[Bf-vfx] Blender camera tracking approach

Francesco Paglia paglia at sparkde.com
Tue May 10 11:55:22 CEST 2011


In my workflow too distortion is the latest element to keep into account.
I thought at the shader solution just for whom who are not thinking/caring
about compositing.
I believe that keeping stuff simple and working properly is always a good
thing.
replicating a post process operation in a shader that does exactly the same
thing that the compositor do simply wouldn't make sense.

yes I completely agree that undistortion should be seen as part of the
preprocess tasks.


2011/5/10 François T. <francoistarlier at gmail.com>

> Hehe ^^ Sounds much clearer when you say it :)
> In my experience (and own workflow) I tend to keep the distortion as late
> as possible. Mainly for the reason you gave, so you don't have to re-render
> stuff, you are not loosing quality of going back & forth with distortion to
> adjust stuff. and you can keep it together by doing it all in the same
> places (CG, additional footages, matte painting, green screen,...) rather
> then doing one in a shader, the other one in comp, and another one in the
> image editor. Especially if the distortion comes to change along the way
> then your workflow becomes a nightmare.
> but still having it as a shader for a quick all-in I guess could be nice,
> just not a priority IMO
>
> Undistortion, should be seen as a pre-process in the matchmove workflow.
> with the same filter in compositor. that would be perfect, and not much
> trouble for dev and testing at first
>
> Cheers,
>
> F.
>
> 2011/5/10 Francesco Paglia <paglia at sparkde.com>
>
>> Hi all,
>> I've just start reading this new list and I could't resist in giving my
>> feed back! :)
>> Hope it would be interesting :D
>> As Francois says lens distortion represents part of the language used by
>> the Director and the DoP to tell a story.
>> Undistorted images, except some cases, are useful just for CG production
>> purposes.
>> Once we comp a shot we do use lot of different footages to improve our
>> scene and the ability to distort all the elements (not only the 3D part)
>> will be a good plus Just think about matte painting and/or other kind of
>> rushes and you'll get the point!
>>
>> We are seeing blender becoming every day more procedural and I think to
>> have the distortion as a camera shader or as a comp node were we can pass
>> the data collected during the tracking solve would be a great choice (maybe
>> in comp time will be faster to edit if we want to adjust it - without
>> re-render)
>>
>> As Ton says maybe at the moment is too early to talk about design and in
>> fact tools to improve/edit/mask a sequence of images aren't related to the
>> libvm.
>>
>> What is important is the definition of what is a "simple shot"
>> Camera tracking relies a lot on the experience of the artist whom,
>> watching the clips, is able to take the (hopefully good) points and turn it
>> into useful data.
>>
>> There are lot of false friends in 3D tracking and a very simple tracker
>> would require much more experience in understanding how to solve a clip :)
>>
>> A tracker that isn't able to handle shot within a good range of situations
>> isn't very useful... I'm not talking about hero shots I'm just thinking at
>> situation like:
>> 1. hand held shot with someone acting in front of the camera
>> 2. wide environment with small parallax
>> 3. fast moving medium shots
>>
>> just shot that are always part of a storytelling process.
>>
>>
>> --
>> Francesco Paglia
>> VFX & Production supervisor
>> Spark D.E.
>>
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>>
>
>
> --
> ____________________
> François Tarlier
> www.francois-tarlier.com
> www.linkedin.com/in/francoistarlier
>
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>


-- 
Francesco Paglia
VFX & Production supervisor

Spark Digital Entertainment Srl
via di Villa Severini, 54
00191 Roma

tel     +39 06.8.555.424
cel    +39 347.82.12.473
mail   paglia at sparkde.com
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