Ever since posting my Natron mural tutorial, I’ve gotten lots of questions about the process of using the color channels of footage as an alpha channel. It can definitely be a confusing technique, especially if you’re new to compositing. I thought it’d be a good idea to make a short tutorial going over that process specifically.
I’ve always wanted to be able to make awesome hard surface things. I’ve done some things over the years, naturally, and some of them have even turned up in movies, but I never did that really cool, super detailed and complex stuff you see the Blender community making with HardOps, Boxcutter, etc.
Having project information, version numbers, dates, and frame numbers included in your shots for client reviews is more or less necessary. In this short tutorial, I’ll show you how to set it up in Natron.
I realize after the last few posts I made, this whole process might be a bit confusing, so I wanted to consolidate it all into one video. This is a short demo of the complete workflow to get your lens distortion out of Blender using STmaps, beginning to end.
If you watched my last tutorial on exporting STmaps from Blender to apply your lens distortion in whatever compositing program you are using, I’m happy to share that I have an update that improves the process in every way!
Part of using Blender in a professional studio pipeline is being able to matchmove your scene and use that exact camera setup in whatever compositing application you’re working in. And that means dealing with the lens distortion.