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3D Match Moving 
Today I learned about 3D match moving techniques,  the nodes used for 3D, how the camera work in Nuke 3D space and navigating the 3D system.  
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Pressing TAB changes scene from 2D to 3D.
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Command + Shit - allows you to scale the 3D model.
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By pressing Command you are able to rotate the model.
I created a cylinder and added colorbar to it.
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After creating a cube I added a checkerboard to it.
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Red nodes are 3D nodes
I created a scene node to allow me to see my 3D elements on my 3D view
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I added a camera so I could animate it al view the scene thought it. 
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This is how you change from default to camera view.
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This are the different view ports in 3D
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scanlineRender allows for 3D object to be viewed in 2D
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This is how a key is set.
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Result of the simple animation.
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For this task I created the illusion that the camera was moving through the tunnel. 
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The nodes used were the Project3D, a cylinder, scene, hold and camera.
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I added a Project3D node to put the image on a cylinder. 
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Add the cylinder under the Project 3D and a Scene node under the cylinder to view it in 3D.
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The ScanlineRender was used to view the image back in 2D.
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I rotate the cylinder.
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Scaled the Y axis.
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This was the result. 
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I fix this by setting a projection of the image by using a duplicated camera and taking away the default animation. 
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I tried a second method to achieve the same result.
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I added a frame hold and connect it to the camera so it recognises the camera, then to the Project3D. 
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METHOD 1
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METHOD 2
Result
For this task I was supposed to create a 3D cell using 2D images. I was not able to do it when I first tried it. 
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I brought the images.  
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Added a copy node a roto.
Used the roto nodes I created for all image to draw a roto around the parts I wanted to project.
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Bluer was used for the edges. 
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Made sure that there was no clip on my roto nodes. 
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A premult was added to view the roto.
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After that I added a Project3D and connected it to the projection camera.
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A card node was added to project the image.
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I resized and adjusted the cards to fit the image. 
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After adding the cards, I  added  scanlinerender nodes and connected them to the render camera(shift, select + Y connects node that are too far to drag. 
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Make sure crop is not selected. 
By adding samples in scanlinerender you can replicate motion bluer.
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Defocus allowed me to create poor focus in certain frames.
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Result
Here I learn about STMaps. 
Old way. 
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I used I grid to add a lens distortion to it(X+ LensDistortion). 
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By pressing analyze grid I undistorted the grid.
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Changed the output type to displacement and viewed it through motion.
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Added a shuffle node and changed the channel value to motion.  
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I changed the color space to linear  , file type to exr and datatype to 32 bit for more information.
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New way. 
The process is the same. 
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Difference
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Detect needs to be pressed to correct distortion. 
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Solve needs to be pressed and STMap mode needs to be selected. 
Nuke 3D Tracking
I learned about 3D tracking and some of the problems that I can come across. The first thing to do is to track the markers placed around the scene then the camera will use the points information to create a 3D camera that replicates the movements. The more markers that a placed the better the information will be. 
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I brought in a camera tracker to be able to track my scene 
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Mask out the area to make sure the water will not be tracked (because the water is moving).
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I used Roto to mask out above the water. 
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This is the result after the first track.
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In the camera settings  I have to change mask to source alpha
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After tracking I had to delete the points that were rejected, then updated my solve. I repeated the same process until everything was solved.  
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I created a camera and camera point cloud base on the track I created
(under the camera tracker menu). 
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I selected two points in the scene then created a card and selected match selection position.  
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That put the card base on the selected vertex.
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I then added a back-plate to the card.
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The video shows the result.
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I then held frame 1025 added a rotopaint and painted out the window.
a copy node and roto was added for the alpha and then premult allowed me to see the result. 
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I then added the patch to the card by adding a project 3D under the premult and then connected to the camera.
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The same frame hold was copied and added in between project 3D and the camera to make sure the projection holds.
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I then connected a card to the projector  and used the the process to put it in line with the point clouds.
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ScanlineRender  was added under the  card and linked to the camera so I could view the patch in 2D and a copy of the reformat was to resize the patch.
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The STmap was then connect to the ScanlineRender then everything was then merged back to the original footage.  
Intro to XQuartz
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Make sure Option enable key and option key are on.
My Project/ Assessment 2
After setting the project I changed the way the scene look added my meshes, looked for the right position in the scene, adjusted the lights to get the effect I was looking for. 
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I created my Micro to add to the scene.
Here I smooth a square  and used CV curve to create a few curves that I letter used to extract the faces.
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Here you can see the faces extracted and the mesh smoothed.
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Joints were created  then properly oriented.
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I parented the joints and bind the skin between the joints and mesh.
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I created controls for each joints and then added a oriented constrain between each joints and curves.  
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Here I created expression for the rotation of each  axis. 
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Converted the polygons edges into curves  and put it inside the mesh. 
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I then skinned the curves to the joint, to make sure it will follow the the animation created by the expression. ( I realize after , that without skinning the curves the were automatically following the mesh. 
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Here I created a sphere and added mash to it. They are being used to create lights going through the mesh. 
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A curve node was added.
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In the mash curve menu I dragged and dropped the skinned curves. 
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I also inverted one of the curves and added to the menu.
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The distance x was changed to 0, resulting on every sphere created by the mesh being distribute properly.
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Time node was added to added variations to the animation.
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I then added a mesh light to the spheres and adjusted a few settings.
I aiStandardSurface shader was added to the mesh.
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Here I am adding extra lights to the scene and adjusted it so the scene is well lit. 
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Here is a test render of the result. 
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Adjusting lights to make the shadow of my mesh more visible.
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I modeled a table and added a house that I have created in another projects.
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I used a model that I created for another project. Baked the animation and imported it in my scene. 
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I tried  to add some reflection on the TV but was not successful. I will keep trying and update the new version when I find the solution. 
FINAL RENDERS 
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