Entry 6 : 3D Camera Tracking and Match moving
After the lens distortion is corrected we need to map out the footage and get a 3D representation of it, where we have points on the surfaces of the footage that depict their 3d spacial position, which we can use in Maya to orient our assets.
Camera Tracker node - automatically tracks and generates a point cloud and creates a virtual camera that mimics the real camera which was used to shoot the footage. In the settings tab we can enable visibility of trackers, set no of features, ideally between 500-1000 and enable refine features.
Before we can start tracking we need to input all of the known info in the camera tracker properties, like the presence of distortion in the footage if any, focal length of the lens, camera used (film back preset).
Once the Tracking is done we have a collection of orange markers dotted around the scene, which turn green after solving. The quality and accuracy of the tracking is a measure of how many of the tracking points turned green and how many stayed orange or turned red.
TIP: If there are any elements in the footage that move independently of the camera motion, such as a person walking through the shot, then we need to Roto and mask out this section throughout the footage to the camera tracker doesnt pick up on that movement.
Reducing Solve error- Why and How ?Solve error should ideally be kept below 1 for accurate match moving. We can reduce the error rate by:
1. Increasing the Minimum Length, which determines how long( as in no. of frames) a track needs to be alive on screen for it to be factored into the final calculation.
2. Decrease the max Track error and max error.
3. Delete Rejected and unsolved tracks.
Scanline Render node- When connected to a Scene node, the ScanlineRender node renders all the objects connected to that scene from the perspective of the Camera. This node takes the 3D data as input and renders them back into a 2D.
bg link is connected to the backplate footage, Obj/scn is connected to the scene node and camera connected to the camera of the tracker.
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| Tracker point cloud in 3D view |
Establishing Ground plane and setting scale
Select points from the point cloud that represent the ground, ones which have low error rate and longer track length and choose points from different part of the scene at varying depths from the camera.
If you have a reference to the real world dimensions, select 2 points on the footage and select add scale distance. In the properties, enter value in "cm", because Maya uses cm as default measurements.
Pointcloud generator node - can create a dense point cloud using CameraTracker data and to create 3D meshes out of it, which can be exported out to be used in Maya as a reference plane to position assets in 3D.
WriteGeo node- allows us to export the Nuke scene's data such as geometry, lights, cameras, axes and point cloud as an FBX file.
What is HDR and Image based Lighting?
The HDR image is a spherical exr file that has a 360 panoramic view of the whole scene where the footage was originally shot in. We capture this image at varying levels of exposure and combine them in Photoshop to create the final HDR image.
Image based Lighting is a very interesting concept where we use the colour and intensity values of the HDR image itself to light the scene. So in the HDR the sky region produces light as it has very high exposure values and the buildings and other objects in the scene produce very little light and help with creating light color and reflection accordingly.
Maya Workflow
1.Import the 3D geo scene FBX file. Add the undistorted footage as background image to the virtual camera.
2.Create Arnold skydome light and add the HDR image as color to light up the scene.
3.Group all the locators/point clouds in the outliner.
4. Set new Aperture width and height for the Maya camera.
5. Bring in assets. add textures.





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