Spaceship VFX - Multi Pass CG Compositing Tutorial inside NUKE ! BEYOND SKY

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hello guys welcome to the beyond sky channel today we're going to learn how to composite a shot in nuke and the plus thing is linked to all files provided in description all the copyright and ownership for these files goes to the respective owners so without wasting any time let's start so we will start merging with beauty passes we will start with the defuse pass but before that let's set our project settings then merge diffuse direct with diffuse color and we also organize the script so it's easy to understand what's going on set merge operation to plus also merge diffuse indirect with plus operation same for the glossy color with plus operation also merge glossy direct and glossy indirect with plus operation also keep organizing the script and now we will merge ambient occlusion but remember this time we're going to use multiply operation because we want to remove the white and now we will merge a mission pass with plus operation as we can see this doesn't looks right that is because of we forgot to change the operation to plus now it looks perfect make sure every operation is correct now we will start color correcting every passes this is not necessary to go after each passes for color correction i'm doing this because i want to make it look more contrast and saturated take color correction node by pressing c go to ranges and pre-mult by rgba reason for doing this is because of we don't want any edge artifacts so on pre-mult and pre-mult method helps to protect and maintain the edge quality now you can start color correction safely so i'm going to skip this whole process because it's all similar you can color correct it as per your need okay so i'm done now we are going to tweak the emission pass so the emission pass looks better but not like what we want so we're going to add some glows to it i'm going to use bm optical glow it gives nice amount exponential glow i have given this in project files increase the size as well as gamma you can increase saturation a bit also now we're going to add glint node it works kind of directional blur but it's different you can also create a basic lens flare with this set rotation to 90 degree length to around 120 to 140. increase steps in between 30 to 40 increase aspect ratio and decrease tolerance and decrease gamma to desaturate okay this looks nice but still i don't have much control so what i'm going to do is i will merge it from the outside to the stream with plus operation and enable effect only so you will get only data what the glint node is creating now add blur node increase just a bit so we can avoid the sharpen edge fine now i'm going to add one more glow note to the stream [Music] now it looks much better now personally i don't like the ship color so i'm going to change it before that i'm adding unpre-malt and color correcting again and now let's add hue correct note change color by tweaking hue rotation you can pick your favorite if you want you can also play with other settings as per my need i'm turning it little dark and desaturated done don't forget to add premault i'm going back to the color correction node to make some changes oh i forgot to save [Music] now it's time for the background plate so first thing we gonna do is tracking for adding the sky so let's add tracker node find a good point near sky and add track point also maintain the search area so tracker can track it perfectly let's hit the track forward [Music] need to add another track point and track [Music] okay this one is also fine now let's add another point and track [Music] okay so here we got a problem our tracker is not able to figure out how to track a head but we got solution for this now what we gonna do is hold the tracker and hold ctrl and move the tracker to a similar parallax reference and hit track forward this method allows us to track a point which we can't even see as you can see it's going exactly in the same direction now all of our tracker points are working well so what we need to do is select three of the trackers enable translation rotation and scale on three of them and in the export select transform match move baked and then hit create so here we got our tracking data successfully now let's import sky images i'm going to start with this one first let's add reformat to it first and then we add our match move data let's merge this and yes don't forget this time we're going to use under operation so what it does is it puts a connection in the background instead of b let's merge our livation plate and use under operation same as before need to organize the script a bit okay so add transform after the match move data now fit this to the screen i have also added the mirror node to flip it horizontally also rotate it to match camera angle okay it's fine now you can see we're getting a problem here on the edge it is because of the glint affecting our alpha go to the glint node and change channels from all to only rgb and now it's perfect let's come back and it's time for the second sky image don't forget to add reformat then copy paste the mirror and match move data and same as before add transform and make it fit to the screen let's merge this with under operation but we're not able to see the sky we will fix it later and now it's time for the creative work add volume raise node this node is very amazing to create volumetric light this works with the luminance so if there's black then it's not going to create light but if there's high value of luminance then it will create good amount of light so i'm going to make it more contrast and brighten so we get perfect light rays you can increase the rate length here and also you can increase the quality here now let's merge this and turn down the mix now it's time for the smoke reactors but if you see it looks no need to worry just go the read node and check pre-multiply let's merge this okay so this is because of we forgot to add reformat so do that first now add on pre-mult grade and pre-mult node adjust the gain and multiply and click on this color wheel by holding ctrl first of all increase the temperature because we're going to create very sunny look also tweak the magenta and intensity then come back to our main footage and we're going to do grade i'm going to make this little dark and if you see we're facing the fringe edge problems simply just go to the read node and enable pre-multiplied and raw data now it's sorted let's come back to our grade and make it dark i'm also using color correction node i'm giving it more side of temperature because it's sunny now as i said before now we will fix the sky merges so go to the sky 1 merge and decrease the mix also go to the sky 2 merge and decrease the mix the volume light doesn't seems me right so i will shift the merge after the spaceship increasing rate length and then increasing pre-ray blur so it blurs the edges if you can see let's arrange all the stuff first now go to smoke reactor's color grade i'm adjusting this to make it look little dark now after the emission merge node add histogram histogram works like levels in after effects this tool allows us to create hazy offset effect which helps to match the environment i'm adjusting this until the haziness doesn't matches with the background play with output range slider it affects out whole frame so what we need to do is pre-mult by our gba and histogram it's been god damn 10 minutes man let's take a break [Music] [Music] [Applause] [Music] good now let's go to the sky 2 add saturation node and desaturate it okay this looks much better add light wrap node after the histogram all the gizmos which i used have provided with project files i'm connecting bg pipe to the volumetric lights so what light wrap does is it picks the colors of the background layer and draws on foreground layer's edges to make it look it's interacted perfectly for example this image how the background light is overlapping on the foreground subject by picking luminance value increase the brightness increase the gamma and also increase the saturation i think i need to decrease gamma and brightness also and yeah especially increase the size now let's merge volume raise to the mainstream it looks too lighten up go to merge properties and adjust the mix as per need organize time let's get back to the volume rays if you play this rays will look very steady so we're going to animate the volume position right click on this curve icon and set key now animate volume point and you can adjust parameters as per need if you want add crop node so our nuke can work more better go back to our smoke reactors add grade and i'm correcting a little bit more now if you notice the brightness on this frame and on this frame looks different now the smoke doesn't seems pretty good so add key on gamma offset and on gain and change the value after going to the frame that looks different okay now it's perfect now merge volume raise and smoke reactors separately and then take one more merge and merge it to the mainstream before first sky change the merge operation to multiply now add grain between two merges and increase gain and multiply i'm going to animate the opacity so add set key on mix and add lower value at the beginning and full value at the middle so you guys must be questioning yourself why we did this so the reason was to get light interaction in the smoke so after blending smoke and volume together we got the light passing reaction and it looks great changing the direction of volume raise now i've got this dust stock footage from action vfx it's free you don't need to worry add reformat i don't want that ground edge so i'll create a mask let's create a mask quickly pre-mult by our gba then select mask operation and merge go to roto shape and select invert add blur after roto and blur a little bit merge the dust with volume raise and operation to multiply add grade to the dust and make it little dark merge it to the mainstream it's not much visible so i will grade here and we'll make it brighten add transform and rotate it to match the ground orientation let's get back to our tracker node add a tracker to the ground surface and track forward and backward done now enable three of them and create match move data but it's not visible after a lot of hours a lot amount of research the reason was it was on first frame [Music] okay so adjust position and scale how you want it to be go to merge and decrease mix add saturation after grade and desaturate it until it matches the other smokes around it [Music] now on our live action plate add light wrap connect bg to sky 2. increase brightness at full also gamma decrease the saturation increase size upto 200 take constant add transform pick the average color with this eyedropper hold ctrl shift and drag merge constant to mainstream take roto merge with constant by mask operation and add blur after the roto create a basic shape and maximize the blur value go the merge and decrease opacity add grade after reformat increase gain and hold control click on this color wheel increase intensity and decrease temperature select roto shape and make basic position animation i will move this transform after the merge so it will work by the way press control plus down or up to quickly move the node now i want to create a fake depth of field to this shot so take blur node set up to 5 pixels take roto node create shape where you want the depth of field and connect blur mask to roto add blur after roto and increase blur value now if you see it's not exactly how it should but at least we got that i'm going to add the blur on sky also add little more value than we added previously i think i need to decrease the blur it's overvalued going back to histogram making it more hazy you can do this with grade also by increasing offset this glow doesn't works pretty well in here so i'm going to use another one increase intensity drag the range bar to left slowly parameters are simple so you can explore that by yourself okay now if you wanna you can turn down opacity by add multiply node now it's time for the god of vfx andrew kramer's amazing plugin optical flares you can purchase this on the official website of video copilot now first of all we're going to options where we'll select our lens flare go to preset browser and go to every folder and check all lenses which suits your shot i'm selecting fda scroll down select any of lens texture for temporary increase the illumination radius and brightness now select lens texture which you like merging flare going back to options and disabling the glow because it's all ready to brighten and we just want the anamorphic lens increase the brightness and scale open options i was searching for good texture and the smudgy works best for me ok this looks good now going to volume raise again adding grade note and saturation node it's way too much vibrant for me so i'm desaturating and decreasing the gain so now we'll move to post-processing starting with grade i'm making it little contrast also adding color correction so i get more controls okay so coming back to our optical flare we have to animate our lens position similar to sun source so go to first frame and add key on position x y then jump to average frames and adjust position go to flare merge turn down mix add saturation and desaturate it so to make this look more real or better we will add grain for grain i'm using nuke's default tool reduce the size of rgb grain decreasing the red more decrease intensity to the value just for taste if you're getting confused at what channel to the grain is going then you can go to individual channels and see which channel has more or less grain and edit the grain now we will add chromatic aberration i have given this gizmo in project files this tool gives rgb lens distortion which is great to give a final touch up to the shot for more visibility increase red to plus value and blue to the negative you can also blur the channels but in my case i'm not using it and hell yeah again after lots of hours and lots of research i was wondering why the fringe edges are coming and later all you need to do is just copy the alpha you can connect a pipe to the pass which have correct alpha value but still nothing happened because we have to connect before emission merge and adding premult one more problem was our glow was getting cut so it was because of we enabled pre-molten histogram so what we need to do is simply just keep histogram before emission merge so now it works let's come back add log to lin node select lint to log then add sharpen node take log2 lintnode again so now who don't know why we did this long process it's because we can avoid the black artifacts on the edges for example disable this two node and see how the edges will react you can see how much it gets messed when we don't do log two lin process so adjust sharpen size and minimum as per your need then i'm adding heat wave to create heat wave distortion climate now reduce blur size but before generating heat wave we will render one frame okay so let's plug this heat to this frame now decrease detail size base size and global distortion we're getting an edge problem here this is because of this node is distorting out whole frame so simply you can just check this fill frame edges now it's gone i can't guide through all of these parameters so please you have to check it by yourself now i edited the heat wave correctly so now i'm going to plug that here so it's time for the camera shake again i will plug here temporarily right now it looks over add amplitude upto 5 and frequency upto 1. now this seems me correct so i will plug this here before our lens flare because we don't want lens texture to be shaken now i will add lut i don't recommend this to use in all comps especially if you're working for somebody and unless they want you to add lut i will give some of the luts as well so guys this was the final step and this is how it looks now open the nuke and create a badass composition and yes one more thing don't miss to send me your final composition i'm really excited to see what you come up with now just go get out of here and smash the nuke [Music] you
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Channel: Beyond Sky
Views: 23,698
Rating: undefined out of 5
Keywords: vfx, vfx breakdown, vfx compsiting, compositing, nuke compositing, nuke tutorial, vfx tutorial, nuke vfx, the foundry nuke, hugo desk, hugos desk, vfx vibe, vfx geek, scifi, vray, autodesk maya, redshift
Id: 2euaC6DeaBg
Channel Id: undefined
Length: 25min 27sec (1527 seconds)
Published: Thu Aug 04 2022
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