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Showing posts with the label compositing tutorials

Nuke Viewer Interactive Bounding Box Warning message

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Viewer Interactive Bounding Box Warning message. Bounding box management is essential in compositing. This applies for all the compositing application. Compositor should have good knowledge in managing bbox in their workflow. Your script became more efficient and manageable by maintaining bbox as original format. Also, this help nuke to render your script much faster. All the big studios teaching artists, how to manage bbox in their script. Even-though, Experienced artists fails to maintain their bbox when it comes deadline. Every compositor knows how an artist works a deadline’s. This is a common issue across the studio. Came up with this small idea to warn the artist when their bbox goes beyond twice as original format. Bundled this tool with viewer LUT. When the bbox became 2times bigger than original format, Viewer pops warning message interactively. Warning message goes away once the bbox became normal.           default sRGB LUT...

simple clean screen using IBK colour with un-premult

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simple clean screen using IBK colour with un-premult Many of us using stack of IBK colour node with incremental of values to get clean Blue or Green screen. Example below image: Most cases 1 IBK color node will give good result. But in some shots we ended up stacking multiple IBK color node to get the clean screen(plate). When use multiple IBK color node the script became slow, Each node takes more time to produce the result. How do we overcome this slowness ?! Here is the alternate way: I used blur and un-premult nodes to get the similar result. This is much faster then IBK color stacking. Comparison of both method result: Result looks similar. Some shots this method produced better result compare to IBK color stacking. Final result comparison: Here is the steps: 1. Denoise your plate. 2. Create a IBK colour node. Choose your screen type. Play with the values to get the fine result. 3. Add a premult after IBK colour. 4. Create a Blur node. ...

snapShot.py

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SnapShot : snapShot render your current frame result (which ever your seeing your viewer) as a .jpg file and re-load it automatically. Its using your script name, version and your current node   ( means selected node) name. snapShot.py create a directory called "snapShot" on your nuke working directory and stores the snapShots into that DIR. you can modify the snapShots destination DIR and file type as per your need.     ( I really thank to Nicolas Houle and Frank Rueter for help me out to make this work ) Updated with new icon and custom input gizmo. Place the image gizmo, icon and snapShot.py on your custom nuke DIR. Replace menu.py line to make it work. Nukepedia: http://www.nukepedia.com/python/render/snapshot/ Download: https://skydrive.live.com/redir.aspx?cid=776f8351d9892b6a&resid=776F8351D9892B6A!256&parid=776F8351D9892B6A!133 else copy paste below code as snapShot.py ''' Created on 26-Fe...

Keying with Expression Node in NUKE

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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 ...

Working with UV pass inside NUKE

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Working with UV pass inside NUKE UV pass will allow you to re-texture surfaces and add some elements ( like text, batches, picture frame ) later in the compositing stage. Here i place my name on the surface and apply motion blur inside nuke. Creating UV pass inside MAYA: Maya 2012 have inbuilt UV render pass. Open up render settings under Passes tab select create render passes and choose UVpass and add. Maya->Render Settings->Passes->UVpass If you want to create custom UV pass Follow below link. http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&id=13481445&linkID=9242258 Enable float values for rendering For render UV pass from MAYA you must change your colour bit depth from the standard RGBA 4x8Bits per channel to RGBA (Float) 4x32 Bit (full float). Open up your 'Render Settings' and at the bottom of the 'Quality' tab change the 'Date Type' to 'RGBA (Float) 4x32 Bit. choosing File format f...

Handling vector blur inside Nuke

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How to use Motion vector Pass inside Nuke? Many peoples struggled getting exact result inside Nuke using motion vector pass. (once me too..) Here is the solution for that. what is motion vector pass? A 2D motion vector image describes the amount of movement that’s happening in a scene by using two luminance maps and combining them into one image. For more information: http://aloedesign.com/2008/12/maya-2d-motion-vectors-tutorial/ Render motionVector pass from Maya Mental-ray have 2D motion vector export shader inbuilt. So go to create render passes panel and select "2D Motion Vector" hit create. Maya->Render Settings->Passes->2D Motion Vector. choosing File format for rendering from MAYA Vector passes contain infinite values so you can't store vector passes on clamped image formates, such as .jpg, .tga etc. So we need to use image format like .tiff, .exr which can store float values. Enable float values for rendering Usually MAYA re...