FxGuide did a great, in-depth piece on it here:
www.fxguide.com/fxpodcasts/fxpodcast-294-making-the-360-degree-short-help/



On Mon, Jun 29, 2015 at 2:02 PM, Frank Harrison <[email protected]>
wrote:

> Is there somewhere that I can see more info about HELP! my googlefu is
> failing me and I'm intrigued.
>
> F.
>
> On 29 June 2015 at 06:10, Patrick Heinen <[email protected]>
> wrote:
>
>> Hey Pat,
>>
>> glad that you liked "HELP", I worked on it as a 2D TD and Compositor. In
>> our case we ended up comping a lot in Latlong space. It works for a lot of
>> cases and you get used to it pretty quickly. We also had tools that allowed
>> us to quickly check things in a rectilinear view(similiar to a cube face)
>> or move it from one image space to the other. Additionally we used quite a
>> bit of projections which worked really well. Yes shifting it around with a
>> spherical transform is also an option we used. Just keep in mind, that any
>> transformation will most likely be a filter hit, and therefore soften your
>> plate.
>>
>> cheers,
>> Patrick
>>
>> On 28.06.2015, at 07:21, Pat Wong <[email protected]> wrote:
>>
>>
>>
>>
>> On 28 June 2015 at 15:04, Pat Wong <[email protected]> wrote:
>>
>>> Deke
>>>
>>> Thanks for the reply, yes ive seen these Videos before and whilst i
>>> believe the techniques in the video will work for most situations where the
>>> camera is locked off, Things tend to get a bit more complicated when the
>>> camera plate is moving and there are subjects in the shot,
>>>
>>>
>>> On 28 June 2015 at 01:26, Deke Kincaid <[email protected]> wrote:
>>>
>>>> Pat, to answer your question the workflow with the existing nuke tools
>>>> either:
>>>
>>> 1. breaking the latlong images into six packs with the
>>>> sphericalTransform node. Fix in cubic, then reconvert back to latlong.
>>>
>>>
>>>
>>> How do you deal with this if an object that needs to be removed travels
>>> along multiple packs. Logically i assume you'd just tile up the six packs
>>> and deal with it that way, But the image dimensions might end up
>>> potentially large...
>>>
>>
>>
>> Laying the cube maps into a horizontal cross pattern like this eg.
>> http://wiki.polycount.com/wiki/Cube_map
>>
>> objects crossing the seams from the UP cube diagonally to FRONT cube i
>> can see that as a potential  problem, how would one deal with that?
>>
>>
>>
>>
>>
>>
>>
>>
>>>
>>>
>>>
>>> 2.mapping the latlong onto a sphere and then projecting images onto the
>>>> sphere to patch and fix images.
>>>>
>>>>
>>>
>>> Would  projecting onto a sphere would result in a lack of parrallax? so
>>> im guessing you might need geo of the scene ideally?
>>>
>>>
>>> Pat
>>>
>>>
>>>
>>>
>>>
>>>> Frank Reuter did some videos 4 years ago showing some of these
>>>> workflows on making HDR's which is exactly the same as working with VR.
>>>> Also he has some nice stitching with cards videos in there.
>>>>
>>>> https://vimeo.com/album/2567386
>>>>
>>>> On Saturday, June 27, 2015, Pat Wong <[email protected]> wrote:
>>>>
>>>>> Any of you Nukers on the forums like to share any tips or experiences
>>>>> for Comping in LatLong Space.
>>>>>
>>>>>  Its a new exciting arena. One in which i just delving into...Ive just
>>>>> seen the google stories specifically 'HELP' with its comped 3d Lizard and
>>>>> it looked great.
>>>>>
>>>>>
>>>>> I've also seen the recent Nuke tech demo at NAB this year and can see
>>>>> the people are still developing techniques to how to actually use the more
>>>>> traditional 2D comp tricks in this LatLong distorted space.
>>>>>
>>>>>
>>>>> 1. Rig removals are a case in point, is the best way to do to tackle
>>>>> these spherical transform the rig into the less distrorted central region
>>>>> and then rotate it back to its orginal or is their a better way. If this
>>>>> region needs to be tracked.. how do you approach this?
>>>>>
>>>>>
>>>>> 2. stabilizing plates. whats the best approach?
>>>>>
>>>>> 3. The LatLong blue that the Foundry demo'd in the Blink Script was
>>>>> interesting as the blur strength was obviously stronger at different parts
>>>>> of of the distorted plate.
>>>>>
>>>>> This lead me to think could we somehow use a sphercial distortion map
>>>>> for all our nodes or a utilize a STMAP UV map in some way.
>>>>>
>>>>>
>>>>> It would be good to hear from other peoples experience with comping in
>>>>> his LatLong Space , on what TO DO and NOT TO DO.
>>>>>
>>>>>
>>>>>
>>>>> cheers
>>>>>
>>>>> pat wong
>>>>>
>>>>>
>>>>>
>>>>
>>>> --
>>>> -----
>>>> Deke Kincaid
>>>> M&E OEM Development Manager
>>>> The Foundry
>>>> Mobile: (310) 883 4313
>>>> Tel: (310) 399 4555 - Fax: (310) 450 4516
>>>>
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>>>>
>>>
>>>
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>
>
>
> --
> Frank Harrison
> Senior Nuke Software Engineer
> The Foundry
> Tel: +44 (0)20 7968 6828 - Fax: +44 (0)20 7930 8906
> Web: www.thefoundry.co.uk
> Email: [email protected]
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