Virtual Production Series 01 | Using Composure tool live compositing camera feed | Unreal Engine 5.1
Summary
TLDRこのビデオでは、Unreal Engineで使用される「Composure」ツールを紹介します。グリーンスクリーンをキーアウトし、仮想セットと合成する方法を学びます。ビデオ制作の基本を説明し、コンピューターセットアップを確認し、Composureプラグインを有効にする方法、カメラフィードを追加し、グリーンスクリーンをキーアウトする方法、マテリアルを作成して前景と背景を合成する方法を説明します。さらに、カメラの位置調整と仮想カメラを使用したシーンの組み立て方を紹介します。このビデオは仮想プロダクションの基礎を学ぶ人々に役立ち、今後のセッションではより高度な概念をさらに探求します。
Takeaways
- 🖥️ スクリプトでは、Unreal Engineを使用してグリーンスクリーンを合成する方法を紹介しています。
- 🔍 コンピュータ設定には、汎用のキャプチャカード、DSLRカメラ、蛍光灯、グリーンスクリーンが使用されています。
- 🌟 Unreal Engine 5.1を使用して、地下鉄のマップを例にデモンストレーションを行います。
- 🔌 Composureプラグインが有効になっているか確認し、必要であれば有効に設定してエンジンを再起動します。
- 🎨 Composure合成ウィンドウを開くことで、After Effectsなどのレイヤーベースのワークに慣れている人でも扱いやすいです。
- 📹 メディアプレートとCGレイヤーを使ってカメラフィードと背景を合成します。
- 🎞️ メディアプレーヤーを使用してカメラを接続し、グリーンスクリーンをキーアウトします。
- 🖼️ マテリアルを作成して、合成された前景と背景を組み合わせます。
- 🛠️ マテリアルエディタを使用して、2Dノードとオーバーノードを組み合わせて合成を行います。
- 👨🎨 カメラの位置と焦点を調整して、実際の椅子に座っているかのような印象を与えます。
- 🎨 最後に、3D要素やエフェクトを背景に追加して、より豊かなシーンを作成することができます。
Q & A
ビデオで紹介されているツールの名前は何ですか?
-ビデオで紹介されているツールの名前はComposureです。
このビデオの目的は何ですか?
-このビデオの目的は、Unreal Engineでグリーンスクリーンをキーアウトし、仮想セットに対して合成する方法を学ぶことです。
ビデオ制作に使用されたカメラの種類は何ですか?
-ビデオ制作に使用されたカメラは、DSLRカメラであり、HDMIケーブルで接続されています。
ビデオの中で使用されている照明とはどのような種類ですか?
-ビデオの中で使用されている照明は、前面と背面の両方に設置された蛍光灯です。
Unreal Engineのバージョンは何を使用していますか?
-ビデオではUnreal Engine 5.1を使用しています。
Composureプラグインが有効化されているか確認する方法は何ですか?
-Composureプラグインが有効化されているか確認するためには、編集>プラグインを開き、Composureにチェックマークがあるか確認します。なければチェックマークをつけ、エンジンを再起動します。
ビデオで説明されている仮想プロダクションの基本的なステップは何ですか?
-ビデオで説明されている仮想プロダクションの基本的なステップは、Composure合成ウィンドウを開くこと、フォアグラウンドとバックグラウンド要素を作成すること、カメラを接続すること、グリーンスクリーンをキーアウトすること、マテリアルを作成して両要素を合成することです。
メディアプレーヤーを作成する際に必要な設定は何ですか?
-メディアプレーヤーを作成する際には、ビデオ出力メディアテクスチャアセットにチェックマークをつけて、名前を付けてOKを押す必要があります。
グリーンスクリーンをキーアウトする際の重要なステップは何ですか?
-グリーンスクリーンをキーアウトする際の重要なステップは、メディアプレートからビデオをドラッグ&ドロップし、色キー設定でキーカラーを選択し、余分なグリーン部分を修正することです。
マテリアルを作成する際の注意点は何ですか?
-マテリアルを作成する際の注意点は、マテリアルドメインをサーフェスからポストプロセスに変更し、テクスチャーサンプルパラメーター2Dを作成し、オーバーノードを使用してフォアグラウンドとバックグラウンドを合成することです。
カメラの位置と焦点の長さを調整することで何ができますか?
-カメラの位置と焦点の長さを調整することで、自分がスクリーンに座っているかのような印象を与えることができます。
ビデオの最後に述べられている、今後のセッションで学ぶこととは何ですか?
-ビデオの最後に述べられている今後のセッションで学ぶことは、より高度な仮想プロダクションの概念です。
Outlines
🎥 グリーンスクリーンのキーアウトと仮想セットの合成
この段落では、Unreal Engineで使用されるツール「Composure」を使ってグリーンスクリーンをキーアウトし、仮想セットと合成する方法について説明しています。まず、カメラセットアップとUnreal Engine 5.1の準備が確認され、Composureプラグインが有効になっているかチェックされます。次に、合成ウィンドウを開いてforegroundとbackground要素を作成し、カメラフィードをメディアプレートとして追加します。カメラは仮想カメラにアタッチされ、合成に必要な設定が行われます。最後に、グリーンスクリーンのキーアウトが行われ、余分なグリーン部分を修正する方法が紹介されています。
🛠 仮想プロダクションのためのマテリアル作成
この段落では、合成されたforeground要素とbackgroundプレートを組み合わせるためにマテリアルを作成する方法が説明されています。マテリアルエディタを開き、マテリアルドメインを「post process」に変更して、2Dテクスチャサンプリングと「over」ノードを使って両要素を合成します。しかし、最初の試みで問題が発生し、マテリアルを再作成する必要があることが指摘されています。再作成後には問題が解決され、compositeが正しく表示されるようになります。
🪑 カメラの配置と仮想セットへのオブジェクトの追加
最後の段落では、カメラを適切に配置して、自分がスクリーンに座っているような印象を与える方法が紹介されています。グリーンスクリーンのキーアウトの調整と、カメラの焦点の調整が行われ、椅子に座るようなシーンを作り出します。さらに、3D要素やエフェクトを背景に追加して、より豊かな仮想セットを作成する方法も説明されています。最後に、今後のビデオでもっと高度な仮想プロダクションの概念を探索する旨が伝えられ、チャンネルへの登録と共有を呼びかけています。
Mindmap
Keywords
💡Composure
💡Unreal Engine
💡Green Screen
💡Chroma Keying
💡Media Plate
💡CG Layer
💡Material
💡Post Process
💡Emissive Color
💡Virtual Production
Highlights
Introduction to Composure tool for keying out green screen in Unreal Engine.
Setting up a computer with a capture card, DSLR camera, fluorescent lights, and green screen for virtual production.
Enabling the Composure plugin in Unreal Engine 5.1 for virtual production.
Accessing the Composure compositing window for layer-based work similar to After Effects.
Creating a foreground and background element by adding a comp and media plate.
Adding a camera feed to the Unreal Engine using a media player from the content browser.
Keying out the green screen using Chroma keying and selecting key colors.
Fixing green screen issues like spill on hands and face by refining key colors.
Creating a material to combine foreground and background elements in the composition.
Changing the material domain to post process and setting up nodes for compositing.
Using the 'over' node to merge foreground and background elements in the material editor.
Troubleshooting initial material creation issues and the need to recreate the material.
Positioning the virtual camera to match the foreground and background elements.
Adjusting the camera settings such as focal length for a better composite.
Adding 3D elements and effects to enhance the virtual production.
Future sessions will explore advanced concepts of virtual production in Unreal Engine.
Encouragement to subscribe for more virtual production and DMX lighting basics.
Transcripts
foreign
in this video we'll be exploring a tool
called composure using which you will be
able to key out your green screen and
composite it against any virtual set in
Unreal Engine welcome to the basic
series of virtual production let's get
started before we dive in let's take a
quick look at my computer setup so this
is my computer I have a generic capture
card which is running to my DSLR through
HDMI cable and I have two lights one in
the front and the rear both are
fluorescent lights and a green screen
behind me I'm using Unreal Engine 5.1
albeit demonstrating using this subway
train map before we begin we need to
make sure whether composure plugin is
enabled to do that go to edit plugins in
this type
composure and make sure it's having a
tick mark If there is no tick mark put a
tick mark and then restart your engine
once your Unreal Engine is restarted and
ready click on window virtual production
composure compositing
so the composure composting window is up
this is similar to an after effects or
premium or any layer based work which
you might have done before so we're
going to create a foreground and a
background element here we'll Begin by
creating a comp right click and create
new comp
choose empty comms short
you can either give a name or leave it
as it is right click and click on ADD
layer element
click on media plate
expand the menu so media plate is going
to be layer which will contain your
camera feed and before we add the second
layer at this point of time I would
recommend you to add the camera so go to
place actor
cine camera actor
drag and drop it
and to see the camera press G
reposition the camera as required so
I'll just keep it here for now
we'll modify it later in the comp right
click
and click on ADD layer element
and choose CG layer so when you add a CG
element it encloses the camera which
means the camera the background is
attached to the virtual camera which we
just added
as you can see the CG layer is attached
to the virtual camera which we created
just now
with the foreground and background
element in place let's connect our
camera to the Unreal Engine to do that
open content browser
and on any folder right click
go to media and choose media player
put a tick mark on video output media
texture asset and give okay
give a name for your media player in my
case I'm going to choose Nikon feed
double click on the player the first
time when you open the player it'll be
blank
because we haven't connected anything
yet
and at this point of time make sure your
camera is turned on and connected to the
computer
to select your camera click on this drop
down go to video choose your camera in
my case the camera name is USB video the
moment you select your camera if you see
a color bar on the screen it means
either camera is not ready or it's in
standby mode so let me check what could
be the reason in my case
so in that case the camera was in
standby mode and it's fine now so with
this hit the save button do not close
this window this will be the source for
your media plate so always have this
window minimized for your composite to
work let's proceed to key out the green
screen to do that click on media plate
click on details tab open your content
browser drag and drop your video from
the content browser into the media
source
so now the moment you do that the
preview of your camera feed is active in
the
bottom right corner you're telling
Unreal Engine that this is your camera
source to key out the green screen look
below and look for Chroma keying under
transform processes below chroma keying
you would notice a word called key
colors and to the right of it click on
that plus symbol
it adds an index click on plus again
and now choose the green color which you
want to key out
hit accept
majority of the green screen has been
keyed out but you can notice a small
patch of green on my right corner to fix
that next to the key colors press on the
plus one more time you have one more
index click on Plus
and choose the green
click accept now you can notice the
screen
is keyed out completely you can also
maximize this window you can have a look
at the alpha channel of your key that's
about the tool you can still refine the
edges and still we have some spill on
the hands and on the sides of the face
still there are a lot a lot more to fix
this keying but we'll stop with this for
now we'll focus more on the composite we
have a foreground element keyed out and
ready and we also have the background
plate
but when you click on the overall
composition it's empty because we need a
material which will combine both these
elements so to create that material with
that com selected go to details
all the way at the top
look for transform passes
click on the plus symbol next to it
expand this transform pass
next to material click on this drop down
arrow
create new asset material
we're going to create a new material so
we'll give the name as Matt Neo any name
of your choice
double click on the spear to open the
material editor the material editor is
up
now in this window the very first action
would be to change your material domain
from surface to
post process
so we will be creating two nodes one for
the foreground one for the background
to create any node right click anywhere
on the grid and type 2D we are going to
create a node called texture sample
parameter 2D you can either pick this
one or other one which is below
parameter both will work so let's pick
on this one
and the moment you pick
your node if you happen to see your own
preview here camera preview this might
not work in my experience I've tried
this let's proceed with the flow and
I'll tell you why this this won't work
with that selected we'll make one more
copy of it
we'll create one more note right click
and search for over choose
over under composure
so this over tool is going to combine
both these
so here's my first input rgba goes to a
and this goes to B
and my output from this over node goes
to msf color so that's about the
connection
and we also need to make sure this has
the same naming Convention as an
outliner keep this aside
and copy this name of the foreground
layer
paste it here
copy the background name
you can either paste it here or here
either way is fine so we have merged
both these elements using over and let's
go into emissive color so let's save the
progress and let's close this out
do not close this window this should be
minimized
now to check whether it worked we need
to click on comp
but you can see it's a white image
instead of our composite
this happens uh to me for the first time
so to fix that we'll have to recreate
the materials so one more time go to
content browser delete the material
which you created now
first delete
and go to details tab of this comp
and remove the material pass let's
create from the scratch so next to
transform passes click on the plus
symbol material
pull down menu choose material
and give a name we'll call it matte V2
save
double click on the sphere
and now we're back on the same metal
editor window change the material domain
from surface to post process
now right click look for 2D
and let's pick the same texture sample
parameter 2D and now if you see you have
a green Blobby like texture
only when you have this it works
I don't know why it happens possibly you
know I'll get the answer later and I'll
keep you all posted only when you see a
Blobby like texture on this texture
sample node your compost will work so
let's make one more copy of it
and let's bring in an over node search
for over
bring it here
now let's make sure both these share the
same name as in
outliner so this is your foreground
element
and this is your background
okay that's done
let's connect rgba a to a
and RGB A to B
and this RGB goes to emissive color
okay so that's done hit on the save
button
the material is created let's close out
this window and let's have this
minimized
now if you can see background plate
foreground and if you want to see the
composite click on the comp
there you go it's done now to see a
bigger version of this right click and
choose preview so remember this material
uh workaround for now for the first time
when you create it won't work so delete
it off and then recreate it it works
let's keep this window aside now our
composite is done but we need to
position our camera so that you know it
gives an impression as if I'm sitting on
the screen we can still find there are
green Jitters on the corner let's take
care of that let's get inside media
plate
uh I'll fix that by dropping the alpha
bias a bit
so that took care of the left and right
Green Line let's close it out
let's right click on this comp and
choose preview for a bigger image let's
keep this aside
so this is a virtual camera you might
notice there might be one more camera
like this when the moment you create
composure but when you move this nothing
will happen
so you need to move only this one the
one which you created
to select a camera click on the
viewfinder
and then adjust the camera
now I'm going to
place in such a way
I see a bit of foreground element
and
I'm sitting on a chair
the chair is too big for me so let's
adjust the focal length of the camera
you can go to camera setting
and uh let's change the focal length to
20.
I think they should be fine that looks
somewhat better it gives an impression
as if I'm sitting on the chair
okay now you can add any 3D element
behind you you can add a 3D character an
effect anything of your choice
so let me try to show you I'll try to
add um
stria element
so you can notice I have a sphere
element behind me
and you can move around and place it
and also FX for that matter so because
of my room limitation I am choosing to
shoot by sitting on a chair and trying
to compost something like this you can
try to shoot a wide shot pick any
virtual set of your choice and plan your
shot accordingly so that's about this
video everyone a small demonstration on
how to use this composure tool and how
to key out the green screen and use it
against any virtual set in Unreal Engine
we'll keep exploring more advanced
concepts of virtual production in the
future sessions do subscribe to the
channel do share it to your friends and
family who would be interested to learn
basics of DMX lighting and a bit of
virtual production which I've started
see you all soon on another video I'm
Raj shekhar bye take care
foreign
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