Latest Tutorials
Tutorial | Instructor | Date Updated | Runtime | Views | Relevance |
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Integration, Section 04, Part 4.2: Details, Scale: Details and Scale
Details, Scale: Details and Scale In this video you will learn about three areas of details and how they change our perception of the scale of an object: the size of the details in the model can help provide reference to a human scale, the textures can also provide similar cues, finally the interaction with light, that is, the specular highlights and how they can also provide a point of reference for an objects scale. |
Dr. Sassi | May 18 2012 | 06:01 | 729 | |
Integration, Section 04, Part 3.2: Lens-distortion: Getting rid of it
Lens-distortion: Getting rid of it In this video you will learn how to take the lens distortion out of an image so that you can work with an un-distorted image in CINEMA 4D. You will start by gaining an understanding of why you want to distort the CG elements to match the footage. This involves several different procedures for dealing with lens distortions in NUKE (as one of the leading compositing packages) although this can be handled just fine by other packages such as After Effects, or even Synth Eyes. |
Dr. Sassi | May 18 2012 | 24:05 | 848 | |
Integration, Section 04, Part 2.2: Point of View/Point of Interest: 3D tracker
Point of View/Point of Interest: 3D tracker In this video you will learn about the differences between the resulting tracking data created when tracking a locked-off shot or a Jib arm shot. In the best possible case there will be survey data available for the scene, although this not always the case, so you will also see how to handle shots where no survey data from the set is available. While the video focuses on tracking with Syntheyes, the ideas covered about 3D tracking in this video are basically universal. |
Dr. Sassi | May 18 2012 | 15:40 | 935 | |
Integration, Section 04, Part 3.1: Lens-distortion: Oversized, camera and padding, XPresso solution
Lens-distortion: Oversized, camera and padding, XPresso solution In this video you will learn why lens-distortion can result in the need for an over-sized render (if not integrated in the render, e.g., using lens distortion from the Physical Camera in R13). In order to do this you will need to create a duplicate camera that has an adjusted FOV, to make this work with an animated camera you will work with some XPresso. Don’t worry, the math is all explained for you. |
Dr. Sassi | May 18 2012 | 19:41 | 887 | |
Integration, Section 04, Part 2.1: Point of View/Point of Interest: 2D Tracking
Point of View/Point of Interest: 2D Tracking In this video you will learn about 2D tracking. Even though the goal is to work in 3D, knowing the differences between 2D and 3D tracking is important. To demonstrate, Dr. Sassi, shows how tracking for a locked-off shot can be done with a 2D tracker (like the one that you would find in After Effects). You will be also introduced to Monet (Mocha) to create your 2D tracks |
Dr. Sassi | May 18 2012 | 17:45 | 772 | |
Integration, Section 04, Part 1.2: Noise and Grain: Putting it back in
Noise and Grain: Putting it back in In this video you will learn about the the workflow for adding film grain or video noise on to footage rendered out of CINEMA 4D. To demonstrate, you will be shown how to use various filters to will help with matching the existing noise or grain in the practical footage so the rendered elements can be successfully integrated. |
Dr. Sassi | May 18 2012 | 10:40 | 682 | |
Integration, Section 04, Part 1.1: Noise and Grain: Getting rid of it
Noise and Grain: Getting rid of it In this video you will learn the how to determine the type of noise pattern present in the footage you are working with and the typical approach to getting rid of that type of noise in footage. This tutorial will introduce more than one method, and will use several plugins, including De:noise, Neat Video, and the built in grain reduction filter in After Effects. |
Dr. Sassi | May 18 2012 | 24:19 | 804 | |
Integration, Section 03, Part 01: Overview
An overview about the content in chapter four and how it works In this video, Dr. Sassi explains what you can expect from the rest of the series and how it relates to the previous videos covering the steps of integration. To provide the “cleanest” footage, the practical footage is partially constructed inside CINEMA 4D, this video provides an overview of how that was done. You will be introduced to the panoramic HDRIs. You will also discover why there is a need for precision in every step of the production pipeline. |
Dr. Sassi | May 18 2012 | 15:24 | 957 | |
Integration, Section 03, Part 02: Overview Continued
An overview about the content in chapter four and how it was created In this video Dr. Sassi provides a continued overview of the environment that was created to be used as the “practical” footage for this series. This includes how the HDRI was used to create a nodal camera move in CINEMA 4D, followed by a description of how he created the reflection map for the ground, matched up the close buildings in the shot to create a surfaces to catch reflections, and finally how he started to bring it all together in post. |
Dr. Sassi | May 18 2012 | 27:31 | 851 | |
Integration, Section 02, Part 10: Motion Blur
Motion Blur This video provides a discussion about the integration problems that can arise due to motion blur. this includes an introduction to natural motion blur and its characteristics. You will also learn what needs to be matched to get a good composite of the between renders and practical footage. This pipeline discussion teaches you that some parts of the pipeline cannot be ignored. |
Dr. Sassi | May 18 2012 | 05:13 | 857 | |
Integration, Section 02, Part 09: Lens 2: Depth of Field
Lens 2: Depth of Field This video provides a discussion about the effects of Depth of Field and the implications it has within the process of integration. You will learn about some of the advantages and disadvantages of using post-processed DoF. You will also learn of the dependencies that other steps of the integration process have on DoF. |
Dr. Sassi | May 18 2012 | 08:24 | 857 | |
Integration, Section 02, Part 07: Color, Brightness, Saturation (Color-perspective)
Color, Brightness, Saturation (Color-perspective) This video provides a discussion about mixed color spaces and the compositing process involved when trying to match varying color spaces between footage. You will be introduced to a fairly typical situation that may be faced when compositing. A general breakdown of the compositing workflow will be given, as well as an overview of the relationship that color has in the various steps of the integration pipeline. |
Dr. Sassi | May 18 2012 | 05:39 | 987 | |
Integration, Section 02, Part 08: Light Wrap/Light Glow
Light Wrap/Light Glow This video provides a continued discussion on edge integration. When working to properly blend CG objects into practical footage you must be sure that special attention is given to the edges, to this end, Light Wrap is discussed further. To help illustrate the effect of Light Wrap, a brief example of a typical workflow for creating such an effect is provided . |
Dr. Sassi | May 18 2012 | 05:47 | 878 | |
Integration, Section 02, Part 05: Reflections, both directions
Reflections, both directions This video furthers the discussion on reflections, about the methods of “importing reality” into CINEMA 4D, that is, getting CG objects to reflect the world that you want to integrate them into. This is done via an introduction to two main methods of getting the “real world” into CINEMA 4D. Furthermore, an exploration of how the reflections relate to the other steps in the integration pipeline is provided. |
Dr. Sassi | May 18 2012 | 07:10 | 764 | |
Integration, Section 02, Part 06: Light, Secondary Lights, Shadows (Bi-directional)
Light, Secondary Lights, Shadows (Bi-directional) This video is a discussion about the qualities and quantities of interactive lights inside of the integration pipeline. |
Dr. Sassi | May 18 2012 | 08:44 | 813 | |
Integration, Section 02, Part 04: Scale and Details
Scale and Details This video provides a continued discussion about the level of detail apparent on an object and the effect that a change in that detail with have on the other steps in integration pipeline. You will also learn how detail-scale might influence the successful integration of a CG object into an environment. |
Dr. Sassi | May 18 2012 | 02:05 | 815 | |
Integration, Section 02, Part 03: Lens, Lens-distortion, Filter
Lens, Lens-distortion, Filter This video is a continued discussion about Filters, Lens and Lens-distortion. The lens plays a fairly large role in how a camera interprets the world it see, by watching this video, you will have a better idea as to how they fit into the integration pipeline. You will also learn about the two different types of lens-distortion, and the workflows for working with them. |
Dr. Sassi | May 18 2012 | 05:12 | 898 | |
Integration, Section 02, Part 02: POV and POI, and more
POV and POI, FOV, Perspective, and Movement, Tracking/Stabilization This video provides further information about the effect that a miss-matching practical and CG camera will have when it comes time to integrate them together. You will be provided with an idea about the workflow and problems that occur when matching cameras. You will also be introduced to how this can effect the other parts of the integration pipeline. (Note: This is not a camera tracking tutorial, but an overview of the ideas behind camera tracking.) |
Dr. Sassi | May 18 2012 | 08:09 | 840 | |
Integration, Section 02, Part 01: Noise, Grain (Artifacts)
Noise, Grain (Artifacts) This video provides an extended discussion about Noise and Grain. You will see further exploration into the workflow and methods of dealing with noise or grain. An overview of where noise and grain effect the other parts of the integration pipeline is also provided. |
Dr. Sassi | May 18 2012 | 07:16 | 868 | |
Integration, Section 01, Part 10: Motion blur
Motion blur This video introduces you to Motion blur. This is done through a technical breakdown of how motion blur is created within a camera, this is illustrated by using a simulated lens and shutter combination to show the “mechanisms” of this phenomenon. |
Dr. Sassi | May 18 2012 | 02:17 | 888 | |
Integration, Section 01, Part 08: Light Wrap/Light Glow
Light Wrap/Light Glow This video introduces how light interacts with the edge of objects, specifically how light “wraps” around an object. You will learn, based on several examples and comparisons, the importance of this light wrap in succesfully integrating CG elements into practical footage. |
Dr. Sassi | May 18 2012 | 02:00 | 1017 | |
Integration, Section 01, Part 09: Lens 02, Depth of Field
Lens 2: Depth of Field This video introduces the specifics of the blur created by “Depth of Field”. You will learn that any appearance of “Depth of Field Blur” needs to be dealt with carefully, as DoF can affect many of the steps needed for successful integration. |
Dr. Sassi | May 18 2012 | 03:02 | 843 | |
Integration, Section 01, Part 06: Light, Secondary Lights, Shadows
Light, Secondary Lights, Shadows (Bi-directional) This video you will be given an introduction to how light interacts with objects in nature and how this will affect the work that needs to be done to successfully integrate CG elements into practical footage. You will learn the importance of establishing secondary lighting, that is proper interaction between how light is reflected between objects, both practical and CG. |
Dr. Sassi | May 18 2012 | 03:31 | 993 | |
Integration, Section 01, Part 07: Color, Brightness, Saturation
Color, Brightness, Saturation (Color-perspective) This video functions as an introduction to how to color is interpreted on the computer. This starts with an exploration into the bit depth of an image, mixing different bit depths and how this affects the way you work. You will also learn how important matching colors (e.g., Hue) is and how saturation, brightness and other color-defining values will result in the failure or success during the process of integration. |
Dr. Sassi | May 18 2012 | 04:01 | 878 | |
Integration, Section 01, Part 05: Reflections, both directions
Reflections, both directions This video is an introduction to integrating reflections between objects in the practical footage and CG objects. This includes an illustration for the use of reflections to “sell” the integration of CG and practical footage. Some common problems that can occur are also introduced. |
Dr. Sassi | May 18 2012 | 02:35 | 982 |