of green screen and add our own backgrounds. During the classes we have talked about many different ways on working with green screen. for example we worked with the Keylight which for many people already is a well known node to work with. it is quite a standard green screen removal node and also a quite simple one. In this node you use one key that selects the green of the green screen to remove it from the scene but by using this you can see in the alpha that is does not perfectly remove the green screen. One other technique we used was with the IBK Colour and IBK Gizmo node this node system is a little bit more clean then using the keylight. Using the IBK nodes you can use the IBK color node to use the plate and try to create as close to a clean plate as u possibly can and then comp this back into the gizmo to get the results of the removal of the greenscreen.

Example used for the homework
End result of the example used

For this weeks class we had to work on some homework for the next week. For this homework we needed to recreate a video that Gonzalo already made, for this video we got given the background plate and the foreground plate. When looking at this homework I went back into Gonzalos tips and tricks file and choose to work with one of the examples he gave during the classes (look at the images above).

Using the example for the green screen removal I started working on how to implement this in my own work. I started off by removing the greenscreen using the IBK nodes as given in the example then I used the core and gave it a filtererode to clean up the edges a bit more. Aside from that I also used a keylight to minus despill from the original footage and desaturated to remove unwanted colors. one more important part was to move the particles from the background and copy it on top of the foreground. I did this by using a grade on the background and changed the White and Black point values and merge this over the end scene.

Looking back at my work there are a few things that I had problems with or that I would like to change. One of the things is even though I have quite some detail in the hair it is still missing some of the nice glowing hairs on top and on the sides where it is blowing. I have looked at this for a long time but did not manage to get these hairs back. I need to work on this in the future. Another thing is that if you look at the fore and background together it looks a bit off. My background is quite green/dark and the Girl is quite bright and orange, this makes her stand out from the background. But overall looking at my video I think I did a good job in trying to match Gonzalos video.

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Nuke

Week 16: Green screen

For this class homework we had to green screen out the video given to us and add the background to it. I used the technique of the IBKColour and IBKGizmo node. First I created the IBKColour and tried to make it as an matched up green screen plate then I added the IBK Gizmo to get the green screen part separate and get the right alpha for the scene. I color graded the plate to match it a little bit more with the chosen background.

At the top of the screen there is a microphone that sometimes pops up in the screen, I removed this microphone using a simple Rotoscope and stencil this over the scene there the green screen is already removed. I did not have to do many extra things to the Rotoscope since it is a small area that the microphone pops up in.

Lastely I merged the foreground and background together and gave the background a little bit of an defocus to make the foreground image stand out more and give it a bit more realism.

IBKColour
IBKGizmo
Categories
Maya

Week 16: Satisfying [2]

Reference links :[Referenceimagedesign] and [Referenceimagecolor]

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Nuke

Week 15: CG Machine

For this weeks class we learned how to place CG objects in a composition and figured out how to grade and color correct the object so that it will fit into the plate we are working with. This months work is the Garage project we have been working on in this project we have to add a machine given to us by Nick. After that we also have to add our own environment in the scene to give it our own feeling.

Gonzalo gave us a ready made file so we could explain what we had to do for the machine step by step, one of the steps was to work with Multipass Comp, The 3D model given to us is rendered in Arnold so it is an Arnold multipass. In class we got shown how to work in the specular direct and indirect. after looking into the nodes and changing the grading we use merge plus to add it all to our comp.

split channels in the comp

We also got shown the how to give the model a proper shadow area. The shadow is a n important part to add, these are area shadows over the machine so it looks less fake in the entire scene. When adding the shadow you need to use the multiply merger to add this to your scene. The shadows will give the object more like a 3D feeling to it.

nodes
With shadow in comp

We also got shown to add the relighting and the re-texturing of the object. we got given 3 options on which texture we wanted to add to the scene, as shown I choose the option shown in the nodes image. and as for the relighting we used different passes to help us get the right alpha and then screen merge it so we could add it to a grade and give it a little bit extra lighting

re-lighting and re-texturing in comp

We also have an master CG where we added basic grading to change the basic color of the machine given to us. we used the technique of basic grade matching. for this you pick 2 different colors in your plate, one being dark and the other being a light point.

nodes
Machine in the comp
Categories
Maya

Week 15: Oddly satisfying

We are starting a new 4 week project for our Maya classes. This project is going to be about we make an oddly satisfying animated video. You can find all these kind of videos online on youtube for example. These videos that are very pleasing to the eye show an animation loop that will have a perfect fit through different objects. In the video just below there are many examples of these oddly satisfying videos.

Nick showed us an example he created himself, this draft was made with the effect of MASH. MASH Utilities are a set of helpful tools that either function on or are aided by MASH networks. don in this utility space you have many different effects you can use on a simple object. Nick gave us the example by using the replicator and the curve. You first start by changing the distribute in a way you like (by making a grid or a radial, kind of like the duplicate special). When you get something you like you can give it different types of effects.

Using the replicator it will [as it says] replicate the MASH that you created using the distribute editor. this will create more versions of your created MASH. Look at the ‘replicator and distribute’ image to get an understanding of what this looks like.

The other example Nick gave us was with the MASH curve where you can also use a simple 3D object and make the MASH follow a spline, this could be random or linear. look at the image below ‘Follow the spline’.

So these two images below are my try of using the MASH tool to see if I want to include this in my satisfying machine. I created the 2 types of MASH with a simple cube to start with and see what I could come up with. Using this tool was quite easy to understand, you get a nice menu where you can choose different effects to apply on your MASH. The fun thing about the MASH is that you are able to animate every little part in your MASH. For the circle I tried to randomize the rotation of the cubes and give them a trail. I am still a bit uncertain on how to use the trail in the MASH but I think it adds a nice bit of flow in the animation. I also made some swirly ‘tornado’ using the distribute and the replicator to replicate my first MASH. This was a good class to get to know the tool and play around with it so for testing out the effect I quite understood what a few of the different assets did.

Thinking about the oddly satisfying project I tried to figure out what I wanted to do for my satisfying animation. I searched around on Youtube / Pinterest to get different inspirations on what people had done for their own satisfying animation. one of the inspirations being the video that is at the top of this block. I had a bit of a difficult start to finding something that I wanted to create, there are many different ways on how to create a satisfying machine which was a little bit overwhelming for me. In the end I came up with the idea to create a wave loop animation in where there is a small boat that will stay still in the center of the wave simulation and will goo up and down according to when the waves will appear. The two images below give a reference of what I am trying to create, click on the pinterest links on the images to go to the animation/video.

Tutorial wave

Starting off with my idea I tried to recreate the wave animation shown in the left inspiration image. This wave is also created with what Nick learned us in class, MASH. The first test I did was with a cube and added a MASH to this, from here I assigned the MASH to show as a grid and made it were it is x 24 by z 24. Then I started to follow a tutorial on how to create a wave motion. It is the tutorial shown above this text. To create this wave the tutorial shows that you need to use the OFFSET, in the MASH menu this creates a controllable tool that you can modify and move to create the waves I want for my scene.

First Test version wave in Maya

I also recreated the wave I made and adjusted the grid size and the shape, the shape in this version is formed as a cylinder with a low polygon count, you can see this version in the video above. For the results of the shape I prefer the cylinder shape since in my eyes this looks a little bit more organic and a wave is a very flow motion ‘shape’. As for the gird I think there are too many and it is a little bit too long, this makes for a few problems where I am having trouble to get a correct loop going. So I decided to make a new version with the cylinder shapes but a smaller grid size, This version is shown below. I still have to change a lot of things in the wave motion since the shape of how the wave goes is not entirely correct/ how I would like it to be, It has to broad of a flat surface and the wave is too cylinder. The tutorial shows that you also can create your own shape. This will be my next step for this satisfying video.

Categories
Nuke

Week 14: Nuke Relighting/grading

During this class we were talking about how CG is used in Nuke. We see depending on the CG built we are giving how many more channels we have instead of only RGB. This will help us work better on the model that we get and be able to create better lighting, tones and shades. For our lightings we need to merg is down with the plus merge and if we are doing shadows we will need to work with the multiply merge node. This is a given to us by Gonzalo. During this class we learned all about the AOV’s.

Nodes example during class

AOV’s (Arbitrary Output Variables) are primarily use of the passes that create additional outputs for your render. We got given an example during class to work on. This example was a little legocar that was on a real life street. As for the Lego car image we got with different outputs. These output are for example the indirect, diffuse or specular (see the nodes above). We got to play around in these nodes to create a realistic looking Legocar in the scene given to us. So we grabbed those different outputs and graded each individual pass as we please with a grade.

For this class we also got homework for next week. It was a little bit the same as the lego car but then with a different Car and a street/plate of our choice. The image just below this texts shows you the different outputs of the CG model given to us by Gonzalo.

Nodes for car grading

For this we also got an example node system going on and we could use this for giving the car. I used this example and tried to match the car with the chosen background. So again I graded the different outputs I was given and tried to match the greenish glow that the background has. The first image you see below this text is the image of the car in the chosen scene but then unedited. The one below that image has been the one I added, for color I think I have done a good job blending in the car with the plate. the only thing that is a little bit off is where it shows the glow part of what would be the light reflecting off the car.

Unedited
Edited
Categories
Nuke

Week 13: Garage

Last time we had to play around with this same file we played around with last time. But this time instead creating the grid and point to the tracker nodes as we did last time this time we worked with as I said the same plate but we had to clean up the tracker pads that are visible in the scene and we had to create a Rotoscope for around the hole in the wall. This will be our terms project, The Idea is that we get a machine in the background of this plate. This is why we have to Rotoscope the wall.

First I started by removing the tracker nodes on the ground and on the wall. In total there are 15 trackers in this scene. 9 on the ground and 6 on the wall. I removed this using a technique Gonzalo told us during his classes. Looking at the image below this text (left) you can see the structure I used to remove the trackers. I used the Rotopaint technique where I could use the clone tool to copy the surrounding area around the trackers. I tracked the scene so I could create a card of a tracking point of the trackers. This card will move through the 3D space and will calculate the Rotoscope relying on the FrameHold where I produced my Rotoscope.

After removing all the Trackers from the scene I had to Rotoscope around the hole in the wall. For this I quite did the same as the clean up above. Hold a frame in where you can Rotoscope the part you need and then place this in a card that I created from one of the tracks that we calculated. I had to Rotoscope many different parts of the scene so that the calculation would work separably for the different parts.

Total for Clean up and Roto

Here you see my first version of the clean up I did and how I did my Rotoscope. The clean up in my opinion looks very good. You don’t see the trackers that were once on the ground anymore. But as for the Rotoscope I need to spend a littlebit more time on creating a better Rotoscope. You can see that at some parts it will move off of the bricks that it is suppose to be on. I will be working on this for the next week’s class.

Categories
Maya

Week 14: Rude Goldberg [3]

This is the final product on the Rude Goldberg Machine made during our Maya classes. Reflecting back on this project I had Quite a few struggles during this whole process. Bullet is a dynamic system that I found not always easy to use. I have a feeling that it has a few bugs in it since sometimes it would shift through the object even though I made it an passive object and the other an active one. I also used the shatter mechanic on some part which did not really combine that well with the bullet dynamics. In the end I created something I really like but it still feels like some things are not really working how they suppose to work. To give it my own style I created a Background with a lot of gears and a clock. This clock is activated at the end of the video and will speed up the time.