Kind Regards

Patrick Wong
077961 35224
www.wahwahdigital.com


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
>>>
>>> _______________________________________________
>>> Nuke-users mailing list
>>> [email protected], http://forums.thefoundry.co.uk/
>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>>>
>>
>>
> _______________________________________________
> Nuke-users mailing list
> [email protected], http://forums.thefoundry.co.uk/
> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>
>
>
> _______________________________________________
> Nuke-users mailing list
> [email protected], http://forums.thefoundry.co.uk/
> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>
_______________________________________________
Nuke-users mailing list
[email protected], http://forums.thefoundry.co.uk/
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

Reply via email to