Showing posts with label nodes. Show all posts
Showing posts with label nodes. Show all posts

26 August, 2019

Patch Node in Blender 2.8



In this video, we will be looking at how to use and create the "Patch Node" (though you can call it what ever you want)

This group of Nodes will help us optimize our workflow and save us a whole bunch of time. There is nothing worse than having to repeat the same group of Nodes over and over again!. 


Creating custom Node Groups, allows us to reuse Nodes that we have created previously. So, if we need the same group of Nodes again, we can easily append in the ones we need. 





It's a good idea to build yourself a library of Node Groups that you use frequently. I tend to use the Patch Node a lot but there are other I find myself using more and more. 





Now (depending on what you are trying to do), you may not always need the same Node Groups

Though if you find that you have created the same group of Nodes more than once, maybe it's time to go ahead and save that group!. 

we first need to save a .blend file that will contain your Node Groups. 

You can think of it as a Library of custom Nodes where you can select the one(s) you need for your current project. Just be sure to name it something memorable, you don't want to waste time looking for an obscurely named file. 

Then we can build our first custom Node Group - The "Patch Node". I know the name isn't great but you can name it what ever you want! (got a better name? let us know in the comments). 




You can download the "Patch Node", "Clone Node" and "Area Fill Node" here(you can just append that node group into your current file). 

As I mentioned, this group of nodes as been used in many different tutorials that we have done in the past, like the River Rapids VFX or the Taipei Towers and more!. 

I hope you not only create this Node Group but also many more. 

If you create an awesome node group be sure to let us know in our Facebook Group

I hope you enjoyed this tutorial or at least found it helpful. 

As always, thanks for reading!. 






25 March, 2019

Robot Eyes in Blender 2.8

(Robot Eyes Result)

In this Video, we will be recreating a familiar VFX Tutorial, Robot Eyes. 

Watch the preview here.

Keen viewers of my channel will already be aware of the "Robot Eyes" Tutorial we have done previously. Since there are many changes from 2.79 to 2.8, I thought it would be interesting to recreate this VFX shot within Blender 2.8. 

We will utilize the new VFX workspace (which helps optimize our workflow), though you can always create your own Workspace. 

First we will track our footage and though some things have changed, it feels very similar to 2.79. I did have some trouble though, I couldn't find the option to "Show Search Size". We can see (and change) the search size as a Value but there was no representation on screen. 

Now maybe I am missing something (If I am please be sure to let me know in the comments) or this could be a bug but many of you know, I like to use that option a lot. 

We then use the "Masking" section and then rotoscope the eye (and more importantly the blink). We did a tutorial on Masking. If you are having trouble with masking, you can check out there Tutorial here. 

Now we are ready to add our tracking information to the 3D Scene. This can be done with the click of a single button. Though when I tried this the first time, I encountered a bug. (When you add the tracks to the 3D scene. If your Markers do not move when you play through the timeline, simply move to a random point on the timeline then press Ctrl + Z. Your Markers should now move).

Remember, 2.8 is in Beta and some bugs will occur. So if you encounter this bug or another, be sure to report it. 

Then in the 3D scene, we can add an "Image as Plain" and add the Robot Eye Texture. If you want to use the same image, you can download it here (CC-0)

Then we need to change a couple of settings to make the Alpha Transparency work (it would be nice to make these changes as we import the image but it take only a couple of seconds to make the changes)

Duplicate your plain and Parent each of them to the Trackers and now we can move on to the "Compositing" section. 

For the compositing, we look at adding the Robot Eyes to the Live Action Footage we have been working with. I decided to brighten the "Whites" of the eyes to add some more "Surrealism" to the shot (Though having robot eyes may be surreal enough?). As we do this we create some pretty useful custom Masks. 

I also wanted to add a nice shadow on the eye to add depth and to try and make the shot look more realistic (since in the real world, the top eyelid would naturally cast a shadow on to the eye)

Then we can finish it off with some glare, glow and color grading. I took some screenshots of my node set-up. I tired to tidy things up and make it look cleaner (though it still looks a mess).


(Robot Eyes - Node Set-up)


(Section One)


(Section Two)


(Section Three)

Once you are happy with it, make sure you set the output, the correct video resolution (also make sure the % slider is at 100%). Also make sure you change your file type to FFMPEG video

For the encoding, you can select the preset tab and choose "H_264 in MP3"

Then go ahead and hit Render (or you can use the shortcut, Ctrl + F12).

So, I hope you found this video helpful!. If you did be sure to give it a Like! and as always, 

Thanks for watching..   







17 March, 2019

Copse Cove [Digital Matte Painting]




Copse Cove
[Digital Matte Painting]


In this Tutorial, we will be creating another Digital Matte Painting called "Copse Cove". Check out the Preview Here

We will be using another "coastal" movie clip and adding some elements in order to create a nice little matte painting.

This Tutorial is similar to other Matte Paintings that we have done before, but there are some differences that you may find useful. 

You can check out the Node Set-up Here.

Don't forget to post your Matte Paintings in our Facebook Group