Week 10 nuke

deSpill gizmo that allows to replace spill with color or image,

Homework

I tried different ways of keying, first I used IBKColour and IBKGizmo for the green screen removal, but I was not satisfied with the results at the hair, the edges of the hair nuances were very untidy and the lines were obvious, so I switched to other methods.

With SpillReplace, to do the colour replacement, I first used the keylight node to remove the green background, I used Erode and Edgeblur to soften the edges of the characters, used different merge nodes which are divide, multiply and above, added the Premult node which multiplies the input rgb channel by its alpha to merge the UN pre-multiplied images and colour-corrected pre-multiplied images.
I added Grade and ColorCorrect to the background to adjust the colour, based on the warm yellowish tones in the foreground, I needed to warm up the cooler tones in the background. This makes the two blend more realistically

Week 9 nuke

This week we have learned a few important nodes, IBK COLOR, IBK GIZMO, KEYLIGHT, PRIMATTE, ADDMIX, LIGHTWRAP, which play a very important role in clearing the green screen.

The chromKeyer tends to work better with more evenly lit

screens that are more of a saturated color.

NUKE’s CHROMA KEYER is that it takes full advantage of any

GPU device you have in your system.

IBK stands for Image Based Keyer

It operate with a subtractive or difference

methodology.

It is one of the best keyers in NUKE for getting detail out

of fine hair and severely motion blurred edges

First I did a noise reduction on the green screen scene, then I used keylight and selected the background green to erase the background, held shift, absorbed the colour and processed it, I turned on the Alpha channel to check that the white and black areas were clean and completely separated, then I made some changes to the Screen matte values.
Next I colour corrected the background video, to make the background colour look clearer I reduced the saturation value to zero, the other channels I fine-tuned to fit more closely with the foreground, after which I merged the two nodes together. After the Roto, I added a blur node to blur the edges. Then I set keyframes where the microphone appears and merged them together. And then, I tracked the background video and the foreground character so that the background was following the camera movement. I created a tracker node to make it follow the background. The tracking was done. Finally, the colour grading was done to make the video visually more colour fitting

Week 8 nuke

This week started with our How to deduct green screens in Nuke, showing us how to use the colour controls to manipulate images. Specifically, we showed how to use the Keyer and Colourspace nodes.

Keyer node gives me access to several simple keyers. You can use it to pull keys based on the input image’s,red, green, or blue channel, redscreen, greenscreen, or bluescreen, luminance (the default), saturation, or maximum and minimum values.

The Colorspace node converts images from one colorspace to another,Set the output controls to sRGB, D55, and RGB.

And then, I added the red to the highlights using the level node and I masked the keyer so that alpha acts like a mask. The colour correction will then be applied to the white areas of alpha only. I then added a blur to soften the edges of the alpha mask so that the figure and the background blend together better, and by controlling different nodes I can get different effects

Week 7 nuke

This week’s content covers the principles of CG compositing as well as the nodes and content needed for CG compositing and some tips on simply merging CG files and scenes together and setting up an STmap and reformatting the nodes before merging.

The shuffle node makes the CG in the scene look more realistic, simply by switching channels and grading them, and can rearrange up to eight channels from a single image (B input). rearrange channels between two separate nodes (A and B input), like a foreground and background branch, replace a channel with black (removing the alpha channel, for example) or with white (making the alpha solid, for example), and create new channels.

In this lesson you will learn how to correct colours. Techniques for quickly using scene colours in CG scenes are analysed. You can use the Grade node to select the original colour and then select the scene colour in the Gain section, which will change to the scene colour, making the scene and model colours match each other more realistically.

And then, we learned how to do the basic grade match.

Week 7 maya

Last week I finished the model building and the animation binding part, next I will be tweaking the UV.
I need to add some textures to the model, but before that I need to start UV Mapping. But before that, I need to start UV Mapping. UV Mapping is quite complicated for me because I make a lot of small parts, such as screws and gears. I split the UV’s on my machine separately, sorting the different materials and putting the UV’s together for the mapping of the same material.

I wanted to use Substance Painter for the mapping. I watched some tutorials and looked at reference photos to decide on my colour scheme and aesthetic. Furthermore, I wanted to use a dark green as the main shade for my model. I really don’t know what went wrong, but some parts of my model imported into Substance Painter, the UV’s don’t show up and the model disappears, so I had to paint my own decals through Photoshop and download some metal materials to change the roughness and diffuse the model to control the texture of the metal.

I controlled the Bump Value of the model by adjusting the displacement of the material, and the final result is as follows

Week 6 nuke

We learned in this session about different ways/software to render, how to combine different layers from a particular render, different renders using different nodes in Nuke

And use the LayerContactSheet to see the information for each layer rendered

This is about adjusting the colour and shading of the model by adding nodes and adding ground shading to the model to make it fit more realistically into the video space.

Week 4 nuke

There were three main nodes in the school this week, namely
Cameratracker, Pointcloud and ModelBuilder.

First up was cameratracker, which allowed me to create a virtual camera whose motion matched that of my original camera. Tracking the motion of the camera in 2D footage allowed me to add virtual 3D objects to the 2D footage.

ModelBuilder:

Firstly, use the shape tool to create a card, and then adjust the shape and duplicate the edges of the shape, 

After that, we used Rotopaint to do the clean up. I erased the window. Remember to use the FrameHold to make sure all the frames are covered.

Week 3 nuke

In this week’s Nuke lesson, we focused on 3D camera tracking, where the camera is set to the same camera that was used to shoot the original video, so that the view in Nuke will look the same after tracking. I used the CameraTracker node, inputting the details of the camera that was used, then the number of tracks (features) we wanted , and then the number of tracks (features) we wanted.

For 3D tracking first we need to create a CameraTracker. then adjust the raw camera data. The number of tracking points is set and then they are tracked. Once the tracking is complete we resolve the tracking points and create a scene. 3D tracking is automatic so it is easy to track. After tracking we can identify things like floors, walls etc. by determining the tracking points so that we can better add 3D models to the scene later.

I added an origin and ground plane with the points, this ensured the tracks were organised and correctly placed. Then I created cards for for the walls and ground, and merged them over the scene.

Week 2 nuke homework

For this week’s assignment, I needed to remove the tracker marks from the face first. I started by transcribing each point, using a circle, and making sure it tracked effectively. I use two trackers to track the points on the top of the character’s cheekbones, then I use two Roto nodes to rotate these points and then drag the tracker values into the Roto nodes so that these Roto’s are tracked and follow the character’s facial points. Then I needed to blur the dots, and use a shuffle and grain to soften it. I also used an edge blur on the alpha to achieve the same effect

Week 2 nuke

Through this two-week Nuke course, I have learnt a few ways to remove marks.

Firstly, there is the Roto Paint erasure method.,RotoPaint is a vector-based node for help with tasks like rotoscoping, rig removal, garbage matting and dustbusting. I can draw Bezier and B-Spline shapes with individual and layer group attributes, including per-point and global feather, motion blur, blending modes and individual or hierarchical 2D transformations.

The second way is to fill pixels by unpremult for paint, which can Merging unpremultiplied images and Color correcting premultiplied images, this method can specify specific frames to override other markers, and then track the position to cover the markers in the entire sequence.

The third method is marker removal – advanced – cloning and vectoring. This method analyses the pixel information around the tracking point, the