Export Nuke's retime information To 3D packages: This is happen while working with production. In most cases retiming is done beforehand or at the end of a comp. Some time shots getting retimed after Match-move is done. By that time Nuke's retime data (curve) will help to match the tracked camera to new retimed plate. Here is the trick to export nuke's retime date (curve) to 3D packages such as maya, max, Houdini etc. Here im explaining how to export nuke's retime curve to maya. Constant re-speed. I want to retime my input by 200%. Add a retime node and change the speed to 2. Don't forget to change the filter option to None . Retime node doesn't generate retime curve at all. So note down the output range. It changed from original range 1001 - 1042 to 1001 - 1021. Which means our input ended with 1021. Add a TimeWarp node and set keyFrames based on our retime output result. Set a key frame at 1001 as 1001 in input frame knob. Got...
Keying inside Nuke using "expression" node: Green or Blue screen keying is a important task in compositing. Most off the artists (compositors) use any traditional keyer like Primatte, Keylight, UltraKeyer, IBK keyer etc... For complete the keying Task. Most-probably its the traditional way. For more information about keyer tools: http://www.fxguide.com/featured/art_of_keying/ What is happening while we play around (sliders) with above keyer tools. Some color math happening behind while we sampling the screen and adjusting the sliders for fine tuning the Alpha. Why don't we play with those color math function to getting alpha? Here is some example.. How to extracting the alpha channel from green or blue screen footages with some color math using nuke's "Expression" node. 1. Green screen: expression: r*1.5/g*.9 work file: https://skydrive.live.com/redir.aspx?cid=776f8351d9892b6a&resid=776F8351D9892B6A!251&parid=776F8351D9892B6A!133 ...
Nuke work flow optimisation tips: Work flow optimisation is very important and help-full while you render or preview the shot. When you working with bigger shots you should optimise your script for better working speed and rendering. Otherwise you always suffer lot with your machine.... God damn in slow ???!!!!! Here i'm going to give you guys some off my own way off working style and work flow optimisation tips.... Hope this will help you guys.... at-least... First thing first. 1. Avoid multiple read nodes. 2. Keep adding(over) your FG layers always on "A" input and keep connect BG to "B" input. Working like this way will help to keep track your "BoundingBox" size. Have a habit to always set your bbox to "B" from "union" after adding every Merge. i personally use to do this when ever add "Merge" node ( in some case you need keep it union, like.... BG replace, match-moving ) If you forge...
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