One of the usual things to do in Nuke is remove marker, some plates has a lot of them and removing can take a while. I made this small gizmo to remove them fast and with a interactive way, so is easy to spot any missing/wrong marker later. (update: I fix some options that where not working on Nuke 7)

FastMarkerRemoval uses 3 inputs, one the plate, one tracker and a roto node (any that has alpha channel), so the first thing is create the track over a marker that want to remove.

Then make a roto node and create a small circle over the marker.
Notice that I made my circle on frame 0 (zero), and keep in mind this because on the tracker we need to put this frame as initial frame for match-moving.

At the transform tab select match-move, and click ‘set to this frame’, so now all is set up, connect to the gizmo all the 3 inputs, I added a Merge node to see how is going to be the final result.
On the FastMarkerRemoval gizmo there are several options:
Interactive: will go to this mode this allow for a easy way to spot from where the gizmo will pick a clean green screen and put it over.
- X,Y: are the coordinated where the gizmo will pick the green screen, note that this can be animated as we gonna see it later.
- Color Gain: for better matching you can correct the gain and animate it.
- Blur: will blur the edges of the roto or mask.
- Dissolve: dissolves the patch, this is great when a marker goes behind something and you need to make a jump.
OK. lets see a normal maker removal, enable the interactive and orange circle will appear on top of the marker, with the X,Y sliders move the circle to a clean green screen. Now you just defined from where is going to copy over the patch, turn off the interactive, you can adjust the color and blur a bit the edges(with the blur on the gizmo or add a feather to the roto) then view the merge, done!.
Now let see a jump, where a marker goes behind something.
As soon the marker goes behind we dissolve it to “0”, then when appears on the other side we make it appear, now the markers will appear when is behind the head, so we can use any paint technique to remove in a more detailed way (rotopaint node, patches, silhouette, etc).
Now the problem is that on the frame 27, the marker is coping the clean green image from the left, if we do that on frame 107, it will copy part of her head, to resolve this we animate the X,Y sliders so on that frame when the patch appears again, it will copy from the right.
Also we can use this gizmo to remove several markers at the same time, adding more rotoshapes over the near markers and correct them a bit if they go offset.
Green screen footage is from : http://www.hollywoodcamerawork.us/greenscreenplates.html thx for let use it
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2018
- Nov 5, 2018 Nuke Character ramp gizmo
- Aug 3, 2018 VelocityBlender noise reduction technique.
- Feb 25, 2018 Multi Matte in Maya using Vray
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2017
- Mar 29, 2017 Maya scripting 101
- Mar 11, 2017 Vray Lights to render elements
- Mar 8, 2017 Baking GI with Vray
- Mar 6, 2017 Easy frame checker for Nuke.
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2016
- Nov 2, 2016 métodos básicos en Nuke.
- Jul 29, 2016 Obj Maya Clipboard
- May 26, 2016 Maya to Nuke obj script
- Feb 20, 2016 Random Grade in Nuke
- 2015
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2014
- Apr 10, 2014 3DsMax ID to Nuke Gizmo
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2013
- Nov 27, 2013 Scatter Pixels for Nuke
- Nov 6, 2013 Rendeo en red con 3DsMax
- Aug 8, 2013 Rotoscopia básica en Nuke
- Jul 15, 2013 Fast Marker Removal gizmo for nuke (update version)
- Jul 5, 2013 Rotobot 2.4
- Jul 5, 2013 Pasos básicos en Nuke