ive used that bandpass for tracking a bunch, especially on something like the sky or a scene where there are no perceivable features. i do think i get a bit higher errors with it as opposed to a highpass filter, because the blur radius is usually bigger than a highpass. so i do neat video's reduce noise + highpass and if that fails i see what the bandpass can do
Technically speaking, project 3d is a shader, it "projects" (as in a literal projector) an image onto geo. UV project transforms the UVs of the object, in a way that if the object is transformed further down the stack it's UVs can get deformed, thus dragging the "projected texture" according with the geometry deformation, because it's not working as a projection but rather as a texture. It just looks like a projection because the UVs in are temporarily aligned with a camera or projection plane.
So good...your "long and boring" tutorials are 100 times better than 95% of Nuke tutorials out there! 🤣
wow, this is very cool! thanks for sharing your knowledge with us.
Amazing tutorial Matt!
Thanks, we’re you been. ;)
ive used that bandpass for tracking a bunch, especially on something like the sky or a scene where there are no perceivable features.
i do think i get a bit higher errors with it as opposed to a highpass filter, because the blur radius is usually bigger than a highpass. so i do neat video's reduce noise + highpass and if that fails i see what the bandpass can do
love this! thank you!
that was a very amazing toturial
Thanks!
"only hacks use switch nodes" ! Classic! I must be a huge hack then. Nice, I can live with that.
wow... im 10 months late and still in quarantine
Awesome 👌 👏 👍 😍
Nice one 👍
btw, what's the difference between project 3d and uv project node?
One uses a still and the other allows or live (moving) clone work.
Technically speaking, project 3d is a shader, it "projects" (as in a literal projector) an image onto geo.
UV project transforms the UVs of the object, in a way that if the object is transformed further down the stack it's UVs can get deformed, thus dragging the "projected texture" according with the geometry deformation, because it's not working as a projection but rather as a texture. It just looks like a projection because the UVs in are temporarily aligned with a camera or projection plane.
Long and boring...? More like... F***** AWESOME ! ! !
But how do you create a mesh from a point cloud that is generated from a position pass?
Highpass
Can you provide the footage
It's up on the online store, feel free to support the site with a purchase if you can ;)
thank you...
thank you...