Hi
I’m using a distort node to warp an actors nose.
I am adding a spline and adjusting the destination spline in to bring the nose in.
My settings are range 5%, weight 0, resolution 1
This restricts the affect the spline has.
To create a sort of holdout, i am adding another surrounding spline so that the rest of the image does not get effected. It is still effecting a bit of the image although less
This is the best setting and still with this the image gets soft.
On the other hand with nuke splinewarp, i have very little knowledge on nuke, this is what I noticed in the setup
A source bezier is created, a destination bezier is created. This bezier’s points are adjusted.
A third surrounding bezier is created. This bezier is set to hard boundary. This restricts the warp influence.
Then there is a render tab that has filter options set to rifman.
The result in nuke is that the image is just getting warped and not softened
Is there any way in flames distort node to reduce the blur happening in the warp area and to clearly restrict the warp area?
Distort is a legacy node and is not up to modern UI practices. I usually break something when I go at it, I know a free spline approach is great for warping, that’s why it’s on my wishlist.
I can propose you to warp a default UV map with the distort node and use that in a downstream action to actually warp your image, where you have some more control over the process.
You can generate a generic uv map in flame by inputting a colour source of the correct resolution into action and then under outputs in action select UV
I like the UV’s of an extended bicubic for this. Much more accurate and way less buggy. Think of the UV as the source, and Vertices as the destination.
l need to try this out once I’m on the machine
So as i understand it, please correct me if I’m wrong
Create a uv map at the resolution of the shot, then feed this into the distort node. Do the distort, feed that into action with the shot as bg and shot in layer 01, distorted uv map in layer 02, than add a image from layer 01, add uv map from layer 02 linked to image01.
Is this correct? How can I control it after that?
@SamE are you talking about a different approach without using the distort node?
I would love your valuable feedback on all this…
I think in some ways flame tools really need to catch up with the rest…
In nuke it’s a single node, we are having to create multiple nodes just to do it
Right now our workflow is
Feed the shot into distort
Do a difference matte between the original shot and distorted shot
Sharpen the distorted shot because distort softens the area and there is no control for that
Comp the sharpened distorted image over original image using difference matte
Right @Deepakpais,
I’m saying dump the distort node. Track the UV’s to the plate. Copy the UV’s to the Verticices, then use the vertices to do the warp. It’s quick and easy. Works a treat.
I think I did a FXPhD on morphing in action. The bones of my approach are in that video. LMK if you can’t find it. It might have been the class I co-instructed with Scott Balcom.
The old Morph node was amazing, and they should have moved that into Batch. I’m not sure why they didn’t. Way better than distort. But Extended Bicubic UV’s have the critical features for success.
PM me and tell me your time zone. Maybe we can get together on this. samedwards at mac dot com…
Thanks, I’m based in India. GMT + 5:30
I don’t have access to fxphd.
Unfortunately when I’m in front of the system my phone’s camera is blocked due to security reasons at the company. I would love to get onto a video session, the company won’t allow it.
Could you possibly share a batch setup with your workflow using a clip in which the talents nose is being thinned and possibly a small video?
I am at deepakpais at gmail dot com.
I still can’t figure out the way to do it.
Is it based on this video?