In the olden days, producers knew what visual effects were. Now they’ve gotten into this methodology where they’ll hire a middleman – a visual effects supervisor, and this person works for the producing studio.
They’re middle managers. And when you go into a review with one of them, there’s this weird sort of competition that happens.

It’s a game called ‘Find What’s Wrong With This Shot’. And there’s always going to be something wrong, because everything’s subjective. And you can micromanage it down to a pixel, and that happens all the time. We’re doing it digitally, so there’s no pressure to save on film costs or whatever, so it’s not unusual to go through 500 revisions of the same shot, moving pixels around and scrutinizing this or that.

That’s not how you manage artists. You encourage artists, and then you’ll get – you know – art.

If your idea of managing artists is just pointing out what’s wrong and making them fix it over and over again, you end up with artists who just stand around asking “OK lady, where do you want this sofa? You want it over there? No? Fine. You want it over there? I don’t give a fuck. I’ll put it wherever you want it.” It’s creative mismanagement, it’s part of the whole corporate modality. The fish stinks from the head on down. Back on Star Wars, Robocop, we never thought about what was wrong with a shot.

We just thought about how to make it better.

Phil Tippett

how to make my keyed out image into a floor shadow ?

Moderator: SecondMan

User avatar
lenny87
Fusioneer
Posts: 105
Joined: Tue Jan 19, 2016 11:51 pm
Been thanked: 1 time
Contact:

how to make my keyed out image into a floor shadow ?

#1

Post by lenny87 » Mon Aug 21, 2017 6:17 am

He There,

I want to make the image from my keyed out character into a floor shadow. I am planning to use a copy/instance of the Renderer3D, so that it will follow all the movements from the real image (my character)
My questions is:

-How can i make my image (the matte) into a single black color, so that i am also able to blend it. So that i can make it opaque/transparent. So that it looks like a proper shadow as soon as i lay it flat. What is the best and easiest way to do this?
make-shadow-from-keyed-out-actor.PNG
-And what would be the best way to achieve the effect (like in the picture below) ?
Fllor-shadow.PNG
I have tried it with a gridwarp and it works, but it is quite a job, cause
the gridwarp covers the whole area . What i would like would be something where i have 4 cornerpins which i can move easily. I have tried the cornerpositioner, but that also covers the whole frame.

Is there a way, so that i can have only 4 cornerpins close around my keyed out character? (like a rectangle which sits tight around my keyed character) Like in the picture below, only then with 4 cornerpins which i can move so i can warp the image)
4-corner-example.PNG
Thanx in front
Greetz Lenny
You do not have the required permissions to view the files attached to this post.

User avatar
Kenzor
Fusioneer
Posts: 87
Joined: Wed Aug 06, 2014 10:32 pm
Been thanked: 4 times
Contact:

Re: how to make my keyed out image into a floor shadow ?

#2

Post by Kenzor » Mon Aug 21, 2017 12:23 pm

You can reduce the size of the grid warp source area and reduce the number of points used

User avatar
malbred
Posts: 14
Joined: Wed Aug 16, 2017 8:17 pm
Been thanked: 1 time
Contact:

Re: how to make my keyed out image into a floor shadow ?

#3

Post by malbred » Wed Aug 23, 2017 12:11 am

Image

One of the simplest solutions

Code: Select all

Composition {
	CurrentTime = 0,
	RenderRange = { 0, 1000 },
	GlobalRange = { 0, 1000 },
	CurrentID = 19,
	MotionBlur = false,
	PlaybackUpdateMode = 0,
	Version = "Fusion Studio 8.0 build 18",
	SavedOutputs = 2,
	HeldTools = 0,
	DisabledTools = 0,
	LockedTools = 0,
	AudioOffset = 0,
	AutoRenderRange = true,
	Resumable = true,
	OutputClips = {
	},
	Tools = {
		Loader1 = Loader {
			Clips = {
				Clip {
					ID = "Clip1",
					Filename = "C:\\Users\\Malbred\\Desktop\\qwqw.png",
					FormatID = "PNGFormat",
					StartFrame = -1,
					LengthSetManually = true,
					TrimIn = 0,
					TrimOut = 0,
					ExtendFirst = 0,
					ExtendLast = 0,
					Loop = 0,
					AspectMode = 0,
					Depth = 0,
					TimeCode = 0,
					GlobalStart = 0,
					GlobalEnd = 0
				}
			},
			Inputs = {
				PostMultiplyByAlpha = Input { Value = 1, },
				["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
			},
			ViewInfo = OperatorInfo { Pos = { 437, 126 } },
		},
		Background1 = Background {
			Inputs = {
				Width = Input { Value = 1920, },
				Height = Input { Value = 1080, },
				["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
				TopLeftAlpha = Input { Value = 0, },
				Gradient = Input {
					Value = Gradient {
						Colors = {
							[0] = { 0, 0, 0, 1 },
							[1] = { 1, 1, 1, 1 }
						}
					},
				},
			},
			ViewInfo = OperatorInfo { Pos = { 531, 252 } },
		},
		CornerPositioner1 = CornerPositioner {
			Inputs = {
				TopLeft = Input { Value = { 1.28661625277187, 0.759264281146747 }, },
				TopRight = Input { Value = { 1.86725192514915, 0.470364019900185 }, },
				BottomLeft = Input { Value = { -0.230953417298593, 0.0149721180015629 }, },
				BottomRight = Input { Value = { 1.03790131307258, 0.0382933612540788 }, },
				Input = Input {
					SourceOp = "Loader1",
					Source = "Output",
				},
			},
			ViewInfo = OperatorInfo { Pos = { 540, 152 } },
		},
		ColorCorrector1 = ColorCorrector {
			Inputs = {
				MasterRGBGain = Input { Value = 0, },
				ColorRanges = Input {
					Value = ColorCurves {
						Curves = {
							{
								Points = {
									{ 0, 1 },
									{ 0.4, 0.2 },
									{ 0.6, 0 },
									{ 1, 0 }
								}
							},
							{
								Points = {
									{ 0, 0 },
									{ 0.4, 0 },
									{ 0.6, 0.2 },
									{ 1, 1 }
								}
							}
						}
					},
				},
				HistogramIgnoreTransparent = Input { Value = 1, },
				Input = Input {
					SourceOp = "CornerPositioner1",
					Source = "Output",
				},
			},
			ViewInfo = OperatorInfo { Pos = { 673, 154 } },
		},
		Rectangle1 = RectangleMask {
			Inputs = {
				SoftEdge = Input { Value = 0.0958620689655172, },
				BorderWidth = Input { Value = -0.0331034482758621, },
				MaskWidth = Input { Value = 1920, },
				MaskHeight = Input { Value = 1080, },
				PixelAspect = Input { Value = { 1, 1 }, },
				ClippingMode = Input { Value = FuID { "None" }, },
				Center = Input { Value = { 0.535876288659794, 0.132565445026178 }, },
				Height = Input { Value = 0.80830023657165, },
			},
			ViewInfo = OperatorInfo { Pos = { 893, 150 } },
		},
		Merge4 = Merge {
			Inputs = {
				Background = Input {
					SourceOp = "Background1",
					Source = "Output",
				},
				Foreground = Input {
					SourceOp = "ColorCorrector1",
					Source = "Output",
				},
				PerformDepthMerge = Input { Value = 0, },
				EffectMask = Input {
					SourceOp = "Rectangle1",
					Source = "Mask",
				}
			},
			ViewInfo = OperatorInfo { Pos = { 871, 187 } },
		},
		Blur1 = Blur {
			Inputs = {
				XBlurSize = Input { Value = 7.24137931034483, },
				Input = Input {
					SourceOp = "Merge4",
					Source = "Output",
				},
			},
			ViewInfo = OperatorInfo { Pos = { 974, 215 } },
		},
		Merge1 = Merge {
			Inputs = {
				Background = Input {
					SourceOp = "Background1",
					Source = "Output",
				},
				Foreground = Input {
					SourceOp = "Blur1",
					Source = "Output",
				},
				Center = Input { Value = { 0.5, 0.448148148148148 }, },
				Size = Input { Value = 0.862068965517241, },
				PerformDepthMerge = Input { Value = 0, },
			},
			ViewInfo = OperatorInfo { Pos = { 1080, 242 } },
		},
		Merge2 = Merge {
			Inputs = {
				Background = Input {
					SourceOp = "Merge1",
					Source = "Output",
				},
				Foreground = Input {
					SourceOp = "Loader1",
					Source = "Output",
				},
				PerformDepthMerge = Input { Value = 0, },
			},
			ViewInfo = OperatorInfo { Pos = { 1212, 134 } },
		},
		Background1_1 = Background {
			Inputs = {
				Width = Input { Value = 1920, },
				Height = Input { Value = 1080, },
				["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
				TopLeftRed = Input { Value = 1, },
				TopLeftGreen = Input { Value = 1, },
				TopLeftBlue = Input { Value = 1, },
				TopLeftAlpha = Input { Value = 0, },
				Gradient = Input {
					Value = Gradient {
						Colors = {
							[0] = { 0, 0, 0, 1 },
							[1] = { 1, 1, 1, 1 }
						}
					},
				},
			},
			ViewInfo = OperatorInfo { Pos = { 1156, 282 } },
		},
		Merge3 = Merge {
			CtrlWZoom = false,
			Inputs = {
				Background = Input {
					SourceOp = "Background1_1",
					Source = "Output",
				},
				Foreground = Input {
					SourceOp = "Merge2",
					Source = "Output",
				},
				PerformDepthMerge = Input { Value = 0, },
			},
			ViewInfo = OperatorInfo { Pos = { 1311, 258 } },
		}
	},
	Views = {
		{
			FrameTypeID = "ChildFrame",
			Mode = 3,
			LayoutPreset = 0,
			Left = 0,
			Top = 27,
			Width = 1920,
			Height = 912,
			Views = ordered() {
				Main = MultiView {
					Active = "Flow",
					ViewList = ordered() {
						Flow = "FlowView",
						Console = "ConsoleView",
						Timeline = "TimelineView",
						Spline = "SplineEditorView",
						Info = "InfoView",
						Chat = "ChatView"
					},
					Flow = FlowView {
						Flags = {
							AutoHideNavigator = true,
							ForceSource = true,
							AutoSnap = true,
							RemoveRouters = true
						},
						NavigatorSize = { 200, 140 },
						Direction = "Horizontal",
						PipeStyle = "Direct",
						Scale = 1,
						Offset = { -8, -64 }
					},
					Timeline = TimelineView {
						TreeControlState = {
						},
						DisplayMode = "All Tools",
						ShowCurrentTimeTools = false,
						Filter = "Show All",
						ShowSelectedTools = false,
						ShowAnimatedToolsOnly = false,
						ShowEditBoxes = false,
						KeyFrameView = {
							Position = { Left = 150, Bottom = 350 },
							ScaleX = 2.14424951267057,
							OffsetX = -49.317738791423,
							OffsetY = 0,
							AutoScaling = "scroll",
							AutoSnapTo = "frame",
							AutoSnapToGuidelines = false,
							GuidelinesGrabEnabled = true,
							GuidelinesSnapTo = "none"
						},
						Spreadsheet = { LeftPos = 150, Visible = false }
					},
					Spline = SplineEditorView {
						LeftPos = 238,
						ScaleX = 0.2,
						ScaleY = 0.00338983050847458,
						OffsetX = -3.8,
						OffsetY = 0,
						AutoScaling = "scroll",
						AutoSnapTo = "frame",
						AutoSnapToGuidelines = false,
						GuidelinesSnapTo = "frame",
						ShowKeyMarkers = false,
						IndependentHandles = false,
						ShowNonSplineModifiers = false,
						GuidelinesGrabEnabled = true,
						ShowOneToolOnly = false,
						ShowSelectedTools = false,
						ShowAllInputs = false,
						Filter = "Show All"
					},
				},
				Controls = MultiView {
					Active = "Tools",
					ViewList = ordered() {
						Tools = "ControlView",
						Modifiers = "ModifierView"
					},
				},
				Left = "PreviewContainer",
				Right = "PreviewContainer",
				Transport = "TransportView",
				Time = "TimeView"
			},
			Layout = {
				Columns = 2,
				RatioX = 1,
				RatioY = 1,
				{
					Rows = 3,
					RatioX = 0.791644908616188,
					RatioY = 0.00989010989010989,
					{
						Columns = 2,
						RatioX = 1,
						RatioY = 0.518805309734513,
						{ ID = "Left", RatioX = 1, RatioY = 105.749408983452, Pop = true },
						{ ID = "Right", RatioX = -2, Pop = true },
						Pop = true
					},
					{ ID = "Main", RatioY = 0.417035398230089, Pop = true },
					{ ID = "Time", SnapY = 56, Flat = true }
				},
				{
					Rows = 2,
					PixelX = 397,
					{ ID = "Controls", RatioX = 1, RatioY = 1 },
					{ ID = "Transport", FixedY = -2 }
				}
			}
		}
	},
	Prefs = {
		Comp = {
			Paths = {
			},
			FlowView = {
				ForceSource = true,
			},
			LastFile = "D:\\work\\videohive\\HELLOWEEN\\out\\test_tikvi03_\\test_",
			Interactive = {
				Proxy = {
					Auto = false,
				},
			},
			FrameFormat = {
				GuideRatio = 1.77777777777778,
				Rate = 25,
			},
			Views = {
				Configs = {
					DEF = {
						MaterialViewer = {
							Camera = {
								Rotation = {
									Y = 68.0000076293945,
									X = -12.0000019073486,
									Z = 0
								}
							}
						},
						PrevCtrlInactiveColor = 4278255360,
						PickW = 1,
						PickH = 1,
						Viewer = {
							EnableLUTs = false,
							CheckerUnderlay = false,
							ScaleMode = 1,
							NearZ = 0,
							LUTPlugin = "FusionViewLUT",
							FitMarginY = 0,
							FitMarginType = 0,
							FarZ = -1000,
							FitMarginX = 0
						},
						RulersShow = true,
						OpToolbar = {
							Style = 0,
							Size = 1
						},
						Toolbar = {
							Style = 0,
							Size = 0
						},
						SideB = {
							PrevCtrlInactiveColor = 4278255360,
							PickW = 1,
							PickH = 1,
							PrevCtrlActiveColor = 4278190335,
							Viewer = {
								EnableLUTs = false,
								LUTPlugin = "FusionViewLUT",
								FitMarginY = 0,
								FitMarginX = 0,
								FitMarginType = 0,
								FarZ = -1000,
								NearZ = 0
							}
						},
						PrevCtrlActiveColor = 4278190335,
						View3D = {
							Options = {
								Lighting = false,
								Shadows = false,
								Wireframe = false
							},
							CamFront = {
								Rotation = {
									Y = 0,
									X = 0,
									Z = 0
								},
								Scale = 1,
								Position = {
									Y = 0,
									X = 0,
									Z = 0
								}
							},
							CamLeft = {
								Rotation = {
									Y = 90,
									X = 0,
									Z = 0
								},
								Scale = 1,
								Position = {
									Y = 0,
									X = 0,
									Z = 0
								}
							},
							CamRight = {
								Rotation = {
									Y = -90,
									X = 0,
									Z = 0
								},
								Scale = 1,
								Position = {
									Y = 0,
									X = 0,
									Z = 0
								}
							},
							CamTop = {
								Rotation = {
									Y = 0,
									X = 90,
									Z = 0
								},
								Scale = 1,
								Position = {
									Y = 0,
									X = 0,
									Z = 0
								}
							},
							CamPersp = {
								Rotation = {
									Y = -355.999847412109,
									X = 10.8000154495239,
									Z = 0
								},
								Scale = 0.00957562681287527,
								Position = {
									Y = -18.7556629180908,
									X = 16.8349781036377,
									Z = 26.4509391784668
								}
							},
							CameraName = "Perspective"
						}
					}
				},
				View2 = {
					PickH = 1,
					FullScreen = false,
					PickW = 1,
					AlwaysOnTop = true
				},
				View1 = {
					PickH = 1,
					PrevCtrlInactiveColor = 0,
					FullScreen = false,
					PrevCtrlActiveColor = 0,
					SideB = {
						PrevCtrlInactiveColor = 4278255360,
						PickW = 1,
						PickH = 1,
						PrevCtrlActiveColor = 4278190335,
						Viewer = {
							EnableLUTs = false,
							LUTPlugin = "FusionViewLUT",
							FitMarginY = 0,
							FitMarginX = 0,
							FitMarginType = 0,
							FarZ = -1000,
							NearZ = 0
						}
					},
					AlwaysOnTop = true,
					PickW = 1
				},
				Right = {
					SideB = {
						PrevCtrlInactiveColor = 4278255360,
						PickW = 1,
						PickH = 1,
						PrevCtrlActiveColor = 4278190335,
						Viewer = {
							EnableLUTs = false,
							LUTPlugin = "FusionViewLUT",
							FitMarginY = 0,
							FitMarginX = 0,
							FitMarginType = 0,
							FarZ = -1000,
							NearZ = 0
						}
					},
				},
				Left = {
					SideB = {
						PrevCtrlInactiveColor = 4278255360,
						PickW = 1,
						PickH = 1,
						PrevCtrlActiveColor = 4278190335,
						Viewer = {
							EnableLUTs = false,
							LUTPlugin = "FusionViewLUT",
							FitMarginY = 0,
							FitMarginX = 0,
							FitMarginType = 0,
							FarZ = -1000,
							NearZ = 0
						}
					},
					Viewer = {
						CheckerUnderlay = false,
					},
				},
			},
			QuickTime = {
				KeyRate = 25,
			},
			PolyKeyListDlg = {
				Window = {
					Left = 909,
					Top = 230
				}
			}
		}
	}
}


User avatar
ShadowMaker SdR
Fusioneer
Posts: 209
Joined: Sun Sep 21, 2014 5:17 am
Been thanked: 25 times

Re: how to make my keyed out image into a floor shadow ?

#4

Post by ShadowMaker SdR » Wed Aug 23, 2017 1:00 am

-How can i make my image (the matte) into a single black color, so that i am also able to blend it. So that i can make it opaque/transparent. So that it looks like a proper shadow as soon as i lay it flat. What is the best and easiest way to do this?
Lenny, there is something I keep wondering about. You've been coming to this forum for over a year now, you have very ambitious plans, you have a nice costume, a good camera and technical setup, but for some reason you still ask questions that demonstrate you haven't really investigated how Fusion works.

Is there a reason for this? Yours is a really basic question, that would've made sense a year ago.

Sorry if I'm a bit blunt, but there are lots of people on this forum that are willing to help (myself included) but I'd expect you to figure some of this stuff out for yourself. Why not start with more basic stuff, so you can get to grips with Fusion, before trying something so ambitious?

User avatar
Chad
Fusionator
Posts: 1118
Joined: Fri Aug 08, 2014 12:11 pm
Been thanked: 23 times

Re: how to make my keyed out image into a floor shadow ?

#5

Post by Chad » Wed Aug 23, 2017 6:27 am

The most "accurate" way to do it is to pull it from your key. The benefit is that your shadow is the right shape for the direction of the light and is perfectly consistent. The downside is that it doesn't conform to anything that you composite onto ground where the shadow would be.

You can cast a shadow in 3D by just using a spotlight. To make it conform to your background, you'll need geometry standins.

The Shadow tool has a depth map input that lets you conform the shadow to a background, but I haven't tried it to know how well it works. I used it once to make a cyc shaped shadow, but that was the extent of it.

User avatar
lenny87
Fusioneer
Posts: 105
Joined: Tue Jan 19, 2016 11:51 pm
Been thanked: 1 time
Contact:

Re: how to make my keyed out image into a floor shadow ?

#6

Post by lenny87 » Thu Aug 24, 2017 12:25 pm

Lenny, there is something I keep wondering about. You've been coming to this forum for over a year now, you have very ambitious plans, you have a nice costume, a good camera and technical setup, but for some reason you still ask questions that demonstrate you haven't really investigated how Fusion works.

Is there a reason for this? Yours is a really basic question, that would've made sense a year ago.

Sorry if I'm a bit blunt, but there are lots of people on this forum that are willing to help (myself included) but I'd expect you to figure some of this stuff out for yourself. Why not start with more basic stuff, so you can get to grips with Fusion, before trying something so ambitious?
He Shadowmaker, i can see your point and i agree with it, i am sorry for this and i respect it a lot, that you say this to me. I really appreciate all the great help i get here at this forum, from you and all the other main people on this forum. And in respect to all those people that help me, i should investigate more myself, thanx for making me aware of this.

When i tried to learn After Effects i didn't even knew that forums existed, i used to spend days on figuring stuff out myself, and it was often very frustrating. I needed to change something, otherwise i would have given up on learning compositing software, therefore i started to use forums and swore to myself never to get frustrated anymore trying to learn composting software and always ask in forums instead of breaking my head. I then changed to fusion, cause of my zupaman project.

Your post made me realize that, although i am still a beginner with composting and Fusion, i do know enough, to figure out quite some stuff myself and not get frustrated anymore trying to figure out how something works.

Another reason why i probably ask so much is cause, my project is, in all honesty a bit to ambitious and probably to big for me alone. But it is like it is and i can't stop. There is something in me that doesn't want to give up on this project. Somewhere i believe i can make a living out of this project in the far future.

And cause there is so much stuff i need to learn and do myself for this project ( design and sow my outfit, learn blender to bake my textures for my 3d models, learn modeling to create my logo, bring my greenscreen room to a good standard, learn how to film properly, creating my own props, making music for the intro and so on) therefore i don't spend enough time on learning Fusion. Therefore i tend to ask stuff a lot, to save time i guess, but your post made me realize that this is not fair to the forum community here on wesuckless. I do am very sorry for this.

It's been 3 years since i started my zupaman project and i have been just working to set up the right foundation for it. I guess that within 4 or 5 weeks most of the other work is behind me. And then i can focus on producing content/episodes for zupaman. And then i definitely will learn Fusion more and dive into it properly.

Believe me, this is something i have been craving for, for a long time :P

I hope this post answers your question?

Greetz Lenny

User avatar
SirEdric
Fusionista
Posts: 262
Joined: Tue Aug 05, 2014 9:04 am
Been thanked: 25 times
Contact:

Re: how to make my keyed out image into a floor shadow ?

#7

Post by SirEdric » Mon Aug 28, 2017 10:51 am

Well....it's not *that* trivial, I think.
As long as the talent stands on a single spot, it certainly is trivial.
But as soon as the talent moves around in the studio, especially towards or away from the camera,
the X/Y point in space changes dramatically.
i.e. the point where ...say... his foot touches the ground.
When he moves away from the camera, the point where his feet touch the ground seems to move up in Y,
based on the perspective.
This rather quick&dirty mockup shows an example how at least a reflection could be achieved by using AutoDomain.
For a "real" shadow on 3D as suggested by Chad, one would have to come up with a nifty formula
to stick a virtual groundplane to the lowest point of the keyed out character and then cast a shadow onto that plane,
keeping the contact point always in place.

Cheers.

Eric.
ManShadow.zip
You do not have the required permissions to view the files attached to this post.

User avatar
SirEdric
Fusionista
Posts: 262
Joined: Tue Aug 05, 2014 9:04 am
Been thanked: 25 times
Contact:

Re: how to make my keyed out image into a floor shadow ?

#8

Post by SirEdric » Mon Aug 28, 2017 10:52 am

pS: Due to the nature of the beast, this comes without subpixel rendering..:-)
But a bit of motionblur should help with the job...:-)

User avatar
ShadowMaker SdR
Fusioneer
Posts: 209
Joined: Sun Sep 21, 2014 5:17 am
Been thanked: 25 times

Re: how to make my keyed out image into a floor shadow ?

#9

Post by ShadowMaker SdR » Mon Aug 28, 2017 12:20 pm

Lenny, I appreciate your honest and thoughtful answer. It's clear that the project is important to you, so don't give up. Just do your best to improve yourself and we'll be there to help you if need arises. As Eric has kindly demonstrated :-p

User avatar
lenny87
Fusioneer
Posts: 105
Joined: Tue Jan 19, 2016 11:51 pm
Been thanked: 1 time
Contact:

Re: how to make my keyed out image into a floor shadow ?

#10

Post by lenny87 » Tue Aug 29, 2017 8:29 am

SirEdric wrote:pS: Due to the nature of the beast, this comes without subpixel rendering..:-)
But a bit of motionblur should help with the job...:-)

Thanx Eric,
That is awesome. I definitely can use this :-)
Greetz Lenny

User avatar
lenny87
Fusioneer
Posts: 105
Joined: Tue Jan 19, 2016 11:51 pm
Been thanked: 1 time
Contact:

Re: how to make my keyed out image into a floor shadow ?

#11

Post by lenny87 » Tue Aug 29, 2017 8:31 am

ShadowMaker SdR wrote:Lenny, I appreciate your honest and thoughtful answer. It's clear that the project is important to you, so don't give up. Just do your best to improve yourself and we'll be there to help you if need arises. As Eric has kindly demonstrated :-p
Thanx Shadowmaker for your kind reply. I won't give up :-)

User avatar
Chad
Fusionator
Posts: 1118
Joined: Fri Aug 08, 2014 12:11 pm
Been thanked: 23 times

Re: how to make my keyed out image into a floor shadow ?

#12

Post by Chad » Tue Aug 29, 2017 9:14 am

lenny87 wrote:
ShadowMaker SdR wrote:Lenny, I appreciate your honest and thoughtful answer. It's clear that the project is important to you, so don't give up. Just do your best to improve yourself and we'll be there to help you if need arises. As Eric has kindly demonstrated :-p
Thanx Shadowmaker for your kind reply. I won't give up :-)
Please don't. I'm looking forward to seeing the culmination of this.

rawtuff
Posts: 15
Joined: Sat Apr 04, 2015 3:57 am

Re: how to make my keyed out image into a floor shadow ?

#13

Post by rawtuff » Tue Aug 29, 2017 9:45 am

You might wanna try the perspective positioner tool for this.
Feed the keyed footage into it, tweak the four corner pins until it mimics the position and shape of a shadow and then feed that into color corrector's mask input (the bg input will be your source footage onto which the shadow must be cast). Play with the gain and gamma, but don't get limited to that as sometimes a more thorough CC needs to be applied to match the color of a real shadow.

User avatar
lenny87
Fusioneer
Posts: 105
Joined: Tue Jan 19, 2016 11:51 pm
Been thanked: 1 time
Contact:

Re: how to make my keyed out image into a floor shadow ?

#14

Post by lenny87 » Wed Aug 30, 2017 9:33 am

Chad wrote:
lenny87 wrote:
ShadowMaker SdR wrote:Lenny, I appreciate your honest and thoughtful answer. It's clear that the project is important to you, so don't give up. Just do your best to improve yourself and we'll be there to help you if need arises. As Eric has kindly demonstrated :-p
Thanx Shadowmaker for your kind reply. I won't give up :-)
Please don't. I'm looking forward to seeing the culmination of this.
Thanx Chad,
your post made me smile :-) I feel very supported here at this forum and that feels very good!

User avatar
Kristof
Fusionista
Posts: 384
Joined: Thu Aug 07, 2014 12:30 pm
Been thanked: 8 times

Re: how to make my keyed out image into a floor shadow ?

#15

Post by Kristof » Thu Aug 31, 2017 1:04 am

Hey Lenny,

First of all, you take (constructive) criticism pretty well and I have a soft spot for anyone trying to complete a project as many in the biz have plans of doing their own thing but only very few finish it (including myself); so don't give up!

My take on this:

Don't try to make a shadow in post as it will look fake and it is not that easy to pull off as Eric already mentioned. Also, if I look at your background renders, there are no distinct shadows to be seen--lighting is pretty diffuse. So it will look really fake in the end as it is not justified by what the viewer sees in your renders.

Usually you want to try and get the actual shadows from your filmed plate. Keep that in mind, and translate that to your 3D scene, as in: make the groundplane as simple as possible so you don't need to add props like rocks in order to get a correct filmed and distorted shadow. In fact, again, looking at your earlier work, you don't need it.

In any case, you will need to film a reference object like a perfect box and cube for each take, aligned to the floor so that you can easily re-create the camera in 3D. That would also help you with a setup that would take your pulled matte, make it into a 3D shape to cast shadows in 3D. But again, I wouldn't do it.

I'm not a blender user, but I'm sure there will be a script that will help you with re-creating the camera part based on your filmed box / cube.

Of course there are other ways to match the 3D camera to the real one, but this kind of setup is pretty straightforward.

Hope that helps!