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Ocula 3.0v2 on Nuke User Guide
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1. An Ignore input so you can tell it which regions to ignore when detecting features e The ability to calculate the camera relationship over a temporal window for greater robustness e The ability to calculate the camera relationship at intervals and interpolate smoothly between them for better temporal stability A Camera input allowing you to use pre tracked cameras e Interactive editing of feature matches in the viewport e The features and camera relationship are stored as metadata so they can be saved and reused further downstream e O _DepthToDisparity a new plug in to generate a disparity field from a stereo pair of depth maps plus a stereo camera set up This is intended for use with CG scenes e O_DisparityToDepth a new plug in to generate depth maps from a disparity field given the stereo camera set up There are also improvements to some of the existing plug ins e O DisparityGenerator The Foundry Ocula 3 0v2 The Foundry APPENDIX A RELEASE NOTES 150 Ocula 2 0v1 e New improved disparity generation algorithm e A Solver input to allow the camera solve from another sequence shot with the same rig to be reused A foreground Fg input to delineate foreground regions from background This helps to ensure that disparities are constrained to remain within each delineated region e O_InteraxialShifter A foreground Fg input to delineate foreground regions from background This helps to ensure that d
2. The Foundry Ocula 3 0v2 SOLVER 32 Example Example See page 41 for an example of how to use O Solver and O DisparityGenerator to calculate a disparity field for a stereo image The Foundry Ocula 3 0v2 OCULA ON NUKE USER GUIDE THE 3 FOUNDRY DISPARITYGENERATOR Description The O DisparityGenerator plug in is used to create disparity fields for stereo images A disparity field maps the location of a pixel in one view to the location of its corresponding pixel in the other view It includes two sets of disparity vectors one maps the left view to the right and the other maps the right view to the left The following Ocula plug ins rely on disparity fields to produce their output e O OcclusionDetector e O_ColourMatcher in 3D LUT and Local Matching modes e O FocusMatcher e O VerticalAligner in Local Alignment mode e O NewView e O InteraxialShifter e O VectorGenerator e O DisparityToDepth and e O DisparityViewer If you have more than one of these plug ins in your node tree with one or more of the same inputs they might well require identical disparity field calculations O DisparityGenerator is a utility plug in designed to save processing time by allowing you to create the disparity fields separately so that the results can then be reused by other Ocula plug ins O DisparityGenerator always requires an O Solver node as one of its inputs to provide the alignment data for disparity matching You can however
3. Double click on the exe file to launch the installer Follow the on screen instructions to install the plug ins 4 Proceed to Licensing Ocula on page 10 Installing Ocula from the command line To install Ocula from the command line do the following 1 Download the following file from our web site at www thefoundry co uk Ocula_3 0v2_Nuke_6 3 win x86 release 64 zip 2 To open a command prompt window select Start gt All Programs gt Accessories gt Command Prompt 3 Use the cd change directory command to move to the directory where you saved the installation file For example if you saved the installation file in C Temp use the following command and press Return cd Temp 4 To install Ocula do one of the following e To install Ocula and display the installation dialog type the name of the install file without the file extension and press Return Ocula_3 0v2_Nuke_6 3 win x86 release 64 e To install Ocula silently so that the installer does not prompt you for anything but displays a progress bar enter silent after the installation command Ocula_3 0v2_Nuke_6 3 win x86 release 64 silent e To install Ocula silently so that nothing is displayed enter verysilent after the installation command Ocula_3 0v2_Nuke_6 3 win x86 release 64 verysilent By running a silent install of Ocula you agree to the terms of the End User License Agreement To see this agreement please refer to Appendix C End User License Agree
4. O ColourMatcher In the 3D LUT and Local Matching modes O ColourMatcher requires not VISUAL EFFECTS SOFTWARE Inputs Quick Start The Foundry COLOURMATCHER Inputs only a disparity field but also an occlusion mask upstream You can generate a disparity field and an occlusion mask using Solver DisparityGenerator and OcclusionDetector O_ColourMatcher has two inputs e Source A stereo pair of images If disparity channels and occlusion masks aren t embedded in the images and you are using the 3D LUT or Local Matching mode you should use an O Solver an O DisparityGenerator and an OcclusionDetector node after the image sequence Mask An optional mask that determines where to take the colour distribution from For example if you have a clip showing a person in front of a green screen you might want to use a mask to exclude the green area so the plug in concentrates on matching the person In the Basic and 3D LUT modes O_ColourMatcher calculates the trans form on the masked area of the source view but applies it to the whole of the view it s correcting In the Local Matching mode it calculates the transform on the masked area and applies it to that area only To see a table listing the nodes or channels each Ocula node requires in its inputs turn to Appendix B Node Dependencies on page 154 You can match the colours of one view with those of another using three different algorithms e Basic This
5. OCULA NUKE USER GUIDE VERSION 3 0V2 VISUAL EFFECTS SOFTWARE 2012 The Foundry Visionmongers Ltd All rights reserved Ocula 3 0 User Guide This manual as well as the software described in it is furnished under licence and may only be used or copied in accordance with the terms of such licence This manual is provided for informational use only and is subject to change without notice The Foundry assumes no responsibility or liability for any errors of inaccuracies that may appear in this book No part of this manual may be reproduced stored in a retrieval system or transmitted in any form without the prior written permission of The Foundry The Foundry logo is a trademark of The Foundry Visionmongers Ltd Nuke is a registered trademark of The Foundry Visionmongers Ltd All other products or brands are trademarks or registered trademarks of their respective companies or organisations Software engineering Ben Kent Abigail Brady Bruno Nicoletti Simon Robinson Lucy Wilkes Jonathan Starck Jun Liu Mailys Levassort Jack Binks and Vilya Harvey Product testing Sean Brice Ben Minall Dan Allum Joel Braham Mark Titchener Morgan Barnett and Sam Smith Writing and layout design Eija N rv nen Proof reading Eija N rv nen Charles Quinn and Joel Byrne The Foundry Ocula 3 0v2 OCULA ON NUKE USER GUIDE THE FOUNDRY Contents Introduction About this User Guide 0 000 c cece cee eee cece erare 6 What s Ne
6. VISUAL EFFECTS SOFTWARE Inputs The Foundry Tip SOLVER 20 Inputs Because the results of the analysis are available downstream you can use multiple Ocula nodes in the tree without having to re analyse the camera relationship However if a node generates or modifies views the current metadata becomes invalid and is removed from the tree from that point forward Note that the camera relationship is the same for any images filmed using a particular camera setup When you have found an image with features that O Solver is able to match well you can re use the analysis of that image on other images shot with the same camera setup To get the best possible results you can identify features to ignore in the analysis This can be done either by deleting features displayed in a Viewer overlay or by supplying a mask in the Ignore input You can also add your own feature matches to the automatically detected ones O Solver considers any feature matches you ve added yourself superior to the ones it detects automatically and pays them more attention This can also influence which of the automatically detected features are included in the final solve To force the feature matches to be recalculated based on the manual feature matches use the Re analyse Frame button If you have a pretracked camera that describes the camera setup used to shoot the images you can also supply this in the Camera input If you connect the Camera node before a
7. The Foundry APPENDIX A RELEASE NOTES 143 Ocula 2 1v2 Ocula 2 1v2 This release fixes a bug that only affected Ocula on Nuke 6 1 There are no other changes so if you are running Ocula on Nuke 6 0 you should keep using Ocula 2 1v1 Release Date November 2010 Requirements e aversion of Nuke 6 1 on e Windows XP SP2 XP64 e Mac OS X 10 5 Leopard and 10 6 Snow Leopard 32 or 64 bit e Linux CentOS 4 5 32 and 64 bit e Foundry FLEXIm Tools FFT 5 0v1 or later for floating licenses New Features There are no new features in this release Improvements There are no improvements to existing features in this release Fixed Bugs BUG ID 14534 O VerticalAligner crashed Nuke when trying to analyse a sequence This bug was introduced by an NDK change in Nuke 6 1 and only affected Nuke 6 1v1 and above The bug has now been fixed Known Bugs and Workarounds There are no known bugs in this release The Foundry Ocula 3 0v2 APPENDIX A RELEASE NOTES 144 Ocula 2 1v1 Ocula 2 1v1 This is a major new release of Ocula with one new plug in and many improvements and bug fixes Release Date October 2010 Requirements Nuke 6 0v7 or a version of Nuke 6 1 on Windows XP SP2 XP64 e Mac OS X 10 5 Leopard and 10 6 Snow Leopard 32 or 64 bit e Linux CentOS 4 5 32 and 64 bit e Foundry FLEXIm Tools FFT 5 0v1 or later for floating licenses New Features e There is a new O DisparityViewer plug in which lets
8. scene Open the O_DepthToDisparity controls From the Views to Use menu or buttons select which views you want to use for the left and right eye when creating the disparity field Attach a Viewer to the O DepthToDisparity node and display one of the disparity channels in the Viewer O_DepthToDisparity calculates the disparity field and stores it in the disparity channels Select Image gt Write to insert a Write node after O DepthToDisparity In the Write node controls select all from the channels pulldown menu Choose exr as the file type Render the clip The newly created disparity channels will be saved in the channels of your stereo clip When you need to manipulate the same clip again later the disparity vec tors will be loaded into Nuke together with the clip Figure 158 Rendering the output to combine the clip and the disparity channels for future use Views to Use From the views that exist in your project settings select the two views you want to use to create the disparity field These views will be mapped for the left and right eye Ocula 3 0v2 Example Step by Step The Foundry DEPTHTODISPARITY 117 Example This example shows you how to calculate a disparity field for a stereo pair of images using O_DepthToDisparity You can download the script used here from our web site For more information please see Example Images on page 6 1 Start Nuke and select File gt Open to import the ghe
9. set Foreground Mask to the component you want to use as the mask Using both an Ignore and an Fg mask you can restrict the disparity calculation to a foreground region but exclude any problematic areas from that region Attach a Viewer to the O _DisparityGenerator node and display one of the disparity channels in the Viewer O DisparityGenerator calculates the disparity field and stores it in the disparity channels Ocula 3 0v2 DISPARITYGENERATOR 37 Quick Start Figure 27 A disparity field 8 If necessary adjust the Sharpness control which defines how distinct object boundaries should be in the calculated disparity field If you want to use the calculated disparity to rebuild images using O NewView O_InteraxialShifter O_FocusMatcher or O_Retimer set Sharpness to O This improves picture building If you want to use the calculated disparity to pick out layers in the scene increase Sharpness to produce distinct object boundaries 9 If necessary you can use the Parallax Limits controls to cut off any spurious disparity vectors that are likely to be incorrect To do so look for features in the image that appear in front of the screen plane switch between the two views and locate the pixels that move the most that is have the largest disparity Hover over those pixels in the Viewer and note their values on the x axis in Figure 28 the value is 1560 Display the other view and do the same in Figure 29 the valu
10. the right view You can add as many manual feature matches as you like so if you see any other areas that might benefit from them feel free to add more O Solver considers any feature matches you ve added yourself superior to the ones it detects automatically and pays them more attention This can also influ ence the automatic matches displayed in the Preview Alignment mode If you see any automatic matches that don t agree with the alignment defined by the matches you added delete them as described earlier 12 Once you re happy with the solve set Display back to Nothing and proceed to Generating the Disparity Field below Generating the Disparity Field 1 Select Ocula gt Ocula 3 0 gt O_DisparityGenerator to insert an O DisparityGenerator node after O Solver Figure 41 The node tree with O_DisparityGenerator 2 Use the Sharpness slider to set how distinct object boundaries should be in the calculated disparity field The Foundry Ocula 3 0v2 DISPARITYGENERATOR 45 Example e If you want to use the generated disparity field to rebuild images using O_NewView O_InteraxialShifter O_FocusMatcher or O_Retimer set Sharpness to 0 This improves picture building e If you want to pick out distinct disparity layers in the scene increase Sharp ness to 1 For the purposes of this example leave Sharpness set to 0 3 Display one of the disparity channels by selecting it from the channel set and channel menus in
11. A z depth map is an image that uses the brightness of each pixel to specify the distance between the 3D scene point and the virtual camera used to capture the scene You may need a z depth map for example if you want to introduce fog and depth of field effects into a shot In Nuke the ZBlur node Filter gt ZBlur requires a depth map in its input O DisparityToDepth stores the final z depth map in the depth channels so you might not see any image data appear when you first calculate the depth map To see the output inside Nuke select the depth channels from the channel controls in the top left corner of the Viewer An example of what a depth channel might look like is shown in Figure 163 Figure 163 A depth map Inputs O_DisparityToDepth has two inputs e Source This is a stereo pair of images There should be a disparity field in the disparity channels For information on how to embed a disparity field in an image this way see DisparityGenerator on page 33 e Camera A pretracked Nuke stereo camera that describes the camera setup used to shoot the Source images This can be a camera you have tracked with the CameraTracker node or imported to Nuke from a third party camera tracking application Tip n Nuke a stereo camera can be either e a single Camera node in which some or all of the controls are split Figure 164 or VISUAL EFFECTS SOFTWARE Quick Start The Foundry DISPARITYTODEPTH 120 Quick Start e two Cam
12. DisparityToDepth node and display one of the depth channels in the Viewer 6 Select Image gt Write to insert a Write node after O DisparityToDepth In the Write node controls select all from the channels pulldown menu Choose exr as the file type Render the clip The newly created depth channels will be saved in the channels of your stereo clip When you need to manipulate the same clip again later the z depth maps will be loaded into Nuke together with the clip Ocula 3 0v2 Controls Example Step by Step The Foundry DISPARITYTODEPTH 121 Controls Figure 166 Rendering the output to combine the clip and the depth channels for future use Views to Use From the views that exist in your project settings select the two views you want to use to generate the z depth map These views will be mapped for the left and right eye In this example we first generate a depth map for a stereo pair of images using O_DisparityToDepth Then we blur the image according to the depth map Start Nuke and select File gt Open to import the depth nk script This script has the left and the right view set up in the Project Settings In the Node Graph there is a stereo camera node Select Image gt Read to import SteepHill exr and attach a Viewer to the image The image already includes both the left and the right view as well as the neces sary disparity channels Select Ocula gt Ocula 3 0 gt O DisparityToDepth to in
13. Ocula 2 1 if you re using 64 bit Ocula Ocula 3 0v2 Ocula 2 0v2 The Foundry APPENDIX A RELEASE NOTES 147 Ocula 2 0v2 This is a maintenance release of Ocula Release Date April 2010 Requirements Nuke 5 2v2 or higher on e Windows XP SP2 XP64 e MacOSX 10 5 Leopard and 10 6 Snow Leopard 32 bit and x86 only e Linux CentOS 4 5 32 and 64 bit Foundry FLEXIm Tools FFT 5 0v1 or later for floating licenses New Features There are no new features in this release Improvements There are no improvements to existing features in this release Fixed Bugs BUG ID 8222 Ocula didn t obey requests to force the use of interactive licenses in render mode that is when Nuke is run with xi BUG ID 9122 Disparity channel was corrupt showing vertical striping BUG ID 9165 Disparity maps could look different on Windows XP compared to other platforms BUG ID 9170 Disparity channel was corrupt on the first frame BUG ID 9960 Ocula licenses ocula_nuke_i were not returned until the Nuke session was closed BUG ID 10230 O Solver was very unstable BUG ID 10565 There was an intermittently inconsistent result from O Solver related to viewer framing Known Bugs and Workarounds BUG ID 2349 Add a standard plug in path for Nuke plug ins Later releases of Nuke will pick up the Ocula plug ins automatically In the meantime you will need to set your NUKE_PATH environment vari able to replace x x wit
14. Right to Left to rebuild the right view to match the focus of the left In the Viewer controls set the alpha channel menu to mask_occlusion alpha as shown below This sets the occlusion mask that O OcclusionDetector generated in step 2 as the channel that s displayed in the alpha channel Ocula 3 0v2 FOCUSMATCHER 71 Quick Start Viewerl rgba mask_occlusion alpha RGB 4 f 8 1 Figure 90 Set this menu to mask_occlusion alpha Next press M on the Viewer to superimpose that channel as a red overlay on top of the image s RGB channels Figure 91 The red overlay The red overlay indicates occluded regions where O_FocusMatcher s picture building is likely to fail To return to the RGB display press M again 7 From the Rebuild Method menu choose how to handle the occluded regions e Rebuild Plus Deblurred Deblur the original image in any occluded regions defined in the mask_occlusion channel You can use the Deblur Options and the Kernel input to adjust the size and shape of the deblur kernel e Rebuild Plus Original Use the original image in any occluded regions defined in the mask_occlusion channel e Rebuild Only Use the rebuilt image in any occluded regions defined in the mask_occlusion channel 8 By default the rebuilt view has the colour profile of the original view For example if you chose to rebuild the right view the new right view matches the colours of the original right view If you d
15. Third Party Licences Appendix C End User License Agreement Index The Foundry Description 00 AA AA 119 Input epa dci 119 QUICK Sd a E A A OE ee EEN 120 A A ARAS 121 Example idad tale me bis 121 Descriptiva a a eee ela 125 A igh eda k outpace ce p heed eee 126 Quick Stat A cena fog A O E oes 126 Control iii der doit ead ote E arado 129 Example ae eR AS A aide A de dbus Be da BS 131 Ocula OU Zi o de oe 135 Ocula 3 NOV a ii is ii lea 6 pln lid Me 136 OculaZ 212 23 A a ii 140 Oculi 2 2 V1 2s ec id A A dada 141 Ocula 2142 A o dd ia ds T E dd 143 Aca LAMA e EE adobo 144 OcUla Aa A NS E ES eR la 147 Ocula ZrO VA oe tot od ted e o Os a do ade BP ted ld cad 149 Ocula LVZ uo dear 152 Deia OVA A aos Bho ALE 153 Node Dependencies 0 e eee rr 154 Third Party Licences 0 cece eee e eee ee 156 End User License Agreement EULA 0 0 0c cece eee 158 PEL ii RI Ne RA he aa a N Ona de 165 Ocula 3 0v2 OCULA ON NUKE USER GUIDE THE 3 FOUNDRY INTRODUCTION Welcome to this User Guide for Ocula 3 0 on Nuke Ocula is a collection of tools that solve common problems with stereoscopic imagery improve productivity in post production and ultimately help to deliver a more rewarding 3D stereo viewing experience All Ocula plug ins integrate seamlessly into Nuke They are applied to your clips as any other node and they can all be animated using the standard Nuke animation tools About
16. as O FocusMatcher automatically resizes the image to provide the radius defined by Defocus Size This input only has an effect if Primary Method is set to Deblur or Rebuild Method to Rebuild Plus Deblurred To see a table listing the nodes or channels each Ocula node requires in its inputs turn to Appendix B Node Dependencies on page 154 Ocula 3 0v2 Quick Start FOCUSMATCHER 68 Quick Start The Deblur Method To correct focus differences by deblurring one view do the following 1 The Foundry If there are disparity vectors in the data stream from an earlier O DisparityGenerator node or if disparity vectors exist in the image sequence itself these are used when correcting focus differences If disparity vectors don t yet exist in the script however you can use the O Solver and O_DisparityGenerator plug ins after your image sequence to calculate the dis parity vectors See Solver on page 19 and DisparityGenerator on page 33 for how to do this From the toolbar select Ocula gt Ocula 3 0 gt O_FocusMatcher to insert an O_FocusMatcher node after either the O DisparityGenerator node if you added one in the previous step or the image sequence whose focus you want to adjust Errors appear in the Viewer and the Node Graph because by default O_FocusMatcher is set to rebuild one of the views In order to do that it needs an upstream occlusion mask Figure 86 An error on the O_FocusMatcher node We re going to
17. camera connected to the Camera input of the O Solver up the tree and you have clicked Analyse Sequence you can click this to create a vertically aligned camera from the analysis This gives you a single Camera node with split controls to hold the left and right view parameters This works in all global methods except Vertical Skew the default Create Rig If you have a pretracked Nuke stereo camera connected to the Camera input of the O Solver up the tree and you have clicked Analyse Sequence you can click this to create a vertically aligned camera rig from the analysis This gives you two Camera nodes and a JoinViews node that combines them This works in all global methods except Vertical Skew the default Output tab Four Corner Pin This represents the 2D corner pin that can be applied to the input image to create the same result as O_VerticalAligner in all global methods except Vertical Skew This allows you to do the analysis in Nuke but take the matrix to a third party application such as Baselight and align the image or camera there Transform Matrix This provides the concatenated 2D transform for the vertical alignment The matrix is filled when you click Analyse Sequence on the O _VerticalAligner tab There is one matrix for each view in the source In this example we correct the vertical alignment of a stereo image using the Global Alignment mode The image used here can be downloaded from our web site For more info
18. cameras cause keystoning because the angle created affects the perspective in the two views As a result corresponding points in the two views are vertically misaligned This is illustrated in Figure 105 and Figure 106 L L2 R1 ia p L3 R4 R3 Figure 105 The left image Figure 106 The right image Whether the vertical misalignment was caused by poorly positioned or converging cameras it can lead into an unpleasant 3D stereo viewing experience When a vertically misaligned stereo image is viewed with 3D glasses the viewer s mind attempts to line up the corresponding points in the images often causing eye strain and headaches To avoid this stereo images should only contain horizontal disparity not vertical The O_VerticalAligner plug in lets you warp views vertically so that their VISUAL EFFECTS SOFTWARE VERTICALALIGNER Description Note corresponding features align horizontally The Vertical Skew and Local Alignment options allow you to warp the views while keeping the horizontal position of each pixel the same so that there is no change in convergence An example is shown in Figure 107 and Figure 108 UNA Figure 107 Before O_VerticalAligner Figure 108 After O VerticalAligner You can choose between two warp modes Global Alignment and Local Alignment In the Global Alignment mode O _VerticalAligner performs a global transform to align the views In the Local Alignment mode it rebuilds the image
19. deblur rather than rebuild one of the views so set Primary Method to Deblur in the O FocusMatcher controls The errors disappear Under Views to Use you can see all the views that exist in your project settings Select the two views whose focus you want to match The two views you selected are mapped for the left and right eye From the Match menu select e Left to Right to deblur the left view to match the focus of the right or Right to Left to deblur the right view to match the focus of the left By default O FocusMatcher assumes the kernel is a circular disc If the way your camera lens renders out of focus points of light is not circular connect another shape in the Kernel input For example if you have an image shot with the same camera setup that has out of focus points of light bokeh you can use a Roto node with output set Ocula 3 0v2 10 11 The Foundry FOCUSMATCHER 69 Quick Start to rgb to draw a roto shape around one of the highlights Then use a Crop node to crop and reformat the image and connect the result to the Kernel input Figure 87 Using a Roto node to create the Kernel input You don t need to worry about the size of the Kernel image as O_FocusMatcher automatically resizes the image to match the radius defined by Defocus Size Uncheck Remove Ringing This tells O FocusMatcher not to remove any ringing artefacts that the deblur ring may cause making it easier for you to see wh
20. derivative works are solely in the form of machine executable object code generated by a source language processor THE SOFTWARE IS PROVIDED AS IS WITHOUT WARRANTY OF ANY KIND EXPRESS OR IMPLIED INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANT ABILITY FITNESS FOR A PARTICULAR PURPOSE TITLE AND NON INFRINGEMENT IN NO EVENT SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFT WARE BE LIABLE FOR ANY DAMAGES OR OTHER LIABILITY WHETHER IN CONTRACT TORT OR OTHERWISE ARISING FROM OUT OF OR IN CONNECTION WITH THE SOFT WARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE Expat XML parser Copyright 1998 1999 2000 Thai Open Source Software Center Ltd and Clark Cooper Copyright 2001 2002 2003 2004 2005 2006 Expat maintainers Permission is hereby granted free of charge to any person obtaining a copy of this software and associated documentation files the Software to deal in the Software without restriction including without limitation the rights to use copy modify merge publish distribute sublicense and or sell copies of the Software and to per mit persons to whom the Software is furnished to do so subject to the following con ditions The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software THE SOFTWARE IS PROVIDED AS IS WITHOUT WARRANTY OF ANY KIND EXPRESS OR IMPLIED INCLUDING BUT NOT LIMITED TO THE WARRANTI
21. differ O DisparityGenerator may be struggling to produce good results For more information see Example on page 41 andNewView on page 88 Views to Use From the views that exist in your project settings select the two views you want to use to create the disparity field These views will be mapped for the left and right eye Ignore Mask An optional mask that specifies areas to exclude from the disparity calculation You can use this input to prevent distortions at occlusions or to calculate disparity for a background layer by ignoring all foreground elements Note that masks should exist in both views and O DisparityGenerator expects alpha values of either O for regions to use or 1 for regions to ignore None Do not use an ignore mask Source Alpha Use the alpha channel of the Source clip as an ignore mask Source Inverted Alpha Use the inverted alpha channel of the Source clip as an ignore mask Mask Luminance Use the luminance of the Ignore input as an ignore mask Mask Inverted Luminance Use the inverted luminance of the Ignore input as an ignore mask Mask Alpha Use the alpha channel of the Ignore input as an ignore mask Mask Inverted Alpha Use the inverted alpha channel of the Ignore input as an ignore mask Foreground Mask An optional mask that specifies the area to calculate disparity You can use this to create a disparity layer for a foreground element To create layers for different elements use
22. e QOcclusions This is an advanced option that may improve the results Sharp Occlusions This option is similar to Occlusions but produces fewer artifacts where the disparity fields are generated from 3D CG sources The Foundry Ocula 3 0v2 Example Step by Step The Foundry NEWVIEW 91 Example Foreground Component Select the channel to use to delineate foreground regions from background The mask ensures that disparities are constrained to remain within each delineated region e None Use the entire image area Source Alpha Use the alpha channel of the Source clip e Source Inverted Alpha Use the inverted alpha channel of the Source clip Mask Luminance Use the luminance of the Fg input Mask Inverted Luminance Use the inverted luminance of the Fg input e Mask Alpha Use the alpha channel of the Fg input Mask Inverted Alpha Use the inverted alpha channel of the Fg input In this example we have a stereo image of a cathedral In the left view one of the cathedral windows has been removed using F_BlockTexture a texture replacement tool included in The Foundry s Furnace plug ins Our aim is to reproduce this change in the right view using the O NewView plug in We construct a new right view from the left view with the changes in the correct position The stereo image used in the example can be downloaded from our web site For more information please see Example Images on page 6 The n
23. for example where fine details are missed or decrease it to smooth out the motion vectors Alignment Sets how much to constrain the motion vectors to match the horizontal alignment defined by an upstream O Solver node A value of O calculates the motion vectors using unconstrained motion estimation Increasing the value forces the vectors to be aligned In most cases you want this set to O or the default value of 0 1 Sharpness Sets how distinct object boundaries should be in the calculated motion vector field Increase this value to produce distinct borders and separate objects Decrease the value to blur motion layers together and minimise occlusions For better picture building with O_Retimer you can set The Foundry Ocula 3 0v2 Example The Foundry VECTORGENERATOR 106 Example this value to 0 Figure 143 Sharpness set to 0 Figure 144 Sharpness set to 1 Smoothness Applies extra smoothing to the motion vector field as a post process after image matching The higher the value the smoother the result You can use this in conjunction with the Sharpness parameter to smooth out the motion vector field separately for distinct objects in the shot See page 110 for an example of how to use O VectorGenerator and O_Retimer to calculate a motion vector field for a stereo image and use it to retime the sequence Ocula 3 0v2 OCULA ON NUKE USER GUIDE THE 3 FOUNDRY RETIMER Description O_Retimer is designed to s
24. for the right view select the right view from the Viewer controls and set the alpha channel menu to mask_occlusion alpha Then press M on the Viewer a Viewer1 rgba lt _ mask_occlusion alpha RGB 4 f 8 1 Figure 98 Set this menu to mask_occlusion alpha The occlusion mask is shown in a red overlay on top of the colour channels Any pixels highlighted in red are only visible in the right view but not the left Figure 99 The red overlay Because these pixels don t exist in the left view they cannot be used to rebuild the right view In other words O_FocusMatcher is likely to produce poor results in these occluded areas The good news is that as we know where the picture building is likely to fail we can take this into account and fix those areas using other methods This is what the Rebuild Method menu is for If you click on the Rebuild Method menu you can see three options for handling the problematic areas identified in the occlusion mask Rebuild Plus Deblurred In our case this option fills the occluded areas with a deblurred version of the original right view Everything else is rebuilt from the left view e Rebuild Plus Original This option fills the occluded areas with the original right view Everything else is rebuilt from the left view e Rebuild Only This option rebuilds the entire right image from the left view even if the picture building fails in occluded areas We want to deblur the
25. from an earlier DisparityGenerator node or if disparity vectors exist in the image sequence itself these are used when generating the motion vectors If disparity vectors don t yet exist in the script however add an O DisparityGenerator plug in after O_Solver to calculate the disparity vectors Ocula 3 0v2 VECTORGENERATOR 103 Quick Start 3 Select Ocula gt Ocula 3 0 gt O VectorGenerator to add an O_VectorGenerator node after either O Solver or O DisparityGenerator if you added one in the previous step 4 Make sure you are viewing the output from O_VectorGenerator Figure 141 A node tree with O_VectorGenerator 5 In the O VectorGenerator controls you can see all the views that exist in your project settings under Views to Use Select the two views you want to use to calculate the motion vectors The two views you selected are mapped for the left and right eye 6 If there are areas in the image that you want to ignore when generating the motion vector field supply a mask either in the Ignore input or the alpha of the Source input In the O VectorGenerator controls set Ignore Mask to the component you want to use as the mask You can also provide a foreground mask in the Fg input or the alpha of the Source input This restricts the motion calculation to the masked areas allowing you to create a motion layer for a foreground element In the O VectorGenerator controls set Foreground Mask to the component you want
26. help in the process VISUAL EFFECTS SOFTWARE Inputs Quick Start The Foundry Note Note INTERAXIALSHIFTER 97 Inputs known as depth grading where the depth of field is adjusted in order to make sure the stereo effect can be comfortably viewed on the screen size for which the finished film is intended The apparent depth of the scene will depend upon a combination of the screen size and the distance from the screen to the viewer If there are no occlusions features visible in one view but not the other O_InteraxialShifter generally produces good results When there are occlusions the results may require further editing but can often save you time over not using the plug in at all or the cost of a reshoot To generate the new view the O_InteraxialShifter plug in needs upstream disparity vectors that relate the two views You can use the O Solver and O DisparityGenerator plug ins to calculate these vectors See NewView on page 88 and DisparityGenerator on page 33 for how to do this This plug in does not pass through any disparity channels fed into it This is because after warping the input images the original disparity field is no longer valid If you need disparity channels further down the tree add another O DisparityGenerator after O InteraxialShifter Changing interaxial distance is different to changing convergence the inward rotation of the cameras You can change convergence using Nuke s ReConverge node T
27. in different colours for the different views red for the left view and green for the right view Ocula 3 0v2 APPENDIX A RELEASE NOTES 142 Ocula 2 2v1 e O _VerticalAligner e The following new filtering options have been added for all Alignment Methods other than Vertical Skew Impulse Cubic Keys Simon Rifman Mitchell Parzen and Notch e In addition to the Transform Matrix the Output tab now includes a Four Corner Pin section This represents the 2D corner pin that can be applied to the input image to create the same result as O VerticalAligner e After clicking Analyse Sequence you can now click Create Corner Pin to create a Nuke CornerPin2D node that creates the same result as O VerticalAligner You can use multiple O VerticalAligner nodes to produce the desired alignment and then analyse on the final node to create a single corner pin that represents the concatenated transform This works in all alignment methods except Vertical Skew the default Fixed Bugs e BUGID 13725 O Solver node reset feature matching when anything changes upstream The workflow for O_Solver has changed Feature matching and analysis is now performed when keyframes are added The feature matches are then fixed unless keyframes are deleted and re inserted or Re analyse Frame is used e BUGID 15308 Deleted feature matches reappeared when new ones were added Known Bugs and Workarounds There are no known bugs in this release Ocula 3 0v2
28. mask_occlusion Then use the paint tools on the left side of the Viewer to add more occluded areas to the mask The Foundry Ocula 3 0v2 Controls The Foundry OCCLUSIONDETECTOR Controls 7 Of course you can also use RotoPaint to paint out regions that are incorrectly marked as occluded 8 When you re happy with the results press M on the Viewer again to return to the RGB display 9 If you like you can add a Write node after O OcclusionDetector and render the colour channels disparity channels and occlusion mask into the channels of a stereo EXR file Later whenever you use the same image sequence the occlusion mask will be loaded into Nuke together with the sequence If necessary you can use a Roto Paint node to edit the occlusions for use with O_FocusMatcher or O_ColourMatcher or simply replace them using another O_OcclusionDetector to adjust the mask on the fly Views to Use From the views that exist in your project settings select the two views you want to use to generate an occlusion mask These views will be mapped for the left and right eye Depth Occlusions The threshold for marking occlusions at depth changes that is where there is a sharp change in disparity Increase this value to flag more areas as occluded Try using a value of 0 3 or 0 5 where there are extreme occlusions in the image Colour Threshold The threshold for marking occlusions at colour differences between views that is where the im
29. of the square blocks that the images are divided into when calculating the colour match Occlusion Compensate Where there are occlusions in the image O_ColourMatcher usually cannot correct the colour in one view by using the colour from the other When Occlusion Compensate is enabled it instead looks for similar colours in the nearby unoccluded areas that it has already been able to match and uses the closest colour it finds This requires an occlusion mask upstream you can create one using O OcclusionDetector and is only available in the Local Matching mode Edge Occlusions The threshold for treating image edges as occlusions to reduce haloing and edge flicker The higher the value the more image edges are considered occlusions even if they aren t marked as such in the upstream occlusion mask This control is only available when Occlusion Compensate is enabled Colour Sigma The amount of blurring across edges in the colour match at occluded regions Decrease this to restrict the colour correction in occluded regions to similar colours Increase the value to blur the colour correction This control is only available when Occlusion Compensate is enabled Region Size The size of the region in pixels of unoccluded pixels used to calculate the colour correction at an occluded pixel When Occlusion Compensate is enabled O ColourMatcher first finds the closest unoccluded pixel and then expands that distance by this number of pixels to p
30. the camera transforms and the corresponding depth map Field O_DepthToDisparity does a back projection from one view to find the position of each image point in 3D space It then projects this point with the other camera transform to find the position of the point in the other view The difference between the two positions gives the disparity in one direction As with the O DisparityGenerator plug in the final disparity vectors are stored in disparity channels so you might not see any image data appear when you first calculate the disparity field To see the output inside Nuke select the disparity channels from the channel set and channel controls in the top left corner of the Viewer An example of what a disparity channel might look like is shown on page 37 Once you have generated a disparity field that describes the relation between the views of a particular clip well it will be suitable for use in most of the Ocula plug ins We recommend that you insert a Write node after O_DepthToDisparity to render the original images and the disparity channels as a stereo exr file This format allows for the storage of an image with multiple views and channel sets embedded in it Later whenever you use the same image sequence the disparity field will be loaded into Nuke together with the sequence and is readily available for the Ocula plug ins For information on how to generate a disparity field using O_DepthToDisparity and render it as an exr file
31. the channel set menu in the top left corner of the Viewer Ra A Figure 133 Cathedral sequence Figure 134 Forward and backward motion vectors for the cathedral sequence Figure 135 Forward motion Figure 136 Backward motion vectors vectors If you want to use pre calculated motion vectors rather than generate vector fields on the fly each time you need them you can use a Write node to render them into the channels of your stereo EXR file along with the colour and disparity channels Later whenever you use the same image sequence the motion vectors will be loaded into Nuke together with the sequence Ocula s Retimer plug in relies on motion vectors to produce its output but you may also want to use O VectorGenerator for other purposes for example for generating motion blur O VectorGenerator has two inputs e Source A stereo pair of images Unless you are using the Solver input the images should be followed by an O Solver node If disparity channels aren t embedded in the images you should also have an O DisparityGenerator node in this input e Solver If the Source sequence doesn t contain features that O_Solver is able to match well you can use O_Solver on another sequence shot with the same camera setup If you do connect O Solver to this input e Ignore An optional mask that specifies areas to exclude from the motion calculation You can use this input to prevent distortions at occlusions or to
32. the nodes or channels each Ocula node requires in its inputs turn to Appendix B Node Dependencies on page 154 To generate a disparity field for a stereo clip do the following 1 Start Nuke and press S on the Node Graph to open the project settings Go to the Views tab and click the Set up views for stereo button From the Toolbar select Image gt Read to load your stereo clip usually a rendered 3D scene into Nuke If you don t have both views in the same file select Views gt JoinViews to combine them or use a variable in the Read node s file field to replace the name of the view use the variable V to replace an Ocula 3 0v2 115 Controls The Foundry DEPTHTODISPARITY Controls entire view name such as left or right and v to replace an initial letter such as or r For more information refer to the Nuke user guide Make sure the stereo clip contains a z depth map for each view in the depth channels If this is not the case and you have saved the depth maps as separate images you can use a Nuke Shuffle node Channel gt Shuffle to shuffle them into the depth channels Select Ocula gt Ocula 3 0 gt O_DepthToDisparity to insert an O_DepthToDisparity node after either the stereo clip or the JoinViews node if you inserted one in the previous step Connect the camera that the scene was rendered with to the Camera input of O_DepthToDisparity It is important the camera information is correct for the
33. think will produce better disparity vectors The former method may be preferable if you are correcting an unwanted colour shift between views for example The latter method usually works best if your changes in one view produce an occlusion in the images for example when using a texture replacement plug in or painting something on one view in another application Note that to reproduce changes you ve made using Nuke s Roto node RotoPaint node or any node or gizmo that has controls for x and y coordinates it is easier to use the O Correlate plug in described on page 110 Tip 0 NewView is often used as a troubleshooting tool to judge the quality of a particular disparity field VISUAL EFFECTS SOFTWARE NEWVIEW 89 Inputs Inputs O_NewView has two inputs e Source A stereo pair of images If disparity channels aren t embedded in the images you should add an O_ Solver and an O_DisparityGenerator node after the image sequence e Fg An optional mask that delineates foreground regions from background The mask ensures that disparities are constrained to remain within each delineated region Note that masks should exist in both views and O NewView expects alpha values of either O for background or 1 for foreground Note that the Fg input only has an effect when Inputs is set to Both and Interpolate Position is greater than O and less than 1 To see a table listing the nodes or channels each Ocula node requires in its inputs
34. to use as the mask Using both an Ignore and an Fg mask you can restrict the motion calculation to a foreground region but exclude any problematic areas from that region 7 Use the Alignment control to set how much to constrain the motion vectors to match the horizontal alignment defined by the upstream O_Solver node A value of O calculates the motion vectors using unconstrained motion estimation Increasing the value forces the vectors to be aligned In most cases you want this set to O or the default value of 0 1 8 Set the Viewer s channel set menu to motion forward or backward O VectorGenerator calculates the motion vectors which are then displayed in the Viewer Figure 142 A motion vector channel The Foundry Ocula 3 0v2 Controls The Foundry 9 10 11 VECTORGENERATOR Controls If necessary adjust Strength Sharpness and Smoothness and view their effect on the motion vector field For more information on these parameters see Controls below You can also use the Fg input to separate foreground and background layers to handle severe occlusions In the O_VectorGenerator controls set Foreground Mask to the component you want to use as the mask If you want to save the newly created motion vectors in the channels of your stereo clip select Image gt Write to insert a Write node after O_VectorGenerator In the Write node controls select all from the channels pulldown menu Choose exr as the file t
35. you choose how this is done Minimum Correction Out of the results you have this picks the smallest correction at each point that is closest to your original image This option can be useful if you have a very poor disparity map e Best Guess Out of the results you have this picks the closest correction to the target image at each point The target image is created by using the disparity field to warp the other view onto the image you re trying to correct This option can be useful if you have a very good disparity map e Average Correction Use the mean value of the colour correction at each point This option is the default Mask Options Mask Component Select the channel to use as a mask when calculating the colour transformation e None Use the entire image area e Source Alpha Use the alpha channel of the Source clip as a mask e Source Inverted Alpha Use the inverted alpha channel of the Source clip as a mask e Mask Luminance Use the luminance of the Mask input as a mask Mask Inverted Luminance Use the inverted luminance of the Mask input as a mask e Mask Alpha Use the alpha channel of the Mask input as a mask e Mask Inverted Alpha Use the inverted alpha channel of the Mask input as a mask Ocula 3 0v2 Example Step by Step The Foundry COLOURMATCHER 63 Example In this example we have a subtle colour discrepancy between our stereo views and reflections that are present in one vie
36. 2 LIMITED LIABILITY In no event shall the Released Parties cumulative liability to Licensee or any other party for any loss or damages resulting from any claims demands or actions arising out of or relating to this Agreement or the Software or Documentation contemplated herein exceed the License Fee paid to The Foundry or its authorized reseller for use of the Software Furthermore INNO EVENT SHALL THE RELEASED PARTIES BE LIABLE TO LICENSEE UNDER ANY THEORY FOR ANY INDIRECT SPECIAL INCIDENTAL PUNITIVE EXEMPLARY OR CONSEQUENTIAL DAMAGES INCLUDING DAMAGES FOR LOSS OF BUSINESS OR LOSS OF PROFITS OR THE COST OF PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES REGARDLESS OF WHETHER THE RELEASED PARTIES KNOW OR HAVE REASON TO KNOW OF THE POSSIBILITY OF SUCH DAMAGES AND REGARDLESS OF WHETHER ANY REMEDY SET FORTH HEREIN FAILS OF ITS ESSENTIAL The Foundry Ocula 3 0v2 APPENDIX C END USER LICENSE AGREEMENT End User License Agreement EULA PURPOSE No action arising out of or related to this Agreement regardless of form may be brought by Licensee more than one 1 year after Licensee s initial receipt of the Software provided however to the extent such one 1 year limit may not be valid under applicable law then such period shall be limited to the shortest period allowed by law SECTION 13 TERM TERMINATION This Agreement is effective upon Licensee s acceptance of the terms hereof and Licensee s payment of the License Fee and the Agre
37. 8 Next adjust Match Offset to converge on different points in the image Accurate feature matches should sit on top of each other when you converge on them If you Can See a vertical offset between any feature matches you can delete those matches Figure 8 When converged on accurate feature matches sit on top of each other left whereas poor matches are vertically offset right 9 It s important that there is a good number of feature matches spread around the entire image If at this point you are left with only a few accurate feature matches you should add more matches manually O_ Solver considers these The Foundry Ocula 3 0v2 The Foundry SOLVER 25 Quick Start manually added matches superior to the ones detected automatically and pays them more attention when calculating the final results You should also add more feature matches manually if the automatic feature detection didn t produce enough matches in some parts of the image In cases like this it s a good idea to add at least four user matches one in each corner of the image but the more accurate matches you have the better To add a feature match make sure you are viewing a keyframe Then right click in the Viewer and select add feature see Figure 9 and Figure 10 Switch to the other view and drag the feature you just added to its correct location in that view see Figure 11 As you can see the feature for the left view is represented by a differ
38. 94 The left view Figure 95 The right view O_FocusMatcher can fix this by rebuilding the right view using pixels from the left In order to do so it needs an upstream occlusion mask that identifies occluded pixels in each view You can generate an occlusion mask using the O_OcclusionDetector node From the toolbar select Ocula gt Ocula 3 0 gt O_OcclusionDetector to insert an O_OcclusionDetector node between the image and the Viewer Figure 96 The node tree with O_OcclusionDetector O_OcclusionDetector calculates a mask for the occluded pixels in each view and stores it in the mask_occlusion channel You can adjust the mask using the O_OcclusionDetector controls but for the sake of keeping this example short we re going to go with the default settings Next add an O FocusMatcher node after O OcclusionDetector Figure 97 O_FocusMatcher 6 By default O FocusMatcher is set to rebuild the left view to match the focus of the right We need it to do the opposite so set the Match menu to Right to Left Ocula 3 0v2 The Foundry 7 FOCUSMATCHER 75 Example O_FocusMatcher now rebuilds the right view using pixels from the left If the upstream disparity field is accurate and there are no occlusions pixels visible in one view but not the other this generally produces good results We have already generated an occlusion mask in step 4 so we can use it to check which areas are occluded To see the occlusion mask
39. DUCTION 13 Licensing Ocula over a Network On Windows and Mac 1 Make sure you have saved both the licence key foundry lic and the Foundry License Installer application in the same directory 2 Run the Foundry License Installer application The licence key should automatically appear in the FLI window if the FLI and foundry lic are in the same directory If they are not you can either copy and paste the contents of the licence key or drag and drop the file into the FLI window 3 Click Install This checks the licence file and provided that the licence is valid installs it into the correct directory The licence server address is displayed on screen lt number gt lt licence server name gt You should make a note of the address as you ll need it to activate the client machines 4 In order for the floating licence to work you need to install the Foundry Licensing Tools FLT on the licence server machine not the client machines For more information on how to install floating licences refer to the FLT user guide which you can download from our web site http www thefoundry co uk support licensing tools 5 Once your licence server is up and running you need to direct your client machines to the server in order to obtain a licence See Telling the Client Machines Where to Find the Licences on page 14 On Linux Note You must have root or sudo permissions to install the FLI software 1 We email you a tgz file conta
40. ES OF MERCHANT ABILITY FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM DAMAGES OR OTHER LIABILITY WHETHER IN AN ACTION OF CONTRACT TORT OR OTHERWISE ARISING FROM OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE VISUAL EFFECTS SOFTWARE APPENDIX C THIRD PARTY LICENCES Third Party Licences FreeType Font support Portions of this software are copyright 2008 The FreeType Project www freetype org All rights reserved FTGL OpenGL support FTGL OpenGL font library Copyright 2001 2004 Henry Maddocks ftgl opengl geek nz Copyright 2008 Sam Hocevar sam zoy org Copyright 2008 Sean Morrison learner bricad org Permission is hereby granted free of charge to any person obtaining a copy of this software and associated documentation files the Software to deal in the Software without restriction including without limitation the rights to use copy modify merge publish distribute sublicense and or sell copies of the Software and to per mit persons to whom the Software is furnished to do so subject to the following con ditions The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software THE SOFTWARE IS PROVIDED AS IS WITHOUT WARRANTY OF ANY KIND EXPRESS OR IMPLIED INCLUDING BUT NOT LIMITED TO THE WARRANTIES
41. Foundry BUG ID 5482 Progress bar does not indicate what is being processed further up a tree when Correlate using disparity or Correlate with Ocula options are used This will be fixed in a subsequent Nuke release BUG ID 5904 There is no progress bar when Correlate with Ocula option is used This will be fixed in a subsequent Nuke release BUG ID 5979 Running out of memory with complicated stereo scripts on 32 bit Windows This will be fixed in a subsequent Nuke release BUG ID 6075 Slow processing when Correlate with Ocula option is used if source image is an EXR This will be fixed in a subsequent Nuke release BUG ID 6428 ReConverge node Use Ocula if available option causes a crash when reloading a script This will be fixed in Nuke 5 1v3 Ocula 3 0v2 OCULA ON NUKE USER GUIDE THE 3 FOUNDRY APPENDIX B NODE DEPENDENCIES Node Dependencies This appendix lists the data each Ocula node requires in its inputs in addition to a stereo pair of images O Solver any x x x x x x O_Disparity any Y x x x x x Generator O_Occlusion any x Y x x x x Detector O Colour Mode Basic x x x x x x Matcher Mode 3D LUT x Y Y x x x Mode Local x Y Y x x x Matching amp Occlusion Com pensate enabled Mode Local x Y x x x x Matching Occlusion Com pensate disabled O_Focus Primary Method x Y Y x x x Matcher Rebuild Primary Method x Y x x x x Deblur O Vertic
42. OF MERCHANT ABILITY FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM DAMAGES OR OTHER LIABILITY WHETHER IN AN ACTION OF CONTRACT TORT OR OTHERWISE ARISING FROM OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE VXL Computer vision Copyright 2000 2003 TargetJr Consortium GE Corporate Research and Development GE CRD 1 Research Circle Niskayuna NY 12309 All Rights Reserved Reproduction rights limited as described below Permission to use copy modify distribute and sell this software and its documenta tion for any purpose is hereby granted without fee provided that i the above copy right notice and this permission notice appear in all copies of the software and related documentation ii the name TargetJr Consortium represented by GE CRD may not be used in any advertising or publicity relating to the software without the specific prior written permission of GE CRD and iii any modifications are clearly marked and summarized in a change history log THE SOFTWARE IS PROVIDED AS IS AND WITHOUT WARRANTY OF ANY KIND EXPRESS IMPLIED OR OTHERWISE INCLUDING WITHOUT LIMITATION ANY WAR RANTY OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE IN NO EVENT SHALL THE TARGETJR CONSORTIUM BE LIABLE FOR ANY SPECIAL INCIDEN TAL INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY KIND OR ANY DAMAGES WHATSOEVER
43. PENDIX C END USER LICENSE AGREEMENT 163 End User License Agreement EULA SECTION 16 NONSOLICITATION Licensee agrees not to solicit for employment or retention any of The Foundry s current or future employees who were or are involved in the development and or creation of the Software SECTION 17 U S GOVERNMENT LICENSE RIGHTS The Software Documentation and or data delivered hereunder are subject to the terms of this Agreement and in no event shall the U S Government acquire greater than RESTRICTED LIMITED RIGHTS At a minimum use duplication or disclosure by the U S Government is subject to the applicable restrictions of i FAR 52 227 14 ALTS Il and IlI June 1987 ii FAR 52 227 19 June 1987 iii FAR 812 211 and 12 212 and or iv DFARS 227 7202 1 a and DFARS 227 7202 3 The Software is the subject of the following notices e Copyright 2012 The Foundry Visionmongers Ltd All Rights Reserved e Unpublished rights reserved under the Copyright Laws of the United Kingdom SECTION 18 SURVIVAL Sections 2 3 5 6 8 9 10 11 12 13 14 15 16 17 18 19 and 20 shall survive any termination or expiration of this Agreement SECTION 19 IMPORT EXPORT CONTROLS To the extent that any Software made available hereunder is subject to restrictions upon export and or reexport from the United States Licensee agrees to comply with and not act or fail to act in any way that would violate the applicable internati
44. RESULTING FROM LOSS OF USE DATA OR PROFITS WHETHER OR NOT ADVISED OF THE POSSIBILITY OF SUCH DAMAGES OR ON ANY THEORY OF LIA BILITY ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE The Foundry Ocula 3 0v2 157 OCULA ON NUKE USER GUIDE THE 3 FOUNDRY APPENDIX C END USER LICENSE AGREEMENT End User License Agreement EULA IMPORTANT BY INSTALLING THIS SOFTWARE YOU ACKNOWLEDGE THAT YOU HAVE READ THIS AGREEMENT UNDERSTAND IT AND AGREE TO BE BOUND BY ITS TERMS AND CONDITIONS IF YOU DO NOT AGREE TO THE TERMS OF THIS AGREEMENT DO NOT INSTALL COPY OR USE THE SOFTWARE This END USER LICENSE AGREEMENT this Agreement is made by and between The Foundry Visionmongers Ltd a company registered in England and Wales The Foundry and you as either an individual or a single entity Licensee In consideration of the mutual covenants contained herein and for other good and valuable consideration the receipt and sufficiency of which is acknowledged by each party hereto the parties agree as follows SECTION 1 GRANT OF LICENSE Subject to the limitations of Section 2 The Foundry hereby grants to Licensee a limited non transferable and non exclusive license to install and use a machine readable object code version of this software program the Software and accompanying user guide and other documentation collectively the Documentation solely for Licensee s own internal business pur
45. When you need to manipulate the same clip again later the disparity vec tors are loaded into Nuke together with the clip Figure 31 Rendering the output to combine the clip and the disparity channels for future use 11 If the calculated disparity field does not produce the results you re after and you have already checked the quality of the solve as described on page 23 use the O DisparityGenerator controls to adjust the way the disparity field is calculated The available controls are described below Tip You can use a RotoPaint Draw gt RotoPaint node to edit the generated disparity channels For example if a specific region in the image is producing incorrect disparity vectors and you know that those vectors should match the vectors in the surrounding areas you can use the Clone tool to clone out the problematic area Tip 7o check the quality of the generated disparity field you can e use an QcclusionDetector node after O DisparityGenerator e set Sharpness to O and use an O NewView node after O DisparityGenerator In the O NewView controls if you set Inputs to Right and Interpolate Position to O the node uses pixels from the right view to build a new view on top of the left You can then compare this new left view with the original left view in the The Foundry Ocula 3 0v2 Controls The Foundry DISPARITYGENERATOR 39 Controls Viewer Where the views match the generated disparity field is accurate Where they
46. a 3 0v2 OCULA ON NUKE USER GUIDE THE 3 FOUNDRY NEwVIEW Description Using the O_NewView plug in you can create a single view from a stereo pair of images You can create this new view at any position between the original views The new view replaces both of the existing views You can choose to construct the new view using one or both of the original views Using just one view can be useful if you want to manipulate it with a gizmo a plug in or a graphics editor for example and copy your changes into the other view You can make your changes to one view and use the O_NewView plug in to generate the other view with these changes reproduced in the correct position If there are no occlusions features visible in one view but not the other O_NewView generally produces good results When there are occlusions the results may require further editing but can often save you time over not using the plug in at all To generate the new view the O NewView plug in needs disparity vectors that relate the two views You can use the O_Solver and O DisparityGenerator plug ins to calculate these vectors See Solver on page 19 and DisparityGenerator on page 33 for how to do this If you use O NewView to reproduce changes made to one view in the other view you may want to create the disparity vectors using either the modified view and its corresponding view or the original views with no changes applied Which you choose depends on which you
47. age content is different between the views Decrease this value to flag more areas as occluded Try using a value of 0 02 to pick up more occlusions if the colour variation in the image is flat Try increasing the value to 0 1 if there are a lot of highly textured regions such as foliage Refinement Options Occlusion Size Presets for different occlusions sizes Selecting the size of the regions that are visible in one view but not the other here sets the Occlusion Dilate Occlusion Fill and Occlusion Blur controls accordingly The default is Small but if there is a lot of parallax in the images there can be a lot of image content occluded or revealed between views so you can switch to Large or Extreme to create larger occlusion regions e Small e Medium e Large e Extreme Ocula 3 0v2 53 Example The Foundry OCCLUSIONDETECTOR 54 Example Figure 64 Occlusion Size Small Figure 65 Occlusion Size Extreme Occlusion Dilate The amount in pixels to expand the regions that are considered occluded Occlusion Fill The size in pixels of holes to fill inside occluded regions Increase this value to fill larger holes Holes can appear and disappear causing flicker when using O ColourMatcher or O FocusMatcher Occlusion Blur The amount in pixels to blur occlusion boundaries Increase this value to smooth out transitions at occluded regions when using O_ColourMatcher or O_FocusMatcher See page 73 for an ex
48. al Warp Mode Y x x x x x Aligner Global Alignment Warp Mode x Y x x x x Local Alignment O_NewView any x Y x x x x O_Interaxial any x Y x x x x Shifter VISUAL EFFECTS SOFTWARE APPENDIX B NODE DEPENDENCIES Node Dependencies O Vector any x x x Generator O_Retimer any Y x x O Depth any x Y Y ToDisparity O Disparity any x x Y ToDepth O Disparity any x x x Viewer The Foundry Ocula 3 0v2 155 OCULA ON NUKE USER GUIDE THE FOUNDRY APPENDIX C THIRD PARTY LICENCES Third Party Licences This appendix lists third party libraries used in Ocula along with their licences Boost Source code function Boost Software License Version 1 0 August 17th 2003 template library Permission is hereby granted free of charge to any person or organization obtaining a copy of the software and accompanying documentation covered by this license the Software to use reproduce display distribute execute and transmit the Software and to prepare derivative works of the Software and to permit third parties to whom the Software is furnished to do so all subject to the following The copyright notices in the Software and this entire statement including the above license grant this restriction and the following disclaimer must be included in all copies of the Software in whole or in part and all derivative works of the Software unless such copies or
49. amera Relationship 1 Start Nuke and press S on the Node Graph to open the project settings Go to the Views tab and click the Set up views for stereo button 2 Select Image gt Read to import graveyard _left tif In the Read node controls locate the file field Then replace the word eft in the file name with the variable V This way Nuke reads in both the left and the right view using the same Read node 3 Select the Read node and choose Ocula gt Ocula 3 0 gt O Solver from the Toolbar This inserts an O Solver node after the stereo image The purpose of this node is to define the geometrical relationship between the two views in the input image that is the camera relationship or solve That information can then be fed to O DisparityGenerator which creates the final disparity field For now we ll concentrate on creating an accurate solve using O Solver 4 Attach a Viewer to the O Solver node 5 In the O Solver controls click Add Key to set a keyframe for O Solver to analyse Our example here consists of just one frame but if you were using a sequence you should set keyframes wherever the camera setup changes If the setup doesn t change you can get away with using just one keyframe Remember that this should be a frame that is easy to match between views ideally a frame with enough picture detail but no motion blur occluding fog or dust Every time you add a keyframe O Solver analyses the footage and calculates
50. ample of how to use O_OcclusionDetector with O_FocusMatcher Ocula 3 0v2 OCULA ON NUKE USER GUIDE THE 3 FOUNDRY COLOURMATCHER Description The O_ColourMatcher plug in lets you match the colours of one view with those of another It has been specifically designed to deal with the subtle colour differences that are sometimes present between stereo views Y 4 Y a wA A x 4 Ip Y XU a g Figure 68 The colour corrected right view Colour discrepancies between views can be caused by several factors For example stereo footage may have been shot with cameras which were differently polarised or there may have been slight differences between the physical characteristics of the two camera lenses or image sensors If the colour differences are not corrected for viewers of the footage may find it difficult to fuse objects in the scene and enjoy the viewing experience Correcting for colour differences manually in post production tends to be a time consuming process and requires considerable skill Using O_ColourMatcher however you can automate the colour grading required This plug in differs from most of the Ocula plug ins in that it does not always need disparity vectors This is because in the Basic mode O_ColourMatcher does not use any spatial information but tries to match the overall colour distribution of one view to that of the other In this mode you do not need to use O Solver and O_DisparityGenerator with
51. anges in alignment with depth See Global Alignment Select Ocula gt Ocula 3 0 gt O Solver to insert an O Solver node after your stereo clip For more information on how to use O Solver see Solver on page 19 Select Ocula gt Ocula 3 0 gt O_VerticalAligner to insert an O_VerticalAligner node after either O_Solver In most cases the O_Solver node should be connected to the Source input of O VerticalAligner Figure 109 However if you want to adjust the vertical alignment of one clip by using the O_Solver node of another connect the O Solver node to the Solver input of O_VerticalAligner Figure 110 Ocula 3 0v2 VERTICALALIGNER 81 Quick Start Figure 109 Getting the camera Figure 110 Getting the camera relationship from the Source clip relationship from the Solver clip 3 Connect a Viewer to the O VerticalAligner node 4 Open the O VerticalAligner controls Under Views to Use you can see all the views that exist in your project settings Select the two views you want to use for the left and right eye when correcting the alignment The two views you selected are mapped for the left and right eye 5 From the Align menu select how to move the images to align the views e Both Views Move both views half way e Left to Right Move the left view to line up with the right Right to Left Move the right view to line up with the left 6 Set Warp Mode to Global Alignment In this mode O_VerticalAligner perfo
52. are areas in the image that you want to ignore when calculating the colour transformation supply a mask either in the Mask input or the alpha of the Source input In the O_ColourMatcher controls set Mask Component to the component you want to use as the mask If you are not happy with the results try one of the other modes described below Make sure there are disparity vectors in the data stream from an earlier O DisparityGenerator node or disparity vectors exist in the image sequence itself If disparity vectors don t yet exist in the script you can use the O Solver and O_DisparityGenerator plug ins after your image sequence to calculate the disparity vectors See Solver on page 19 and DisparityGenerator on page 33 for how to do this If an occlusion mask doesn t yet exist in the data stream or the image sequence itself use an O_OcclusionDetector node to create one See OcclusionDetector on page 48 You can also replace an existing occlusion mask by inserting a new O_OcclusionDetector before O_ColourMatcher This allows you to modify the occlusions Select Ocula gt Ocula 3 0 gt O_ColourMatcher to insert an O_ColourMatcher node after your stereo clip Connect a Viewer to the O_ColourMatcher node Figure 70 O_ColourMatcher node tree Ocula 3 0v2 Local Matching Mode The Foundry 10 1 COLOURMATCHER 58 Quick Start In the O_ColourMatcher controls you can see all the views that exist in your project
53. arrows You may want to do this for example if the default colour is very close to the colours in your input image or if you want to compare disparity methods and have more than one O DisparityViewer overlay displayed at once Note Disparity vectors are baked into your render if the node is enabled when you write your sequence out Parallax Histograms To view a parallax histogram for any given point of your node tree do the following 1 Select a node at any point in the node tree where there is a disparity channel The Foundry Ocula 3 0v2 Parallax Violation Overlays The Foundry Note DISPARITYVIEWER 128 Quick Start If you don t have a disparity channel in the data stream you can add one using the O Solver and O DisparityGenerator nodes See Solver on page 19 and Dis parityGenerator on page 33 Choose Ocula gt Ocula 3 0 gt O_DisparityViewer from the Toolbar This inserts an O_DisparityViewer node in your node tree Under Views to Use select the views you want to use to visualise as a histogram These views are mapped for the left and right eye Using the Display dropdown menu select Parallax Histogram Figure 181 Parallax histogram The Viewer displays a histogram showing Parallax in pixels on the x axis the number of image pixels on the y axis and the negative and positive parallax vio lation areas in red and green respectively The screen is placed at zero on the x axis so negative parallax refe
54. ate a motion layer for a foreground element To create layers for different elements use several O _VectorGenerator nodes If necessary you can also use the Ignore mask to Ocula 3 0v2 104 VECTORGENERATOR 105 Controls exclude elements in the foreground region Note that masks should exist in both views and O VectorGenerator expects alpha values of either O for background or 1 for foreground None Do not use a foreground mask Source Alpha Use the alpha channel of the Source clip as a foreground mask e Source Inverted Alpha Use the inverted alpha channel of the Source clipas a foreground mask Mask Luminance Use the luminance of the Fg input as a foreground mask e Mask Inverted Luminance Use the inverted luminance of the Fg input as a foreground mask e Mask Alpha Use the alpha channel of the Fg input as a foreground mask Mask Inverted Alpha Use the inverted alpha channel of the Fg input as a foreground mask Strength Sets the strength in matching pixels between frames Higher values allow you to accurately match similar pixels in one image to another concentrating on detail matching even if the resulting motion field is jagged Lower values may miss local detail but are less likely to provide you with the odd spurious vector producing smoother results Often it is necessary to trade one of these qualities off against the other You may want to increase this value to force the images to match
55. atibility Known Bugs and Workarounds The Foundry BUG ID 5482 Progress bar does not indicate what is being processed further up a tree when Correlate using disparity or Correlate with Ocula options are used This will be fixed in a subsequent Nuke release BUG ID 5904 There is no progress bar when Correlate with Ocula option is used This will be fixed in a subsequent Nuke release BUG ID 5979 Running out of memory with complicated stereo scripts on 32 bit Windows This will be fixed in a subsequent Nuke release BUG ID 6075 Slow processing when Correlate with Ocula option is used if source image is an EXR This will be fixed in a subsequent Nuke release BUG ID 6428 ReConverge node Use Ocula if available option causes a crash when reloading a script This will be fixed in Nuke 5 1v3 Ocula 3 0v2 152 APPENDIX A RELEASE NOTES 153 Ocula 1 0v1 Ocula 1 0v1 This is the first release of Ocula 1 0 for Nuke Release Date October 2008 Requirements 1 2 Nuke 5 1 on Windows Mac OS X or Linux Foundry FLEXIm Tools FFT 4 0v1 or later for floating licenses New Features In this release there are five plug ins and a collection of tools that add extra functionality to existing Nuke features Improvements This section will describe improvements to existing features in later versions Bug Fixes This section will describe fixed bugs in later versions Known Bugs and Workarounds The
56. atically In the meantime you will need to set your NUKE_PATH environment vari able to replace 5 x with 5 1 or 5 2 according to the version of Nuke you re using e On Windows C Program Files Common Files Nuke 5 x plugins Ocula 2 0 e On Mac OS X Library Application Support Nuke 5 x plugins Ocula 2 0 e On Linux usr local Nuke 5 x plugins Ocula 2 0 BUG ID 8222 Ocula and BUG ID 8229 Nuke Ocula doesn t obey requests to force the use of interactive licenses in render mode i e when Nuke is run with xi Instead it will always request a render license in this mode This is because Ocula 2 0 uses the Nuke NDK and there is currently no way for NDK plug ins to tell the difference between this and the normal render mode When a mechanism is provided in a later Nuke release we will update the Ocula licensing to fix the problem Ocula 3 0v2 APPENDIX A RELEASE NOTES Ocula 1 0v2 Ocula 1 0v2 This is a maintenance release of Ocula Release Date November 2008 Requirements 1 Nuke 5 1 on Windows Mac OS X or Linux 2 Foundry FLEXIm Tools FFT 4 0v1 or later for floating licenses New Features There are no new features in this release Improvements There are no improvements in this release Bug Fixes Fixed instability in plug ins caused by OS incompatibility with FLEXIm 10 8 licensing module Upgraded FLEXIm to 10 8 6 for improved Mac OS X 10 5 Leopard compatibility and to 10 8 7 for improved 64 bit Linux comp
57. calculate motion for a background layer by ignoring all foreground elements Note that masks should exist in both views and Ocula 3 0v2 Quick Start The Foundry VECTORGENERATOR 102 Quick Start O VectorGenerator expects alpha values of either O for regions to use or 1 for regions to ignore Figure 137 The left view Figure 138 An ignore mask for the left view This ignores the foreground elements to calculate motion for the background e Fg An optional mask that specifies the only areas to include in the motion calculation You can use this to create a motion layer for a foreground element To create layers for different elements use several O _VectorGenerator nodes If necessary you can also use the Ignore mask to exclude elements in the foreground region Note that masks should exist in both views and O VectorGenerator expects alpha values of either O for background or 1 for foreground Figure 139 The left view Figure 140 A foreground mask for the left view To see a table listing the nodes or channels each Ocula node requires in its inputs turn to Appendix B Node Dependencies on page 154 To generate motion vectors for a stereo pair of images do the following 1 O VectorGenerator always requires an upstream Solver node so select Ocula gt Ocula 3 0 gt O Solver from the toolbar to insert an O Solver node after your image sequence 2 If there are disparity vectors in the data stream
58. cally align a pretracked Nuke stereo camera that describes the camera setup used to shoot the Source images that is a camera you have tracked with the CameraTracker node or imported to Nuke from a third party camera tracking application connect the camera to the Camera input of O Solver If you have two camera nodes rather than a single node with split controls you can use a JoinViews Views gt JoinViews node to combine them first If you want to create a CornerPin2D node that creates the same result as O VerticalAligner you can skip this step Select Ocula gt Ocula 3 0 gt O VerticalAligner to insert an O VerticalAligner node after O_Solver The O_Solver node should be connected to the Source input of O_VerticalAligner Connect a Viewer to the O VerticalAligner node Figure 112 The node tree with O_VerticalAligner Open the O VerticalAligner controls Under Views to Use you can see all the views that exist in your project settings Select the two views you want to use for the left and right eye when correcting the alignment The two views you selected are mapped for the left and right eye From the Align menu select how to move the images to align the views e Both Views Move both views half way e Left to Right Move the left view to line up with the right e Right to Left Move the right view to line up with the left Set Global Method to any method except Vertical Skew If you attached cameras to the Camera inpu
59. can set to show Disparity Vectors Parallax Histogram or Parallax Violations Parallax Histogram and Parallax Violations also have associated Histogram and Parallax controls The limits and ranges are all defined as a percentage of screen width that is horizontal disparity in pixels 100 format width in pixels For more information see DisparityViewer on page 125 e Correlate The option to Correlate with Ocula has been removed Curves can be cor related from one view to another using Correlate points or Correlate average based on the improved disparity delivered by O DisparityGenerator Fixed Bugs e BUG ID 21147 O DisparityGenerator didn t work with cropped images e BUGID 21770 O Solver The influence of user matches has been increased Known Bugs and Workarounds e BUGID 22755 O Solver Feature selection does not work with multiple Viewers The Foundry Ocula 3 0v2 APPENDIX A RELEASE NOTES 140 Ocula 2 2v2 Ocula 2 2v2 This release adds support for Nuke 6 3 and fixes four bugs Release Date July 2011 Requirements e aversion of Nuke 6 2 or 6 3 on Windows XP 64 bit or Windows 7 64 bit e MacOSX 10 5 Leopard or 10 6 Snow Leopard 32 bit Nuke 6 2 only or 64 bit e Linux CentOS 4 5 64 bit e Foundry FLEXIm Tools FFT 5 0v1 or later for floating licenses New Features There are no new features in this release Improvements There are no improvements to existing features in this release Fi
60. cher on page 66 e O VectorGenerator This plug in calculates consistent left and right motion vectors for reti ming The motion estimation algorithm is based on the new disparity engine in O DisparityGenerator and delivers vectors that maintain stereo alignment For more information see VectorGenerator on page 100 O Retimer Ocula 3 0v2 APPENDIX A RELEASE NOTES 137 Ocula 3 0v1 This plug in lets you speed up or slow down a stereo clip based on the left and right motion vectors calculated by O_VectorGenerator You can control the new timing of the clip using either the Speed or the Frame control Both controls are animatable For more information see Retimer on page 107 e StereoReviewGizmo This gizmo lets you compare left and right views in various ways For example you can use it for testing vertical alignment and colour matches or measuring parallax You can also convert it to a group to copy and edit the internals The gizmo is undocumented but there are tool tips for all the controls Improvements Ocula 3 0 includes key improvements to the quality and accuracy of existing plug ins All Ocula nodes e BUG ID 22303 Ocula nodes now cache results to disk to prevent recalculations and to reduce memory overhead e O Solver e O Solver has been rewritten to increase the accuracy and the ease of use e The controls have been simplified e The node now uses a new improved feature matching algorithm This del
61. control how much the disparity vectors respect O_Solver s geometric alignment by using the Alignment slider in the O DisparityGenerator controls The final disparity vectors are stored in disparity channels so you might not see any image data appear when you first calculate the disparity field To see the output inside Nuke select a disparity channel from the channel set and channel controls in the top left corner of the Viewer An example of what a disparity channel might look like is shown below VISUAL EFFECTS SOFTWARE Inputs The Foundry Tip DISPARITYGENERATOR 34 Inputs Figure 20 A disparity field In general once you have generated a disparity field that describes the relation between the views of a particular clip well it will be suitable for use in most of the Ocula plug ins We recommend that you insert a Write node after O_DisparityGenerator to render the original images and the disparity channels as a stereo exr file sometimes referred to as sxr This format allows for the storage of an image with multiple views and channel sets embedded in it Later whenever you use the same image sequence the disparity field will be loaded into Nuke together with the sequence and is readily available for the Ocula plug ins For information on how to generate a disparity field and render it as an exr file see Quick Start below O DisparityGenerator operates on luminance images If you for example have a bluescreen image w
62. create a sharper image but potentially at the cost of more artefacts Defocus Size The size of the kernel the image has been blurred with This value is in pixels It s very important to get it right so keep adjusting it until you get nice deblurring with sharp edges but no ringing Remove Ringing When enabled O FocusMatcher attempts to reduce ringing artefacts that may appear around the edges in the image Ring Range The distance from an edge in pixels to suppress ringing artefacts Ring Ratio The strength of a strong edge relative to a nearby ringing artefact Decreasing this value removes more ringing artefacts but may also stop real edges from being deblurred In this example we correct the focus distribution in the right view of a stereo image by rebuilding it using the pixels from the left view You can download the stereo image used here from our web site please see Example Images on page 6 Ocula 3 0v2 Step by Step The Foundry FOCUSMATCHER 74 Example Fire up Nuke Open the project settings press S on the Node Graph go to the Views tab and click the Set up views for stereo button Import lobby exr This image already includes both the left and the right view as well as the necessary disparity channels Attach a Viewer to the image and zoom in Switch between the left and the right view As you can see the focus distribution of the right view doesn t match that of the left Figure
63. curacy of the depth channels in practice select Filter gt ZBlur to add a ZBlur node between O DisparityToDepth and the Viewer This node blurs the image according to the depth channels we ve just created Figure 171 The node tree with ZBlur 8 In the ZBlur controls set e channels to rgba e math to far 0 e focus plane C to 2 e size to 8 9 View the output To better see the effect of the ZBlur node select it in the Node Graph and press D repeatedly to disable and enable it As you can see the areas further back in the scene receive more blur than the areas close to the camera The Foundry Ocula 3 0v2 DISPARITYTODEPTH 124 Example Figure 172 The output of ZBlur 10 If you are happy with the depth channels you can save them in the channels of the input clip for later use Select Image gt Write to insert a Write node between O DisparityToDepth and ZBlur In the Write node controls select all from the channels pulldown menu Use the file control to give the file a location and a new name Choose exr as the file type and click Render to render the image The Foundry Ocula 3 0v2 OCULA ON NUKE USER GUIDE THE 3 FOUNDRY DISPARITYVIEWER Description The O DisparityViewer plug in lets you visualise the disparity vectors in your node tree display a histogram detailing positive and negative parallax or overlay the Viewer with parallax violations Note All three O Disparity Viewer modes are baked into your ren
64. d e ColourMatcher This node requires an occlusion mask upstream to produce its output if Mode is set to either 3D LUT or Local Matching e DisparityGenerator This node does NOT require an occlusion mask but you Can use one downstream to quality check the generated disparity field e NewView InteraxialShifter and Retimer These nodes do NOT require an occlusion mask to produce their output but if you like you can use one upstream to preview where they may struggle to generate a new view The final occlusion masks for each view are stored in the mask_occlusion channel You can view them in Nuke by setting the alpha channel menu to VISUAL EFFECTS SOFTWARE Inputs Quick Start The Foundry OCCLUSIONDETECTOR 49 Inputs mask_occlusion alpha and pressing M on the Viewer This superimposes the occlusion mask for the current view as a red overlay on top of the image s RGB channels as shown in Figure 50 Figure 50 An occlusion mask displayed on top of the colour channels Once you have generated an occlusion mask you can use a Write node to render the mask into the channels of your stereo EXR file along with the colour and disparity channels Later whenever you use the same image sequence the occlusion mask will be loaded into Nuke together with the sequence Like most other Ocula plug ins O OcclusionDetector needs upstream disparity channels to produce its output For an in depth explanation of how to create di
65. d in the channels of the clip 9 Proceed to Retiming the Sequence below Retiming the Sequence Import the dance_group_motion exr clip you rendered in the previous step and connect a Viewer to it Figure 152 Our new node tree Play through the clip in the Viewer to get a sense of the motion Add an O_Retimer node after the clip Figure 153 The node tree with O_Retimer By default this node is set to perform a half speed slow down However what we want to do is to speed the sequence up Instead of changing the clip s playback speed in terms of overall duration we are going to describe the retiming by identifying which source frame plays at which time In order to do this set Timing to Source Frame in the O_Retimer controls Ocula 3 0v2 RETIMER 113 Example Notice that the Speed field is grayed out and the Frame field is activated The default Frame setting is 1 which sets the first frame on the timeline to frame 1 of the input image In order to retime a clip using Source Frame retiming you need to set at least two keyframes 5 Click the animation menu next to Frame and select Set key in order to set a keyframe at the first frame on the timeline Figure 154 The animation menu The Frame field turns blue to indicate a keyframe has been set 6 Move the playhead to frame 8 and set the Frame value to 4 A keyframe is set automatically O_Retimer sets frame 8 on the timeline to frame 4 of the inp
66. dding a keyframe the automatically detected feature matches are validated against the input camera Alternatively you can add the Camera node after the analysis and use the Re analyse Frame button to recalculate matches based on the input camera For more information see Inputs below When shooting bluescreen or greenscreen footage you may be able to improve O Solver s feature matching by adding markers to the shot If you want to do so make sure the markers are as unreflective as possible and stagger them over depth Then add user matches on the markers to correct the calculated alignment O Solver has three inputs e Source A stereo pair of images These can either be the images you want to work on or another pair of images shot with the same camera setup e Ignore A mask that specifies areas to ignore during the feature detection and analysis This can be useful if an area in the Source image is producing incorrectly matched features This input is optional Ocula 3 0v2 Tip Tip Quick Start Connecting the O Solver Node The Foundry SOLVER 21 Quick Start e Camera A pretracked Nuke stereo camera that describes the camera setup used to shoot the Source image This can be a camera you have tracked with the CameraTracker node or imported to Nuke from a third party camera tracking application This input is optional In Nuke a stereo camera can be either e a single Camera node in which some or all of the cont
67. de which you can download from our web site http www thefoundry co uk support licensing tools 5 Once your licence server is up and running you need to direct your client machines to the server in order to obtain a licence See Telling the Client Machines Where to Find the Licences on page 14 In order for the client machines to get a licence from the server they need to be told where to look There are two ways to do this One using a licence file and the other using an environment variable Licence file method 1 Take the foundry lic file from the server then rename the file and call it foundry _client lic 2 Edit this foundry_client lic it so it looks like this HOST red any 4101 Where red is the name of the server and 4101 is the port number Important You should remove all other text from the licence file 3 Copy the foundry_client lic file to the following directory on the client machine On Windows XP e C Program Files The Foundry RLM e C Program Files x86 The Foundry RLM On Windows 7 e C ProgramData The Foundry RLM On Mac OS X e Library Application Support TheFoundry RLM On Linux e usr local foundry RLM The Foundry Ocula 3 0v2 14 INTRODUCTION 15 Licensing Ocula over a Network Tip 4 Repeat these steps for each machine you wish to have access to licences on the server Environment variable method Set the environment variable on your client as follows For more
68. der if the node is enabled when you write your sequence out This allows you to render the output alongside disparity for review You can add O DisparityViewer after any node in the Node Graph As long as there is a disparity channel at that point in the tree O DisparityViewer produces a Viewer overlay with arrows showing the disparity vectors at regular intervals a histogram or parallax violations depending on the Display control You can choose to display the vectors either for the current view only or for both views deal Figure 173 Vectors for the Figure 174 Vectors for both current view views A parallax histogram for both views Figure 175 Parallax histogram VISUAL EFFECTS SOFTWARE Inputs Quick Start Disparity Vectors The Foundry DISPARITYVIEWER 126 Inputs Or a parallax violation overlay for the current view Figure 176 Parallax violation overlay You can also change the colour of the vectors histogram or overlays This may be useful if you wish to compare disparity methods and have more than one O DisparityViewer overlay displayed at once or if the background colour is similar to one of the default colours O DisparityViewer has one input Source This is any node in the node tree with a disparity field in the disparity channels To see a table listing the nodes or channels each Ocula node requires in its inputs turn to Appendix B Node Dependencies on page 154 You can choose t
69. dry License Installer licenseFile tmp Foundry lic This checks the licence key and copies it to the correct directory You can purchase a floating licence key by contacting The Foundry Sales Department at sales thefoundry co uk To generate you a licence key we need to know the System ID of the machine that will act as the server The System ID sometimes called Host ID or rlmhostid returns a unique number for the computer We lock our licence keys to the System ID See Installing Floating Licences To display your System ID do the following e On Windows and Mac Download and run the Foundry Licence Installer FLI The System ID is displayed at the bottom of the window e On Linux Download and run the Foundry System ID FSID from the command line to see the System ID The System ID needs to be from the machine that will act as the server and not one of the client machines Just so you know what a System ID number looks like here s an example 000ea641d7al Once a floating licence has been created for you you will receive your licence key foundry lic in an e mail or Internet download You should also receive the Foundry License Installer FLI application to help you install the licence key Having installed a floating licence key you need to install some additional software FLT to manage the licences on your network Then you need to tell the client machines where to find the licences Ocula 3 0v2 INTRO
70. e calculated camera relationship is consistent with the sequence that is being analysed 11 Once you are happy with the results of O Solver proceed to Feeding the Results to Other Ocula Nodes below 1 Do one of the following e Select Ocula gt Ocula 3 0 gt O DisparityGenerator to insert an O_DisparityGenerator node after O Solver Figure 14 This is necessary if you want to use O _InteraxialShifter O ColourMatcher in 3D LUT and Local Match ing modes O_VerticalAligner in Local Alignment mode O_NewView O_DisparityToDepth O VectorGenerator if disparity channels don t exist in the input clip O_OcclusionDetector or O_FocusMatcher down the tree DisparityGeneratd Figure 14 O Solver followed by O_DisparityGenerator e Select Ocula gt Ocula 3 0 gt O VerticalAligner to insert an O_VerticalAligner node after O_Solver This node can be used to correct the vertical alignment of Ocula 3 0v2 SOLVER 27 Controls either O Solver s input clip or another clip shot with the same camera setup In the Global Alignment mode O_VerticalAligner does not need disparity vectors so you do not need to use O DisparityGenerator before this node Figure 15 O_Solver followed by O_VerticalAligner e Select Ocula gt Ocula 3 0 gt O VectorGenerator to insert an O_VectorGenerator node after O Solver This node can be used to generate motion vector fields for each view in either O_Solver s input clip or another clip shot w
71. e feature matches are Any matches that aren t horizontal can be considered poor matches and deleted manually e decrease this value to set the disparity of particular matches to zero and examine the vertical offset at each feature The matches should sit on top of each other If they are vertically offset you know they re poor and can delete them manually Figure 19 Accurate feature matches sit on top of each other left whereas poor matches are vertically offset right The Match Offset control is only available when Display is set to Preview Alignment You can also adjust it by pressing lt or gt on the Viewer or by selecting decrease offset or increase offset from the Viewer s right click menu Error Threshold Threshold on the vertical alignment error in pixels When Display is set to Preview Alignment any matches with a vertical error greater than the threshold are selected in the Viewer This allows you to easily delete poor matches with large errors when previewing alignment at keyframes Current Frame Re analyse Frame Clear the automatic feature matches from the current frame and recalculate them This can be useful if there have been changes in the node tree upstream from O Solver you have deleted too many automatic feature matches or you want to calculate the automatic matches based on any user matches you have created Delete User Matches Delete all feature matches you have manually added to the current frame
72. e is 1423 The difference between these values 1423 1560 is the maximum negative parallax 137 We can assume that any disparities that clearly exceed this maximum value are incorrect If you enter the value in the Negative field and enable Enforce parallax limits O DisparityGenerator cuts off any disparities that exceed the limit x 1560 y 10 x 1423 y Figure 28 A pixel in the left view Figure 29 The same pixel in the right view The negative parallax here is 1423 1560 137 Set the maximum positive parallax in the same manner Look for features behind the screen plane find the maximum positive parallax value and use that in the Positive field with Enforce parallax limits enabled The Foundry Ocula 3 0v2 DISPARITYGENERATOR 38 Quick Start You can also use the Parallax Histogram display in O_DisparityViewer to review the disparity range For more details see DisparityViewer on page 125 Figure 30 The disparities highlighted here are likely to be incorrect In this case you can remove them by setting Negative to 6 and enabling Enforce parallax limits 10 Select Image gt Write to insert a Write node after O_DisparityGenerator In the Write node controls select all from the channels pulldown menu Choose exr as the file type Enter a name for the clip in the file field for example my_clip exr and click Render The newly created disparity channels are saved in the channels of your stereo clip
73. e temporally consistent There are controls for the number of samples Number of Samples the maximum block size to go up to Max Block Size the sample spacing Sample Spacing and the method of combining the samples Colour Correction Type e There is a new control Halo Correct aimed at reducing the halo effect you can get around high contrast edges in the Block based Matching mode Note that where occlusions occur this correction can introduce artefacts around edges Another new control Occlusion Compensate is designed to correct these and probably needs to be tuned to your particular footage For more information on the new controls see Controls on page 60 e O VerticalAligner e If you have a pretracked Nuke stereo camera that describes the camera setup used to shoot the Source images you can now use O VerticalAligner to analyse the sequence and output a vertically The Foundry Ocula 3 0v2 The Foundry APPENDIX A RELEASE NOTES 146 Ocula 2 1v1 aligned camera pair This allows you to continue using pretracked cameras once your footage has been vertically aligned This works in all vertical alignment modes except Vertical Skew which can t be represented by a camera transform Once O_VerticalAligner has analysed the sequence you can see the analysis data in a Transform Matrix on the Output tab of the node controls This represents a 2D corner pin that can be applied to the input image to create the same result as O VerticalA
74. eally sharp edges with no ringing By default the kernel shape is a circular disc If the way your camera lens renders out of focus points of light is not circular you can feed a different shape to the Kernel input A good way of doing this is to take an out of focus image shot with the same camera setup look for blurred points of light bokeh and use the Roto node to draw a roto shape around them If you crop the Roto to the size of the blur shape and connect this image to the Kernel input O FocusMatcher then resizes the image to provide the radius defined by Defocus Size If you can still see ringing artefacts after adjusting the size and shape of the kernel you can also use the Remove Ringing Ring Range and Ring Ratio controls to suppress them O_FocusMatcher has two inputs e Source A stereo pair of images If disparity channels aren t embedded in the images you should add an O Solver and an O DisparityGenerator node after the image sequence If occlusion masks aren t embedded in the images you also need an O_OcclusionDetector node after O_DisparityGenerator e Kernel An optional input that allows you to change the shape of the deblur kernel By default the kernel is a circular disc If the way your camera lens renders out of focus points of light is not circular you can input another shape here O FocusMatcher then uses the luminance of this RGB image to define the kernel shape The size of this image doesn t matter
75. ecessary disparity channels have been embedded in the download image so you don t need to use the O Solver and O DisparityGenerator plug ins in this example However you should note that the disparity channels were calculated using the original left and right views with the window still in place in both views This is because removing the window from one view but not the other produces an occlusion and the O_NewView plug in works better when there are no occlusions 1 Start Nuke and open the project settings press S on the Node Graph Go to the Views tab and click the Set up views for stereo button 2 Import cathedral1 exr and attach a Viewer to the image Switch between the left and the right view Notice how in the left view the cathedral has one window less than in the right view This is highlighted in Figure 118 and Figure 119 Ocula 3 0v2 The Foundry NEWVIEW 92 Example Figure 118 The left view Figure 119 The right view We want to reproduce this change made to the left view in the right view using the O_NewView plug in Select Ocula gt Ocula 3 0 gt O NewView to insert an O NewView node between the stereo image and the Viewer In the O_NewView controls select Left from the Inputs menu to generate the new view from the left view Enter 1 as the Interpolate Position to create the new view in the same position as the original right view As you can see from Figure 120 the window disappears from the ri
76. ement The Foundry shall have no obligation to provide support maintenance upgrades or updates of or in respect of the Source Code or of any Modification and e Licensee shall indemnify The Foundry against all liabilities and expenses including reasonable legal costs incurred by The Foundry in relation to any claim asserting that any Modification infringes the intellectual property rights of any third party SECTION 4 BACK UP COPY Notwithstanding Section 2 Licensee may store one copy of the Software and Documentation off line and off site in a secured location owned or leased by Licensee in order to provide a back up in the event of destruction by fire flood acts of war acts of nature vandalism or other incident In no event may Licensee use the back up copy of the Software or Documentation to circumvent the usage or other limitations set forth in this Agreement SECTION 5 OWNERSHIP Licensee acknowledges that the Software including for the avoidance of doubt any Source Code that is licensed to Licensee and Documentation and all intellectual property rights and other proprietary rights relating thereto are and shall remain the sole property of The Foundry and the Third Party Licensors Licensee shall not remove or allow the removal of any copyright or other proprietary rights notice included in and on the Software or Documentation or take any other action that could adversely affect the property rights of The Foundry or any Third Part
77. ement will remain in effect until termination If Licensee breaches this Agreement The Foundry may terminate the License granted hereunder by notice to Licensee In the event the License is terminated Licensee will either return to The Foundry all copies of the Software and Documentation in Licensee s possession or if The Foundry directs in writing destroy all such copies In the later case if requested by The Foundry Licensee shall provide The Foundry with a certificate signed by an officer of Licensee confirming that the foregoing destruction has been completed SECTION 14 CONFIDENTIALITY Licensee agrees that the Software including for the avoidance of doubt any Source Code that is licensed to Licensee and Documentation are proprietary and confidential information of The Foundry or as the case may be the Third Party Licensors and that all such information and any communications relating thereto collectively Confidential Information are confidential and a fundamental and important trade secret of The Foundry or the Third Party Licensors Licensee shall disclose Confidential Information only to Licensee s employees who are working on an Authorized Project and have a need to know of such Confidential Information and shall advise any recipients of Confidential Information that it is to be used only as authorized in this Agreement Licensee shall not disclose Confidential Information or otherwise make any Confidential Information avai
78. enses is called the Foundry License Tools FLT and it can be freely downloaded from our web site Floating licences often declare a port number on the server line and a port number on the vendor line See Licensing Ocula over a Network for more information The instructions below run through both licensing methods and you can find a more detailed description in the Foundry Licensing Tools User Guide available on our website http www thefoundry co uk support licensing tools rlm You can purchase licence keys by contacting The Foundry Sales Department at sales thefoundry co uk Ocula 3 0v2 Installing the Licence The Foundry INTRODUCTION Licensing Ocula on a Single Machine To generate a licence key we need to know your System ID The System ID sometimes called Host ID or rlmhostid returns a unique number for your computer We lock our licence keys to the System ID To display your System ID do the following On Windows and Mac Download and run the Foundry Licence Installer FLI The System ID is displayed at the bottom of the window On Linux Download and run the Foundry System ID FSID from the command line to see the System ID Just so you know what a System ID number looks like here s an example 000ea641d7al Once a licence has been created for you you will receive your licence key foundry lic in an e mail or Internet download You should also receive the Foundry License Installer FLI applicati
79. ent colour than the feature for the right view Figure 9 Adding a feature to the left view Figure 10 The new feature is represented by a large crosshair Figure 11 Dragging the feature to its correct location in the right view You may also notice that there are now two kinds of feature matches in the Viewer overlay This is a feature you ve added manually This is a feature O Solver has detected automatically Ocula 3 0v2 Note Feeding the Results to Other Ocula Nodes The Foundry SOLVER Quick Start 10 If you re not happy with the results try using O Solver on another sequence shot with the same camera setup Then connect the O Solver node to the Solver input of O DisparityGenerator O VerticalAligner or O VectorGenerator DisparityGeneral Figure 12 With O DisparityGenerator Figure 13 With O_VerticalAligner When you calculate a camera relationship for a different sequence and attach it to the Solver input of O DisparityGenerator O VerticalAligner or O VectorGenerator the camera relationship is still accessed at the current time frame For example if the Solver clip has frames 1 10 and the Source clip has frames 1 100 the camera relationship from frame 10 of the Solver clip is used for frames 10 100 You can resolve this by getting O Solver to just give a single result that is always used If this is not the case the sequences may need to be retimed so that th
80. eo pair of images If motion vectors aren t embedded in the images you should use a VectorGenerator node to calculate them e Motion If a stereo image and a VectorGenerator node are supplied here motion vectors will be calculated from this sequence and applied to VISUAL EFFECTS SOFTWARE Quick Start The Foundry RETIMER Quick Start the input sequence This can be useful if for example your input sequence is very noisy as too much noise interferes with the motion estimation In that case you should supply a smoothed version of the sequence and an O VectorGenerator node here To see a table listing the nodes or channels each Ocula node requires in its inputs turn to Appendix B Node Dependencies on page 154 To slow down or speed up stereo footage do the following 1 If there are motion vectors in the data stream from an earlier O_VectorGenerator node or if motion vectors exist in the image sequence itself these are used when retiming the sequence If motion vectors don t yet exist in the script however you can use the O_VectorGenerator plug in to calculate them See VectorGenerator on page 100 for how to do this 2 Select Ocula gt Ocula 3 0 gt O Retimer to apply O_Retimer after either the O VectorGenerator node if you added one in the previous step or the stereo image sequence 3 In the O_Retimer controls you can see all the views that exist in your project settings under Views to Use Select the t
81. er Description o ouuu ccc coco 66 PUES emnene ni pa deena ea 67 VISUAL EFFECTS SOFTWARE QUIERES tad A A cha ata har da Lata oia 68 Control iii ata dr we 72 Example 10 ia td E A a tiie Raa ri ee eae a 73 VerticalAligner E A O A etter bR 78 lApPUtS a aaa E dee La La ada ll de a bo 80 Quick Start A hon BSG os 80 Control t caca o e dedo 84 Example A a de On tn OR E rd 86 NewView Description sisi po ciar 88 A cat E eee ee hahaha tea 89 Quick Star Eretria uesa a IS eh aie 89 CONtROLS E A E E ont het eek E AA A E 90 Example iene eaa iia 91 InteraxialShifter DeSehiPtlOnc2e Ore etic a o tes te ea kites hie bea ete kek 96 INPUES 85224 dit iaa 97 Quick Star dees cane ds taec ci debs dae EE EARE E e DIENA 97 Controls iced ene ea oe aa eth hae ha ate 98 VectorGenerator A O ah te Ae as 100 O ae Bie ae te oes 101 A A den fen AS 102 CONtrO S gt ii gages ti eae 104 A coh cp da kl edge dak bie phase ek ech lic heeded otis 106 Retimer DeSeriptiont 202 O O NI eee 107 INPUES a a bd 107 QUIE e e te dao de 108 Control a a See use dei dd 110 Example e e a da Daas des eds e 110 DepthToDisparity Desi A tec Sie Mugu eae bees 114 IN PUES buscas ete eee tee a ho bold a bado Da el ob kde 115 Quick Statt aar ns ea A Ai tias 115 Control teca peed ti wins A A oh ee ES 116 Example Peewee aes a eevee ge 117 The Foundry Ocula 3 0v2 DisparityToDepth DisparityViewer Appendix A Release Notes Appendix B Node Dependencies Appendix C
82. er controls set Mask Component to the component you want to use as the mask Set Mode to Local Matching In this mode O_ColourMatcher first divides the two images into square blocks according to the Block Size control Then it matches the colour distributions between corresponding blocks in the two views Make sure Occlusion Compensate is enabled This allows O_ColourMatcher to produce better results in the occluded areas defined by the upstream occlusion mask In these areas O_ColourMatcher can not correct the colour in one view by using the colour from the other Instead it looks for similar colours in the nearby unoccluded areas that it has already been able to match and uses the closest colour it finds Review the results If you can see areas where the colour match is wrong make sure they are included in the upstream occlusion mask You can add them to the mask by e adjusting O OcclusionDetector controls or e using a RotoPaint node before O ColourMatcher and painting into the mask_occlusion channel If you re still not happy with the results try adjusting e Block Size The width and height in pixels of the square blocks that the images are divided into when calculating the colour match Decrease this to create more localised colour updates near colour boundaries to prevent colour bleeding or halo artefacts e Colour Sigma The amount of blurring across edges in the colour match at occluded regions Decrease this t
83. er overlay The views set up in the project settings dictate the colour of the features in the overlay If you used Set up views for stereo to create the views red indicates a feature in the left view and green a feature in the right view Note that the detected features should be spread around the image If this is not the case adjust the Features controls or edit the feature matches manually as described below Figure 5 A bad selection of features Figure 6 A better selection of features 2 Zoom in on some individual feature matches and switch between the two views to see if the matches are accurate If you can see matches that are clearly not accurate delete them by right clicking on them and selecting delete selected Note that you can only select the feature on the view your currently on So if you re on the left view you can only select red features If an entire area of the image is producing poor matches drag to select multiple matches before clicking delete selected You can also press Shift while dragging to select or deselect multiple areas and Backspace to remove them Alternatively you can specify areas to ignore using a mask in either the Ignore input or the alpha of the Source image In the O Solver controls set Mask to the component you want to use as the mask Note that features generated on reflections often produce bad feature matches However you only need to delete such features if O Solver is producing
84. era nodes one for each view followed by a JoinViews node Views gt JoinViews The JoinViews node combines the two cameras into a single output Figure 1657 right Figure 164 A single Camera node with Figure 165 Two cameras combined using split controls Nuke s JoinViews node To see a table listing the nodes or channels each Ocula node requires in its inputs turn to Appendix B Node Dependencies on page 154 To generate a z depth map for a stereo clip do the following 1 If there are disparity vectors in the data stream from an earlier O DisparityGenerator node or if disparity vectors exist in the image sequence itself these are used when generating the z depth map If disparity vectors don t yet exist in the script however you can use the O Solver and O DisparityGenerator plug ins after your image sequence to calculate the dis parity vectors See DisparityToDepth on page 119 and DisparityGenerator on page 33 for how to do this 2 Select Ocula gt Ocula 3 0 gt O_DisparityToDepth to insert an O_DisparityToDepth node after either the O DisparityGenerator node if you added one in the previous step or the image sequence 3 Connect a pretracked Nuke stereo camera to the Camera input of O_DisparityToDepth 4 Open the O DisparityToDepth controls From the Views to Use menu or buttons select which views you want to use for the left and right eye when creating the z depth map 5 Attach a Viewer to the O
85. ewer to superimpose that channel as a red overlay on top of the image s RGB channels Ocula 3 0v2 COLOURMATCHER 65 Example Figure 79 The occlusion mask in a Viewer overlay 11 Open the RotoPaint controls and set output to mask_occlusion Activate the Brush tool in the Viewer toolbar and paint over any areas that were producing poor results If it helps press D on the O ColourMatcher node to disable it and stop it updating after each paint stroke Pressing D again re enables the node Figure 80 Adding more areas to the occlusion mask 12 Press M on the Viewer to hide the occlusion mask overlay 13 Enable and disabled O_ColourMatcher to compare the original and the colour corrected view The results should now be more accurate If you still see some problematic areas add them to the occlusion mask too or adjust Block Size Colour Sigma Region Size and Edge Occlusions in the O_ColourMatcher controls Figure 81 The final left view Figure 82 The original right view The Foundry Ocula 3 0v2 OCULA ON NUKE USER GUIDE THE 3 FOUNDRY FOCUSMATCHER Description O FocusMatcher attempts to correct subtle focus differences that are typically present between the left and right views of a stereo image It does this by matching the focus distribution of one view to that of the other based on the disparity vectors upstream for details on how to calculate disparity vectors see Solver on page 19 and DisparityGenerat
86. ews that is where the image content is different between the views Decrease this value to flag more areas as occluded Try using a value of 0 02 to pick up more occlusions if the colour variation in the image is flat Try increasing the value to 0 1 if there are a lot of highly textured regions such as foliage Figure 56 Colour Threshold 0 005 Figure 57 Colour Threshold 0 02 Ocula 3 0v2 OCCLUSIONDETECTOR 52 Quick Start Occlusion Dilate expands the occluded regions by the set number of pixels Figure 58 Occlusion Dilate 1 Figure 59 Occlusion Dilate 10 e Occlusion Fill sets the size in pixels of holes to fill inside occluded regions Increase this value to fill larger holes Holes can appear and disappear causing flicker when using O_ColourMatcher or O_FocusMatcher Figure 60 Occlusion Fill Figure 61 Occlusion Fill e Occlusion Blur blurs the occlusion boundaries Increase this value to smooth out transitions at occluded regions when using O_ColourMatcher or O_FocusMatcher Figure 62 Occlusion Blur Figure 63 Occlusion Blur 10 You can also use the Occlusion Size menu to quickly set the above controls to different preset values 6 If there are areas that you know are occluded but that haven t been flagged as such in the occlusion mask you can add those in manually Press P on the Node Graph to add a RotoPaint node after O OcclusionDetector Open the RotoPaint controls and set output to
87. fferences If disparity vectors don t yet exist in the script however you can use the O Solver and O_DisparityGenerator plug ins after your image sequence to calculate the dis parity vectors See Solver on page 19 and DisparityGenerator on page 33 for how to do this From the toolbar select Ocula gt Ocula 3 0 gt O OcclusionDetector to add an O_OcclusionDetector node after either the O_DisparityGenerator node if you added one in the previous step or the image sequence whose focus you want to adjust O_OcclusionDetector generates a mask for the occluded pixels in each view The purpose of the mask is to identify regions where rebuilding a view with O_FocusMatcher is likely to fail This allows you to fix those regions later in the process For further details on O_OcclusionDetector see page 48 Select Ocula gt Ocula 3 0 gt O_FocusMatcher to finally add an O_FocusMatcher node to your tree In the node s controls Primary Method should already be set to Rebuild which means we re going to rebuild rather than deblur one of the views Your script should now look something like the following Figure 89 A node tree with O_FocusMatcher Under Views to Use you can see all the views that exist in your project settings Select the two views whose focus you want to match These views are mapped for the left and right eye From the Match menu select e Left to Right to rebuild the left view to match the focus of the right or e
88. ft and the right view If the disparity field is not accurate O NewView will produce poor results Ocula 3 0v2 DEPTHTODISPARITY 118 Example Figure 160 Using O_NewView to test the generated disparity field 8 In the O NewView controls set Warp Mode to Sharp Occlusions This gives the best results when the disparity fields are generated from CG depth see Figure 161 and Figure 162 Figure 161 Warp Mode set to Normal Figure 162 Warp Mode set to Sharp Occlusions As you can see O NewView has used the disparity field from O _DepthToDisparity to produce a reasonably accurate new view However there seems to be a thin halo around some object outlines This is a result of anti aliasing on object boundaries Because anti aliasing mixes the colours of the background and foreground O NewView doesn t know which is the correct colour to use in these regions and the results may need further editing It is worth noting however that the results achieved with O DepthToDisparity are usually better than those achieved with O Solver and O_DisparityGenerator The difference is particularly clear when there are several occluded areas in the images due to wide camera separation The Foundry Ocula 3 0v2 OCULA ON NUKE USER GUIDE THE 3 FOUNDRY DISPARITY TODEPTH Description The O_DisparityToDepth plug in produces a z depth map for each view of a stereo clip based on the clip s disparity field and stereo camera setup
89. g 1 In the O_Retimer controls choose Source Frame as the Timing method This allows you to describe the retiming in terms of at frame 100 in the output clip want to see frame 50 of the source clip 2 Animate the Frame parameter Select an output frame from the timeline and set Frame to the input frame you want to appear at that output position From the animation menu next to the Frame parameter select Set key Figure 148 The animation menu 3 Move to another frame on the timeline and set Frame to the input frame you want to appear at that position A key frame is set automatically For example to do a four times slow down move to frame 1 and set Frame to 1 select Set key from the animation menu move to frame 19 and set Frame to 5 You should now have a linear time curve which you can see if you select Curve editor or Dope sheet from the animation menu next to Frame By using the Curve Editor or Dope Sheet to adjust this curve you can create an arbitrarily changing speed for the sequence Instead of animating the Frame parameter you can also switch Timing to Speed and animate the Speed parameter If you have retimed both views as described above and are not happy with the results do the following 1 Use any Nuke or Ocula nodes required to fix the retimed result in one view 2 Choose Ocula gt Ocula 3 0 gt O_NewView from the Toolbar This inserts an O NewView node in your node tree In the O_NewView control
90. g P on the Viewer or by selecting preview alignment from the Viewer s right click menu Alignment Method The alignment method to use to align the views when Display is set to Alignment Vertical Skew Align the features along the y axis using a skew This does not move the features along the x axis Perspective Warp Do a four corner warp on the images to align them on the y axis This may move the features slightly along the x axis Rotation Align the features vertically by rotating the entire image around a point The centre of the rotation is determined by the algorithm Scale Align the features vertically by scaling the image Simple Shift Align the features vertically by moving the entire image up or down Scale Rotate Align the features vertically by simultaneously scaling and rotating the entire image around a point The centre of the rotation is determined by the algorithm Camera Rotation Align the features by first performing a 3D rotation of both cameras so that they have exactly the same orientation and a parallel viewing axis and then reconverging the views to provide the original convergence For best results use the Camera input to provide the information for the shooting cameras Match Offset The offset in pixels applied to the aligned feature matches Ocula 3 0v2 SOLVER 31 Controls You can e increase this value to artificially increase the disparity so it s easier to see how horizontal th
91. ght view but the O_NewView plug in creates some unwanted changes around the edges of the new view Figure 120 The new view generated with O_NewView To prevent this we can take the area around the window from the new view and composite that over the original right view Select the O_NewView node and Draw gt Roto from the Toolbar or press O on the Node Graph This inserts a Roto node after O NewView In the Roto controls change the output to alpha and premultiply to rgba The Viewer goes black Attach it to the Read node rather than the Roto node and display the right view Using the Roto Bezier tool draw a shape around the window that was removed from the left view Figure 121 shows a quickly drawn example of what your shape might now look like Ocula 3 0v2 NEWVIEW 93 Example Figure 121 Drawing a Bezier around the window 8 Attach the Viewer to the Roto node now and zoom out if necessary You should only see the area you defined with the Roto node This is what we are going to composite over the original right view 9 To extract the original right view from the original Read node click on an empty space in the Node Graph and select Views gt OneView from the Toolbar Connect the OneView node into the Read node 10 In the OneView controls select right from the view menu If you now view the output of OneView you should see the original right view with the window still in place 11 To comp
92. h Software on workstations or otherwise in a user interactive capacity Licensee shall be authorized to use an interactive version of the Software for both interactive and non interactive rendering purposes if available If Licensee has purchased the Software on the discount terms offered by The Foundry s Educational Policy published on its website the Educational Policy Licensee warrants and represents to The Foundry as a condition of this Agreement that a if Licensee is an individual he or she is a part time or full time student at the time of purchase and will not use the Software for commercial professional or for profit purposes b if the Licensee is not an individual it is an organisation that will use it only for the purpose of training and instruction and for no other purpose c Licensee will at all times comply with the Educational Policy as such policy may be amended from time to time Finally if the Software is a Personal Learning Edition PLE Licensee may use it only for the purpose of personal or internal training and instruction and for no other purpose PLE versions of the Software may not be used for commercial professional or for profit purposes including for the avoidance of doubt the purpose of providing training or instruction to third parties SECTION 3 SOURCE CODE Notwithstanding that Section 1 defines Software as an object code version and that Section 2 provides that Licensee may use
93. h the version of Nuke you re using for example 5 2 or 6 0 e On Windows C Program Files Common Files Nuke x x plugins Ocula 2 0 Ocula 3 0v2 APPENDIX A RELEASE NOTES 148 Ocula 2 0v2 e On Mac OS X Library Application Support Nuke x x plugins Ocula 2 0 e On Linux usr local Nuke x x plugins Ocula 2 0 e BUG ID 9188 O ColourMatcher In block based matching mode colour fringing can occur where there are high contrast regions in the input images The Foundry Ocula 3 0v2 APPENDIX A RELEASE NOTES 149 Ocula 2 0v1 Ocula 2 0v1 This is a major new release of Ocula with many new features improvements and bug fixes Release Date 8 October 2009 Requirements Nuke 5 1v3 or higher on e Windows XP SP2 XP64 e MacOSX 10 5 Leopard 32 bit and x86 only e Linux CentOS 4 5 32 and 64 bit e Foundry FLEXIm Tools FFT 5 0v1 or later for floating licenses New Features Ocula 2 0 includes three new plug ins e O Solver Some of the functionality from O_DisparityGenerator has been separated out into this plug in to allow a more flexible workflow O Solver determines the geometrical relationship between a stereo pair of views by detecting feature matches If you have more than one sequence that were filmed with the same camera rig it is only necessary to do this calculation on one of them the same O Solver can then be reused for the other sequences It also offers the following advantages over the old DisparityGenerator
94. here the background and foreground luminance are not that different you may be able to improve the results by keying out the background before using O DisparityGenerator If you have a CG scene with camera information and z depth map available you can also create disparity fields using the O_DepthToDisparity node For more information see DepthToDisparity on page 114 O DisparityGenerator has four inputs Source A stereo pair of images The images should be followed by an O_Solver node unless you re using the Solver input Solver If the Source sequence doesn t contain features that O Solver is able to match well you can use O Solver on another sequence shot with the same camera setup If you do so connect O Solver to this input e Ignore An optional mask that specifies areas to exclude from the disparity calculation You can use this input to prevent distortions at occlusions or to calculate disparity for a background layer by ignoring all foreground elements Note that masks should exist in both views and Ocula 3 0v2 DISPARITYGENERATOR 35 Quick Start O DisparityGenerator expects alpha values of either O for regions to use or 1 for regions to ignore Figure 21 The left view Figure 22 An ignore mask for the left view This ignores the foreground elements to calculate disparity for the background e Fg An optional mask that specifies the area to calculate disparity You can use this to create a dispa
95. hird Party Licensor Furthermore for purposes of this Section 2 the term Software shall include any derivatives of the Software Licensee shall install and use only a single copy of the Software on one computer unless the Software is installed in a floating license environment in which case Licensee may install the Software on more than VISUAL EFFECTS SOFTWARE APPENDIX C END USER LICENSE AGREEMENT End User License Agreement EULA one computer provided however Licensee shall not at any one time use more copies of the Software than the total number of valid Software licenses purchased by Licensee Please note that in order to guard against unlicensed use of the Software a licence key is required to access and enable the Software The issuing of replacement or substituted licence keys if the Software is moved from one computer to another is subject to and strictly in accordance with The Foundry s Licence Transfer Policy which is available on The Foundry s website and which requires a fee to be paid in certain circumstances The Foundry may from time to time and at its sole discretion vary the terms and conditions of the Licence Transfer Policy Furthermore if the Software can be licensed on an interactive or non interactive basis licensee shall be authorized to use a non interactive version of the Software for rendering purposes only i e on a CPU without a user in a non interactive capacity and shall not use suc
96. his case you ll need to input a figure greater than O to see any violation Ocula 3 0v2 The Foundry DISPARITYVIEWER 134 Example Figure 190 Positive and negative parallax violations 15 Once you ve set your Limits you can read off the negative and positive Pixels values for Parallax Limits and force apply them to the image by opening up the O_DisparityGenerator and enabling Enforce parallax limits Figure 191 Pixels values See DisparityGenerator on page 33 for more information Ocula 3 0v2 OCULA ON NUKE USER GUIDE THE FOUNDRY APPENDIX A RELEASE NOTES This section describes the requirements new features improvements fixed bugs and known bugs and workarounds for each release of Ocula Ocula 3 0v2 This release changes the licensing system used by Ocula Release Date January 2012 Requirements e aversion of Nuke 6 3 on e Windows XP 64 bit or Windows 7 64 bit e Mac OS X 10 5 Leopard or 10 6 Snow Leopard 64 bit e Linux RHEL 5 4 64 bit e Foundry Licensing Tools FLT for floating licenses New Features The licensing system used by Ocula has changed Ocula now uses RLM licensing instead of FLEXIm For more information see Licensing Ocula on page 10 Improvements There are no improvements to existing features in this release Fixed Bugs There are no fixed bugs in this release Known Bugs and Workarounds e BUG ID 22755 O Solver Feature selection does not work with mult
97. his way you can have any selected point in the image appear at screen depth when viewed with 3D glasses O_InteraxialShifter has two inputs e Source A stereo pair of images If disparity channels aren t embedded in the images you should add an O_Solver and an O DisparityGenerator node after the image sequence e Fg An optional mask that delineates foreground regions from background The mask ensures that disparities are constrained to remain within each delineated region Note that masks should exist in both views and O InteraxialShifter expects alpha values of either O for background or 1 for foreground To see a table listing the nodes or channels each Ocula node requires in its inputs turn to Appendix B Node Dependencies on page 154 To reduce interaxial distance do the following 1 If there are disparity vectors in the data stream from an earlier O DisparityGenerator node or if disparity vectors exist in the image sequence Ocula 3 0v2 Controls The Foundry INTERAXIALSHIFTER 98 Controls itself these are used when generating the two new views If disparity vectors don t yet exist in the script however you can use the O Solver and O DisparityGenerator plug ins after your image sequence to calculate the dis parity vectors See Solver on page 19 and DisparityGenerator on page 33 for how to do this 2 From the toolbar select Ocula gt Ocula 3 0 gt O_InteraxialShifter to insert an O_InteraxialShif
98. ich settings produce the best results Make sure you are looking at the view you want to deblur and set Defocus Size to the size of the kernel the image has been blurred with This value is in pixels and it s important to get it right What you want is nice deblurring with sharp edges but as little ringing as possible so keep adjusting the slider until you ve found the optimal setting Figure 88 Ringing artefacts If you do see ringing artefacts in the deblurred image check Remove Ringing Adjust the Ring Range value until it covers the width in pixels of the artefacts you re seeing Next decrease Ring Ratio until the artefacts disappear just bear in mind that lowering this value too much may also stop real edges from being deblurred Connect your Read node to the Viewer s second input and press 2 and 1 on the Viewer to switch between the original and the rebuilt view Also compare the left Ocula 3 0v2 The Rebuild Method The Foundry FOCUSMATCHER 70 Quick Start and the right view If you re not happy with the results go back to adjusting the O FocusMatcher controls or try using the Rebuild method described below To correct focus differences by rebuilding one view using the pixels from the other do the following 1 If there are disparity vectors in the data stream from an earlier O DisparityGenerator node or if disparity vectors exist in the image sequence itself these are used when correcting focus di
99. ick up unoccluded pixels to use Multi scale Options Number of Samples The number of samples in the Local Matching mode Using a value larger than 1 calculates the correction for multiple block sizes between Block Size and Max Block Size and then blends the results together This can help to reduce errors Max Block Size The size in pixels of the maximum block size to go up to when using multiple samples in the Local Matching mode This control is only available if you have set Mode to Local Matching and Number of Samples to a value larger than 1 Ocula 3 0v2 The Foundry COLOURMATCHER 62 Controls Sample Spacing The type of sampling intervals to use when using multiple samples in the Local Matching mode Uniform The sampling interval remains constant The samples are spaced evenly e Favour Small Block Sizes The sampling interval increases as the block size increases This weights the correction towards smaller block sizes which preserve more detail while still including some larger block sizes which are more immune to disparity errors Colour Correction Type In the Local Matching mode O_ColourMatcher divides the two views into square blocks and matches the colour distributions between corresponding blocks If you have set Number of Samples to a value larger than 1 it does this for multiple block sizes and then combines the results for different block sizes together The Colour Correction Type control lets
100. iewer overlay You can use this mode to see where O Solver has found features and matches and evaluate how accurate they are You can also edit the fea ture matches manually To delete a poor match right click on it and select delete selected To add matches manually right click on a feature and select add feature Then switch to the other view and line up the corresponding match in that view Feature matches are only calculated for the keyframes You can also activate this mode by pressing M on the Viewer or by selecting display matches from the Viewer s right click menu Preview Alignment Preview how well the calculated feature matches describe the alignment of the stereo camera This shows the aligned matches at keyframes but also calculates matches at non keyframes allowing you to review how well the interpolated solve works and Ocula 3 0v2 The Foundry SOLVER 30 Controls whether additional keyframes are required If the lines between feature matches are horizontal they describe the alignment of the camera rig well If any lines are skewed and displayed in yellow you may want to delete the feature matches in question If necessary you can also add manual feature matches to replace them and preview the effect of the manual matches in the overlay An example of what this mode does is shown in Figure 18 Figure 18 Visualising the alignment of the calculated feature matches You can also activate this mode by pressin
101. iews Ocula 3 0v2 The Foundry COLOURMATCHER 64 Example Because Occlusion Compensate is enabled by default O_ColourMatcher can pro duce better results in the occluded areas defined by the upstream occlusion mask In these areas O ColourMatcher cannot correct the colour in one view by using the colour from the other Instead it looks for similar colours in the nearby unoccluded areas that it has already been able to match and uses the closest colour it finds View the result and switch between the two views again Compare the new left view to the original left view by displaying the left view in the Viewer selecting the O_ColourMatcher node and pressing D a couple of times to disable and enable the node You ll notice that the colours of the left view now match those of the right but there are some artefacts in the middle of the image Figure 76 The colour corrected left view 9 To fix this we are going to add more areas to the occlusion mask Press P on the Node Graph to add a RotoPaint node after O_OcclusionDetector Figure 77 The node tree with RotoPaint 10 In the Viewer controls set the alpha channel menu to mask_occlusion alpha as shown below m Viewerl rgba y mask_occlusion alpha RGB 4 f 8 1 Figure 78 Set this menu to mask_occlusion alpha This sets the occlusion mask that O_OcclusionDetector generated as the channel that s displayed in the alpha channel Next press M on the Vi
102. iews you want to use to calculate the occlusion mask The two views you selected are mapped for the left and right eye O OcclusionDetector calculates the occlusion mask and stores it in the mask_occlusion alpha channel 4 In the Viewer controls set the alpha channel menu to mask_occlusion alpha as shown below Viewerl rgba _ mask_occlusion alpha RGB 4 f 8 1 Figure 52 Set this menu to mask_occlusion alpha This sets the occlusion mask that O_OcclusionDetector generated as the channel that s displayed in the alpha channel Next press M on the Viewer to superimpose that channel as a red overlay on top of the image s RGB channels Note that this doesn t work if you have the O Solver controls open The Foundry Ocula 3 0v2 5 The Foundry OCCLUSIONDETECTOR 51 Quick Start Figure 53 The red overlay indicates occluded regions where picture building operations are likely to fail If necessary adjust the following controls and observe their effect on the occlusion mask Depth Occlusions sets the threshold for marking occlusions at depth changes that is where there is a sharp change in disparity Increase this value to flag more areas as occluded Try using a value of 0 3 or 0 5 where there are extreme occlusions in the image Figure 54 Depth Occlusions 0 1 Figure 55 Depth Occlusions 0 5 e Colour Threshold sets the threshold for marking occlusions at colour differ ences between vi
103. ights or subsequent actions in the event of future breaches This Agreement shall be governed by and construed in accordance with English Law The Foundry and Licensee intend that each Third Party Licensor may enforce against Licensee under the The Foundry Ocula 3 0v2 APPENDIX C END USER LICENSE AGREEMENT 164 End User License Agreement EULA Contracts Rights of Third Parties Act 1999 the Act any obligation owed by Licensee to The Foundry under this Agreement that is capable of application to any proprietary or other right of that Third Party Licensor in or in relation to the Software The Foundry and Licensee reserve the right under section 2 3 a of the Act to rescind terminate or vary this Agreement without the consent of any Third Party Licensor Copyright 2012 The Foundry Visionmongers Ltd All Rights Reserved Do not duplicate The Foundry Ocula 3 0v2 OCULA ON NUKE USER GUIDE THE FounpRy A alignment horizontal 96 vertical 78 B backward motion vector fields 100 C cameras converging 78 parallel 78 colour discrepancies 55 colours matching between views 55 87 converging cameras 78 correcting colour differences 55 focus differences 66 horizontal alignment 96 vertical alignment 78 creating anew view 88 disparity fields 33 motion vector fields 100 occlusion masks 48 two new views 96 D disparity channel 33 disparity fields 33 125 disparity vectors 33 100 125 E end user licensing agreeme
104. in depth information on environment variables please refer to the Foundry Licensing Tools FLT user guide which you can download from http www thefoundry co uk support licensing tools On Windows XP or Windows 7 1 Navigate to Start gt Control Panel gt System select the Advanced tab and then click Environment Variables 2 Click New and enter the variable name and value as shown New User Variable Variable name foundry_LICENSE Variable value 41010red Ce Cesa You only need to do this once After a successful connection has been made this is stored in the user s home directory or in the registry depending on the platform you re using On Mac OS X and Linux 1 The procedure for setting an environment variable depends on what your default shell is To get the name of the shell you are using launch a shell and enter echo SSHELL 2 Depending on the output of the previous step do one of the following If your shell is a csh or tcsh shell enter setenv foundry LICENSE 4101 red If your shell is a bash or ksh shell enter export foundry LICENSE 4101 red If you have more than one server e On Windows you could use Ocula 3 0v2 The Foundry Further Reading Other Foundry Products The Foundry INTRODUCTION 16 Other Foundry Products New User Variable Variable name foundry _LICENSE Variable value 4101 red 4101 green Ce Cea On Mac OS X and Linux you could say setenv fo
105. ining the Foundry Licence Installer FLI and licence key Gunzip or untar the file and save the FLI and your licence key to a folder of your choice for example tmp Note that the licence file can be the original lic file or the licence in a plain txt file 2 Navigate to the location of the FLI version linux x86 release 64 tgz file 3 Type the following commands to extract and install the FLI Note that you need to replace version with the version of FLI you are using and my licence with the location of your licence key tar xvzf FLI version linux x86 release 64 tgz cd FLI version linux x86 release 64 Foundry License Installer licenseFile my licence For example if you saved your licence key to tmp Foundry lic the last line should be The Foundry Ocula 3 0v2 INTRODUCTION Licensing Ocula over a Network Telling the Client Machines Where to Find the Licences Foundry License Installer licenseFile tmp Foundry lic This checks the licence key and copies it to the correct directory The licence server address is displayed on screen lt number gt lt licence server name gt You should make a note of the address as you ll need it to activate the client machines 4 In order for the floating licence to work you need to install the Foundry Licensing Tools FLT on the licence server machine not the client machines For more information on how to install floating licences refer to the FLT user gui
106. iple Viewers VISUAL EFFECTS SOFTWARE Ocula 3 0v1 The Foundry APPENDIX A RELEASE NOTES 136 Ocula 3 0v1 This is a major new release of Ocula The plug ins have been rewritten to increase the stability and accuracy as well as the ease of use in setting up and quality checking This release also introduces four new plug ins and one new gizmo Release Date November 2011 Requirements e aversion of Nuke 6 3 on e Windows XP 64 bit or Windows 7 64 bit e Mac OS X 10 5 Leopard or 10 6 Snow Leopard 64 bit e Linux RHEL 5 4 64 bit e Foundry FLEXIm Tools FFT 5 0v1 or later for floating licenses New Features Ocula 3 0 introduces four new plug ins e O_OcclusionDetector This plug in outputs an occlusion mask for the left and right view to define where picture building with disparity is incorrect The occlusion mask is required by O ColourMatcher and the new O_FocusMatcher node to identify image regions where local matching will fail The occlusion layer can be edited to change how these plug ins operate For more information see OcclusionDetector on page 48 e O FocusMatcher This is a new plug in that lets you rebuild one view from the other to match focus Matching is based on a combination of image rebuilding and deblurring You can also use this node to sharpen out of focus images There is an optional Kernel input to define the shape of the aperture causing the image blur For more information see FocusMat
107. is None Use the entire image area e Source Alpha Use the alpha channel of the Source clip as an ignore mask Source Inverted Alpha Use the inverted alpha channel of the Source clip as an ignore mask e Mask Luminance Use the luminance of the Ignore input as an ignore mask Mask Inverted Luminance Use the inverted luminance of the Ignore input as an ignore mask e Mask Alpha Use the alpha channel of the Ignore input as an ignore mask Mask Inverted Alpha Use the inverted alpha channel of the Ignore input as an ignore mask Number Set the number of features to detect in each image and match Ocula 3 0v2 The Foundry SOLVER 29 Controls between views Threshold Set the threshold to select features in an image Use a high value to select prominent points Use a low value to spread features out across the image Separation Set a required feature separation to force detected features to cover the image It is important that the features do not cluster together If you set Display to Keyframe Matches and see that this is the case try increasing this value Display Display Change the display mode Nothing Only show the Source image Keyframe Matches Show the features and matches for the camera relationship calculation in a Viewer overlay An example of what this mode does is shown in Figure 17 Figure 17 Showing the features and matches for the camera relationship calculation in a V
108. is only active if Timing is set to Speed Frame Use this to specify the source frame at the current frame in the timeline For example to slow down a 50 frame clip by half set the Source Frame to 1 at frame 1 and the Source Frame to 50 at frame 100 The default expression will result in a half speed retime This parameter is active only if Timing is set to Source Frame Warp Mode Select a method to use to generate the retimed views e Simple This mode warps and blends the images e Normal This mode warps and blends the images where they are consistent Occlusions This mode may improve the results with large motion vectors e Sharp Occlusions This mode is designed to reduce artefacts with a CG source where boundaries are distinct In this example we generate motion vectors using O VectorGenerator and feed them to O_Retimer in order to slow down and then speed up a stereo sequence You can download the image used here from our web site For more Ocula 3 0v2 RETIMER 111 Example information please see Example Images on page 6 Step by Step Generating Motion Vectors 1 Start Nuke and open the project settings by pressing S on the Node Graph Go to the Views tab and click the Set up views for stereo button 2 Import dance_group exr This image already includes both the left and the right view and the necessary disparity channels 3 Add a Viewer to the image Select Ocula gt Ocula 3 0 gt O Solver t
109. isparities are constrained to remain within each delineated region e O NewView e A foreground Fg input to delineate foreground regions from background This helps to ensure that disparities are constrained to remain within each delineated region e O VerticalAligner A Solver input to allow feature matches to be reused e Support for transform concatenation for multiple O_VerticalAligner nodes except when Alignment Method is set to Vertical Skew Four new alignment methods Scale Simple Shift Scale Rotate and Camera Rotation e O ColourMatcher formerly O_ColourMatch e A Mask input to allow you to specify a region of interest for the colour transform Anew block based matching mode for dealing with local colour differences Note that O _InterocularShifter has been renamed to O _InteraxialShifter to remove ambiguity Improvements Ocula 2 0 has been redesigned to allow a more flexible workflow For details of the improvements to individual plug ins see the New Features section above It also features a completely new disparity generation algorithm for greater accuracy and speed Bug Fixes BUG ID 7387 O ColourMatch super black material negative was wrapped clipped back from 1 0 Known Bugs and Workarounds e BUG ID 2349 Add a standard plug in path for Nuke plug ins Ocula 3 0v2 The Foundry APPENDIX A RELEASE NOTES 151 Ocula 2 0v1 Later releases of Nuke will pick up the Ocula plug ins autom
110. isparity vectors You can review the disparity range using the Parallax Histogram display in O DisparityViewer Figure 34 The Parallax Histogram display in O _DisparityViewer Negative The maximum negative parallax in pixels With negative parallax pixels in the left image are to the right of pixels in the right and objects appear in front of the screen plane Negative parallax is defined by the maximum disparityL x and minimum disparityR x values for the aligned images Positive The maximum positive parallax in pixels With positive parallax pixels in the left image are to the left of pixels in the right and objects appear behind the screen plane Positive parallax is defined by the minimum disparityL x and maximum disparityR x values for the aligned images In this example we read in a stereo image use O_Solver and O DisparityGenerator to calculate its disparity field and render the result as a single exr file that contains the left and the right view and the newly created disparity channels Later whenever you use the same image the disparity field will be loaded into Nuke together with the image This makes the disparity field readily available for the other Ocula plug ins many of which need it to produce their output The stereo image used here can be downloaded from our web site For more information please see Example Images on page 6 Ocula 3 0v2 DISPARITYGENERATOR 42 Example Step by Step Calculating the C
111. ith the same camera setup Note that if the input clip doesn t include disparity channels you also need an O DisparityGenerator node before O_VectorGenerator Figure 16 O Solver followed by O_VectorGenerator You can use the same O Solver for O DisparityGenerator O_VerticalAligner and O_VectorGenerator This way you don t have to calculate the camera relation ship several times 2 To learn more about O DisparityGenerator O VerticalAligner and O VectorGenerator review the chapters on page 33 page 78 and page 100 Controls Views to Use From the views that exist in your project settings select the two views you want to use to calculate the features and the camera relationship These views will be mapped for the left and right eye Analysis Analysis Key Once you have set some keyframes they are highlighted here and O Solver does the feature matching and analysis only on those frames The solves for all other frames are created by interpolating between the results on the keyframes on either side This field is for display only To edit the keyframes use Add Key and Delete Key Tip Keyframe interpolation helps to ensure smooth changes in the calculated camera relationship between views One way to define the keyframes is to set keys at the start and end of the sequence then add intermediate keys where the camera The Foundry Ocula 3 0v2 The Foundry SOLVER 28 Controls geometry changes You can visualise how we
112. ivers more accurate alignment data to downstream Ocula nodes e The Feature Matches display option has been renamed to Keyframe Matches As before this shows matches at keyframes only e There s a new Preview Alignment display option that lets you preview the alignment of feature matches at both keyframes and non keyframes This allows you to review how well the interpolated solve works and whether additional keyframes are required It also makes it simpler to delete bad matches and preview the effect of user matches e In the Preview Alignment mode there s a new Match Offset control that allows you to set the offset in pixels applied to the aligned feature matches You can also interactively control the offset using the lt and gt keys on the Viewer Increase the offset to view the matches with large disparities and spot bad matches Decrease the offset to set the disparity of matches to zero to examine the vertical offset at each feature Increase and decrease the offset interactively to view which matches do not move horizontally and are bad matches e There is now an Error Threshold control that lets you select matches with a vertical error greater than the threshold when Display is set to The Foundry Ocula 3 0v2 The Foundry APPENDIX A RELEASE NOTES 138 Ocula 3 0v1 Preview Alignment This allows you to delete bad matches with large errors at keyframes and recalculate the alignment The influence of user matches has been increa
113. l Negative Violation Sets the overlay colour for pixels outside the specified Negative Limit value Positive Violation Sets the overlay colour for pixels outside the specified Positive Limit value Ocula 3 0v2 Example Step by Step The Foundry Note DISPARITYVIEWER Example In this example we use O DisparityViewer to evaluate the disparity field produced by O DisparityGenerator For information on where to get the sample footage please see Example Images on page 6 1 Start Nuke and press S on the Node Graph to open the Project Settings Go to the Views tab and click the Set up views for stereo button 2 Select Image gt Read and browse to where you saved the tutorial files Go to the O VerticalAligner directory select steep hill exr and click Open A Read node appears in the Node Graph 3 Connect the Viewer to the Read node so we can see what s happening 4 Select the Read node and choose Ocula gt Ocula 3 0 gt O Solver from the Toolbar This inserts an O Solver node after the stereo image 5 In the O Solver controls click Add Key to set a keyframe for O Solver to analyse Our example here consists of just one frame but if you were using a sequence you should set keyframes wherever the camera setup changes If the setup doesn t change you can get away with using just one keyframe Remember that this should be a frame that is easy to match between views ideally a frame with enough picture detai
114. l but no motion blur occluding fog or dust Every time you add a keyframe O Solver analyses the footage and calculates the solve 6 Select the O Solver node and choose Ocula gt Ocula 3 0 gt O DisparityGenerator from the Toolbar This inserts an O DisparityGenerator node 7 Select the O DisparityGenerator node and choose Ocula gt Ocula 3 0 gt O DisparityViewer from the Toolbar This inserts an O DisparityViewer node and forces Ocula to calculate the dispar ity channel Your node tree should look similar to the one in Figure 183 Figure 183 The node tree with the Read node 8 Using the default O DisparityViewer settings the Viewer is a little crowded To make the display less cluttered set Vector Spacing to 80 9 To display vectors for both views check Show Both Directions in the O DisparityViewer controls The vectors for the left to right disparity are shown in red and the vectors for the right to left disparity in green Ocula 3 0v2 131 DISPARITYVIEWER 132 Example Figure 184 Disparity vectors This sample footage does not produce good disparity vectors The purpose of this tutorial is to show you how to use the Parallax Histogram and Parallax Violation display modes 10 In the O DisparityViewer controls click on the Display dropdown menu and select Parallax Histogram The Viewer displays a histogram showing Parallax in pixels on the x axis the number of image pixels on the y axis a
115. l RAW image files throughout the production process Visit The Foundry s web site at http www thefoundry co uk for further details The Foundry Ocula 3 0v2 OCULA ON NUKE USER GUIDE THE 3 FOUNDRY SOLVER Introduction The O Solver plug in defines the geometric relationship between the two views in the input images that is the camera relationship or solve This is necessary if you want to use DisparityGenerator VectorGenerator or VerticalAligner down the tree To define the camera relationship O Solver detects a number of features in one view and locates the corresponding features in the other Figure 1 The feature matches and analysis data are not available until you have set at least one keyframe on O Solver Any frames set as keyframes show up on the Viewer timeline and can be visualised in the Curve Editor and Dope Sheet the location of the corresponding feature in the other view Figure 1 O Solver detects features in each view and tries to match them O Solver only calculates the solve at the keyframes The solves for all other frames are created by interpolating between the results on the keyframes on either side Interpolating between keyframes ensures that the calculated solve varies smoothly across the sequence The output of the O Solver node consists of e the unaltered input images and e the results of the feature detection and analysis which are passed down the node tree as hidden metadata
116. lable to any other of the Licensee s employees or to any third parties without the express written consent of The Foundry Licensee agrees to segregate to the extent it can be reasonably done the Confidential Information from the confidential information and materials of others in order to prevent commingling Licensee shall take reasonable security measures which such measures shall be at least as great as the measures Licensee uses to keep Licensee s own confidential information secure but in any case using no less than a reasonable degree of care to hold the Software Documentation and any other Confidential Information in strict confidence and safe custody The Foundry may request in which case Licensee agrees to comply with certain reasonable security measures as part of the use of the Software and Documentation Licensee acknowledges that monetary damages may not be a sufficient remedy for unauthorized disclosure of Confidential Information and that The Foundry shall be entitled without waiving any other rights or remedies to such injunctive or equitable relief as may be deemed proper by a court of competent jurisdiction SECTION 15 INSPECTION Licensee shall advise The Foundry on demand of all locations where the Software or Documentation is used or stored Licensee shall permit The Foundry or its authorized agents to inspect all such locations during normal business hours and on reasonable advance notice The Foundry Ocula 3 0v2 AP
117. lf If disparity vectors don t yet exist in the script you can use the O Solver and O _DisparityGenerator plug ins after your image sequence to calculate the disparity vectors See Solver on page 19 and DisparityGenerator on page 33 for how to do this If an occlusion mask doesn t yet exist in the data stream or the image sequence itself use an O_OcclusionDetector node to create one See OcclusionDetector on page 48 You can also replace an existing occlusion mask by inserting a new O OcclusionDetector before O_ColourMatcher This allows you to modify the occlusions to control the regions where Occlusion Compensate is applied Ocula 3 0v2 The Foundry 10 11 COLOURMATCHER 59 Quick Start Select Ocula gt Ocula 3 0 gt O_ColourMatcher to insert an O_ColourMatcher node after your stereo Clip Connect a Viewer to the O_ColourMatcher node Figure 72 O_ColourMatcher node tree In the O_ColourMatcher controls you can see all the views that exist in your project settings under Views to Use Select the two views you want to match The two views you selected are mapped for the left and right eye From the Match menu select if you want to adjust the colours of the left view to match them with those of the right or vice versa If there are areas in the image that you want to ignore when calculating the colour transformation supply a mask either in the Mask input or the alpha of the Source input In the O ColourMatch
118. ligner If necessary you can take the matrix to a third party application such as Baselight and align the image or camera there There is one matrix for each view in the source Fixed Bugs BUG ID 9188 O ColourMatcher In block based matching mode colour fringing sometimes occurred where there were high contrast regions in the input images You can now reduce this by using Halo Correct Occlusion Compensate and the sampling controls BUG ID 12485 On Mac OS X 10 6 Snow Leopard matching versions of Ocula for different versions of Nuke were being identified as the same package and overwrote one another This has always been the case for Ocula 2 so the bug affects matching 5 1 5 2 and 6 0 Ocula installs as well but was only a problem when the plug ins were installed on Mac OS X 10 6 Snow Leopard Known Bugs and Workarounds BUG ID 2349 Add a standard plug in path for Nuke plug ins Nuke 6 1 and later versions pick up the Ocula plug ins automatically If you re using Ocula 2 1 on Nuke 6 0 however you need to set your NUKE_PATH environment variable to On Windows e C Program Files Common Files Nuke 6 0 plugins Ocula 2 0 e C Program Files x86 Common Files Nuke 6 0 plugins Ocula 2 0 only if you re using 32 bit Ocula on 64 bit Windows On Mac OS X e Library Application Support Nuke 6 0 plugins 32 Ocula 2 1 On Linux e usr local Nuke 6 0 plugins 3 2 Ocula 2 1 if you re using 32 bit Ocula e usr local Nuke 6 0 plugins
119. ll the interpolated geometry matches the real images by setting Display to Preview Alignment in the O Solver controls If you see a lot of yellow matches matches that have a vertical error greater than Error Threshold you may need to add more keyframes Alternatively you can quality check the interpolated geometry by using O VerticalAligner followed by an Anaglyph node Set Warp Mode in O VerticalAligner to Global Alignment and Global Method to Camera Rotation to interpolate the calculated camera relationship and check whether there is any vertical displacement between the aligned views in the anaglyph view See page 86 for an example of how to use O Solver O VerticalAligner and Anaglyph Add Key Set an analysis key at the current frame Delete Key Delete an analysis key at the current frame Delete All Delete all analysis keys Single Solve from All Keys When enabled O_Solver calculates a single solve using all the keyframes you have set Use this for rigs that don t change over time to get more accurate results than when using a single keyframe Do not use this if there is jitter in the alignment or there is a change in separation convergence or zoom Instead use a separate solve for each keyframe and place keys where the alignment changes Features Mask If an area in the Source clip is producing poor feature matches you can use this control to select areas of the image to ignore during the feature detection and analys
120. low down or speed up stereo footage using upstream motion vectors generated by the VectorGenerator node These motion vectors describe how each pixel moves from frame to frame With accurate motion vectors it is possible to generate an output image at any point in time throughout the sequence by interpolating along the direction of the motion Figure 145 Simple mix of two Figure 146 O_Retimer vector frames to achieve an inbetween interpolation of the same two frame frames When calculating motion vectors O VectorGenerator uses an upstream disparity field to tie the motion in each view together This maintains the alignment between views which means O Retimer is able to retime the input footage without breaking the stereo effect By default O Retimer is set to perform a half speed slow down This is achieved by generating a new frame at position 0 25 and 0 75 between the original frames at O and 1 Frames are created at a quarter and three quarters instead of zero an original frame and a half so as not to include any original frames in the re timed sequence This avoids the pulsing that would otherwise be seen on every other frame on a half speed slowdown Note that O Retimer also retimes the incoming disparity vectors This allows you to retime one view and then rebuild the other view using NewView and the retimed disparity This ensures the retimed views match exactly Inputs O_Retimer has two inputs e Source A ster
121. lter to give a sharper picture but takes a lot longer to render e Normal Uses bilinear interpolation which gives good results and is a lot quicker than extreme Ocula 3 0v2 The Foundry INTERAXIALSHIFTER 99 Controls Warp Mode Select a method to use to create the new views Simple This is the quickest option but may produce less than optimal results around image edges and objects that are visible in one view but not the other Normal This is the standard option with more optimal treatment of image edges and occlusions Occlusions This is an advanced option that may improve the results Sharp Occlusions This option is similar to Occlusions but produces fewer artifacts where the disparity fields are generated from 3D CG sources Foreground Component Select the channel to use as to delineate foreground regions from background The mask ensures that disparities are constrained to remain within each delineated region None Use the entire image area Source Alpha Use the alpha channel of the Source clip Source Inverted Alpha Use the inverted alpha channel of the Source clip Mask Luminance Use the luminance of the Fg input Mask Inverted Luminance Use the inverted luminance of the Fg input Mask Alpha Use the alpha channel of the Fg input Mask Inverted Alpha Use the inverted alpha channel of the Fg input Ocula 3 0v2 OCULA ON NUKE USER GUIDE THE 3 FOUNDRY VECTORGENERATOR Descriptio
122. machine Ocula 3 0v2 9 Moving the Plug ins Directory Licensing Ocula About Licences Licensing Ocula on a Single Machine Obtaining a Licence Key The Foundry INTRODUCTION 10 Moving the Plug ins Directory You can put the Ocula plug ins anywhere as long as you set the environment variable NUKE_PATH to point to it If you simply want to try out Ocula you can obtain a trial licence which allows you to run Ocula for free for 15 days To use Ocula after this trial period you need either a valid license key or a floating license and server running the Foundry Licensing Tools FLT e Licence Keys These can be used to install and activate node locked also known as uncounted licences Node locked licences allow you to use Ocula on a single machine This licence will not work on a different machine and if you need it to you ll have to transfer your licence Node locked licences do not require additional licensing software to be installed See Licensing Ocula on a Single Machine for more information e Floating Licences also known as counted licences enable Ocula to work on any networked client machine The floating licence should be put on the server and is locked to a unique number on that server Floating licences on a server require additional software to be installed This software manages those licences on the server giving licences out to client stations that want them The software you need to manage these lic
123. ment on page 158 or run the installer in standard non silent mode Ocula is distributed as a software download from our web site at http www thefoundry co uk To install Ocula 3 0 on a Mac follow these instructions 1 Download the following file from our web site at www thefoundry co uk Ocula 3 0v2 7 On Linux The Foundry Note see eS INTRODUCTION Installation Ocula_3 0v2_Nuke_6 3 mac x86 release 64 dmg Double click on the downloaded dmg file Double click on the pkg file that is created Follow the on screen instructions to install the plug ins Proceed to Licensing Ocula on page 10 Installing Ocula silently from the command line il Download the following file from our web site at www thefoundry co uk Ocula_3 0v2_Nuke_6 3 mac x86 release 64 dmg Launch a Terminal window 3 To mount the dmg installation file use the hdiutil attach command with the directory where you saved the installation file For example if you saved the installation file in Builds Ocula use the following command hdiutil attach Builds Ocula Ocula_3 0v2_Nuke_6 3 mac x86 release 64 dmg Enter the following command pushd Volumes Ocula_3 0v2_Nuke_6 3 mac x86 release 64 This stores the directory path in memory so it can be returned to later To install Ocula use the following command sudo installer pkg Ocula_3 0v2_Nuke_6 3 mac x86 release 64 pkg target You are prompted for a password Enter the foll
124. mode requires that there is a disparity field and an occlusion mask in the input data stream If these don t yet exist you can create them using the O Solver see page 19 O DisparityGenerator see page 33 and OcclusionDetector see page 48 plug ins e Local Matching This mode first divides the two images into square blocks according to the Block Size control Then it matches the colour distributions between corresponding blocks in the two views This can be useful if there are local colour differences between the views such as highlights that are brighter in one view than the other Note that this mode requires that there is a disparity field in the input data stream If there isn t you can create one using the O Solver see page 19 and O DisparityGenerator see page 33 plug ins If Occlusion Compensate is enabled this mode also requires an occlusion mask upstream If one doesn t exist you can use O_OcclusionDetector see OcclusionDetector to create one Export 3D LUT Export the colour change calculated for the current frame as a 3D look up table LUT in vf format This allows you to apply the LUT separately using Nuke s Vectorfield Color gt 3D LUT gt Vectorfield node Ocula 3 0v2 The Foundry COLOURMATCHER Controls This control is only available in the 3D LUT mode Local Matching Options Block Size This control is only available in the Local Matching mode It defines the width and height in pixels
125. mode takes the colour distribution of one entire view and modifies that to match the distribution of the other view See Basic Mode 3D LUT This mode generates a global look up table LUT from local matches at unoccluded pixels You can export the LUT calculated for the current frame in vf format This allows you to apply the LUT separately using Nuke s Vectorfield Color gt 3D LUT gt Vectorfield node See 3D LUT Mode e Local Matching This mode first divides the two images into square blocks according to the Block Size control Then it matches the colour distributions between corresponding blocks in the two views This can be useful if there are local colour differences between the views such as highlights that are brighter in one view than the other See Local Matching Mode Ocula 3 0v2 Basic Mode 3D LUT Mode The Foundry COLOURMATCHER 57 Quick Start Select Ocula gt Ocula 3 0 gt O_ColourMatcher to insert an O_ColourMatcher node after your stereo clip 2 Connect a Viewer to the O ColourMatcher node Figure 69 O_ColourMatcher node tree In the O_ColourMatcher controls you can see all the views that exist in your project settings under Views to Use Select the two views you want to match The two views you selected are mapped for the left and right eye From the Match menu select if you want to adjust the colours of the left view to match them with those of the right or vice versa If there
126. n O VectorGenerator generates motion vector fields for each view in a stereo image A motion vector field maps the location of a pixel on one frame to the location of the corresponding pixel in a neighbouring frame It has the same dimensions as the image but contains an x y offset per pixel These offsets show how to warp a neighbouring image onto the current image Clearly as most of the images in a sequence have two neighbours each can have two vector fields These are called the forward motion vectors where they represent the warp of the image in front of the current one and backward motion vectors where they represent the warp of the image behind the current one It s important to note that O VectorGenerator calculates its motion vectors in a way that maintains the alignment between views and avoids breaking the stereo effect In order to do so it needs an upstream O Solver node and a disparity field that ties the motion in each view together for details on how to generate a disparity field see Solver on page 19 and DisparityGenerator on page 33 Frame 1 Frame 2 motion vectors Figure 132 While disparity vectors map pixels between views motion vectors map them between frames O VectorGenerator stores the motion vectors in the backward and forward motion channels To view these in Nuke select motion forward or VISUAL EFFECTS SOFTWARE Inputs The Foundry VECTORGENERATOR 101 Inputs backward from
127. nd the negative and positive parallax vio lation areas in red and green respectively Note The screen is placed at zero on the x axis so negative parallax refers to parts of the image that are in front of the screen and positive parallax to the parts that are behind the screen Figure 185 Parallax histogram Histogram Range defaults to User Defined so the graph produced may not con tain all the pixels in the image 11 Click the Histogram Range menu and select Automatic The histogram is re rendered to automatically fit the range of disparities in the image The Foundry Ocula 3 0v2 The Foundry DISPARITYVIEWER 133 Example Figure 186 Histogram Range set to Automatic As you can see in this extreme example a large proportion of the image exceeds the positive violation threshold green and none of the image exceeds the neg ative threshold red 12 In the O_DisparityViewer controls click on the Display menu and select Parallax Violation The parallax violation shown in the histogram is overlaid on the Viewer high lighting in this case the areas of positive parallax violation See Figure 187 Figure 187 Parallax violation overlay 13 If you adjust the Positive Limit slider down to 0 4 and up to 4 5 you can see the changing extent of the positive violation limit Figure 188 Low Positive Limit Figure 189 High Positive Limit 14 You can adjust the Negative Limit in the same way though in t
128. ne in the previous step This plug in calculates the geometrical relationship between the two views in the input clip Set at least one keyframe For more instructions on how to use O Solver see Solver on page 19 Select Ocula gt Ocula 3 0 gt O_DisparityGenerator to insert an O DisparityGenerator node after O Solver In most cases the O Solver node should be connected to the Source input of O_DisparityGenerator Figure 25 However if you want to calculate the disparity field for one clip by using the O_Solver node of another connect the O_Solver node to the Solver input of O_DisparityGenerator Figure 26 Figure 25 Getting the camera Figure 26 Getting the camera relationship from the Source clip relationship from the Solver clip Open the O DisparityGenerator controls From the Views to Use menu or buttons select which views you want to use for the left and right eye when creating the disparity field If there are areas in the image that you want to ignore when generating the disparity field supply a mask either in the Ignore input or the alpha of the Source input In the O_DisparityGenerator controls set Ignore Mask to the component you want to use as the mask You can also provide a foreground mask in the Fg input or the alpha of the Source input This restricts the disparity calculation to the masked areas allow ing you to create a disparity layer for a foreground element In the O_DisparityGenerator controls
129. node is enabled when you write your sequence out Views to Use From the views that exist in your project settings select the two views you want to use when visualising the disparity vectors These views will be mapped for the left and right eye Display Select the display mode from the dropdown menu e Disparity Vectors overlays the disparity vectors for the current view e Parallax Histogram displays a parallax by pixel histogram e Parallax Violation overlays negative and positive parallax areas Vectors disparityR Colour of the arrows used for displaying left to right disparity You may want to change this for example if the colour of the arrows is very close to the colours in your input image or if you want to compare the vectors from multiple O DisparityViewers in the same Viewer disparityL Colour of the arrows used for displaying right to left disparity You may want to change this for example if the colour of the arrows is very close to the colours in your input image or if you want to compare the vectors from multiple O DisparityViewers in the same Viewer Show Both Directions Check this to show the disparity vectors for both views rather than just the current view The Foundry Ocula 3 0v2 The Foundry Note DISPARITYVIEWER 130 Controls Vector Spacing How often a disparity vector will be drawn If necessary you Can increase this value to make the display less cluttered You may want to do s
130. nt 158 EULA 158 F focus matching between views 66 forward motion vector fields 100 foundry_LICENSE 15 Foundry The 16 H horizontal alignment correcting 96 Host ID number 11 l installation 6 on Linux 8 on Mac 7 on Windows 7 interaxial distance 96 K keystoning 78 L Licensing Ocula 10 Imhostid number 11 M motion vector fields 27 100 backward 100 forward 100 o O_ColourMatcher 55 87 O_DepthToDisparity 33 114 O_DisparityGenerator 33 O_DisparityToDepth 118 119 O_DisparityViewer 125 O_FocusMatcher 66 O_InteraxialShifter 47 96 O_NewView 88 O OcclusionDetector 48 O _Retimer 107 O_Solver 19 88 119 O_VectorGenerator 100 O_VerticalAligner 78 occlusion masks 48 occlusions 88 97 detecting 48 P parallel cameras 78 R release notes 135 retiming stereo footage 107 S slowing down stereo footage 107 speeding up stereo footage 107 T The Foundry 16 The Foundry products 16 third party licences 156 v vertical alignment correcting 78 views creating new 88 VISUAL EFFECTS SOFTWARE
131. ntal offset This sets the disparity of those matches to zero which means accurate feature matches should sit on top of each other You may need to zoom in to see if they do Figure 37 Accurate matches sit directly Figure 38 Poor matches have a vertical on top of each other offset The matches in our example seem fine However if you could see a vertical off set between any feature matches you would want to delete them by selecting them in the Viewer and pressing backspace Note that you can only select features on the view you re currently on So if you re on the left view you can t select green features Ocula 3 0v2 DISPARITYGENERATOR 44 Example 11 To help guide the solve we can also add feature matches manually It s a good idea to do this if you have a particularly tricky part of a shot where the automatic feature matching isn t producing enough accurate matches In this case we have quite a good spread of matches around the entire image However there is an area between the tree and the tombstone on the left that has no matches Zoom in on it Then right click on a point you can easily locate in both views and select add feature A crosshair appears to represent the feature in the current view Use the Viewer controls to switch to the other view and drag the feature you just added to its correct location in that view Figure 39 Adding a feature to the left Figure 40 Locating the same feature in view
132. o for example if the disparities are large and you don t want neighbouring vectors to overlap one another Histogram Histogram Range Use this menu to select the histogram range Automatic the range is scaled to fit the range of disparity e User Defined the range is defined using the Histogram Min and Max controls as a percentage of screen width Histogram Min Max Controls the lower and upper limits of the histogram as a percentage of screen width that is the left most and right most points on the x axis These controls are only active when Histogram Range is set to User Defined Parallax Negative Limit Sets the amount of negative parallax allowed as a percentage of screen width Areas outside this negative limit are marked by the overlay in the colour specified in the Negative Violation control Pixels Displays the number of pixels allowed by negative parallax After adjusting the Negative Limit you can use this corresponding value in the O_DisparityGenerator Parallax Limits gt Negative control Positive Limit Sets the amount of positive parallax allowed as a percentage of screen width Areas outside this positive limit are marked by the overlay in the colour specified in the Positive Violation control Pixels Displays the number of pixels allowed by positive parallax After adjusting the Positive Limit you can use this corresponding value in the O DisparityGenerator Parallax Limits gt Positive contro
133. o display e Disparity Vectors e Parallax Histograms or e Histograms are baked into your render if the node is enabled when you write your sequence out To visualise the disparity vectors at any given point of your node tree do the following 1 Select a node at any point in the node tree where there is a disparity channel If you don t have a disparity channel in the data stream you can add one using the O_Solver and O_DisparityGenerator nodes See Solver on page 19 and Dis parityGenerator on page 33 2 Choose Ocula gt Ocula 3 0 gt O DisparityViewer from the Toolbar This inserts an O DisparityViewer node in your node tree Ocula 3 0v2 DISPARITYVIEWER 127 Quick Start 3 Under Views to Use select the views you want to use to visualise the disparity vectors These views are mapped for the left and right eye 4 Using the Display menu select Disparity Vectors 5 If you want to display the vectors for both views rather than just the current view check Show Both Directions Figure 177 Vectors for the Figure 178 Vectors for both current view views 6 Zoom in to better see the disparity vectors in the overlay 7 If the Viewer seems too cluttered or the arrows overlap increase the Vector Spacing value awit ee LAN alt Figure 179 Vector Spacing set Figure 180 Vector Spacing set to 30 to 70 8 If necessary use the disparityR and disparityL parameters to change the colour of the
134. o insert an O Solver node between the image and the Viewer Figure 149 The node tree with O_Solver In order to calculate motion vectors you always need an O Solver node in the data stream even if you have disparity channels embedded in the input image like we do here If the disparity channels didn t yet exist you d also need an O DisparityGenerator node 5 Scrub to frame 1 on the timeline and click Add Key in the O_Solver controls O Solver calculates the camera relationship between the two views 6 Insert an O VectorGenerator node after O Solver Figure 150 The node tree at this point The purpose of O VectorGenerator is to calculate the motion vectors required later for retiming the sequence Because we have disparity vectors in the data stream O VectorGenerator can do this in a way that maintains the alignment between views and avoids breaking the stereo effect 7 In the Viewer set the channel set menu to motion The calculated motion vectors are displayed in the Viewer The Foundry Ocula 3 0v2 The Foundry RETIMER 112 Example Figure 151 The forward and backward motion vectors 8 Select Image gt Write to insert a Write node after O_VectorGenerator In the Write node controls select all from the channels pulldown menu Choose exr as the file type Select a location for the clip in the file field and enter dance_group_motion exr as the name Click Render The newly created motion vectors are save
135. o restrict the colour correction in occluded regions to similar colours Increase the value to blur the colour correction e Region Size The size of the region in pixels of unoccluded pixels used to calculate the colour correction at an occluded pixel When Occlusion Compen Ocula 3 0v2 Controls The Foundry COLOURMATCHER 60 Controls sate is enabled O ColourMatcher first finds the closest unoccluded pixel and then expands that distance by this number of pixels to pick up unoccluded pix els to use e Edge Occlusions The threshold for treating image edges as occlusions to reduce haloing and edge flicker The higher the value the more image edges are considered occlusions even if they aren t marked as such in the upstream occlusion mask Views to Use From the views that exist in your project settings select the two views whose colours you want to match These views will be mapped for the left and right eye Match Select how to match the colours e Left to Right Adjust the colours of the left view to match with those of the right e Right to Left Adjust the colours of the right view to match with those of the left Mode The algorithm to use for the colour matching e Basic This mode takes the colour distribution of one entire view and modifies that to match the distribution of the other view e 3D LUT This mode generates a global look up table LUT from local matches at unoccluded pixels Note that this
136. occluded regions so set this to Rebuild Plus Deblurred Ocula 3 0v2 FOCUSMATCHER 76 Example 9 All that s left to do now is to make sure we are getting some nice deblurring in the occluded areas To make this easier to see press M on the Viewer to return to the RGB display and uncheck Remove Ringing in the O FocusMatcher controls 10 Still displaying the right view zoom in on the image You may notice that a lot of the areas that were out of focus in the original right view now look sharper and better match the focus in the left view An exception to this are the areas considered occluded in the occlusion mask mostly edges around the different objects This is because we chose to fill these areas with a deblurred version of the original right view but as Defocus Size is set to O no deblurring is being done Figure 100 The occluded areas haven t been deblurred yet 11 We need to set Defocus Size to the size of the kernel the original image was blurred with To find the optimal setting increase this value gradually until you see sharp edges that match the left view As you do so pay attention to the lights in the ceiling You should see ringing artefacts appear around the lights as a result of the deblurring What you want is sharp edges but as little ringing as possible so set Defocus Size to 1 5 This produces some ringing but we can fix that next Figure 101 Ringing artefacts around the lights in the ceiling The F
137. ok photographed not composited The Keylight algorithm was developed by the Computer Film Company who were honoured with a technical achievement award for digital compositing from the Academy of Motion Picture Arts and Sciences RollingShutter is a plug in that tackles image distortion problems often experienced by users of CMOS cameras The plug in will often vastly improve the look of distorted footage by either minimising or eradicating image distortions Unlike solutions tied to camera stabilisation that stretch the image as a whole the RollingShutter plug in compensates for local skewing and distortion in the scene by correcting each object individually Kronos is a plug in that retimes footage using motion vectors to generate additional images between frames Utilising NVIDIA s CUDA technology Kronos optimises your workflow by using both the CPU and GPU CameraTracker is an After Effects plug in allowing you to pull 3D motion tracks and matchmoves without having to leave After Effects It analyses the source sequence and extracts the original camera s lens and motion parameters allowing you to composite 2D or 3D elements correctly with reference to the camera used to film the shot Storm is a product developed in house at The Foundry to assist RED Digital Cinema camera production workflows from on set to delivery It acts as a Ocula 3 0v2 INTRODUCTION 18 Other Foundry Products hub providing access to both metadata and origina
138. on to help you install the licence key The instructions below tell you what to do with these On Windows and Mac Just drop the licence key on the Foundry License Installer FLI application to install it This checks the licence key and copies it to the correct directory On Linux 1 We email you a tgz file containing the Foundry Licence Installer FLI and licence key Gunzip or untar the file and save the FLI and your licence key to a folder of your choice for example tmp Note that the licence file can be the original lic file or the licence in a plain txt file Navigate to the location of the FLI version linux x86 release 64 tgz file Type the following commands to extract and install the FLI Note that you need to replace version with the version of FLI you are using and my licence with the location of your licence key tar xvzf FLI version linux x86 release 64 tgz cd FLI version linux x86 release 64 Foundry License Installer licenseFile my licence If your licence was downloaded from www thefoundry co uk it may be necessary to download the correct FLI separately a zipped bundle is not always provided Ocula 3 0v2 11 Licensing Ocula over a Network Obtaining Floating Licences Installing Floating Licences The Foundry Note INTRODUCTION 12 Licensing Ocula over a Network For example if you saved your licence key to tmp Foundry lic the last line should be Foun
139. onal national state regional and local laws and regulations including without limitation the United States Foreign Corrupt Practices Act the Export Administration Act and the Export Administration Regulations as amended or otherwise modified from time to time and neither The Foundry nor Licensee shall be required under this Agreement to act or fail to act in any way which it believes in good faith will violate any such laws or regulations SECTION 20 MISCELLANEOUS This Agreement is the exclusive agreement between the parties concerning the subject matter hereof and supersedes any and all prior oral or written agreements negotiations or other dealings between the parties concerning such subject This Agreement may be modified only by a written instrument signed by both parties If any action is brought by either party to this Agreement against the other party regarding the subject matter hereof the prevailing party shall be entitled to recover in addition to any other relief granted reasonable attorneys fees and expenses of litigation Should any term of this Agreement be declared void or unenforceable by any court of competent jurisdiction such declaration shall have no effect on the remaining terms of this Agreement The failure of either party to enforce any rights granted hereunder or to take action against the other party in the event of any breach hereunder shall not be deemed a waiver by that party as to subsequent enforcement of r
140. ool that conforms edit decision lists and parcels out VFX shots to artists allowing progress to be viewed in context and liberating your finishing systems and artists for more creative tasks Ocula 3 0v2 The Foundry INTRODUCTION 17 Other Foundry Products Mari is a creative texture painting tool that can handle extremely complex or texture heavy projects It was developed at Weta Digital and has been used on films such as District 9 The Day the Earth Stood Still The Lovely Bones and Avatar Katana is a look development and lighting tool replacing the conventional CG pipeline with a flexible recipe based asset workflow Its node based approach allows rapid turnaround of high complexity shots while keeping artists in control and reducing in house development overheads Extensive APIs mean it integrates with a variety of renderers and your pre existing shader libraries and workflow tools Ocula is a collection of tools that solve common problems with stereoscopic imagery improve productivity in post production and ultimately help to deliver a more rewarding 3D stereo viewing experience Furnace and FurnaceCore are collections of film tools Many of the algorithms utilise motion estimation technology to speed up common compositing tasks Plug ins include wire removal rig removal steadiness deflicker degrain and regrain retiming and texture tools Keylight is an industry proven blue green screen keyer giving results that lo
141. or on page 33 Figure 83 The original left view Figure 84 The original right view Note how the focus doesn t match the focus in the left view Figure 85 The right view produced by O_FocusMatcher The focus now better matches the focus in the original left view The focus matching can be done using two methods e Deblur simply deconvolves one view using a specified deblur kernel If the blurring in your input images is subtle and remains constant across the image Deblur may produce the results you re after e Rebuild builds one view from scratch using the pixels from the other If the blurring in your input images is heavy or varies across the image you re better off using this method In the Rebuild mode O_FocusMatcher always requires an occlusion mask generated by an upstream OcclusionDetector node The purpose of the occlusion mask is to identify areas where O_FocusMatcher s picture building VISUAL EFFECTS SOFTWARE Inputs The Foundry FOCUSMATCHER Inputs is likely to fail You can then use the Rebuild Method control to choose how to handle these areas fill them with the deblurred image the original image or the rebuilt image In the Deblur mode and when you re using the deblurred image to fill the occluded areas in the Rebuild mode you have the option of adjusting the size of the kernel the image has been blurred with To do so tune the Defocus Size slider until you get nice deblurring id
142. osite the output from the Roto node on top of the original right view click on an empty spot in the Node Graph and select Merge gt Merge or press M Connect the A input of the resulting over node into the Roto and the B input into the OneView node Attach a Viewer to the Merge node Your node tree should now look like the one in Figure 122 Figure 122 The node tree that creates the final right view 12 View the output of the Merge node This is your final right view Notice that the covered window has been copied from the left view into the correct position in the right view but the rest of the right view hasn t changed The Foundry Ocula 3 0v2 NEWVIEW 94 Example Figure 123 The final right view Now we only need to combine the new right view with the original left view from the Read node 13 Click on an empty spot in the Node Graph and select Views gt JoinViews Connect the left input from the JoinViews node into the Read node and the right input into the Merge node Attach a Viewer to the JoinViews node Your node tree should look like the one in Figure 124 Figure 124 The final node tree 14 Using the Viewer controls switch between the left and the right views The changes made to the left view have been copied into the right view in the correct position This is shown in Figure 125 and Figure 126 Figure 125 The left view Figure 126 The new right view The Foundry Ocula 3 0v2 NEWVIEW 95 E
143. oundry Ocula 3 0v2 The Foundry FOCUSMATCHER 77 Example 12 To suppress ringing re enable Remove Ringing Then increase the Ring Range value until it covers the width in pixels of the ringing artefacts you saw in the previous step We are using a value of 10 Figure 102 Ring Range 13 Finally decrease Ring Ratio until you see the artefacts disappear This control defines the strength of a strong edge relative to a nearby ringing artefact The lower the value the more artefacts are removed However if you decrease the value too much real edges may stop being deblurred A value of 2 seems to produce good results in this case 14 You now have your final result so compare the rebuilt right view to both the original right view and the left view in the Viewer You should see that the focus distribution of the right view better matches that of the left Ocula 3 0v2 OCULA ON NUKE USER GUIDE THE 3 FOUNDRY VERTICALALIGNER Description If the cameras used to shoot stereoscopic images are poorly positioned or converge point inwards some features in the resulting two views may be vertically misaligned In the case of converging cameras the misalignment may be due to keystoning Unlike converging cameras parallel cameras do not produce keystoning This is illustrated in Figure 103 and Figure 104 Figure 103 Parallel cameras do not Figure 104 Converging cameras do cause cause keystoning keystoning Converging
144. owing command popd This changes to the directory stored by the pushd command Finally use the following command to eject the mounted disk image hdiutil detach Volumes Ocula_3 0v2_Nuke_6 3 mac x86 release 64 By running a silent install of Ocula you agree to the terms of the End User License Agreement To see this agreement please refer to Appendix C End User License Agreement on page 158 or run the installer in standard non silent mode Ocula is distributed as a software download from our web site at http www thefoundry co uk To install Ocula 3 0 on a computer running Linux follow these instructions 1 Download the following file from our web site at www thefoundry co uk Ocula_3 0v2_Nuke_6 3 linux x86 release 64 tgz Move the downloaded file to the following directory create the directory if it does not yet exist Ocula 3 0v2 The Foundry Tip INTRODUCTION Installation usr local Nuke 3 In the above mentioned directory extract the files from the archive using the following command tar xvzf Ocula_3 0v2_Nuke_6 3 linux x86 release 6 4 tgz This will create the 6 3 plugins Ocula 3 0 subdirectory if it doesn t already exist and install the plug ins in that directory 4 Proceed to Licensing Ocula on page 10 To install Ocula silently you can simply unzip the installer file This creates the properly formed Ocula directory tree in the current directory By installing Ocula silently you ag
145. owing options Rectification This is the default alignment method The two images are resampled so that all matching pixels are on the same horizontal scanline in the second image as they are in the first Vertical Alignment The two images are aligned along the y axis using a skew but not moved along the x axis None If the disparity between your stereo views is horizontal only corresponding pixels lie on the same scanline in both images you can select this option for faster processing This is the same as Horizontal Shift Only in previous versions of Ocula e The Occlusions menu has been renamed Disparity Method A third method Unconstrained Motion has been added to the menu This calculates the disparity using unconstrained local motion estimation e There is a new Median Filter Size control Increasing this value should reduce the noise on the disparity field This control is only available when Disparity Method has been set to Normal Occlusions For more information on the new controls see Controls on page 39 e O ColourMatcher e There is a new Pre blur Disparity control which allows you to blur the incoming disparity map before using it If the disparity map is imperfect this can help to reduce artefacts in the colour correction e Inthe Block based Matching Mode you can now calculate the colour correction for multiple block sizes and then blend the results together This can help to reduce errors and make the results mor
146. per pixel to account for any local distortions in the mirror or lens and changes in alignment with depth In the Global Alignment mode you can choose between several alignment methods All methods concatenate This means that if you add a row of O _VerticalAligner nodes to a tree their functions are combined Because the image is only resampled once there is no loss of image quality and processing time is decreased If you have a pretracked Nuke stereo camera that describes the camera setup used to shoot the Source images you can also use O VerticalAligner in the Global Alignment mode to analyse the sequence and output a vertically aligned camera pair This works with all global methods except Vertical Skew which can t be represented by a camera transform For more information see Analysing and Using Output Data on page 81 In the Local Alignment mode O_VerticalAligner always requires a disparity field upstream You can create one using the Solver and DisparityGenerator nodes If disparity channels are fed into this plug in they are not passed through to the output This is because after warping the input images the original disparity field is no longer valid If you need disparity channels further down the tree add an O DisparityGenerator node after O VerticalAligner When using Local Alignment you also need to use O Solver before O DisparityGenerator to recalculate the solve Ocula 3 0v2 The Foundry 79 Inputs Q
147. poor results 3 To preview how well the detected features describe the alignment of the stereo camera set Display to Preview Alignment or press P on the Viewer Preview Alignment shows the aligned matches at keyframes but also calculates matches at non keyframes This allows you to review how well the interpolated solve works and whether additional keyframes are required The Foundry Ocula 3 0v2 SOLVER 24 Quick Start Figure 7 Display set to Preview Alignment 4 Use the Alignment Method menu to change how the views are aligned and see how this impacts the feature matches 5 Ideally most lines in the overlay should be horizontal Any matches that aren t horizontal and have a vertical error greater than Error Threshold are pre selected and displayed in yellow These are considered poor matches If you scrub through the timeline and find frames with a lot of yellow matches add more keyframes for O Solver to analyse 6 Once you are happy with the keyframes make sure you are viewing one of them If you still see some yellow matches right click on them and select delete selected to remove them or press backspace 7 Increase the Match Offset value to artificially increase the disparity so you can better see how horizontal the feature matches are Again if you can see lines that aren t horizontal right click on them and select delete selected You can also adjust Match Offset by pressing lt or gt on the Viewer
148. poses collectively the License provided however Licensee s right to install and use the Software and the Documentation is limited to those rights expressly set out in this Agreement SECTION 2 RESTRICTIONS ON USE Licensee is authorized to use the Software in machine readable object code form only and Licensee shall not a assign sublicense sell distribute transfer pledge lease rent share or export the Software the Documentation or Licensee s rights hereunder b alter or circumvent the copy protection mechanisms in the Software or reverse engineer decompile disassemble or otherwise attempt to discover the source code of the Software c modify adapt translate or create derivative works based on the Software or Documentation d use or allow the use of the Software or Documentation on any project other than a project produced by Licensee an Authorized Project e allow or permit anyone other than Licensee and Licensee s authorized employees to the extent they are working on an Authorized Project to use or have access to the Software or Documentation f copy or install the Software or Documentation other than as expressly provided for herein or g take any action or fail to take action that could adversely affect the trademarks service marks patents trade secrets copyrights or other intellectual property rights of The Foundry or any third party with intellectual property rights in the Software each a T
149. r and O_DisparityGenerator nodes are not needed in this tree if the necessary disparity channels are included in the Read node 7 If you are not happy with the results try adjusting the rest of the O NewView controls They are described below Controls Views to Use From the views that exist in your project settings select the two views you want to use to create the new view These views will be mapped for the left and right eye Inputs Select which inputs to use to generate the new view e Left Only use the input mapped for the left eye to create the new view e Right Only use the input mapped for the right eye to create the new view Both Use both inputs to create the new view Interpolate Position Select the position between the existing views where you want to generate the new view The position is expressed as a fraction of the distance between the views Filtering Set the quality of filtering e xtreme Uses a sinc interpolation filter to give a sharper picture but takes a lot longer to render e Normal Uses bilinear interpolation which gives good results and is a lot quicker than extreme Warp Mode Select a method to use to generate the new view e Simple This is the quickest option but may produce less than optimal results around image edges and objects that are visible in one view but not the other Normal This is the standard option with more optimal treatment of image edges and occlusions
150. rather have the rebuilt view match the colours of the view it was built from uncheck Match Original Colour The Foundry Ocula 3 0v2 Controls The Foundry FOCUSMATCHER 72 Controls 9 Switch between the two views in the Viewer to examine the results The focus distribution of the rebuilt view should now more closely match that of the other view Figure 92 The original left view Figure 93 The rebuilt right view 10 If you see any areas that haven t been identified in the occlusion mask but where the picture building still fails adjust the O OcclusionDetector controls or simply use the paint tools in Nuke s RotoPaint node to add those areas to the occlusion mask Views to Use From the views that exist in your project settings select the two views whose focus you want to match These views will be mapped for the left and right eye Match Which view to match to the other s focus e Left to Right Deblur or rebuild the left view to match the right e Right to Left Deblur or rebuild the right view to match the left Primary Method How to match the focus e Rebuild Rebuild one view using the pixels from the other You can use the Rebuild Method control to select how to handle occluded regions where the picture building fails Choose this method if your input images are heavily blurred or the blur varies across the image Deblur Deconvolve one view with the specified kernel You can use the Deblur Options and
151. ree to the terms of the End User License Agreement To see this agreement please refer to Appendix C End User License Agreement on page 158 or run the installer in standard non silent mode Installing Ocula remotely from the command line If you need to install Ocula on render machines using the command line do the following 1 Download the following file from our web site at www thefoundry co uk Ocula_3 0v2_Nuke_6 3 linux x86 release 64 tgz 2 Extract the installer from the tgz archive with the following terminal command tar xvzf Ocula_3 0v2_Nuke_6 3 linux x86 release 64 tgz This gives you an installer file 3 Use the following terminal command to log in to your render machine as root ssh root render_machine Replace render_machine with the name of your render node 4 Make a directory to install Ocula to mkdir usr local Ocula3 0v2 5 Copy the installer file from the machine that you downloaded it on to your render machine with a command like scp root download_machine tmp Ocula_3 0v2_Nuke_6 3 linux x86 release 64 installer root Arender_machine usr local Ocula3 0v2 Replace download_machine with the name of the machine you down loaded the installer file to and render_machine with the name of your render node 6 Unzip the installer file to unpack its contents into your Ocula directory cd usr local Ocula3 0v2 unzip Ocula_3 0v2_Nuke_6 3 linux x86 release 64 installer 7 Repeat steps 3 6 for each render
152. ript 9 If you are not happy with the results try the Global Alignment mode O_VerticalAligner tab Views to Use From the views that exist in your project settings select the two views you want to align These views will be mapped for the left and right eye Align Select how to move the views to align the images e Both Views Move both views half way e Left to Right Move the left view to line up with the right e Right to Left Move the right view to line up with the left Warp Mode The mode to use for vertical alignment e Global Alignment Applies a global image transform to align the feature matches generated by an upstream O Solver node You can use the Global Method menu to choose how this is done With all methods multiple O VerticalAligner nodes concatenate with a single filter hit You can also analyse to create Corner Pin and Camera information in all methods except Vertical Skew e Local Alignment Rebuilds the view s to remove vertical disparity calculated by an upstream O_DisparityGenerator Use this mode to create a per pixel correction if there are any local distortions in the mirror or lens and changes in alignment with depth Global Method Select the method you want to use to align the images when Warp Mode is set to Global Alignment e Vertical Skew Align the features along the y axis using a skew This does not move the features along the x axis e Perspective Warp Do a four corner warp on
153. rity layer for a foreground element To create layers for different elements use several O DisparityGenerator nodes If necessary you can also use the Ignore mask to exclude elements in the foreground region Note that masks should exist in both views and O DisparityGenerator expects alpha values of either O for background or 1 for foreground M Figure 23 The left view Figure 24 A foreground mask for the left view To see a table listing the nodes or channels each Ocula node requires in its inputs turn to Appendix B Node Dependencies on page 154 Quick Start To generate a disparity field for a stereo clip do the following 1 Start Nuke and press S on the Node Graph to open the project settings Go to the Views tab and click the Set up views for stereo button 2 From the Toolbar select Image gt Read to load your stereo clip into Nuke If you don t have both views in the same file select Views gt JoinViews to combine them or use a variable in the Read node s file field to replace the name of the view use the variable V to replace an entire view name such as left or right and v to replace an initial letter such as or r For more information refer to the Nuke user guide The Foundry Ocula 3 0v2 The Foundry 3 5 7 DISPARITYGENERATOR 36 Quick Start Select Ocula gt Ocula 3 0 gt O Solver to insert an O Solver node after either the stereo clip or the JoinViews node if you inserted o
154. rkin nk script 2 This script has the left and the right view set up in the Project Settings In the Node Graph there is a stereo camera node 3 Select Image gt Read to import gherkin exr and attach a Viewer to the image The image is a render of a 3D scene It already includes the left and the right view and a depth channel for both views 4 Select Ocula gt Ocula 3 0 gt O_DepthToDisparity to insert an O DepthToDisparity node between the Read node and the Viewer Make sure the Read node is connected to the Depth input of O_DepthToDisparity 5 Connect the Camera node to the Camera input of O DepthToDisparity This node is the camera the 3D scene was rendered with Your node tree should now look like the one in Figure 159 Figure 159 The Camera node should be connected to the Camera input of O_DepthToDisparity 6 Use the channel menus in the top left corner of the Viewer to display one of the disparity channels O_DepthToDisparity calculates the disparity field and stores it in the disparity channels You may need to temporarily decrease the gain value in the Viewer to better be able to see detail in the disparity channels Switch back to viewing the rgba channels 7 To evaluate the quality of the disparity field select Ocula gt Ocula 3 0 gt O_NewView to insert an O_NewView node between O_DepthToDisparity and the Viewer By default this node uses the generated disparity field to create a new view half way between the le
155. rmation please see Example Images on page 6 1 Fire up Nuke Open the project settings press S on the Node Graph go to the Views tab and click the Set up views for stereo button 2 Import the steep_hill exr image and connect it to a Viewer The image includes both the left and the right view Ocula 3 0v2 3 The Foundry VERTICALALIGNER 87 Example Select Ocula gt Ocula 3 0 gt O Solver to insert an O Solver node after the stereo clip For more information on how to use O Solver see Solver on page 19 Click Add Key to set at least one keyframe Insert an O_VerticalAligner Ocula gt Ocula 3 0 gt O_VerticalAligner and an Anaglyph node Views gt Stereo gt Anaglyph after O Solver In the O_VerticalAligner controls make sure Warp Mode is set to Global Alignment O_VerticalAligner applies a global image transform to align the feature matches generated by the upstream O Solver node In this mode O_VerticalAligner does not need disparity vectors upstream To better see the effect select the O VerticalAligner node and press D repeatedly to disable and enable the node With the node disabled the views remain vertically misaligned as shown in Figure 115 Figure 115 The zoomed in image with the O_VerticalAligner node disabled However when you enable the O_VerticalAligner node the views align nicely This is shown in Figure 116 Figure 116 The zoomed in image with O_VerticalAligner enabled Ocul
156. rms a global transform to align the views 7 From the Global Method menu choose how you want to align the views 8 To better view the effect of O_VerticalAligner insert an Anaglyph node between the O_VerticalAligner node and the Viewer Figure 111 The node tree with an Anaglyph node 9 If you are not happy with the results adjust the rest of the O VerticalAligner controls and calculate the shift again or try the Global Alignment mode Analysing and Using Output Data In all global methods except Vertical Skew the default you can click the Analyse Sequence button to create output data that you can then use to e vertically align a pretracked Nuke stereo camera This allows you to continue using pretracked cameras once your footage has been vertically The Foundry Ocula 3 0v2 The Foundry VERTICALALIGNER 82 Quick Start aligned Note that you can only create a vertically aligned stereo camera when a pretracked camera is connected to the Camera input of O Solver create a Nuke CornerPin2D node that creates the same result as O VerticalAligner The output data is also stored on the Output tab of the node controls where you can see the transform represented as a four corner pin and a transform matrix per view Do the following 1 Select Ocula gt Ocula 3 0 gt O Solver to insert an O Solver node after your stereo clip For more information on how to use O Solver see Solver on page 10 If you want to verti
157. rols are split Figure 2 or e two Camera nodes one for each view followed by a JoinViews node Views gt JoinViews The JoinViews node combines the two cameras into a single output Figure 3 right Figure 2 A single Camera node with split Figure 3 Two cameras combined using controls Nuke s JoinViews node To see what data each Ocula node requires in its inputs turn to Appendix B Node Dependencies on page 154 To define the geometrical relationship between the two views do the following 1 Connect the O Solver node See page 21 2 Calculate the camera relationship See page 22 3 Visualise and edit the results See page 23 4 Feed the results to O_DisparityGenerator O VerticalAligner or O_VectorGenerator See page 26 1 Start Nuke and press S on the Node Graph to open the project settings Go to the Views tab and click the Set up views for stereo button 2 From the Toolbar select Image gt Read to load your stereo clip into Nuke This can either be the clip you want to work on or another clip shot with the same camera setup If you don t have both views in the same file select Views gt JoinViews to combine them or use a variable in the Read node s file field to replace the name of the view use the variable V to replace an entire view name such as left or right and v to replace an initial letter such as I or r For more information refer to the Nuke User Guide Ocula 3 0v2 Calcula
158. rs to parts of the image that are in front of the screen and positive parallax to the parts that are behind the screen 5 Use the Histogram controls to define your histogram as necessary Histograms are baked into your render if the node is enabled when you write your sequence out To view a parallax violation overlay for any given point of your node tree do the following 1 Select a node at any point in the node tree where there is a disparity channel If you don t have a disparity channel in the data stream you can add one using the O_Solver and O_DisparityGenerator nodes See Solver on page 19 and Dis parityGenerator on page 33 Choose Ocula gt Ocula 3 0 gt O_DisparityViewer from the Toolbar This inserts an O_DisparityViewer node in your node tree Under Views to Use select the views you want to use to visualise parallax violation These views are mapped for the left and right eye Using the Display dropdown menu select Parallax Violation Ocula 3 0v2 Controls Note DISPARITYVIEWER 129 Controls Figure 182 Parallax violation overlay The parallax violation overlay appears in the Viewer highlighting the areas of negative and positive parallax violation that is areas outside the limits speci fied in the Negative Violation and Positive Violation controls 5 Use the Parallax controls to define your overlay parameters as necessary Parallax violation overlays are baked into your render if the
159. s This control is only available if you have set Warp Mode to Global Alignment e Impulse Remapped pixels carry their original values e Cubic Remapped pixels receive some smoothing e Keys Remapped pixels receive some smoothing plus minor sharpening Simon Remapped pixels receive some smoothing plus medium sharpening Rifman Remapped pixels receive some smoothing plus significant sharpening e Mitchell Remapped pixels receive some smoothing plus blurring to hide pixelation e Parzen Remapped pixels receive the greatest smoothing of all filters Notch Remapped pixels receive flat smoothing which tends to hide Moir patterns Analyse Sequence Analyse the sequence to create a corner pin or aligned camera output Use Analyse Sequence to create the output data in all global methods except Vertical Skew the default Then use Create Corner Pin Create Camera or Create Rig Create Corner Pin Click this to create a corner pin representing the result The Foundry Ocula 3 0v2 Example Step by Step The Foundry VERTICALALIGNER 86 Example of O VerticalAligner once you have clicked Analyse Sequence You can use multiple O VerticalAligner nodes to produce the desired alignment Then analyse on the final node to create a single corner pin to represent the concatenated transform This works in all global methods except Vertical Skew the default Create Camera If you have a pretracked Nuke stereo
160. s set Inputs to the view you fixed in step 1 4 Then set Interpolate Position to the other view either O for the left view or 1 for the right O_NewView uses the retimed disparity field and the view you fixed to rebuild the other view 5 Select Views gt JoinViews to create a JoinViews node Connect its inputs to the view you fixed in step 1 and the O NewView node that generates the other view Ocula 3 0v2 Controls Example The Foundry RETIMER 110 Controls JoinViews combines these into a stereo output 6 Connect a Viewer to the JoinViews node to view the result Views to Use From the views that exist in your project settings select the two views you want to use to retime the clip These views will be mapped for the left and right eye Timing Sets how to control the new timing of the clip e Speed select this if you wish to describe the retiming in terms of overall duration double speed will halve the duration of the clip or half speed will double the duration of the clip e Source Frame select this if you wish to describe the retiming in terms of at frame 100 in the output clip want to see frame 50 of the source clip You ll need to set at least two keyframes for this to retime the clip Speed Values below 1 slow down the clip Values above 1 speed up movement For example to slow down the clip by a factor of two half speed set this value to 0 5 Quarter speed would be 0 25 This parameter
161. s based on net income duty tariff or other impost related to or arising from the transaction contemplated by this Agreement The Foundry Ocula 3 0v2 APPENDIX C END USER LICENSE AGREEMENT 161 End User License Agreement EULA SECTION 9 LIMITED WARRANTY The Foundry warrants that for a period of ninety 90 days after delivery of the Software a the machine readable electronic files constituting the Software and Documentation shall be free from errors that may arise from the electronic file transfer from The Foundry and or its authorized reseller to Licensee and b to the best of The Foundry s knowledge Licensee s use of the Software in accordance with the Documentation will not in and of itself infringe any third party s copyright patent or other intellectual property rights Except as warranted the Software and Documentation is being provided as is THE FOREGOING LIMITED WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES OR CONDITIONS EXPRESS OR IMPLIED AND The Foundry DISCLAIMS ANY AND ALL IMPLIED WARRANTIES OR CONDITIONS INCLUDING WITHOUT LIMITATION ANY IMPLIED WARRANTY OF TITLE NON INFRINGEMENT MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE REGARDLESS OF WHETHER The Foundry KNOWS OR HAS REASON TO KNOW OF LICENSEE S PARTICULAR NEEDS The Foundry does not warrant that the Software or Documentation will meet Licensee s requirements or that Licensee s use of the Software will be uninterrupted or error free No employee or agen
162. s match the generated disparity field is accurate Where they differ O DisparityGenerator may be struggling to produce good results In this case O DisparityGenerator has done a pretty good job There s a black strip on the left and some changes in the areas around the tree and some of the gravestones but these are caused by occlusions in the scene rather than a poor disparity field Building a new view in these occluded regions isn t possible so we can be reasonably happy with the results A BGAN A A RARE Figure 44 The original left view Figure 45 The new left view generated using the disparity field 9 Delete the O_NewView node from the script We no longer need it as we were only using it to check the quality of our disparity field You can also disconnect the Read node from the Viewer 10 Select Image gt Write to insert a Write node between the O DisparityGenerator and the Viewer Your node tree should now look like the one in Figure 46 Figure 46 The node tree with the Write node 11 In the Write node controls select all from the channels menu to include the disparity channels in the rendered file 12 In the file field enter a file name and location for the new exr file Make sure file type is set to exr Then click the Render button to render the image as usual The Foundry Ocula 3 0v2 The Foundry DISPARITYGENERATOR 47 Example Figure 47 Rendering the image with both views and the disparit
163. sed and can now be previewed directly in the Preview Alignment display The right click menu in the Viewer has been changed to provide access to the Display options and the Match Offset value Shortcut keys have also been added For more information see Solver on page 19 O DisparityGenerator O DisparityGenerator has been rewritten to deliver cleaner and more accurate disparity vectors This leads to improved results in picture building operations such as O_ColourMatcher O NewView and O_InteraxialShifter The controls have been simplified Disparity vectors now have a user controlled weighting to match the alignment data from an upstream O_Solver BUG ID 21787 8 22331 Added new Parallax Limits with Negative and Positive controls Negative sets the maximum negative parallax in pixels Positive sets the maximum positive parallax There is also an Enforce Disparity Limits control which is off by default The workflow is to review the disparities you can use O DisparityViewer histograms If there are some incorrect disparities that are too large switch on Enforce Disparity Limits and set the limits in terms of pixels BUG ID 22430 This node now has Fg and Ignore mask inputs Use the foreground mask to calculate vectors for a specific foreground element and the ignore mask to exclude regions from the vector calculations For more information see DisparityGenerator on page 33 O_ColourMatcher There s a new 3D LUT algorithm
164. see page 115 Note 7o use O DepthToDisparity you do need the positions of the stereo camera rig for the two views VISUAL EFFECTS SOFTWARE Inputs Quick Start The Foundry Tip DEPTHTODISPARITY Inputs O_DepthToDisparity has got two inputs Depth This is a stereo pair of images usually a scene you ve rendered from a 3D application In the depth channel there should be a z depth map for each view If this input is an exr file the z depth map may already be embedded in the clip If you re using another file format and have saved the depth map as a separate image you can use a Nuke Shuffle node Channel gt Shuffle to get the z depth map in the depth channel of the Depth image For infor mation on how to do this see the Nuke user guide Camera A Nuke stereo Camera node This is the camera the scene was rendered with In most cases you would import this into Nuke from a third party 3D application For information on how to do this see the Nuke user guide In Nuke a stereo camera can be either a single Camera node in which some or all of the controls are split amp igure 156 or two Camera nodes one for each view followed by a JoinViews node Views gt JoinViews The JoinViews node combines the two cameras into a single output Figure 157 right Figure 156 A single Camera node with Figure 157 Two cameras combined using split controls Nuke s JoinViews node To see a table listing
165. sert an O DisparityToDepth node after the Read node Make sure the Read node is connected to the Disparity input of O_DisparityToDepth Connect the Camera node to the Camera input of O DisparityToDepth Your node tree should now look like the one in Figure 167 Ocula 3 0v2 DISPARITYTODEPTH 122 Example Figure 167 The node tree with O DisparityToDepth 5 Use the channel controls in the top left corner of the Viewer to display one of the depth channels Figure 168 Figure 168 The depth channel for the left view 6 As you can see the depth channel looks mostly white To better be able to evaluate the results hold down Shift and select Color gt Math gt Multiply to add a Multiply node in a new branch after O_DisparityToDepth In the Multiply controls set channels to depth and value to 0 7 Similarly add a Gamma node Color gt Math gt Gamma after the Multiply node In the Gamma controls set channels to depth and value to 0 43 Finally select the Gamma node and press 2 to view its output Figure 169 Using the Multiply and Gamma nodes to evaluate the depth map The Foundry Ocula 3 0v2 DISPARITYTODEPTH 123 Example Make sure the Viewer s channel controls are set to display one of the depth channels It should look a lot like Figure 170 and allow you to better see the boundaries of the objects in the image Figure 170 The left depth channel after the Multiply and Gamma nodes 7 To test the ac
166. settings under Views to Use Select the two views you want to match The two views you selected are mapped for the left and right eye From the Match menu select if you want to adjust the colours of the left view to match them with those of the right or vice versa If there are areas in the image that you want to ignore when calculating the colour transformation supply a mask either in the Mask input or the alpha of the Source input In the O ColourMatcher controls set Mask Component to the component you want to use as the mask Set Mode to 3D LUT O_ColourMatcher generates a global look up table LUT for all unoccluded pixel matches and then applies that to the entire image Scrub through the sequence and find the frame with the best colour match Then click Export 3D LUT In the dialog that opens enter a name and location for the LUT and click Save This exports the LUT calculated for the current frame in vf format Nuke s native 3D LUT format If you want to apply the same colour correction without Ocula you can do so using Nuke s Vectorfield node Color gt 3D LUT gt Vectorfield In the Vectorfield controls use vectorfield file to browse to the vf file you saved in the previous step Figure 71 Here O_ColourMatcher and Vectorfield produce the same results Make sure there are disparity vectors in the data stream from an earlier O DisparityGenerator node or disparity vectors exist in the image sequence itse
167. several O DisparityGenerator nodes If necessary you can also use the Ignore mask to exclude elements in the foreground region Note that masks should exist in both views and O_DisparityGenerator expects alpha values of either O for background or 1 for foreground None Do not use a foreground mask Source Alpha Use the alpha channel of the Source clip as a foreground mask Source Inverted Alpha Use the inverted alpha channel of the Source clip as a foreground mask Mask Luminance Use the luminance of the Fg input as a foreground mask Ocula 3 0v2 The Foundry DISPARITYGENERATOR 40 Controls e Mask Inverted Luminance Use the inverted luminance of the Fg input as a foreground mask Mask Alpha Use the alpha channel of the Fg input as a foreground mask e Mask Inverted Alpha Use the inverted alpha channel of the Fg input as a foreground mask Strength Sets the strength in matching pixels between the left and right views Higher values allow you to accurately match similar pixels in one image to another concentrating on detail matching even if the resulting disparity field is jagged Lower values may miss local detail but are less likely to provide you with the odd spurious vector producing smoother results Often it is necessary to trade one of these qualities off against the other You may want to increase this value to force the views to match for example where fine details are missed or decrease it to
168. sing all keyframes which can improve the results e If you know there is a zoom or change in the camera setup on certain frames you need to add more keyframes in between Leave Single Solve from All Keys unchecked to use a separate solve for each keyframe and place keyframes where the camera alignment changes O Solver analyses the keyframes you added and if it finds more than one key frame it interpolates the results between them Interpolating between key frames ensures that the calculated camera relationship varies smoothly across the sequence To visualise the keyframed analysis in the Curve Editor or Dope Sheet right click on the Analysis Key field and select Curve editor or Dope sheet Note however that you cannot edit the curve in either 4 Proceed to Reviewing and Editing the Results below Once O Solver has automatically detected feature matches they are fixed and do not update in response to changes in the node tree You can edit them manually Ocula 3 0v2 22 SOLVER 23 Quick Start however or click Re analyse Frame to force O Solver to recalculate the current frame The automatically detected feature matches are also updated if you adjust any O Solver controls that affect the analysis Reviewing and Editing 1 Set Display to Keyframe Matches or press M on the Viewer and make sure you the Results are viewing a keyframe The features and matches used to calculate the camera relationship are shown in a View
169. smooth out the disparity field Consistency This constrains the left and right disparities to be consistent Increase the value to encourage the left and right disparity vectors to match Alignment Sets how much to constrain the disparities to match the horizontal alignment defined by an upstream O Solver node A value of O calculates the disparity using unconstrained motion estimation Increasing the value forces the disparities to be aligned In most cases you want this set to O or the default value of 0 1 Sharpness Sets how distinct object boundaries should be in the calculated disparity field Increase this value to produce distinct borders and separate objects Decrease the value to blur disparity layers together and minimise occlusions For better picture building with O NewView O _InteraxialShifter O FocusMatcher and O_Retimer you can set this value to 0 Figure 32 Sharpness set to 0 Figure 33 Sharpness set to 1 Smoothness Applies extra smoothing to the disparity field as a post process after image matching The higher the value the smoother the result You can use this in conjunction with the Sharpness parameter to smooth out the disparity field separately for distinct objects in the shot Ocula 3 0v2 Example The Foundry DISPARITYGENERATOR 41 Example Parallax Limits Enforce parallax limits When enabled O_DisparityGenerator limits the disparity to the values defined below to remove incorrect d
170. sparity channels refer to the Solver and DisparityGenerator chapters O_OcclusionDetector has one input Source A stereo pair of images If disparity channels aren t embedded in the images you should add an O Solver and an O DisparityGenerator node after the image sequence To see a table listing the nodes or channels each Ocula node requires in its inputs turn to Appendix B Node Dependencies on page 154 To generate an occlusion mask do the following Ocula 3 0v2 OCCLUSIONDETECTOR 50 Quick Start 1 If there are disparity vectors in the data stream from an earlier O DisparityGenerator node or if disparity vectors exist in the image sequence itself these are used when generating the occlusion mask If disparity vectors don t yet exist in the script however you can use the O Solver and O_DisparityGenerator plug ins after your image sequence to calculate the dis parity vectors See Solver on page 19 and DisparityGenerator on page 33 for how to do this 2 From the toolbar select Ocula gt Ocula 3 0 gt O_OcclusionDetector to add an O_OcclusionDetector node after either the O_DisparityGenerator node if you added one in the previous step or the stereo image sequence Your node tree should now look something like this Figure 51 The node tree with O_OcclusionDetector 3 In the O_OcclusionDetector controls you can see all the views that exist in your project settings under Views to Use Select the two v
171. t in step 2 the camera data is used per frame in the Camera Rotation method In all other methods the alignment is calculated at keyframes and interpolated between the keyframes Ocula 3 0v2 Local Alignment The Foundry Note VERTICALALIGNER Quick Start 8 Make sure Warp Mode is set to Global Alignment 9 Click Analyse Sequence When prompted enter a frame range to analyse O VerticalAligner analyses the sequence If you go to the Output tab in the node controls you can see the transform represented as a four corner pin and a matrix per view in all modes except Vertical Skew 10 You can now use the output data in the following ways To output a vertically aligned camera pair click either Create Camera or Create Rig Create Camera produces a single Camera node with split controls to hold the left and right view parameters Create Rig produces two Camera nodes and a JoinViews node that combines them e To create a Nuke CornerPin2D node that represents the result of O VerticalAligner click Create Corner Pin A CornerPin2D node that creates the same result as O VerticalAligner appears in the Node Graph You can use multiple concatenated O VerticalAligner nodes to produce the desired alignment If you do so you should Analyse Sequence on the last node to create the concatenated output 1 Select Ocula gt Ocula 3 0 gt O_Solver to insert an O_Solver node after your stereo clip For more information on how to use O Sol
172. t of The Foundry is authorized to modify this limited warranty nor to make additional warranties No action for any breach of the above limited warranty may be commenced more than one 1 year after Licensee s initial receipt of the Software To the extent any implied warranties may not be disclaimed under applicable law then ANY IMPLIED WARRANTIES ARE LIMITED IN DURATION TO NINETY 90 DAYS AFTER DELIVERY OF THE SOFTWARE TO LICENSEE SECTION 10 LIMITED REMEDY The exclusive remedy available to the Licensee in the event of a breach of the foregoing limited warranty TO THE EXCLUSION OF ALL OTHER REMEDIES is for Licensee to destroy all copies of the Software send The Foundry a written certification of such destruction and upon The Foundry s receipt of such certification The Foundry will make a replacement copy of the Software available to Licensee SECTION 11 INDEMNIFICATION Licensee agrees to indemnify hold harmless and defend The Foundry the Third Party Licensors and The Foundry s and each Third Party Licensor s respective affiliates officers directors shareholders employees authorized resellers agents and other representatives collectively the Released Parties from all claims defense costs including but not limited to attorneys fees judgments settlements and other expenses arising from or connected with the operation of Licensee s business or Licensee s possession or use of the Software or Documentation SECTION 1
173. ter node after either the O DisparityGenerator node if you added one in the previous step or the image sequence whose interaxial distance you want to adjust 3 Under Views to Use select the views you want to use to create new views 4 Use the Interpolate Left Position and Interpolate Right Position sliders to indicate where you want to build the new left and right views The values are expressed as a fraction of the distance between the two views 5 Attach a Viewer to the O_InteraxialShifter node Figure 131 A node tree with O_InteraxialShifter O_Solver and O DisparityGenerator are not needed in this tree if the necessary disparity channels are included in the Read node 6 If the results are not what you re after adjust the rest of the O_InteraxialShifter controls All the controls are described below Views to Use From the views that exist in your project settings select the two views you want to use to create the new views These views will be mapped for the left and right eye Interpolate Left Position Select a position between the views where you want to generate the left view The position is expressed as a fraction of the distance between the views Interpolate Right Position Select a position between the views where you want to generate the right view The position is expressed as a fraction of the distance between the views Filtering Set the quality of filtering e Extreme Uses a sinc interpolation fi
174. the solve 6 Set Display to Keyframe Matches or press M on the Viewer and make sure you are viewing the keyframe The calculated feature matches are displayed in a Viewer overlay and you can switch between views to compare them The views we set up in the project settings dictate the colour of the features in the overlay Because we used the default settings in step 1 red indicates a fea ture in the left view and green a feature in the right view Figure 35 Display set to Keyframe Matches 7 Now set Display to Preview Alignment or press P on the Viewer This allows you to check the quality of your solve by previewing the alignment of the calculated feature matches in the Viewer Ideally the lines should all be The Foundry Ocula 3 0v2 The Foundry DISPARITYGENERATOR 43 Example horizontal If they have a vertical error greater than Error Threshold they are considered poor matches and displayed in yellow At the moment we have no poor matches We are going to be very picky here so set Error Threshold to 3 A few matches turn yellow which means they are pre selected in the Viewer Right click on the Viewer and select delete selected or simply press backspace to delete all the matches displayed in yellow sf a A gt N PhS A 7 Figure 36 Deleting poor matches 10 Press lt in other words Shift on the Viewer to decrease the Match Offset value gradually until some matches have no horizo
175. the Kernel input to adjust the size and shape of the kernel Choose this method if your input images are only slightly blurred and the blur is constant across the image Rebuild Options Rebuild Method When Primary Method is set to Rebuild choose how to handle occluded regions where the picture building is likely to fail Note that you need to use an upstream O_OcclusionDetector node to define which Ocula 3 0v2 Example The Foundry FOCUSMATCHER 73 Example regions are considered occluded O_OcclusionDetector stores this information in the mask_occlusion channel e Rebuild Plus Deblurred Use the deblurred image in any occluded regions defined in the mask_occlusion channel You can use the Deblur Options and the Kernel input to adjust the size and shape of the deblur kernel e Rebuild Plus Original Use the original image in any occluded regions defined in the mask_occlusion channel e Rebuild Only Use the rebuilt image in any occluded regions defined in the mask_occlusion channel Match Original Colour When enabled the rebuilt view has the colour profile of the original view for example a rebuilt right view matches the colours of the original right view When disabled the rebuilt view has the colour profile of the view it was rebuilt from a rebuilt right view matches the colours of the left view Deblur Options Iterations The number of times the deconvolution algorithm is run for Increasing this value may
176. the Software in object code form only The Foundry may also agree to license to Licensee including by way of upgrades updates or enhancements source code or elements of the source code of the Software the intellectual property rights in which belong either to The Foundry or to a Third Party Licensor Source Code If The Foundry does so Licensee shall be licensed to use the Source Code as Software on the terms of this Agreement and a notwithstanding Section 2 c Licensee may use the Source Code at its own risk in any reasonable way for the limited purpose of enhancing its use of the Software solely for its own internal business purposes and in all respects in accordance with this Agreement b Licensee shall in respect of the Source Code comply strictly with all other restrictions applying to its use of the Software under this Agreement as well as any other restriction or instruction that is communicated to it by The Foundry at any time during this Agreement whether imposed or requested by The Foundry or by any Third Party Licensor c notwithstanding any other term of this Agreement The Foundry gives no warranty whatsoever in respect of the Source Code which is licensed on an as is basis or in respect of any modification of the Source Code made by Licensee Modification d The Foundry Ocula 3 0v2 159 APPENDIX C END USER LICENSE AGREEMENT 160 End User License Agreement EULA notwithstanding any other term of this Agre
177. the images to align them on the y axis This may move the features slightly along the x axis Ocula 3 0v2 VERTICALALIGNER 85 Controls e Rotation Align the features vertically by rotating the entire image around a point The centre of the rotation is determined by the algorithm e Scale Align the features vertically by scaling the image e Simple Shift Align the features vertically by moving the entire image up or down e Scale Rotate Align the features vertically by simultaneously scaling and rotating the entire image around a point The centre of the rotation is determined by the algorithm e Camera Rotation Align the features by first performing a 3D rotation of both cameras so that they have exactly the same orientation and a parallel viewing axis and then reconverging the views to provide the original convergence This method requires the camera geometry provided by an upstream O Solver node For best results use the O_ Solver Camera input to provide the information for the shooting cameras If a Camera input is connected the camera data is used per frame rather than only taken from keyframes Filter Select the filtering algorithm to use when remapping pixels from their original positions to new positions This allows you to avoid problems with image quality particularly in high contrast areas of the frame where highly aliased or jaggy edges may appear if pixels are not filtered and retain their original value
178. the upper left corner of the Viewer O DisparityGenerator calculates the disparity field You will probably see some thing colourful and seemingly unreadable much like the image in Figure 42 Don t worry that s what the disparity channels are supposed to look like Figure 42 The calculated disparity field 4 You now have a disparity field but it can be hard to tell if it s accurate just by looking at it This is where the O_NewView node can help Select Ocula gt Ocula 3 0 gt O NewView to add it after O_DisparityGenerator This node uses the disparity field to produce its results If the results seem accurate we can assume that the disparity field is accurate too 5 In the O NewView controls set Inputs to Right and Interpolate Position to 0 This tells the node to use pixels from the right view to build a new view on top of the left You can then compare this new left view with the original left view In the Viewer controls selet rgba to display the colour channels again 7 Select the Read node and press 2 to connect it to the Viewer Your node tree should now look like this Figure 43 The Viewer here has two inputs 1 the O NewView node with the newly generated left view and 2 the Read node with the original left view The Foundry Ocula 3 0v2 DISPARITYGENERATOR 46 Example 8 Hover over the Viewer and press 1 and 2 to switch between the newly generated left view and the original left view Where the view
179. this User This User Guide will tell you how to install and use the Ocula 3 0 plug ins Guide and tools Each plug in or tool is described in detail in later chapters Licensing Ocula is covered in the separate Foundry Licensing Tools FLT User Guide which you can download from http www thefoundry co uk licensing This guide assumes you are familiar with Nuke and the machine it is running on Note For the most up to date information please see the Ocula on Nuke product page and the latest Ocula 3 0 user guide on our web site at http www thefoundry co uk What s New Have a look at the new features and improvements in Appendix A Release Notes Example Images Example images are provided for use with all of the plug ins You can download these images from our web site http www thefoundry co uk and try Ocula out on them From the Ocula product page select User Guides and scroll down to User Guide Assets Installation Installing Ocula 3 0 will NOT overwrite any versions of Ocula 2 x or Ocula 1 x VISUAL EFFECTS SOFTWARE On Windows On Mac The Foundry Note INTRODUCTION Installation Ocula is distributed as a software download from our web site at http www thefoundry co uk To install Ocula on a computer running Windows follow these instructions 1 Download the following file from our web site at www thefoundry co uk Ocula_3 0v2_Nuke_6 3 win x86 release 64 zip Unzip the file you downloaded
180. ting the Camera Relationship Note The Foundry SOLVER Quick Start 3 Select Ocula gt Ocula 3 0 gt O Solver to insert an O Solver node after either the stereo clip or the JoinViews node if you inserted one in the previous step 4 Connect a Viewer to the O Solver node Figure 4 The node tree with O Solver Proceed to Calculating the Camera Relationship below Open the O Solver controls Under Views to Use you can see all the views that exist in your project settings Select the two views you want to use for the left and right eye when calculating the camera relationship The two views you selected are mapped for the left and right eye If you have a pretracked Nuke stereo camera that describes the camera setup used to shoot the Source image connect that to O Solver s Camera input O_Solver uses the camera information to calculate the relationship between the two views Set at least one keyframe for O Solver to analyse Use the Viewer timeline to scrub to a frame that is easy to match between views ideally a frame with enough picture detail but no motion blur occluding fog or dust Then click Add Key Repeat as necessary e If the camera rig doesn t change you can set keyframes only on one frame or far apart for example on the first and last frames If you do set a few key frames you can also check Single Solve from All Keys in the O_Solver controls This tells O Solver to calculate a single solve u
181. to calculate local colour updates in occluded regions defined by the new O_OcclusionDetector plug in There is a new Export 3D LUT button When you use O_ColourMatcher in 3D LUT mode this allows you to output the colour correction to a vf file that you can use in Nuke s Vectorfield node In the Local Matching mode there is a new Occlusion Compensate checkbox that allows you to correct the colour in occluded regions using the valid colour match from unoccluded pixels You can use the Edge Occlusions Colour Sigma and Region Size controls to define how this is done Occlusion Compensate replaces the Halo Correct option in Ocula 2 The Pre blur Disparity control has been removed For more information see ColourMatcher on page 55 Ocula 3 0v2 APPENDIX A RELEASE NOTES 139 Ocula 3 0v1 e VerticalAligner e If cameras are attached to O Solver the camera data is used per frame in the Camera Rotation method in O VerticalAligner Previously it was only taken from keyframes O_VerticalAligner has a new Warp Mode menu Local Alignment can be used to rebuild a per pixel vertical alignment to remove the vertical disparity calculated by an upstream O_DisparityGenerator For more information see VerticalAligner on page 78 O DisparityViewer e BUG ID 21784 Instead of displaying disparity information in a Viewer overlay O_DisparityViewer now renders it to the image e BUG ID 21786 O DisparityViewer has a new Display control which you
182. turn to Appendix B Node Dependencies on page 154 Quick Start To create a new view 1 If there are disparity vectors in the data stream from an earlier O DisparityGenerator node or if disparity vectors exist in the image sequence itself these are used when generating the new view If disparity vectors don t yet exist in the script however you can use a combination of the O Solver and O DisparityGenerator plug ins to calculate the disparity vectors Select Ocula gt Ocula 3 0 gt O Solver and Ocula gt Ocula 3 0 gt O_DisparityGenerator to insert these in an appropriate place in your script 2 Select Ocula gt Ocula 3 0 gt O_NewView to insert an O_NewView node after either the O DisparityGenerator node or the stereo image sequence 3 Using the Views to Use controls select the views you want to map for the left and right eye 4 From the Inputs pulldown menu select which input s you want to use to create the new view e Left Only use the image mapped for the left eye to create the new view e Right Only use the image mapped for the right eye to create the new view e Both Use both images to create the new view 5 Adjust the Interpolate Position slider to define where to build the new view The values are expressed as a fraction of the distance between the two views 6 Attach a Viewer to the O NewView node The Foundry Ocula 3 0v2 NEWVIEW 90 Controls Figure 117 A node tree with O NewView The O_Solve
183. uick Start Global Alignment The Foundry VERTICALALIGNER 80 Inputs O VerticalAligner has two inputs Source A stereo pair of images In the Global Alignment mode if you re not using the Solver input the images should be followed by an O_Solver node In the Local Alignment mode you need an O_Solver node and a disparity field in this input You can create a disparity field using O DisparityGenerator Solver If you re using the Global Alignment mode and the Source sequence doesn t contain features that O Solver is able to match well you can use O Solver on another sequence shot with the same camera setup If you do so connect O Solver to this input To see a table listing the nodes or channels each Ocula node requires in its inputs turn to Appendix B Node Dependencies on page 154 To align a stereo pair of images vertically you can either apply a global image transform to align the feature matches generated by an upstream O Solver node This allows you to have multiple O VerticalAligner nodes that concatenate with a single filter hit If you have a pretracked Nuke stereo camera that describes the camera setup used to shoot the Source images you can also analyse the sequence and output a vertically aligned camera pair See Global Alignment rebuild the view s to remove vertical disparity calculated by an upstream O DisparityGenerator This allows you to account for any local distortions in the mirror or lens and ch
184. undry LICENSE 4101 red 4101 green If you have specified a particular server port number 30001 in the foundry lic file on the server you should set the environment variable as follows setenv foundry LICENSE 30001 red For more information on licensing Ocula displaying the System ID number setting up a floating licence server adding new licence keys and managing licence usage across a network you should read the Foundry Licensing Tools User Guide available on our web site http www thefoundry co uk support licensing tools The Foundry is a leading developer of visual effects and image processing technologies for film and video post production Its stand alone products include Nuke Hiero Mari Katana and Storm The Foundry also supplies a suite of plug ins including Ocula Furnace and FurnaceCore Keylight RollingShutter Kronos and CameraTracker for a variety of compositing platforms including Adobe After Effects Autodesk r Flame a Avid DSTM and Apple s Final Cut Pro For the full list of products and supported platforms visit our website at http www thefoundry co uk Nuke is an Academy Award winning compositor It has been used to create extraordinary images on scores of feature films including Avatar District 9 The Dark Knight Iron Man Quantum of Solace The Curious Case of Benjamin Button Transformers and Pirates of the Caribbean At World s End Hiero is a collaborative scriptable timeline t
185. ut image effectively reducing the playback speed by half leading up to frame 8 7 Move the playhead to frame 15 and set the Frame value to 15 O_Retimer sets frame 15 on the timeline to the last frame of the input clip effectively returning the playback speed to normal at frame 15 8 Press Play in the Viewer to process and review the results Once the process has completed you should be able to see the result of the retime In reality the length of the clip is a little too short to see it clearly 9 Return to the beginning of the clip and play through each frame with the Next Frame arrow in the Viewer You should notice that the Frame value changes over time slowly up to frame 8 and more quickly towards the final frame Figure 155 The retime in the Curve Editor The Foundry Ocula 3 0v2 OCULA ON NUKE USER GUIDE THE 3 FOUNDRY DEPTHT ODISPARITY Description Many Ocula plug ins rely on disparity fields to produce their output Usually disparity fields are created using a combination of the O Solver see page 19 and O DisparityGenerator see page 33 nodes However if you have a CG scene with stereo camera information and z depth map available you can also use the O_DepthToDisparity plug in to generate the disparity field Provided that the camera information and z depth map are correct this is both faster and more accurate than using the O Solver and O DisparityGenerator nodes Generating a Disparity Using one of
186. ver see Solver on page 19 2 Insert an O DisparityGenerator node after O_Solver See DisparityGenerator on page 33 3 Add an O_VerticalAligner node after O_DisparityGenerator 4 Connect a Viewer to the O VerticalAligner node Figure 113 A node tree with O_VerticalAligner 5 Open the O VerticalAligner controls Under Views to Use you can see all the views that exist in your project settings Select the two views you want to use for the left and right eye when correcting the alignment The two views you selected are mapped for the left and right eye 6 From the Align menu select how to move the images to align the views Both Views Move both views half way e Left to Right Move the left view to line up with the right e Right to Left Move the right view to line up with the left 7 Set Warp Mode to Local Alignment In this mode O VerticalAligner rebuilds the view s to remove vertical disparity calculated by the upstream O DisparityGenerator node This can be useful if there are local distortions in the mirror or lens or changes in alignment with Ocula 3 0v2 83 Controls The Foundry VERTICALALIGNER 84 Controls depth for example if an actor in the foreground is aligned but the background is not 8 To better view the effect of O VerticalAligner insert an Anaglyph node Views gt Stereo gt Anaglyph between the O VerticalAligner node and the Viewer Figure 114 An Anaglyph node added to the sc
187. w 0 c ccc cect ett ttt tee e tee eeeeees 6 Example Images 0 cece cece eee tee eee e teens 6 Installation 2 cms scene snhe tne sPhaehei se E hee ua ean eheles ies 6 Moving the Plug ins Directory 0 00 c cece eee eee eee 10 Licensing OcUla 1 circa e 10 Licensing Ocula on a Single Machine 00 000 eee 10 Licensing Ocula over a Network 0 00 e eee eens 12 Other Foundry Products 0 0 cc cece ccc eee 16 Solver Introduction A eh xed teak eae cutee Mena cpa eednes 19 IMACS se teres ee Ae ete ee eats ae 20 QUICK SEGRE oneei ee ons cand Gace ences ns eat sakes Mates bck EE tee 21 Controls dec gin cidad Lames pidas 27 EXAMPIE ocd otcadtsdedeenavd sp eichnaad be day eae Se he ee ea cede EDE 32 DisparityGenerator Description 0 c cece cece eect ene 33 A O 34 QUICK Start 2 65 oia A Phe Lae Pe bee viene Weber EEA E 35 CONntrOlS star hata ROS Re eee ads 39 Example oo 41 OcclusionDetector Description oooccocccccccccnccncccccn ocn ee te eee e teen ee 48 INPUTS co 4c ote eee iii bo 49 Quick Start 2 ccc ceeedeceadas tends nadteaaed TEE E ds 49 Controls 0 cisco eae dee epee et Abad wae EE Dada ee pe eae gents eile ae eee 53 EXAM 0 SPC OR agen a E EREE Seelte 54 ColourMatcher Description A A O 55 A ac Pere Roce er Pr eer cee aoe erty a eee re 56 QUICK Starr add 56 Controls cocida id 60 EXAMPIC cecotoannicati pa tale 63 FocusMatch
188. w but not the other To fix this we match the colours of the right view with those of the left using Local Matching The stereo image used in the example can be downloaded from our web site For more information please see Example Images on page 6 1 Start Nuke and open the project settings by pressing S on the Node Graph Go to the Views tab and click the Set up views for stereo button 2 Import the dance_group exr footage used in the O_Retimer tutorial This image already includes both the left and the right view and the necessary disparity channels 3 Attach a Viewer to the image Using the Viewer controls switch between the left and the right view As you can see there is a subtle colour shift between the views Figure 73 The original left view Figure 74 The original right view We are going to match the colours of the left view with those of the right 4 Select Ocula gt Ocula 3 0 gt O_OcclusionDetector to add an O_OcclusionDetector node after the stereo sequence 5 Insert an O_ColourMatcher node after O_OcclusionDetector Figure 75 The node tree with O_ColourMatcher 6 Inthe O_ColourMatcher controls the Match menu is already set to Left to Right which is what we want 7 Set Mode to Local Matching In this mode O_ColourMatcher first divides the two images into square blocks according to the Block Size control Then it matches the colour distributions between corresponding blocks in the two v
189. wo views you want to use to retime the sequence The two views you selected are mapped for the left and right eye 4 View the output Figure 147 A node tree with O_Retimer By default the Speed control is set to perform a half speed slow down 5 To adjust the slow down or to speed the sequence up enter a new value for the Speed control Values below 1 slow down the clip Values above 1 speed it up The default value 0 5 created the half speed slow down Quarter speed would be 0 25 Alternatively you can describe the retiming in terms of at frame 100 in the out put clip want to see frame 50 of the source clip To do so set Timing to Source Frame Go to a frame in the timeline and set Frame to the input frame you want to appear at that output position You ll need to set at least two key frames for this to retime the clip For example to slow down a 50 frame clip by half you can set Frame to 1 at frame 1 and to 50 at frame 100 6 To create an arbitrarily changing speed for the sequence see Varying the Speed 7 Review the results If you see any tearing or other problems with the stereo effect you can try rebuilding one of the views using O NewView and the retimed Ocula 3 0v2 Varying the Speed Rebuilding a Retimed View The Foundry RETIMER 109 Quick Start disparity This ensures the retimed views match exactly See Rebuilding a Retimed View To vary the speed in your sequence do the followin
190. xample Tip To better see what the new view looks like close the Roto node controls or press O on the Viewer to toggle the overlay off The Foundry Ocula 3 0v2 OCULA ON NUKE USER GUIDE THE 3 FOUNDRY INTERAXIALSHIFTER Description The O_InteraxialShifter plug in lets you reduce the nteraxia distance of stereo images that is the distance between the two cameras Using this plug in you can generate two new views at specified positions between the original images lt lt gt lt gt Figure 127 Changing interaxial Figure 128 is the equivalent of moving distance the cameras closer together or further apart Reducing interaxial distance affects the perceived depth of the images when they are viewed with 3D glasses It reduces the depth between elements of the image so they appear closer together This is illustrated in Figure 129 and Figure 130 where the grey rectangles represent elements depicted in a stereo image screen screen as level level a audience audience Figure 129 Reducing interaxial Figure 130 changes the perceived distance depth of the images You may want to reduce interaxial distance during post production for a variety of reasons For example it can be useful when trying to match the depths between scenes in order to make transitions more comfortable for the viewer or simply because the desired depth of a shot has been reconsidered as the final film evolves It might also
191. xed Bugs e BUG ID 14883 O ColourMatcher crashed Nuke when halo correct and mask alpha were used together e BUGID 17707 O ColourMatcher didn t work correctly when there were more than two views e BUG ID 19219 Using a mask input with O_InteraxialShifter or O_NewView crashed Nuke e BUG ID 19223 Attempting to set Vector Spacing to zero in DisparityViewer crashed Nuke Known Bugs and Workarounds There are no known bugs in this release The Foundry Ocula 3 0v2 Ocula 2 2v1 The Foundry APPENDIX A RELEASE NOTES 141 Ocula 2 2v1 This release contains improvements to O Solver and O _VerticalAligner Release Date February 2011 Requirements e aversion of Nuke 6 1 or 6 2 on e Windows XP SP2 XP64 or Nuke 6 2 only Windows 7 e MacOSX 10 5 Leopard or 10 6 Snow Leopard 32 or 64 bit Linux CentOS 4 5 32 bit Nuke 6 1 only or 64 bit e Foundry FLEXIm Tools FFT 5 0v1 or later for floating licenses New Features There are no new features in this release Improvements e O Solver e The Analysis Type control that let you choose whether to Analyse Every Frame or Interpolate Keyframes has been removed Now O Solver always interpolates between keyframes and you need to add at least one keyframe in order to use it e Feature detection has been changed so that once O Solver has automatically detected feature matches they are fixed and e The feature match display has been changed so that the features are shown
192. y Licensor To the extent that Licensee is authorized to make copies of the Software or Documentation under this Agreement Licensee shall reproduce in and on all such copies any copyright and or other proprietary rights notices provided in and on the materials supplied by The Foundry hereunder Nothing in this Agreement shall be deemed to give Licensee any rights in the trademarks service marks patents trade secrets confidential information copyrights or other intellectual property rights of The Foundry or any Third Party Licensor and Licensee shall be strictly prohibited from using the name trademarks or service marks of The Foundry or any Third Party Licensor in Licensee s promotion or publicity without The Foundry s express written approval SECTION 6 LICENSE FEE Licensee understands that the benefits granted to Licensee hereunder are contingent upon Licensee s payment in full of the license fee payable in connection herewith the License Fee SECTION 7 UPGRADES ENHANCEMENTS The Licensee s access to support upgrades and updates is subject to the terms and conditions of the Annual Upgrade and Support Programme available on The Foundry s website The Foundry may from time to time and at its sole discretion vary the terms and conditions of the Annual Upgrade and Support Programme SECTION 8 TAXES AND DUTIES Licensee agrees to pay and indemnify The Foundry from claims for any local state or national tax exclusive of taxe
193. y channels 13 Import the exr file you created Using the Viewer controls check that it contains the left and the right view and the disparity channels You can now use the exr file you created together with many of the other Ocula plug ins without having to insert an O Solver and an O DisparityGenerator node before them Ocula 3 0v2 OCULA ON NUKE USER GUIDE THE 3 FOUNDRY OCCLUSIONDETECTOR Description O_OcclusionDetector generates a mask for the occluded pixels in each view that is pixels visible in one view but not the other Figure 48 The left view of a stereo Figure 49 The occlusion mask generated image for the left view pixels occluded in the left view An occlusion mask identifies areas that are likely to be incorrect when using disparity to match one view to another You can use it to quality check the result of O_DisparityGenerator and to identify at a glance image regions that are likely to fail when using the Ocula nodes that rely on rebuilding one view from the other after all if the pixel information isn t there in one view it cannot be generated for the other Once you know which areas aren t suitable for picture building you can choose how to handle those areas in order to get a better result You may want to generate an occlusion mask for each view when using the following nodes e FocusMatcher This node requires an occlusion mask upstream to produce its output if Primary Method is set to Rebuil
194. you visualise the disparity vectors in your node tree You can add it after any node in the Node Graph As long as there is a disparity channel at that point in the tree O DisparityViewer produces a Viewer overlay with arrows showing the disparity vectors at regular intervals For more information see DisparityViewer on page 125 e Ocula now has a Mac OS X 64 bit version Improvements e O Solver e You can now add your own feature matches to the automatically detected ones by right clicking on the image and selecting add feature This allows you to get a good solve when there aren t many good automatically detected matches For more information see Solver on page 19 There is a new Luminance Correct control under Features This matches the luminance between the two views before searching for feature matches Where there are large differences in in luminance between the two views this can increase the number and quality of feature matches found e O DisparityGenerator e You can now sample over multiple disparity field detail levels different resolutions of the images This can help to reduce errors in the calculated disparity field There are controls for the number of samples Number of Samples the minimum disparity field detail to go down to Minimum Detail Level and the sample spacing Sample Spacing The Foundry Ocula 3 0v2 APPENDIX A RELEASE NOTES 145 Ocula 2 1v1 e There is a new Image Alignment menu with the foll
195. ype Enter a name for the clip in the file field for example my_clip exr and click Render When you need to manipulate the same clip again later the motion vectors are loaded into Nuke together with the clip Views to Use From the views that exist in your project settings select the two views you want to use to calculate the motion vectors These views will be mapped for the left and right eye Ignore Mask An optional mask that specifies areas to exclude from the motion calculation You can use this input to prevent distortions at occlusions or to calculate motion for a background layer by ignoring all foreground elements Note that masks should exist in both views and O VectorGenerator expects alpha values of either O for regions to use or 1 for regions to ignore None Do not use an ignore mask Source Alpha Use the alpha channel of the Source clip as an ignore mask Source Inverted Alpha Use the inverted alpha channel of the Source clip as an ignore mask Mask Luminance Use the luminance of the Ignore input as an ignore mask Mask Inverted Luminance Use the inverted luminance of the Ignore input as an ignore mask Mask Alpha Use the alpha channel of the Ignore input as an ignore mask Mask Inverted Alpha Use the inverted alpha channel of the Ignore input as an ignore mask Foreground Mask An optional mask that specifies the only areas to include in the motion calculation You can use this to cre
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