Wild Tricks for Greenscreen in Blender
Summary
TLDRThis tutorial explores the process of integrating green-screen footage into a 3D scene using Blender, an open-source software. It covers keying out the green screen, placing pre-keyed elements, and stabilizing footage with motion tracking. The video also delves into techniques for projecting footage onto geometry, creating realistic camera movements, and matching lighting to seamlessly blend the composited elements with the original scene. The summary concludes with exporting tips and a nod to the creative potential of such technology for indie filmmakers.
Takeaways
- 🎨 Key Takeaway 1: The tutorial focuses on using Blender, a free and open-source software, for green screening and compositing techniques.
- 🔍 Key Takeaway 2: The compositor is used to key green screens by placing a key node between the movie clip and composite, adjusting settings for optimal results.
- 📸 Key Takeaway 3: Pre-keyed images can be imported as planes in Blender for easy placement in a scene, with natural shadows, reflections, and occlusions.
- 🚶 Key Takeaway 4: Animating the camera can create issues with the illusion of depth when subjects walk away, so keeping the subject stationary or using reference empties is recommended.
- 🔄 Key Takeaway 5: Motion tracking can be applied to stabilize footage by parenting it to a camera, effectively canceling out the camera's motion.
- 🌐 Key Takeaway 6: Footage can be projected onto 3D geometry using an emissive material and UV project modifier, making it appear as part of the scene.
- 📹 Key Takeaway 7: The process of normalizing footage involves adjusting the scale to maintain the illusion of the subject's original motion and size.
- 🏙️ Key Takeaway 8: The digital environment can be extended or modified to create the illusion of a larger space or different camera movements.
- 💡 Key Takeaway 9: Lighting is crucial for integrating the green screen subject into the scene, with adjustments made in Blender's Eevee render engine.
- 🎞️ Key Takeaway 10: The final compositing step involves keying out the green screen and masking the subject, with the use of an alpha channel for transparency in the export format.
Q & A
What is the purpose of the script?
-The script is a tutorial on how to use Blender, an open-source software, to create a shot involving green screening and compositing.
What is the first step in the green screening process mentioned in the script?
-The first step is to place a key node between the movie clip and the composite in the compositor and click on the green screen to begin the keying process.
How can one import footage into Blender as planes?
-To import footage as planes in Blender, you can press F3, type in 'import images as planes', find the footage, select 'Emission', and it will be imported.
Why is it important to activate 'Images as Planes' in the preferences?
-Activating 'Images as Planes' in the preferences allows the user to consistently import images as planes without having to do it manually each time.
What is the issue with animating the camera when the subject walks away from the camera?
-Animating the camera can disrupt the illusion of the scene because as the subject moves away, they appear to rise and shrink, which does not match the original footage's perspective.
How can motion tracking be applied to stabilize footage in Blender?
-By applying the motion tracking data to a camera, and then parenting the footage to the front of the camera, the footage motion cancels out the camera motion, stabilizing the scene.
What is the advantage of using a UV project modifier for projecting footage onto geometry?
-Using a UV project modifier allows the footage to stick to the geometry and move with the camera, even if the original footage was handheld.
How does the script suggest dealing with footage where the person walks away from the camera?
-The script suggests selecting the footage, parent it to the camera, and then scaling it up and down to normalize the size difference as the person walks away.
What is the purpose of adding a new camera in the compositing process?
-Adding a new camera allows for additional camera movement and the ability to look around and tweak the camera angles while maintaining the existing camera movement.
How does the script suggest improving the integration of the green screened subject with the digital environment?
-The script suggests matching the lighting by adding digital lights to the scene and adjusting the material settings to better integrate the subject with the environment.
What is the recommended export format for pre-keyed green screen footage in Blender?
-The recommended export format is uncompressed TIFFs, which include an alpha channel for transparency data, providing the best quality for pre-keyed footage.
Outlines
🎨 Green Screen Compositing in Blender
This paragraph introduces a tutorial on using Blender, a free and open-source 3D creation suite, to composite green screen footage. The author discusses the process of keying out the green screen using the compositor and suggests a proper tutorial will follow. They emphasize the importance of good green screen setup and demonstrate how to import images as planes for pre-keyed characters in a scene. The tutorial also covers the use of reference empties for motion tracking and stabilizing footage, as well as the creation of 3D objects that integrate with the green screen footage to create a realistic composite.
🚀 Advanced Green Screen Techniques and Environment Setup
The second paragraph delves into advanced techniques for working with green screens in Blender, including the use of F-curves for animation, the creation of masks for isolating subjects, and the integration of lighting to match the green screen footage. The author explains how to manipulate camera angles and movements to create dynamic shots, such as having the character appear on an elevator or flying around a scene. They also discuss the importance of matching the lighting in the digital environment to that of the green screen footage for a seamless composite. The paragraph concludes with tips on exporting the final composite with an alpha channel for transparency and the benefits of using Blender for indie filmmakers.
Mindmap
Keywords
💡Blender
💡Green Screening
💡Key Node
💡Pre-multiply
💡Emission
💡UV Project Modifier
💡Motion Tracking
💡Eevee
💡Masking
💡Compositor
💡Alpha Channel
Highlights
Introduction to using green screens in Blender and basic keying process.
Emphasis on starting with the fun part: placing pre-keyed people in your scene.
Using the 'Import Images as Planes' feature to integrate footage with emission settings.
Instructions to activate the 'Images as Planes' add-on in Blender preferences.
Detailed explanation of aligning feet and integrating natural shadows, reflections, and occlusions.
Challenges with animating the camera and maintaining the illusion of stationary subjects.
Using motion tracking to stabilize footage and apply camera motion.
Leveraging the point cloud from motion tracking to model geometry that aligns with footage.
Projecting footage onto geometry using emissive surfaces and image textures.
Utilizing the UV project modifier for accurate projection and integration.
Parenting footage to the camera for dynamic scaling and consistent alignment.
Techniques for normalizing handheld footage and adding new camera movements.
Importance of lighting and matching digital lighting with on-set conditions.
Tips for masking out unwanted areas using Blender's masking workspace.
Exporting pre-keyed elements with alpha channels for transparency data.
Optimizing viewport performance with lower resolution proxies.
Recommendations for lighting green screens: ensuring flat and even illumination.
Encouragement for indie filmmakers to explore the potential of Blender and similar technologies.
Transcripts
okay part two of me trying to explain
how to make a shot like this in in free
open source software blender and uh
today is green screening here we go so
i'll have a proper tutorial on how to
key green screens in blender at the end
here because look okay in the compositor
just stick a key node between the movie
clip and the composite and click on the
green oh and convert pre-multiply to
make it actually look good and if it
doesn't you probably didn't like your
green screen good but i want to start
with the fun stuff because there's a
bazillion green screen tutorials already
out there so how to place pre-keyed
people in your scene so hit f3 type in
import images as planes find your
footage select emission and there you go
if you don't have images as planes
already activated open the preferences
activate it in the add-ons tab and then
maybe save preferences to keep it on by
default so i don't have to say this
every time now you can line up the feet
and yeah yeah i've gotten a haircut
since then but you have natural shadows
reflections occlusions you can you can
even animate the camera a little bit
until the subject walks away from the
camera and then things get weird nothing
lines up anymore and that makes sense
because as far as the footage is
concerned as they go into the distance
they're just rising up and shrinking and
animating the camera blows the whole
illusion so you can just have your
person stay stationary and it can be as
simple as that or you can set up two
reference empties and try to animate the
footage so it cancels out the person's
motion parent it to another you can try
to match up the person's original motion
that's annoying and not good and don't
do that instead i i recently did a
motion tracking tutorial uh link links
below so let's build off of that first
off if you track footage apply that
motion to a camera then parent that
footage to the front of the camera it
stabilizes the footage because the
footage motion cancels out the camera
motion because i mean if you think about
it of course it would in fact okay so
this is a tangent but remember the point
cloud we got from the motion tracking
tutorial model some geometry based on
that so it just intersects the reference
points now it'll line up with the
footage but this is still just a camera
overlay wouldn't it be cool to actually
stick that footage to the geometry give
the object a new material give it an
emissive surface and make the base color
an image texture just loading your
footage set the vector to window that'll
make it fill the camera view oh and
don't forget to give it enough frames
and turn on auto refresh now projects
right onto the geometry as long as
you're in the camera view it always
projects from wherever you are that's
kind of weird we want it to stick so
just use a uv project modifier using a
uv map and the camera now if you go back
to materials and use uv instead of
window it'll project the footage from
the coordinates of the camera although
you might have to change the modifier
scale to match your footage a little bit
and subdivide the object but now it's
stuck to the geometry even if your
footage was handheld now it's normalized
you can add a second camera and animate
some new camera movement uh obviously
works best if you stay close to the
position of the original camera but this
can be super useful technique you can
digitally extend out your tiny practical
set put in a big crane move that'd be
impossible to film in your garage this
is this is one of my favorite things
because it really lets you rework almost
every aspect of a shot in post it makes
compositing easier too because you're
not just dealing with 2d layers of 3d
life it's actually there in 3d space
which is a lot easier for my brain to
wrap around oh and since it's an
emissive texture radiating light if you
have an object in there the texture will
actually light the object with
directional accuracy within reason what
that also means is if you shot your
footage handheld you track it and mount
the foot to the front of the camera your
person will be stationary he's still the
same issue as before though if they walk
away they'll shrink up into the air so
here's what we do select the footage
then shift-click on the camera hit
control p to parent the footage to the
camera then control c copy both the
location and the rotation you might you
might have to activate the copy
attributes add-on if you haven't already
it's a very good add-on now tab in it
edit mode hit gzz to slide the plane out
along its local z-axis go into the
camera view and scale it to fit the
frame perfectly now since the origin is
on the camera when you scale the footage
it gets bigger and further away in a way
that perfectly cancels itself out from
the camera's point of view cool huh so
what do we do with this well scale it up
and down so the front of the foot is
just almost clipping into the ground
turn on auto keyframing go a few frames
later and uh and scale it again do the
whole shot this process goes pretty
quick if you can't see their feet give
it your best guess it's really forgiving
and because of trigonometry or something
like that the scaling is actually
normalized and you have your person
walking around the way they actually
were on set in fact look at this this is
from the dynamo dream teaser and because
of this process you can see the footage
not only automatically scales to cancel
out her size difference as she walks
away it also correctly places her in the
right place in the scene crazy just from
lining up the feet once you start 3d
tracking everything just clicks into
place that's a lie a lot of things don't
but this this thing did so so let's
start laying out the environment i'm
going to start with some walkways
intersecting those tracking markers
everywhere she goes maybe maybe block in
some future buildings this is keying not
modeling so we're going to go fast and
loose and let's cheat a little so at one
point caitlyn stops and backs up a few
steps in the digital environment i have
this happen right after she walks behind
a wall and i can just add a couple
keyframes to the camera to make it
continue moving forwards as she walks
backwards when she pops back out we can
use that same bit of green screen again
so we have it feel like she's exploring
a larger space it's cheap but it's fun
or oh okay at one point i have her kind
of rotating in place on her heel i'm
going to add an empty right under her
feet parent the camera to it and
okay so constraints can get funky so i'm
going to convert it to an f curve here
now it's actually animation data instead
of a constraint and now it lets you
parent the camera to the empty and
keyframe it at the start of her turn
rotate the camera add another to the end
and now it looks like she's staying
still but the camera's moving just just
a fun trick if you want we could parent
that empty to a platform and now she's
on an elevator
[Music]
this is also a great time to start
matching up the lighting you can see she
passes a light source here so i'm going
to add a digital light to the scene to
help integrate her a bit if you figure
this out ahead of time you can have
digital objects casting actual light on
your actors eevee also makes it really
easy to match lighting color and
intensity random tip if you're setting
up lights and stuff in eevee and notice
your footage is casting big shadows go
into the material settings and change
shadow to alpha hash and it works a lot
better now so a very exciting thing is
that this process gives you a ton of
freedom to tweak the camera if you want
i like shooting a bit wide so i can more
easily line up the actor's feet with the
floor and then zooming in a bit with the
virtual camera or add a whole new camera
flying around while the original is
still doing its thing obviously you have
to stay in front of the footage you can
tell it's 2d but it's more forgiving
than i expected what i usually end up
doing is just parenting a new camera to
the tracked camera so i get all the
existing camera movement but i can also
still look around and tweak the camera
however i like well okay ian you say
with the voice of an old man who's seen
more than we can ever dream how do you
get this green screened element super
easily open a compositing workspace
reusing nodes add a movie clip and
loading your footage ignore the render
layers we're going to connect straight
to the composite the composite knows the
final node it's what will be saved when
we hit render if you control shift click
on a node it pops up a viewer node that
shows us what we're doing v and alt v
zoom in and out and the alt plus scroll
wheel lets you pan it's not very
intuitive but you get used to it under
matte add a keying node and slide it on
in there you'll have to update the
viewing node to see what you're doing
and this is the big green screen bit
select some mid to darker green now just
slide up the clip black to get rid of
stuff you want to get rid of and slide
down clip white to preserve stuff you
want to keep ideally you want to keep
these numbers as close to default as
possible doesn't look good let's add
some sauce add an alpha convert note hey
hey sometimes that's all you need but
often you'll have to tighten things up
by eroding the mat a couple of pixels to
get rid of like that fringe and this is
usually enough for me but you can tweak
all the other stuff screen balance and d
spill balance can be great to tweak and
a negative feather distance can
sometimes help if you have a really
messy key just try not to overdo it i
don't know what kernels do if you slide
something in direction it looks better
do it okay but what about all this stuff
around the borders we have to mask it
out which is also easy open a new
masking workspace uh loading your
footage and control click to add a mask
circle your subject and click toggle
cyclic to close it you've just created a
mask with control handles and you can
move them just like anything else in
blender hit a to select them all or b to
box select g to grab arch rotate s scale
all that good stuff hit i to add a
keyframe then go a few frames later move
the mask and hit i to add another keep
going surrounding your actor it doesn't
have to be perfect you're just trying to
isolate the actor from all that other
garbage hit alt s and you can control
the feathering if you want under mask
display you can turn on overlay to see
what it'll look like if you want to add
another mask be sure you add it to a new
mask layer you can even make them
negative oh yeah also okay if you hit
tab you're in the tracker what can you
just control click on a distinctive
point track it tab back to masking
select points you want to attach and hit
control p to parent them to the tracker
yes try to do that in after effects no i
oh no i know you can it's just slightly
easier here i didn't mean to please now
jump back into the compositor and add a
mask node using our mask and drag it
into the garbage matte input if it
appears off make sure your project
resolution matches that of the footage
this is important also they assume
you're rotoring out the garbage instead
of what you want to keep so use an
invert node to flip it all around and
there we go looks gorgeous
now we export it the trick is picking
the right format since we're pre-keying
this we need a format with an alpha
channel included that's that's
transparency data i'm not an expert but
i did try every combination i could
think of and uh uncompressed tiffs gave
me the best frames per second what i
recommend is using two versions one full
res and another at like one third
resolution so your viewport doesn't get
bogged down when it's time to do the
final render just replace the textures
with the full res version and it's all
good oh and i should have mentioned this
earlier but if you're importing an image
sequence just select all the images and
make sure anime image sequence is
checked there you go so i i hope this is
useful there's a ton of other stuff that
can be said about lighting green screens
and all that but mostly it comes down to
making sure you have enough light and
the screen is lit as flat and evenly as
possible
i'm just always really excited about the
possibilities of of technology like this
and what it can do for like indie
filmmakers huge huge thanks to the folks
over on the patreon lots going on over
there lots of tutorials i've got a video
going through the entire making of this
shot and lots of assets you can use
rigged photo skin dudes plants rocks
burger textures like waterfalls steam
fire rain all that it's been we've been
nuts it's been really good um so yeah
thanks for watching
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