This week for Nuke Development in class we went over more advanced Projection techniques to use in our 3D match move and had to apply them to our ongoing garage project. Getting my head wrapped around using 3D space in Nuke alongside the nodes and set ups to use these projection techniques was not easy, but after about an hour I was able to figure out, for the most part, how this set up functions and how to emulate it using all of the 3D nodes available.

Starting with marker cleanup I had certainly improved in my organization of my timeline and using backdrops to keep track of what each set of nodes accomplishes making corrections a lot easier. While figuring it out the first time was difficult once I had understood it the rest was simple

Rotoscoping while arguably a much simpler looking set up was the most time consuming, especially when it came to the finer edges of things like the lamp. Using the 3D merge node I was able to combine them to create what should function as a seamless transition between the three versions of this roto which help to fill out gaps that occur in the roto as the wall gets closer. However as can be seen there are some visual issues with this that I need to address
The visual issues are far clearer here in the rendered out video and is something that I need to address. The patches as well don’t come up as rotoscoped visually with the grade but that is because they are a separate card from the roto which if layered on top would show the markers again. However this is a purely visual issue and functionally works as a fully roto’d and functional piece.