I first created the camera tracker node after i inputted the sequence into nuke. I then clicked the track button to get the points in the scene. I then pressed solve and had errors. I deleted the unsolved and rejected tracks and solved it again, deleting the rejected and unsolved. I clicked the trackers in a triangle, right clicked, ground plane and set to selected. I then selected the central one, right clicked, ground plane, set to origin. I selected the two either side and right clicked, scene and scale distance. I clicked scene and set the distance to 10. I created a camera and a point cloud. I tabbed and created the scene node and the scanline renderer node. I set it to camera and locked it. I selected wipe to get the background in and put it over. I disabled the camera tracker using d. I created a card in geometry and moved it to the floor, scaling and rotating. I selected display wire frame and turned the wire frame for the scene off. I wrote it out with write geo in the file format fbx. I exported everything and took it into Maya. I imported it into Maya and selected the plane, mesh display and unlock normals. I went to panels and selected the camera. I went to enviroment, image plane. I picked the image of the first sequence and ticked image sequence. It wouldn’t work, so i went to windows, settings, preferences, display and set it to direct x 11. I went to camerashape and ticked display frustrum. I changed the farclip plane to 150.000.
First, I went into Maya and created these four shapes on the plane. I loaded up Arnold so that it was available to use. I added directional lighting and the create skydome layer in the Arnold tab. I then went into the attribute layer and changed the exposure. I used the Arnold Standard Shader on the sphere, cube and cone. I made the sphere shiny by changing the weight in the attributes and specular. For the cylinder, I used the utility shader and added the wire using the material attributes, overlay mode and polywire. I shift clicked the objects and created a new layer (AO Layer) in the render layers, adding the objects in as well. On this new layer, I right clicked the layer, selected overrides, create new material override and Ai Ambient Occlusion. I changed the render view to Raw as its better for Arnold. I then created another layer (shadow layer) the same way, but with the lights too. I changed the material of the plane to shadow catcher and edited the attributes to catch shadows and enable transparency.
I went to pPlaneShape1 and unticked the opaque option. I went to each object, into render stats and unchecked Primary Visibility. I made a third layer (objects layer) with the lights and objects but not the plane. I then saved the file in a new project folder. I changed the file name for the render in the settings to Shadows <render layer> using the right click button. On the options tab in the corner, I clicked options- render all layers in the square and checked keep all layers. I batch rendered it and took the images into nuke.
In nuke, I read in the images and created a constant node, making it grey. I merged the constant with the shadows. I then merged the merge with the objects. For the AO, I created another constant and made it white. I merged the constant with the AO and then merged that with the rest of the nodes. I then saved again and used a write node to save my composition.
First, I had to gather the needed resources for the animation. I created an alpha channel for my saucer. I then took it into Nuke and put in my images and a checker board. I added saturation to the background to change it to black and white. I also added a grade node to make the background look better. I used the merge node to merge the checker board and the background. I fit the background to the checker board and used the shuffle node to create an alpha channel for the background. I used premult to allow the alpha channel and the transform node to move the background to where I wanted it. I key framed the background and moved to frame 100 and held shift to move the background to the other side. I then added in the ship using the merge tool. I used the premult node to put the saucer into the image. I then used the transform node to move the saucer the to the end in the same way I did the background. I moved the saucer up and down each 10 frames and rotated it, to make it look like a saucer. I then added a shadow using the radial node and made it black. I added it under the ship and copied the link from the ship. I edited the expression for the shadow and pasted in the x code. I merged everything together and added a camera shake and grain. I rendered it as AppleProRes 422 LT.
Executing tracking in Nuke was simpler than I thought. I used the tracker node to track the corners of the laptop screen, so that I could replace the image. I picked the wii background to add to the laptop. I used add_tracks to get the tool ready. I clicked in the corner I wanted and moved the corner every 20 frames, so it stayed where it was supposed to. I used the key_track_all node to connect the key frames. For the corner that has the hand, I key framed up to the hand covering, the used the key_track_current when I was in between frames. Then, I left a gap where the hand was and key framed where the hand wasn’t around. I then selected the tracks and exported using CornerPin2D (current frame). I then used merge to connect the laptop and the image. I went into the Cornerpin node and selected From. I then just clicked set to input and the image matched the screen.
I created this using the same method as the previous rotoscoping. I selected several areas to create a better result
For this, I used the roto node. I then used the bezier to select the specific areas of the body, so that it’s easier to move when the figure moves. After, I used the premult node and the checkerboard, merged them together to get this composition. There was a lot of green spill, so I used the Hue Corrector to fix the issue of the green.
I used Nuke X to create this green screen composite.