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Collaborative Unit MA Visual Effects Term Two

MARKERS REMOVAL

This practice is part of the smart vectors practice that we also use for beauty practice. In this case we had to remove the markers. This can be achieve by normal tracking each on of the markers but that would require more time and work. With this technique we only have to generate the smart vectors that will work as a track and with that we can do one patch or the necessaries patches for all the markers together.

First I denoised and created the smartvectors.

Then I created the patches necessaries throw the video, I created more than one because the light was changing a lot.

Then I use the smartvectors to track the clip and make the patch to be in place at all time.

After that, also using the vectors created, I’m able to pass some of the motion blurs that should be created by the movement of the clip.

After that, I premultiply each patch and merge it with the original video adding some grain that we lost with the denoised.

And this is the result.

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Collaborative Unit MA Visual Effects Term Two

GREEN SCREEN EXTRACTION | ALPHA TEST 02

Another green screen practice. This has a better green screen but also is a bit more difficult because of the fur and white contrast.

First I denoised the clip as always and then decided to use IBK techniques to see how it work.

This is the alpha I got.

Transparency and luminosity work for integration with the clip/image I wanted to add to the background.

And here we can see it works just fine, looks promising for now.

But when I added the background I found out that the alpha had some issues, some parts were not completely white. That is because I used only one treatment for the alpha when the left part of the green screen has some shadows that made the alpha have some transparency issues.

Here we can see the issue.

When that happen I had to combine different alphas from different parts of the body. I made an alpha for the right part of the body where the green screen is more bright and an alpha matte for the left part because it was darker.

I also did a separate alpha for the ears because it was a harder edge in comparison with the fur body.

I combined the different alphas in to one, and also did some luminosity treatment.

And this is the result of the integration with the background.

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Collaborative Unit MA Visual Effects Term Two

GREEN SCREEN EXTRACTION | ALPHA TEST 01

Green screen can be a long process and there are different techniques that can be applied to do a good green screen extraction. Here is the original plate I choose.

I decided to use keylight node for this practice. The first keylight is to create an interior alpha matte, strong completely white so we don’t have any unwanted transparencies. Then we do a core matte, more like a general matte that we keymix with a softer matte for the hair and parts that are more delicate.

For the keylight we select the green part of the screen that we want to remove and we treat it a bit to get a better result.

This particular clip was a bit tricky since the green screen was not very good. It is important to have a good clip well lit and recorded for the green screen to work at the best.

Here we see the result of the alpha. And the different alphas combined in to one.

After that, we can integrate it with a different background. I also treated the clip so we don’t lose any luminosity and it can be integrated better.

This is the end result:

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Collaborative Unit MA Visual Effects Term Two

CLEAN PLATES – 3D PROJECTION

In this practice we will learn how to do a clean plate from a video, we start with a simple one that later we will use for a collaborative project.

First we track the plate in order to create cards to use for the patches.

Here we can see that the track works and we can proceed to remove the few markers that we have on the wall and floors.

We proceed to create the patches:

The first time I tried I had some issues with the markers on the far end of the plate. This is the result, I could not remove them.

I kept trying until I found the solution, I had the card in the wrong place even tho it looks it was in the right position. After I place the card in a better position I did not have the problem anymore and as we can see in the next video, the markers are removed and we have a clean plate to work from now.

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Advance and Experimental VFX Animation and Techniques MA Visual Effects Mehdi Workshop Term Two

HOUDINI – WEEK 05

This week is all about smoke and fire. We learn how to create a smoke simulation, like a fireplace.

We start from a circel and scatter to create points with then we create the attribute density and we visualize it.

After this we create a dopnet for the solver. In this case, we use pyrosolver which will help to create a better simulation in this case. We add as many nodes as we need, like gaswind, turbulence, etc. To create the movement of the smoke that we want.

Once we are okay with the simulation we can dopimport the solver, and with the volumevisualization we gave emission to the smoke with the attribute temperature which will create the fire. We modify as we need and then we can file cache the simulation and either do a flipbook or render it out.

Here you can see what it would look like in the final render:

This is a flipbook of the simulation:

Categories
Advance and Experimental VFX Animation and Techniques MA Visual Effects Mehdi Workshop Term Two

HOUDINI – WEEK 04

Week 04 is dedicated to render with arnold in Houdini. We used the simulation we did of the test geometry smashing the hammer on the floor.

Arnold in Houdini works as it works with Maya, you just need to make sure that the materials you apply to the objects are arnold materials.

For the particles, we create a material that over time changes color and becomes more transparent. This is the result of the render.

Categories
Advance and Experimental VFX Animation and Techniques MA Visual Effects Mehdi Workshop Term Two

HOUDINI – WEEK 03

In this week we focused on procedural modeling. The idea is to build a wood cabin to later on destroy it with simulations.

We started with a box to do the basic shape of the cabin. Then we deleted all the faces but the ones on the bottom and top to extrude them and like this we create the floor and ceiling. At the end I merge it with some supporting base.

We do the same for the wood planks that are gonna build the walls of the cabin. We create a simple box that we transform and position, then with a copy node we copy as many times we need, and with the node transform we put it in place.

Then with we create the windows and door and with a boolean node, we subtract it from the geo that we already have to create the doors and windows.

Then we merge it all together and create a simple geomatry to fill the wholes created for the door and windows.

And with the node rbdmaterialfracture we prepare the geometry to be destroyed. We can see how is it gonna look with an exploded view.

We create a group of the selection called inactive that we are gonna use to set those primitive selected to not be destroyed by the simulation.

Before proceeding with the simulation, we separate the differents materials so they destruct in different ways since we have wood, concrete, and glass.

And after that, this is the end result.

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Collaborative Unit MA Visual Effects Term Two

3D PROJECTION

Today we are learning a bit more about projections and we will proceed to transform this still image in to a video.

This is the result of the video.

Here we can see the nodes I used. We project a frame hold and we create a Scene to be able to reproject creating a small movement with the camera.

Here we can see it in the 3D viewport.

At the end I used this video to comp a 3D object creating a track with the video I created before. And we can see the result here.

Categories
Collaborative Unit MA Visual Effects Term Two

CRYPT

This is also a 3D tracking practice but with this one, we are collaborating with the Maya class to implement and integrate a 3D model that we came up with to after work on the compositing part of the process.

So first is what we have done already to the clip, track it, and create a clean plate of the video. All of this process you can find it in the post about CLEAN PLATES.

While we are creating the patch, we can start modeling what we want to implement in the scene. First, we looked at some references, I chose these images of a steampunk-style machine/motor.

This is where I start modeling it. Here you can see different stages of the process. From the first model to texture and lighting.

After we had the model created we can export the camera and track from nuke to import it in Maya so we can render the model with the right camera and make it move along side the clip.

We also create some shadow catchers to try and match the light from the video we have. As well as some planes with a aishadowmatte material to cast shadows on the walls and floor.

As you can see I have duplicated some of the geometry to fill up more the room.

With all this set up we can proceed to render the model and after import back in to nuke and do the compositing part of the project.

Once in nuke I start to work on the roto for the clip, otherwise, the model would not look like is in the room at the end.

And then we combine both the clip with the model I created for the final result.

This is how it looks at the end.

Categories
Collaborative Unit MA Visual Effects Term Two

3D TRACKING WITH NUKE

3D tracking with nuke is a very straightforward process that is used for a lot of techniques like 3D projection, create clean patches of a plate after use it to integrate other models/textures.

Here you can see the original plate that I choose for this practice. I like it because it was an alley with some movement on the back that later can be removed or something. Also, it has a post that passes through right in front of the camera and it would be a good practice to remove it. At least the one thing I’m gonna need to do is rotoscope it out to be able to create patches behind it.

After we denoised the plate and made the right adjustments like some sharpening or grading to make it easier to track, we can proceed to do the track.

As you can see I do some treating before the track, and roto out some areas that could cause some problems.

This is the part the I did the roto were the tracker wont affect.

Then is just a manner of selecting some points and create cards or 3d objects to see that the track is working and also to later work on that to replace it with a patch. Here you can see how the track work. Later on it will be improved and you will see the result at the end.

As you can see in the previous images, we have the roto of the post that I’m putting back on top with a merge node so it passes in front of anything I create behind him. And I also show you the solve of the track, where the purple points selected are the ones that I’m setting as ground points so it knows where the ground is, this will help places patches or anything.

Here I create some patches on the background removing the people to have a clean plate without anyone on it.

The image on the right are the patches to remove the people and the ones on the left are what’s the next step that I’m working on it, remove the close up post that is passing in front of everything with different projections. Here is the end result that I have now.