After i downloaded my assets i took my footage into premiere pro and changed the footage frame rate from 59.94 to 25 to make the footage more standard and then rendered it out as a Mp4. I then took that into Nuke and used the postage stamp node on my footage then reformatted it to 1920x1080 and rendered that out as a targa sequence. After i had my nodes setup i added in a planar tracking node and hooked up my footage to the BG pipe. with that selected i drew a shape around the area that i wanted to track and make reference of my starting frame for the track i then tracked it forwards and back from the reference frame, after i used the correct plane feature to make sure my track was fixed and to make sure that the alignment was right i used the grid overlay to check it was lined up correctly. I then hooked a checkboard to the track to check for slipping or anything that could be an issue, once i had checked that i imported and hooked up my image to the tracker to make a slap comp to give me a rough idea for when i move on when I integrate it into the footage.
To start the intergartion of my asset into the scene i hooked a keyer node up to my asset to create a lumamat so that i can isolate parts of the image that i want easily with out having to do roto. When i go into alpha view for my asset and start adjusting the keyer to isolate the blacks and whites i have to be careful to not push it to hard or the pixels with begin to choke the pixles that are on the edge. Then after having made a luma mat i used a channel merge node to give actual colour data to the luma mat and used a premult node to use the alpha for the footage. The luma mat i created wasn't able to get rid of the grunge at the base of the asset so i used a roto node to draw around the rat to remove the grunge merged the roto using a merge node with the operation set to IN. With that done when i looked at the footage the asset looked too clean and fresh so merging node set to stencil on the grunge texture before the roto i am able to give it some imperfections to the graffiti and using a transform node on the gunge texture i can adjust things like scale to dictate how much the gunge texture subtracts from graffiti.
Final Shot
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