Nuke - Object Matchmove | Object tracking

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hey guys what's up Russia they're from VFX world welcome back to my channel I hope you guys are doing absolutely fine guys I hope you guys already saw my VFX really 2019 which was absolutely stunning and if you guys still not watch that just go and watch that link is in description okay so today we'll learn some cool things inside of noob that how you guys can replace any object with some kind of cool tips and tricks and techniques so first of all let's go through this process and this is our main input like it's a footage where I showed it this and if you guys need this footage link is in description just go and download and then start you're working and then this is a footage then we did some kind of things then it will come like that then we'll go to this Maya and over there we guys can add any object over that place so it's completely kind of look like a match movie but you guys can replace any object by using this method so I think you guys already excited right so without wasting any time as I always say let's get started okay so guys we are in Nuuk right now and this is nuke X the most updated version and let's select all this and drag it to him and then just disconnect this all because we need a separate image because we are making this again for you guys then press D to disable because these guys will not render right now so right now let's connect with this viewer and it is disconnected to this viewer so now our new scene is ready double click on use footage see this resolution in 1920 by thousand ATP which is the guy's case a Full HD but our this was made in 4k okay so relax there's no this doesn't matter okay so now what I have to do we just have to first cut this area like when you go to the first frame I have to wrote out this area so press o on your keyframe and then we have to start rowing over there so let's keep it like this and this footage had some jerks so it's not stabilized so when the output will come it's absolutely look awesome okay so select it like this then obviously I have to go to the last frame then just rotate it like this slightly and then just scale it and make it like this and you have to adjust those shapes and all I am just making this rotor shape roughly you guys can do it more precise as you wish but I suggest you did not do this so go to the first frame and then in between like this so what I have to do you just have to simply adjust it like a roughly roto so I am just making it fast forward because it will take some time to Forrest okay guys so the basic roadways right now done so now what I have to do have to camera track this area so let's press tab and then camera tracker and then just connect it to here now we don't need to track the entire area because when you go to the settings option and preview features on you guys can see like after some times some tracking features will be popped up see this is other tracking markers but it's already is in entire footage but we don't need that so we need only this much road area so I do have to do see cells a mask option is there just connect it to here then just you have to wait because you turn on this preview features option so now what happened it sometimes it is taking some time for buffer then just go to the camera tracker option over that the mask option is there then just go to the mask inverted alpha so when you click this mask inverted alpha what happened that all the tracker markers will gone and it will come only this much area so right now only this much area will be track and the tracking information will be more accurate than the other part you can make it some grid like this or the highlighted area so you can make it create it all like this I will just show you press G for grading and then you guys can make some color Corrections over there so that what happened the output will more come good now I'm just turning off this preview features option because it will maybe it will actually decrease your ramps so just turn this off and then you guys can maintain it like turn this black on like green ups and down some multiplications everything which you guys use and it's completely up to you that if you prefer you do I personally suggest that do not do this because I don't like that okay so let's double click on this camera tracker and then just gonna have to do this track so just track here so when you press track here it will start tracking but guys the sometimes what happened it's a fork a plate but I converted into like 1920 1080 P so because the render time and now see the tracking is already started so when the tracking will done I will get back to you because it will take some time okay the track is right now done let's solve this camera because as you all know after doing track we have to solve that camera otherwise that track information will not come so the track I solve is done and as you guys can see the error abode is two point eighty nine and it's average okay so go to the settings option sorry the auto track option go down over there you guys can see delete rejected and delete and solved when you go in between you guys can see so many red dots are there so just delete reject it and then delete unsolved so right now those markers which you have the perfectly tracked or you can say like track markers okay then just press one here now it's going good okay so now what we have to do we have to export some tracking data and you have to exceed some scenes and all so just go here now you when you zoom its Lee that tracking length is 1 0 1 so it means now see you guys can see the track length is 1 0 it means like these trackers are in entire footage it will not get turned off after some frames after a few some few frames okay so I have to select like this one and let's select this one and this one this one as much as you can select which will create some good outputs and I know these trackers will not and that this is 15 8 so after 58 number frame it will turned off so it's not a good track select this one and let's see over here is there any tracks yeah this one and no not this one this is not that ok this one okay so these are track is fine so right click ground plane and say to selected so right now these are the planes are for ground planes so which I already said to select it now what I have to do I just have one and then go to camera tracker go to the camera tracker option over there you guys can see there's option over there from here I'm just checking is the scene and turned off this link output option then just press create so now we have our own camera tracker scene so I'm just making it some like disconnected from here because we don't need these two we need only these two right now so just make it like this bridge dot here connect it to this input and we have to take a scanline renderer scanline renderer and connect to the scene and camera to camera and the BG should go to this BD and let's make it more precise because always make your comp I mean node graph properly then press one so now we have our most interesting 3d scenes press tab here now you guys can see this is our own 3d scene ok so right now it's done now what I have to do have to take a model builder because we have to make a rough model for this and then we'll export that model to Maya and over there because can put any object or weather or you actually you don't have to create some model builder but I create because we will get the proper positions and if you wish you guys can change something with this but you guys it's a speaker if you know if you don't need anything to change if you suppose like if you want tools some kind of holes to create here you guys can make some rough model over there and then just to make some 3d stops here and render it from Maya and put it in nuke and let's comp over there so us can achieve that output ok so what I have to do take just by pressing tab taking like a model builder and select it like this and what you have to do let's come it like this and connect it to here camera to camera source to source and press view so now when you play you guys can see this grid is actually stick on his own space so it's means like it's tracked really well so I don't have to play this entire thing so what have you do have to create a box for this which is a roughly box so go to the shape default and press create those who guys still not watched my camera tracker and model builder tutorials I already made their tutorial so I have a new playlist in my channel just go and check it over there link is in the description that new playlist link is in the description just go and check out you guys can understand in detail what model builder can do ok so just click and make it like this so now we have our own cube and we have to align the so I'm just doing it very fast you guys can take so much time and then you guys can align this so I'm just make it really roughly don't judge me that I am NOT doing it properly it's maybe shaking or something like that because it's completely roughly I'm doing okay so just being like this and then right-click mode edit then right-click sorry what happened I think sometimes sometimes what happened when you were using model builder your system may be slow so just be careful do not click anywhere when it's getting stuck so right click and then face selection just click this face like this is a face we those who guys from 3d background they know what I am talking about this is a face so then just click and drag it down like this so I make it only until here then right click on vertex selection so in a clip what a selection it will take some time to select therefore Texas because these are some things I like called processing then right click mode align again so then I am turn of this grid so it's very irritating to maintaining this all then I have to align this it's again so let's align this like this so I am now going it little up and it should go little outside because we have to replace something okay so we don't have to make too much precise so it's going like this and this is this lines are almost perfect yes and this is also going nearly out okay so let's come to this part and let's align this one okay so it's almost fine you guys can't take so much time for align this because this is the actually the major part where you guys can do some kind of sort of things okay so this is almost aligned now this is a first frame only okay this is not aligned the entire frame range so I'm go to the last frame and then click anywhere and then just drag it like this so what happened it's now aligned with this perspective okay so again select this two vertices and I have to align this it again like this so this is the most critical part do not differ where you can distort it too much your entire output will be the messed up so it's likely like this and then make it cool okay great so it's fine now going between frames you guys can see it's almost almost aligned so let's make it like this do not do not please do I'm just suggest do not distort it too much because it will can destroy your entire output so I'm just playing it roughly you guys can see this box is right now aligned it properly and just decrease the resolutions so guys you guys can understand it properly that what exactly happened here so it's it's completely sea like it's floating but exactly it's not when you pause this you see this is just for buffer so some guys can think that this box is actually jumping see it's not tracked well but it's actually tracked really well it's actually for buffer because the frame is buffering and the model is buffering little bit late so the frames are mismatching that's why it sometimes happens but exactly what happened it is like it's exactly on their own space in 3d space so now you guys can see this cube is right now aligned or you guys can sum match moved properly so you guys can create anything inside of nuke right now whatever you can put on this box or with this box it can create a good output but I suggest to go Maya and over the you guys can show your own creativity okay so what I have to do double-click on this my model builder click here and select this cube and drag it down and select over there like baked so now I have the baked geometry over there so then just disconnect it and connect it to here and disconnect this model builder from this scene and leave it like this and then connect to this one to the scene so now we have our actual 3d geometry and we have no texture so pressing tab then press a checkerboard and connect it to here now we have our textures now increase the checkerboard sides like 200 it's fine and then just press 1 to view and tap 2 to the output now when you play you guys can see this box is completely aligned in fact the match with this box so what we can do you have to export this entire scene to Maya okay so I already exported that but I will show you how you guys can export it in Maya so by pressing tab you guys can search like right geo because we have two right option like one is right and one is right geo so those who guys didn't know about 3d interface in nuke I just want to tell you that right is for two-dimensional output like if you render any kind of two-dimensional things to do things then you have to use that right node or right geo is completely based on 3d purpose like if you want to export some 3d scenes from nuke for any other software then you have to use that right each your note so that's the difference between right and right you so whenever anyone is asking you that why you use that right and ride you then the answer is very simple right note is for two-dimensional purpose and write your note is for three-dimensional purpose I hope guys you guys understand that clearly okay then just like this right you're not know it's come then just worry when you connect this right you know to here you can see automatically it's disconnect in fact it's not connect with this scanline renderer because as you all know scan live into the calendar only that two-dimensional output so what do you have to do you have to connect this right node to the scene so just press dot here connect it to here and this dot will connect to the scene so in our scene you have our camera and our this Q so we have to render this cube and this camera so whatever is in your scene connected that will be rendered okay then just double-click on your right and from here I am just selecting from like my desktop where I'll export that I am just clicking like what you can say box I already exported this you guys can see so I'm just making like a box underscore tutorial and then what have to do press dot and then FB X this is the main thing you have to click it in FBX so then press open and it's a simple press execute and the input range is like global and just press ok so it is very fast and because we have to export only the camera and that you my tree now we have to go Maya over there you guys can already see I already done this before so I'm just resetting this everything because I want to show you everything with you all so I'm just create a new scene here and it just don't save so we have our completely new scene here okay so now what I have to do press file then press import and over there I'll import that file from desktop which is called box for tutorial and then press import so now we have to see you can see that we have our camera and box now it's very small leave it like that leave it like that so do not have to scale it up because then you have to access the animation and all so leave it like this but when you go to camera view you guys can see this is actually like our nuke output see this is the box which I exported from new okay so now the main purpose we are using Maya 2019 because we have Arnold P installed here so now go to the perspective view select this camera and what you have to do you have to make a image plane over here now as you guys can see this camera is from up direction and we have to create the image plane which will create only this much area okay then select this camera go down over there you guys can see there is environment option over there click this create option now you guys can see there's a big screen over coming here and then go to town image name and just select your image and press open now you guys can see the images popped here and press use image sequence that's it those who guys didn't those you guys watched my previous tutorial which was completely based on almost same thing where I put a car on a like what agency a parking lot over there that was completely CG car and I put some shadows over there which was also created by this image plane but over there I showed you one option that from here eating magic object display I just turned on this costing option because in 2016 my aversion if you don't turn on this ghosting absorption the image and the model will not match properly but in Maya 2018 it's already fixed that bug or you can scan say that issue so do not have to turned on this costing option so 2018 is actually pretty good version and in fact a very stable version I have ever used ok so you guys can see the footage is already playing here and when you go to the from camera and from here just click to this option and when you play this you can see the boxes aligned it properly ok good now what I have to do have to press survey we can place anything in this perspective area so just import my 3d model which I downloaded the model and the image sequence link is in the description you guys can go and download it from there so just import and I am just go to my downloads and from there I will just import that so downloads and where it is container ok so now as you guys can see the container is exactly very big ok because our scene is also very small so what I have to do is very simple just go to window and window outliner and select this fpx which is the models and press ctrl-g for group so now it's completely in group then just scale it down down and down and down ok then what you have to do just to move their positions and it's completely like this and press F on your keyboard now see this is also very big so it's have to be more small more small and like this so we have to rotate it like this so now I'm just making it like minus 180 degree so now it's completely rotated and just make it going down so now you guys can see this is still very big because our box is this much but this option this box is really big so again we have to make it more small now it's almost matched right press F now what you have to do you have to match this box rotation values and all with this vacuum so first of all go up and make it aligned it like this so what you have to do I'll just make a rotation over him okay so first of all I'll just make it a little smaller and make it I'm just deforming this box there isn't this I have to cover this box with this so then just rotate this like this no it's fine so the main rotation is right now done as you guys can see this is yep it's fine now the side angle so the side angle should be matched same so it's fine now go to this w press and it should be match like this now it's almost match now this area is not match what I'll show you this rotation is not match so we have to match this like this so now it's matched as well okay so the entire model is right now matched you guys can take your so much time I know but in tutorial I I think I can show you how I trying to match this there now go to the camera view you guys can see this model is right now him now what you can see this is in same place now you guys can scale it down but I suggest do not scale it too much now what you have to do select this previous box and press ctrl H to hide this because we don't need that box right now now what you can do you guys can move it anywhere but do not move too much because back side we have that box okay so by pressing D you can shift your previous period point so it's completely up to you that if you wish you can create some people so you can rotate your pivot point because I am trying to rotate that previous previous point right now so just make it like this and rotate it slightly okay fine now you guys can understand how I just made this box and replace with that then just select this and just make it little scale it down slightly like this okay good now it's completely done so now guys as you guys can see this is completely replaced here so I hope you guys can understand that what I am trying to show you with this tutorial yes one more thing I can show you the entire rendering process that how Kyle how you guys can render it in Arnold but that will completely a different method because that will completely based on a 3d you have to show the rendering process or entering a material rendering options and also I think this is the end because that will I will cover it in any other tutorials that how you guys can render it in Arnold and we are actually I am trying to make some Arnold tutorials so very soon in my channel it will be available so I hope today what I am trying to show you you guys can understand by using some new camera tracking process you guys can create some cool camera tracking data then you guys can export that in Maya or any other three-dimensional software like Max or after effects by using ribbon 3d you guys can replace your shooted object or you guys can fix something or add something over that object so yes I am just trying to show you this method it's a very easy method it's very it's not a complicated and I hope I can explain you guys properly so if you guys liked this video then don't forget to hit that like button subscribe button and yes thank you for giving me so much love and support very soon my channel will be crossing 10k subscribers or then I will create one more Q&A session so thanks for love and support and I will see you in my next video till then have fun stay healthy and keep watching keep subscribing VFX world you
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Channel: vfx world
Views: 42,801
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Keywords: nuke tracking, nuke object tracking tutorial, nuke tutorial, nuke object matchmoveing, nuke vfx tutorial, nuke object removal, nuke 3d tracking maya, nuke object tracking, nuke object matchmove, nuke object tracker, nuke 3d object compositing, nuke import 3d object, nuke add 3d object, nuke replace object
Id: KIYYkJQE4gM
Channel Id: undefined
Length: 24min 53sec (1493 seconds)
Published: Sat Dec 21 2019
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