DT Object Tracking in MatchMover 2011 and NUKE 6.1






Digital-Tutors - Object Tracking in MatchMover 2011 and NUKE 6.1
1 hrs. 47 min. | November 30, 2010 | MatchMover 2011 and NUKE 6.1 | Author: Chris Glick

In this series of lessons we'll learn how to use MatchMover to track an object as if it was our scene, then finish the shot with Maya and NUKE. Using MatchMover we can find the movements of a real life object and move a 3d object to match. We'll begin this project by manually tracking our sequence in MatchMover and exporting it for use in Maya. We'll then take our solved camera into our Maya scene and move our object into place. We'll then learn how to capture our 3d environment reflections and create some helpful matte layers. Once we've rendered our Maya sequence, wecll learn how to combine all of our images in NUKE. We'll learn about processing our background footage to capture traveling mattes, as well as many different ways to combine our various mattes to create effects. We'll finish by adding a silhouette and color correcting our images.

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Digital Tutors NUKE Node Reference Library Transform





Digital-Tutors - NUKE Node Reference Library: Transform
3 hrs. 57 min. | July 2, 2011 | NUKE 6.2 | Author: Chris Glick

In this course we will take a look at every property of the Transform nodes, which allow us to move, rotate, scale and do much more to our pixel data. We have our usual transform node, but we also have nodes that let us change the bounding box, distort our images and even change our camera's movement. There are also several nodes that interact with the 3D system, including a Card3D node that lets us skip setting up a 3D scene and gives us direct access to 3D cards and a SphericalTransform node which is very helpful when converting between different types of panoramic image types. We can also quickly and easily convert 2D position data into 3D space, or vice-versa by using the PointsTo3D node or the Reconcile 3D node. Along with all of these nodes, we also cover properties found in many nodes in NUKE; such as motion blur, 3D snap, and the filtering options.

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FXPHD - NUK101 - Introduction to Nuke



FXPHD - NUK101 - Introduction to Nuke
FXPHD - NUK101 - Introduction to Nuke
English |  h264 1152x720 12.00 fps | aac 192Kbps | 2.19 GB
Genre: Video Training

Taught by Sean Devereaux, this new introductory course will expand upon the Foundry Nuke tutorials produced by fxphd. Nuke version 5 software will be available over the VPN to fxphd postgrads for non-commercial use (OSX, Linux, and Windows versions). Devereaux has worked at Digital Domain, ILM, RhinoFX and other facilities as a freelance artist, working on films such as Transformers, Fantastic Four: Rise of the Silver Surfer, I, Robot, Star Trek: Nemesis, and others. If you've viewed the Foundry DVDs, this course will cover the software in much more detail and is a great next step in learning the software.



Content Description:

Class 1: Everything you wanted to know about the nuke 5 interface but were not bored enough to ask! This class will give you all the in's and out's of nuke's workflow and layout.
Class 3: Pixel based image tracking including stabilization, match moving and motion blur.
Class 4: Awesome Keyers! The core keyer in nuke and the joy of rotoscoping!
Class 5: Super Awesome Keyers! Primatte, the IBK and the loneliness of keyng hair.
Class 6: Color Tools! An in-depth look at my favorites and an introduction to most of the others.
Class 7: Introduction to the magical world of 3D compositing! Requires nuke5.1v1 or later.
Class 8: An introduction to the 3D system in production. Importing camera and object data from various sources and an introduction to projections.
Class 9: Scene study: Using the 3D system to cleanup a shot and create monitor replacements at record speed.
Class 10: Wire/Rig removal. Nuke specific, but utilizing principles that can be used in any compositing software. Also, a brief introduction to gizmos.

Download Link: (Click the below link to redirect to download page)

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fxphd NUK214 Nuke And The VFX Pipeline




fxphd NUK214 Nuke And The VFX Pipeline
fxphd NUK214 Nuke And The VFX Pipeline | project files | .mov | 2.35Gb



fxphd is an online vfx, production, post-production training program led by professionals. We offer both application and craft-based courses, online forums for feedback, and vpn software. Curriculum includes courses in applications such as Nuke, Flame, Maya, Houdini, After Effects, Final Cut, Color, and more. As owners of RED #22, we have been involved with the ground breaking camera since the very first shipments -- and built a solid foundation of on-set and post courses dealing with shooting RED.

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DigitalTutors 3D Pan and Tile Sky Replacement in NUKE



DigitalTutors.com : 3D Pan and Tile Sky Replacement in NUKE
DigitalTutors.com : 3D Pan and Tile Sky Replacement in NUKE
DigitalTutors.com : 3D Pan and Tile Sky Replacement in NUKE
English | 91mins | flv 1095kbps | 1280x720 15fps | mp3 96kbps | 515Mb
Genre: VideoTraining
FileSonic / FileServe / Wupload Uploaded links / No Password

In this course we’ll learn how to create a 3d sky using a pan and tile technique in NUKE. By stitching together multiple photographs, we will be able to create a fake sky background for our composite.


 
We’ll begin this project by learning about the card node in NUKE, and setting up the card to correctly have lens distortion, fit our lens, and set-up the initial node networks for faster duplication. We’ll then connect the rest of our sky cards and use some math to make a rough placement. From there, we will refine the rotations and placement to hide as much of the seams as possible. We’ll then tie all the cards together into an axis so we can control the entire sky using a single transform. After that, we’ll match our sun placement, color correct our sky and render it separately to use z-blending to hide our seams. Finally, we’ll learn how to fix issues with our tiles using NUKE and Photoshop, then do a few final compositing tricks and render our sky sequence.

14 videos in this course

1. Introduction and project overview
2. Setting up the initial card and organizing our scene
3. Creating a color correction and transformation pipeline early
4. Matching the transformation from one card to the next
5. Continuing card transformations
6. Fixing rotation issues with a few of our tiles
7. Creating an axis controller for our entire sky
8. Blending edges using the ScanlineRender Z-blend properties
9. Rotating our sky to match the Sun placement
10. Color correcting our entire sky to match the scene
11. Fixing small issues in NUKE with the RotoPaint node
12. Fixing small issues in Photoshop with Content-Aware Healing
13. Filling a hole in the sky with a separate sky section
14. Lightwrapping and merging our sky render with our foreground
Screenshot:

DigitalTutors.com : 3D Pan and Tile Sky Replacement in NUKE

DigitalTutors.com : 3D Pan and Tile Sky Replacement in NUKE 
 
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'Infiltrator' Production Pipeline Volume 7: Compositing in NUKE





Digital-Tutors :'Infiltrator' Production Pipeline Volume 7: Compositing in NUKE
4 hrs. 26 min. |Released on June 1, 2011 |Project Files Included (985 MB)
Required Software: NUKE 6.2 and up



In this series of lessons we will learn how to use NUKE to re-assemble our Maya render passes, integrate them with our background plates and add some special effects. Using NUKE to composite gives us an incredible amount of creative control over the final look of our shot.

We will begin this project by importing and formatting our render passes from Maya. From there we will do some basic compositing. We will then begin troubleshooting our shot and using a variety of tools and techniques to integrate our elements. We will also learn how to fix issues in our background plate using masks, keyers and other nodes. During this shot, we will be animating various elements to tell the story of the director. Finally, we will complete the project by using distortion and blurs to create an ending for our infiltrator shot.

34 videos in this course


1. Introduction and project overview
2. Splitting the Maya renders into intelligent sets for speed
3. Importing and chaining together the various passes
4. Using Merges and ColorCorrects to re-create the beauty pass
5. Formatting the background and cloning the AO and shadows
6. Using an IBK system to begin cleaning the background
7. Creating a four-point track to begin rotoscoping our background
8. Using a CornerPin to help us rotoscoping the hole
9. Copying a grained black constant to fill the hole
10. Using the hole matte to fix the ambient occlusion issues
11. Using our motion to VectorBlur the foreground elements
12. Using our depth to Zblur our foreground elements
13. Animating the Zblur node to match our camera focus
14. Hue shifting our spider's colors using the ID Pass
15. Using a directional blur to create a laser scanning effect
16. Compositing and animating the effect to create a blow-out
17. Color correcting our foreground to match the background
18. Creating a stylized color correction on the composition
19. Adding a blur, grain and lightwrap to the foreground
20. Correcting the edge sharpness by fixing our alpha channel
21. Creating a different vignette effect and fixing the laser lightwrap
22. Using STMap to move and shifty our pixels powerfully
23. Creating TV Line offset effect using STMap and CheckerBoard
24. Using expressions to animate our TV lines correctly
25. Finishing the TV line effect at the beginning of our sequence
26. Creating a glowing lines effect to start the final distortion
27. Using a Retime node to extend our ending sequence
28. Animating our TV lines effect at the end of the sequence
29. Using noise and color correction to create a film burn effect
30. Animating and finishing our film burn effect
31. Isolating our character and distorting it on our terms
32. Using noise to create static black-and-white flickering
33. Adding chromatic aberration to our scene
34. Cropping our blurs and rendering our scene

Download Link : 




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Create A Horror Movie Sequence In Nuke



Create A Horror Movie Sequence In Nuke
Create A Horror Movie Sequence In Nuke | .mp4 | 913Mb
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FXphd - NUK301 Advanced Nuke



FXphd - NUK301 Advanced Nuke
FXphd - NUK301 Advanced Nuke | .mov | 4.02Gb


This is going to mainly be a project-based course, with shots being examined and finessed over several classes. Sean Devereaux will be leading the charge as prof for the course, with a few special guest speakers. First, fxphd regular tahl Niran will be doing several classes covering integrating 3D elements into composites.
Frank Reuter, the worldwide king of Nuke tools and customization will be our guest speaker for two classes where he will cover Nuke 5 customization, tcl and python scripting as well as advanced gizmo creation with expressions galore! Frank faces difficult production challenges everyday and comes at Nuke with that vital problem solving background. No other person on the planet has as much production experience as a Nuke technical director and these two classes will crack the mysteries and tricks of custom Nuke wide open.

Professor: Sean Devereaux

Class 1: This week we cover the Nuke 5 interface and the huge additions to the Nuke package including stereoscopic compositing and 3D lighting!

Class 2: Special Guest Professor: Tahl Niran covers translating 3D objects and data between external applications and creating and assembling advanced motion graphics in nuke 5!

Class 3: Special Guest Professor: Tahl Niran continues with 3d integration and motion graphics, looking at using the .obj geometry along with mutli-channel renders to produce the final composite

Class 4: Special Guest Professor: Tahl Niran looks at how to composite the exterior matte shot from 'I love Sarah Jane' with a focus on keying, integration and other production techniques

Class 5: Part one of a four part class to start and complete a full HD production composite. This class will lay the ground work for the weeks to come and explain all the details we need to start shot production.

Class 6: Part 2 of 4

Class 7: PRODUCTION: Part three of a four part class to start and complete a full HD production composite. Adding scrolling text around the set and a creative way to deal with set problems when nothing else will work.

Class 8: Some basics for creating and editing nodes via python. For example, attaching viewer, changing knob values, deleting nodes; using initi.py to add to plugin paths; adding favorite buttons to file browsers; writing a simple interface so user can input shot data on application launch to dynamically create favorites

Class 9: A continued look at Python scripting and Nuke customization

Class 10: The final class of our production shot. We've come 75% of the way to final, for those brave souls willing to go the distance, this class will help you get there.




Filesonic
Wupload
http://www.wupload.com/file/40606108/fxphdNUK301AdvancedNuke.part01.rar
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Fileserve
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Uploadstation
http://www.uploadstation.com/file/z5ecqmT/fxphdNUK301AdvancedNuke.part01.rar
http://www.uploadstation.com/file/tbZfZKy/fxphdNUK301AdvancedNuke.part02.rar
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http://www.uploadstation.com/file/BhBC89S/fxphdNUK301AdvancedNuke.part04.rar
http://www.uploadstation.com/file/f8ssnb5/fxphdNUK301AdvancedNuke.part05.rar
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http://www.uploadstation.com/file/5rM7xsw/fxphdNUK301AdvancedNuke.part09.rar
http://www.uploadstation.com/file/Aan6ssh/fxphdNUK301AdvancedNuke.part10.rar
http://www.uploadstation.com/file/8MZFVaY/fxphdNUK301AdvancedNuke.part11.rar
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http://www.uploadstation.com/file/cyHUE9v/fxphdNUK301AdvancedNuke.part21.rar
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FXPHD: NUK303 - Nuke Stereoscopic Master Class (Complete)



FXPHD: NUK303 - Nuke Stereoscopic Master Class (Complete)
FXPHD: NUK303 - Nuke Stereoscopic Master Class (Complete)
Video: MPEG4 (.mov) H264 1152*720 25.00fps | Audio: AAC 44100Hz mono 64kbps | 4.07GB
Genre: eLearning | Language: English

Professor Russell Dodgson will be throwing you in the deep end with a 10 week look at a full stereo production exercise. Based around the presentations from the Foundry’s recent Masterclass, Dodgson will be examining the project in intricate depth taking students from a raw plate through a variety of stereo production techniques including Ocula, Camera Projection, UV Mapping, Keying, 3d Texture Painting for compositors, Camera Tracking, Depth Grading and of course… clean up.




..
If you attended or watched the class in London, why should you join this course? While the masterclass was a great overview of the techniques used, this course will go into much greater detail and show much more specifically how the shot was finished. As with most fxphd courses, you'll also get access to the footage so that you can finish the shot yourself. By approaching the shot from a variety of angles the course will take you in detail through a wide range of nukes capabilities and how these techniques can all be used to assist you in creating a successful stereo result, all on a shot pushing 1000 frames!

Dodgson in currently Senior Nuke Compositor at Framestore Commercials in London and is heavily involved in developing their commercials stereo pipeline. He was an early convert to Nuke and has been working closely with the Foundry for several years as a beta tester, helping influence the development of some of their more recent additions to Nuke. This year he was heavily involved in the Foundry’s stereo Masterclass in London, both directing the shoot and teaching at the event. His recent work has included Harry Potter, the latest Kia campaign and the cinematic for Activision’s DJ Hero. A firm believer in the importance of having a thorough understanding of the production process Russell is co-founder of the creative partnership One Red Pixel, and has extensive experience in shoot production and supervision. He is also a budding director.

CLASSES:

Class 1: An introduction to the shot that we will be working on throughout the course. We’ll look at the shoot material and assess the plates for in-camera issues. We’ll then go through the workflow for the shot and what needs to be done to the plate before handing it off to other departments. This will include lens distortion and several methods of approaching a global colour match. Note: heroplate is split into 8 downloads. The first 4 are distributed here, the next 4 will be distributed next week.
Class 2: Moving onto using 3d Camera Projection and UV Projection to remove lens flares and grip equipment. Through these techniques we learn how fixing one eye with projection we get the fix for the other eye for free.

Class 3: A more in-depth examination of the plate fixing process. We’ll be removing lens flares and grip equipment, and fixing polarization issues.

Class 4: Ready. Set. Pain! We’ll be looking at paint, roto and keying in stereo. [Pre- and post-class meditation is strongly advised.]

Class 5: This week we delve into Maya to layout our scene. We begin with a 10 min intro to Maya for total beginneres and then move on to learn to layout organise our geometry before fbx exporting it into Nuke. We then rebuild the scene in Nuke and learn to set up Image planes to match the way we are working in Maya.

Class 6: This week we first setup our past script as a precomp and then move on to writing a python tool to speed up our workflow. Following this we delve into UV space with a quick explanation of its principals and then a demonstration of how we can take advantage of it Nuke. We then finish up with our road extension.

Class 7: This week we pick up from last weeks look into Nuke’s UV Space by learning how we can incorporate 3d texture painting software such as Mudbox into our workflow. We then move over to Maya to see how we can bake out Occlusion Maps into UV space. We then take a look at how these elements go together to make a fully uv’d asset in Nuke.
Class 8: This week, we finish up learning the techniques required to allow students to move on with the rest of the shot. This includes finishing up the topic of uv’ing, layering up some cg renders and taking a look at a collection of extra assets and how they are put together.

Class 9: This week we learn how to finish our stereo shot up. We learn how to do our depth grade using Ocula and discuss the application of grain in stereo shots. We also learn some magic using ST Maps!

Class 10: In the final class we take a look at Camera Tracking our stereo shot inside of Nuke. We go through the iterative process of getting a good solve and also discuss the relationship between the focal length and our film back.

HomePage: http://fxphd.com/courses#NUK303

FXPHD: NUK303 - Nuke Stereoscopic Master Class (Complete)


Download Link : (click the below link to redirect to the download page)

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FXPHD: NUK303 - Nuke Stereoscopic Master Class Full



FXPHD: NUK303 - Nuke Stereoscopic Master Class Full
FXPHD: NUK303 - Nuke Stereoscopic Master Class Full | .mov | project files | 3.35Gb




 
Professor Russell Dodgson will be throwing you in the deep end with a 10 week look at a full stereo production exercise. Based around the presentations from the Foundry’s recent Masterclass, Dodgson will be examining the project in intricate depth taking students from a raw plate through a variety of stereo production techniques including Ocula, Camera Projection, UV Mapping, Keying, 3d Texture Painting for compositors, Camera Tracking, Depth Grading and of course… clean up.

If you attended or watched the class in London, why should you join this course? While the masterclass was a great overview of the techniques used, this course will go into much greater detail and show much more specifically how the shot was finished. As with most fxphd courses, you'll also get access to the footage so that you can finish the shot yourself. By approaching the shot from a variety of angles the course will take you in detail through a wide range of nukes capabilities and how these techniques can all be used to assist you in creating a successful stereo result, all on a shot pushing 1000 frames!

Dodgson in currently Senior Nuke Compositor at Framestore Commercials in London and is heavily involved in developing their commercials stereo pipeline. He was an early convert to Nuke and has been working closely with the Foundry for several years as a beta tester, helping influence the development of some of their more recent additions to Nuke. This year he was heavily involved in the Foundry’s stereo Masterclass in London, both directing the shoot and teaching at the event. His recent work has included Harry Potter, the latest Kia campaign and the cinematic for Activision’s DJ Hero. A firm believer in the importance of having a thorough understanding of the production process Russell is co-founder of the creative partnership One Red Pixel, and has extensive experience in shoot production and supervision. He is also a budding director.

CLASSES:
Class 1: An introduction to the shot that we will be working on throughout the course. We’ll look at the shoot material and assess the plates for in-camera issues. We’ll then go through the workflow for the shot and what needs to be done to the plate before handing it off to other departments. This will include lens distortion and several methods of approaching a global colour match. Note: heroplate is split into 8 downloads. The first 4 are distributed here, the next 4 will be distributed next week.
Class 2: Moving onto using 3d Camera Projection and UV Projection to remove lens flares and grip equipment. Through these techniques we learn how fixing one eye with projection we get the fix for the other eye for free.

Class 3: A more in-depth examination of the plate fixing process. We’ll be removing lens flares and grip equipment, and fixing polarization issues.

Class 4: Ready. Set. Pain! We’ll be looking at paint, roto and keying in stereo. [Pre- and post-class meditation is strongly advised.]

Class 5: This week we delve into Maya to layout our scene. We begin with a 10 min intro to Maya for total beginneres and then move on to learn to layout organise our geometry before fbx exporting it into Nuke. We then rebuild the scene in Nuke and learn to set up Image planes to match the way we are working in Maya.

Class 6: This week we first setup our past script as a precomp and then move on to writing a python tool to speed up our workflow. Following this we delve into UV space with a quick explanation of its principals and then a demonstration of how we can take advantage of it Nuke. We then finish up with our road extension.

Class 7: This week we pick up from last weeks look into Nuke’s UV Space by learning how we can incorporate 3d texture painting software such as Mudbox into our workflow. We then move over to Maya to see how we can bake out Occlusion Maps into UV space. We then take a look at how these elements go together to make a fully uv’d asset in Nuke.
Class 8: This week, we finish up learning the techniques required to allow students to move on with the rest of the shot. This includes finishing up the topic of uv’ing, layering up some cg renders and taking a look at a collection of extra assets and how they are put together.

Class 9: This week we learn how to finish our stereo shot up. We learn how to do our depth grade using Ocula and discuss the application of grain in stereo shots. We also learn some magic using ST Maps!

Class 10: In the final class we take a look at Camera Tracking our stereo shot inside of Nuke. We go through the iterative process of getting a good solve and also discuss the relationship between the focal length and our film back.

Download Link: (Click the below link to redirect to the download page)

http://adf.ly/24BSK
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Ganbar R. - NUKE 101 Professional Compositing and Visual Effects FULL



Ganbar R. - NUKE 101 Professional Compositing and Visual Effects FULL | .ISO | .pdf |3.05Gb



 
Nuke 101 covers everything students need to know to begin using the compositor for their projects. It includes step-by-step lessons on basic and advanced compositing, color correction, Roto Paint, keying, tracking, as well as more advanced topics such as using CGI and the 3D engine.
The projects used throughout the book are based on real-world examples of professional production work and offer hard-worn advice from the pros who work in the trenches on high-end compositing work. After reading the techniques and following along in the projects, students will have a solid foundation for working in Nuke and be able to join the ranks of its many fans and adopters.

Introduction
chapter 1: Getting Started with Nuke
chapter 2: Touring the Interface with a Basic Composite
chapter 3: Compositing CGI with Bigger Node Trees
chapter 4: Color Correction
chapter 5: 2D Tracking
chapter 6: RotoPaint
chapter 7: Keying
chapter 8: Compositing Hi-Res Stereo Images
chapter 9: The Nuke 3D Engine
chapter 10: Camera Tracking
chapter 11: Camera Projection
chapter 12: Customizing Nuke with Gizmos
Appendix I: Customizing Nuke with Python
Index

CD & project files:
hapter 1: Getting Started with Nuke
chapter 2: Touring the Interface with a Basic Composite
chapter 3: Compositing CGI with Bigger Node Trees
chapter 4: Color Correction
chapter 5: 2D Tracking
chapter 6: RotoPaint
chapter 7: Keying
chapter 8: Compositing Hi-Res Stereo Images
chapter 9: The Nuke 3D Engine
chapter 10: Camera Tracking
chapter 11: Camera Projection

Download Link: (Click the below link to redirect to the download page)

http://adf.ly/24BM1 
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Digital Tutors Image Based Keyer in NUKE 6.2



Digital Tutors - Image-Based Keyer in NUKE 6.2
 
Digital Tutors - Image-Based Keyer in NUKE 6.2 | project files | .flv | 485Mb




In this series of lessons we will learn how to use the image based keyer or IBK gizmo in NUKE to create clean keys quickly. The IBK system is one of the best keyers in NUKE and is usually the starting point of any key I create.

We will begin this project by learning the fastest and best way to key, which is shooting a clean plate. We will then learn how to create a garbage mask for our key, and modify the IBK Gizmo controls to pull the best alpha. The IBK node usually leaves some holes in our alpha, so we will then learn how to create a core matte or inner key using Keylight to fill in our holes and create a solid alpha. We will then learn about the background integration controls of the IBK Gizmo, and how to get around some common issues. We will then learn how to automatically generate a clean plate using the IBK color gizmo, and how to create the best alpha when we have no clean plate. We will then finish by learning how to keep just our alpha, reduce our noise, and do manual spill suppression outside the IBK gizmo.

Homepage:  http://www.digitaltutors.com/11/training.php?pid=488

Download Link : 

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Digital-Tutors: Advanced Stereo Workflows in Nuke - Disparity



Digital-Tutors: Advanced Stereo Workflows in Nuke - Disparity
Digital-Tutors: Advanced Stereo Workflows in Nuke - Disparity
10 Lessons | VP6F 782*646 | MP3 96Kbps | 315MB
Genre: eLearning | Langage: English

In this series of lessons we'll learn a technique to convert a Depth pass from a 3d application into a Disparity map to take advantage of Nuke's advanced Stereo tools. Prior to this course, creating disparity maps required the Ocula plugin, but all the data lives in every depth pass, it just needs to be transformed into a powerful disparity map.

We'll begin this project by learning about Nuke's interpretation and implementation of disparity maps. Then we'll dive right in and learn the mathematical relationship between depth and disparity maps and learn how to offset and multiply our depth into a pixel offset value and shuffle that value into the disparity channels. With our disparity map we will be able to use the advanced reconverge features, as well as automatically place any node that has a position or translate property from one view to the other. We'll finish by learning how to use our disparity values to automatically update stereo offset using expressions.

LESSONS:
1. Introduction and Project Overview
2. Understanding what a Disparity map is and how it is generated
3. 3D Depth into Disparity part 1: Invert Depth into correct space
4. 3D Depth into Disparity part 2: Offset Zero Parallax
5. 3D Depth into Disparity part 3: Multiplier into pixels
6. 3D Depth into Disparity part 4: Shuffle into proper channels
7. Using ReConverge with Disparity for powerful stereo editing
8. Using Disparity to automatically copy left/right transforms
9. Dealing with a complex Transform and wrong offsets
10. Creating an expression to update our depth based on position

HomePage: http://digitaltutors.com/09/training.php?cid=203&pid=290

Digital-Tutors: Advanced Stereo Workflows in Nuke - Disparity



Download Links (FILESONIC PREMIUM ACCOUNT AT THE FORUM)

http://www.filesonic.com/file/1321510191/AdvancedStereoWorkflowsinNuke_Disparity.part1.rar
http://www.filesonic.com/file/1321509911/AdvancedStereoWorkflowsinNuke_Disparity.part2.rar
http://www.filesonic.com/file/1321510201/AdvancedStereoWorkflowsinNuke_Disparity.part3.rar
http://www.filesonic.com/file/1321510151/AdvancedStereoWorkflowsinNuke_Disparity.part4.rar
or
http://www.wupload.com/file/36335047/AdvancedStereoWorkflowsinNuke_Disparity.part1.rar
http://www.wupload.com/file/36335049/AdvancedStereoWorkflowsinNuke_Disparity.part2.rar
http://www.wupload.com/file/36334981/AdvancedStereoWorkflowsinNuke_Disparity.part3.rar
http://www.wupload.com/file/36334979/AdvancedStereoWorkflowsinNuke_Disparity.part4.rar
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FXPHD NUK304 Advance Nuke



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Escape Studios - Nuke for 3D Artists



Escape Studios - Nuke for 3D Artists
Escape Studios - Nuke for 3D Artists
English | FLV | AVC 1280x720 | AAC 48 Kbps | 6.41 GB
Genre: eLearning

Nuke is the professional compositor’s weapon of choice. Our Nuke tutorials are the perfect introduction to its powerful features. In over 10 hours of video content we teach you how to create theater-quality composites using Nuke’s groundbreaking interface. You’ll learn how to construct a scene step-by-step, from setting up a Nuke render pass to 3D texture projection.

Download pre-prepared assets and learn the real-world pipelines as used in professional post-production houses. Modules include walkthroughs of key concepts such as images, workflow, shading, color theory, and node-based compositing. At the end of the course you will have the confidence to begin compositing more complex scenes using Nuke and start experimenting with your own video.

Course Breakdown
Images and Workflows
Nuke Basics
Working with Nodes in Nuke
Nuke Viewer and Proxies
Lambertian Shader Model
Compositing a Character in Nuke
Nuke Features
Maya Render Layers
Creating Render Layers
Camera Projections
Total file size 5.69 GB
Project Files included

Download From FileSonic: (Premium Account at the Forum)


Escape.Studios-Nuke.for.3D.part01.rar
Escape.Studios-Nuke.for.3D.part02.rar
Escape.Studios-Nuke.for.3D.part03.rar
Escape.Studios-Nuke.for.3D.part04.rar
Escape.Studios-Nuke.for.3D.part05.rar
Escape.Studios-Nuke.for.3D.part06.rar
Escape.Studios-Nuke.for.3D.part07.rar
Escape.Studios-Nuke.for.3D.part08.rar
Escape.Studios-Nuke.for.3D.part09.rar
Escape.Studios-Nuke.for.3D.part10.rar
Escape.Studios-Nuke.for.3D.part11.rar
Escape.Studios-Nuke.for.3D.part12.rar
Escape.Studios-Nuke.for.3D.part13.rar
Escape.Studios-Nuke.for.3D.part14.rar
Escape.Studios-Nuke.for.3D.part15.rar































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CameraTracker for NUKEX (3) | Solving Stereo



The Foundry's Lead Research Engineer, Jon Starck, covers stereo solves using the NUKEX CameraTracker.
In this last of a series of three NUKEX CameraTracker tutorials, The Foundry's Lead Research Engineer, Jon Starck, covers stereo solves using the NUKEX CameraTracker.
This tutorial covers:
  • When you can get away with not masking moving regions
  • Solving and cleaning up tracks to refine the solve
  • Smoothing the camera path, using path constraints
  • Solver constraints for stereo rigs

Download:

NukeX Solving Stereo

Project Files
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The Foundary CameraTracker for NUKEX (2) | Lens Distortion



The Foundry's Lead Research Engineer, Jon Starck, covers how to handle lens distortion with LensDistortion and NUKEX CameraTracker.

In this second of a series of three NUKEX CameraTracker tutorials, The Foundry's Lead Research Engineer, Jon Starck, covers how to handle lens distortion with LensDistortion and NUKEX CameraTracker.
This tutorial covers:
  • Using grids to set known lens distortion
  • Estimating lens distortion when no grids are available
  • Initialising lens distortion using straight lens

Download:

NukeX Lens Distortion

Project Files
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The Foundary CameraTracker for NUKEX | The Basics



The Foundry's Lead Research Engineer, Jon Starck, covers the basics of tracking and solving with the NUKEX CameraTracker.
In this first of a series of three NUKEX CameraTracker tutorials, The Foundry's Lead Research Engineer, Jon Starck, covers the basics of tracking and solving with the NUKEX CameraTracker.
This tutorial covers:
  • Using a mask input to exclude moving regions
  • Previewing features for tracking
  • Reviewing tracks
  • Solving, and refining the solve
  • creating a scene and inserting elements
Download:

Nuke XCamera Tracker 

Project Files


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Foundary NUKE Basic Workflows | KEYLIGHT



In a series of three tutorials, Steve Wright explains how to pull keys with KEYLIGHT

Download The Tutorials and Assets

Download the tutorials in Quicktime format:

Download the assets used in these tutorials.

 

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The Foundary Nuke CAMERATRACKER 201 Tutorial



The following tutorials build on concepts introduced in the 101 Tutorial Videos, so we recommend you watch those first.

201 Tutorial Videos - 4 intermediate classes looking at projection mapping and integration with third party plug-ins


Download the assets featured in the 201 tutorial videos: (877 MB)
Cameratracker_201_classes1-4_Media.zip
201 Tutorials: Class 01 - Creating Urban Graffiti, Part 1

In this first part of a two part tutorial, The Foundry's Stephen Wong uses CAMERATRACKER to track a handheld moving camera sequence and insert animated graffiti elements onto the wall and floor.

Class 01

201 Tutorials: Class 02 - Creating Urban Graffiti, Part 2

Following on from class 01, Stephen Wong builds on the track, to integrate Red Giant Software's Trapcode Particular with CAMERATRACKER to add light sweeps to the scene.

Class 02

201 Tutorials: Class 03 - Projection Mapping, Part 1

In this first part of a two part tutorial, The Foundry's Stephen Wong demonstrates the use of CAMERATRACKER in conjunction with projection mapping in After Effects to rig-remove some dolly tracks from the scene.

Class 03

201 Tutorials: Class 04 - Projection Mapping, Part 2

Stephen Wong builds on the track from class 03, integrating Digieffect's Camera Mapper plug-in with CAMERATRACKER to easily achieve projection mapping for rig removal.

Class 04

Enjoy

Thanks
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