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Nuke 5 Essential Training

Nuke 5 Essential Training

with Steve Wright

 


Nuke 5 Essential Training was created and produced by Steve Wright. We are honored to host his material in the lynda.com Online Training Library®.

Nuke 5 Essential Training is designed for digital artists already familiar with compositing visual effects using programs like Adobe After Effects or Shake. This course provides a solid foundation in operating Nuke, using the core functions of keying, motion tracking, and color correcting, as well as Nuke’s key strength, 3D compositing. Tour the Nuke user interface, its unique color management system, and overviews of HDR images, masking, keyframe animation, and 2D and 3D motion blur. Exercise files accompany the course.
Topics include:
  • Navigating the Nuke 5 interface
  • Building node trees
  • 2D transformations
  • Rotoscoping
  • Keyframe animation
  • Editing animation curves
  • Color correcting
  • Multi-pass CGI compositing
  • Working with Nuke channels
  • Bluescreen and greenscreen compositing
  • 2D motion tracking
  • Math expressions
  • 3D compositing

show more

author
Steve Wright
subject
3D + Animation, Video, Keying, Compositing, Visual Effects
software
Nuke 5
level
Beginner
duration
10h 9m
released
Mar 18, 2010

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1. The Nuke Workflow
Welcome
00:00This is Steve Wright, welcoming you to my lynda.com Nuke workshop tutorials.
00:06In this introductory Nuke workshop, we will be learning all of the basic
00:09operations needed to build a shot, including keying and get an overview of the 3D compositing.
00:15There is also a strong emphasis on those aspects of Nuke that make it unique, so
00:20that with these core principles understood, you will be well equipped to build
00:24on them yourself afterwards.
00:26Nuke runs on Windows, Mac, Linux and IRIX,
00:30but the videos for this workshop were created using the Mac version.
00:34If you are using Windows, Linux, or IRIX, the only thing you will have to keep
00:38in mind is when I use the Command key, you will need to substitute the Ctrl key.
00:44These videos were made using Nuke 5.1, but you will be using 5.2, the latest
00:49release from the Foundry.
00:50So, you may notice small differences between your version and the videos.
00:53Where there were significant differences, the videos were revised to reflect the
00:57latest version of Nuke.
00:59Just a reminder that if you are using the Personal Learning Edition, or the
01:02PLE version of Nuke,
01:04it does not support the Primatte Keyer plugin or the FrameCycler flipbook plugin.
01:09I hope you will find my workshop very informative and enjoy doing it as much as
01:13I did preparing it for you.
01:16So, let's get started.
Collapse this transcript
Touring the interface
00:00We will start our introduction to Nuke by taking a quick tour of the user interface.
00:05This is just a sit back and relax and watch me go.
00:09You don't have to do anything.
00:10I just wanted you to get the big picture and kind of get the lay of the land here.
00:15Since Nuke is a node-based compositor, all the nodes are collected over here in
00:18the Tool tabs, grouped by Type.
00:20Here's all the Transform nodes. It's just what you might expect.
00:25Nuke 5.2 introduces a new Tool tab, shown right here, that adds a set of nodes
00:31that are used to control metadata throughout the entire flowgraph.
00:33We will build the node tree down here in the Node Graph.
00:38To do that, I will just come up here and select a node and it jumps down
00:41into the Node Graph.
00:42You will notice it didn't appear here in the viewer.
00:46To get anything in the viewer, you have to connect the node you want to a viewer
00:50node and now it pops into the viewer and of course, the viewer has all the usual
00:55navigational things that you would expect, as does the Node Graph.
00:58You can pan around and zoom and of course, we are going to see a lot more of this later.
01:04Below the viewer, down here is the timeline. I will click here.
01:08It will play the timeline.
01:09Of course, we don't have any animation. Stop.
01:12These are all the buttons you would expect in a playhead control.
01:15Go to your keyframes. Go to the last frame, single frame.
01:18Over here is your increment counter, and over here is your current frame number.
01:23So, down here is the timeline.
01:28Let's add some more nodes here.
01:29So, I am going to select the Checkerboard node and come up to the Color, and
01:33click on Grade, and we will add one more.
01:37I will come to the Filter tab and add a Blur node.
01:39Now you will notice each node that I add opened up its Property panel.
01:43So, the Property panel is where you adjust the properties for that node.
01:48All of the Property panels are collected here in the Properties bin and they
01:52stack up here, and you can click them away, or fold them and unfold them.
02:00So, if I want to adjust the Blur node, for example, I can just come up here,
02:03and adjust the Blur slider, or here is the Property panel for the Grade node.
02:10See, this guy right here.
02:12So, I can adjust the Gamma, for example.
02:15So, Property panels are collected in the Properties bin.
02:23Down here is the Curve Editor.
02:25You click on the Curve Editor tab and all of our animation curves will show up here.
02:29We don't have any right now.
02:31But this is where we will edit all the animation curves, insert points, adjust
02:35the slope, whatever you want.
02:37And let me go back to the Node Graph.
02:40Now let's take a sneak peek at Nuke's powerful 3D interface.
02:44As you know, Nuke is a very powerful 3D compositor.
02:47So, we will go up here, where it says 2D, and I want to select 3D and the viewer
02:52will switch to the 3D world.
02:54Here we go and we will just play with this for a minute.
02:58We'll put in a cube, and just for fun, we will add a camera, give this a little
03:04something to play with.
03:05We will pull the camera back,
03:07raise the camera up, and maybe make it look at our cube.
03:14So, this gives you just an idea of the 3D world that's built into Nuke, and the
03:18brilliant thing about Nuke is you can move back and forth between 3D and 2D, and
03:24add the 3D composting in with your 2D composting, very, very nice.
03:29All right. We will get rid of these 3D items and go back to the 2D interface here to take a
03:36look at adjusting the GUI.
03:38Nuke allows you to adjust the GUI to layouts that you prefer.
03:42If you put your cursor here, you will see that edge light up.
03:46Now we can drag this left or right to change the proportions.
03:49You can even make it go completely away. No worries.
03:52It will come right back.
03:55And you can get this edge to light up, so that you can adjust the proportions here.
03:59You can even make any one of these windows fill the frame, if you wish.
04:05We can go to the Curve Editor, for example, and fill the entire frame with the Curve Editor.
04:11Back to the Node Graph.
04:14You can even create your favorite layouts and save them and load them back in later.
04:19So, there you have it, just a quick tour of Nuke's user interface.
04:24In our next movie, we are going to learn more how to operate Nuke.
Collapse this transcript
Keyboard shortcuts
00:01To help you learn Nuke's Interface, I've included a keyboard shortcut document
00:05that I've written for you.
00:06This follows the 80-20 rule, where 20% of the stuff does 80% of the work.
00:11So, this is my personal selection of keyboard shortcuts that will be most useful to you.
00:15You'll find the keyboard shortcuts located in the Lesson_01_Media folder,
00:21wherever you've put that, and here they are.
00:23There is a Keyboard Shortcuts for the Mac, and another one for the PC and Linux.
00:27I'm on a Mac, so I am going to use this one.
00:32So, this is our keyboard shortcuts for the Mac, and if you've got a Windows
00:36machine, be sure you're using the other one.
00:37Here is a little legend.
00:39This is short for the left mouse button (LMB), and this is your middle mouse
00:43button (MMB), and this is the right mouse button (RMB).
00:46The top section, this is the Universal Commands.
00:49These are navigational commands that are used in virtually all the windows of Nuke.
00:54There is great symmetry in these commands to make it easier for you to learn the system.
00:59So, the first two we'll take a look at are the Plus and Minus, used for an
01:03integer, zoom in and out.
01:04I will show you how that works.
01:07First, we're going to need a picture to play with.
01:10So, let's do the Read node, and browse to wherever you keep your Workshop, and
01:16go to the Lesson_01_Media folder, click on Marcie and say Open.
01:22And again, Marcie doesn't go into the Viewer.
01:25You have to personally connect her up to the Viewer node.
01:28We're going to see, shortly, how to do this much faster.
01:32So, we're going to look at the Plus and the Minus keys that do an integer zoom.
01:36With your cursor in the Node Graph, on the 10 key pad, Plus, Plus, Minus, Minus.
01:43Move your cursor into the Viewer.
01:45Again, Nuke's GUI is context-sensitive.
01:49Plus, Plus, Minus, Minus. Even in the Curve Editor,
01:54click on the Curve Editor.
01:56Select the Graph and go Minus, Minus, Plus, Plus, just to mix it up a little bit.
02:03We'll go back to the Node Graph.
02:07The next thing we'll want to look at is Pan and Zoom Workspace.
02:10This uses the Alt button with the Left and the Middle Mouse buttons.
02:14So, let's see how that works.
02:15I'll move this aside, cursor in the Node Graph, Alt+Left Mouse Button (Alt+LMB),
02:21Pan in the Viewer, Alt+Left Mouse Button (Alt+LMB) Pan.
02:27Back here in the Node Graph, Alt+ Middle Mouse Button (Alt+MMB) Zoom.
02:33In the Viewer, Alt+Middle Mouse Button (Alt+MMB), Zoom.
02:39Okay, again, perfect symmetry.
02:41We can do the Curve Editor, but I think you get it.
02:43Let's look at the next one. Okay.
02:47This is important.
02:48This is the fit to viewer.
02:49You can use the F key or the Middle Mouse Button.
02:53This here is useful.
02:54It says fit to viewer, but that also means the and Node View and the
02:57Curve Editor as well.
02:58So, let's take a look at that.
03:01Put my cursor in the Viewer and I am going to use Alt+Middle Mouse (Alt+MMB) to zoom way out.
03:05I am going to hit the F key on the keyboard,
03:07F as in Frank, and it restores it.
03:10It fits it in the Viewer.
03:11It does two things.
03:13It centers it and it applies an integer zoom factor. You see minus 2?
03:17Let me increase the size of the Viewer a little bit, and it will pop to an
03:22integer of exactly one to one.
03:24Okay, so the F means a fit to the nearest integer zoom factor and center it in the Window.
03:31It works the same down here in the Node Graph.
03:33Put the cursor down here. Hit the F key.
03:38You can also use the Middle Mouse button.
03:41So again, I'll Alt+Middle Mouse (Alt+MMB), zoom way out.
03:44Cursor in the Viewer, and just click the Middle Mouse button once, and that does
03:48the same as the F key. All right!
03:51Next. Let's take a look at these.
03:56Now, these are zoom in and zoom out by integer percentages where you can type in the percent.
04:01The Command will zoom in and the Alt will zoom out, followed by a number, like this.
04:09Put the cursor in the Viewer and press Command+3.
04:13Notice we've come in here by exactly three times.
04:16Command+5. Now we're zoomed in by an integer factor of 5.
04:20And we're starting to see our pixels.
04:24In Nuke 5.2, shown here, a new Viewer feature was added that changes the
04:28appearance of the pixels in close up.
04:31To see this new feature, we'll have to open up the Viewer Settings.
04:34So, place the cursor in the Viewer, and type S on the keyboard.
04:38That opens up the Viewer Property panel.
04:41Come down here a little bit below the middle and look for this line, use GPU for
04:45viewer when possible.
04:47As I toggle that on and off, you can see the dramatic effect it has on the
04:50pixels in the Viewer.
04:53These videos were made with Nuke 5.1 and the default for Nuke 5.1 was that this
04:58feature was always enabled.
05:00So, be sure to leave this on for the duration of the Workshop.
05:04Returning to the Viewer zoom story, Alt+2 will zoom out to exactly a factor of two.
05:10And again, same thing works down in the Node Graph, Command+2, 3, 4 or 1.
05:16Now, a Command+1 restores a zoom factor of 1, and so does Alt+1.
05:22So, those are essentially the same command.
05:26Next, we'll take a look at the Spacebar.
05:30This is a very important one.
05:31This is how we expand one of the panels to fill the entire view.
05:35We saw that earlier.
05:37So, if I put my cursor in the Viewer and hit Spacebar, I am going to hit the F key to home it,
05:43I'll fill the entire GUI with just the Image Viewer.
05:47Spacebar to restore. Cursor down here in the Node View. Tap the Spacebar to fill
05:52the entire GUI with the Node View.
05:55Spacebar again restores all four views.
05:57Hit the F key to fit back to the Viewer. All right!
06:04Next. We'll take a look at the Undo and Redo commands here.
06:12Bless their hearts, but Nuke has an incredibly capable, and actually works Undo, Redo.
06:17For those of you who have come from Shake, you'll find that the Undo, Redo is
06:21very flaky, but it's rock solid in Nuke.
06:24It even applies to navigational controls. I'll show you.
06:29We'll make that go away.
06:30I am going to select Marcie.
06:33Go ahead and click on Marcie to light her up, come up here to the Filters tab,
06:38and click on a Blur Node. Okay.
06:41Put the cursor down here, and hit Command+Z. That's the Undo and it just deleted that node.
06:47Command+Y, the node comes back. Command+Z, Undo.
06:53Command+Y, Redo.
06:56These two commands are for saving and loading the Window layouts.
06:59We'll get into that later, so we're not going to do that right now.
07:04This one is for inserting new control points, and the key is it's used for all
07:08splines, no matter where they are in the system.
07:11But we don't have many splines right now, so we'll check this out a little later.
07:19Now that we've seen the Universal Keyboard Shortcuts that are apply to all the
07:22windows in Nuke, let's build a Node Tree.
Collapse this transcript
Building node trees
00:01Now, it's time to see how we build a Node Tree in Nuke.
00:04The first thing you're going to want to do is to get your Keyboard
00:06Shortcut document opened.
00:08You're going to want to print this out, and have it at your machine side and
00:12always use it because it contains all these keyboard shortcuts that make your
00:16work with Nuke so much faster and more productive.
00:18We're going to be working right here in the Node Graph section.
00:22And in this movie, we're going to cover almost all of the commands you see here.
00:27Nuke has a great many built-in productivity tools, and the more you know about
00:30them, the faster and more efficient you can be at your Nuke compositing scripts.
00:36So, we will put this away.
00:39And since we want to build Node Graphs and we don't care about the Viewer,
00:42I'm going to collapse the Viewer down to nothing so we can have more screen
00:46space for our Node Graph. All right.
00:49We'll come up here to the Image tab, come down and select the CheckerBoard node.
00:55The node comes in and it is selected.
00:57You see how it's lit up orange?
00:59If we click off to the side, it deselects.
01:01If we click on the node, it selects.
01:03If a node is selected, any new nodes you add will be appended to it.
01:09So, I can come over here to the Filter tab, add a Blur node and now the
01:14Blur node is selected.
01:16Go to the Color tab and add a Grade node, the Grade node is selected.
01:21And one more, the Transform tab, and now the Transform Node is selected.
01:27If you don't have any node selected, I will deselect off to the side, and I add
01:32a new node, like another Grade node, for example,
01:35it just floats off in never-never-land.
01:36It doesn't hurt anything, but it doesn't do anything.
01:42To delete a node, simply select it and hit either one of the Delete keys on the keyboard.
01:48Now, if you want to insert a node, I recommend you first, make yourself a little
01:53space here, select the node above the area you want to insert, and then simply
02:00add a new node and it gets dropped right in.
02:03See? It's all hooked up for you.
02:06Sometimes, you want to do an Insert branched off to the side.
02:10So, we'll select this node, we'll go to the Color tab and Shift+Click on a node
02:16and now it's connected but branched. Try that again.
02:21Select the Blur node, come down to the Transform, Shift+Click on the new node
02:26and you get a branch connection.
02:29Now, we saw you can click on node to select it and click off to the side to deselect it,
02:34but you can also draw rectangles around them to select them, which is very
02:39helpful for selecting groups or columns.
02:41You can also build a pick list.
02:44Hold down the Shift key. Click, click, click and you've built a list of nodes. Okay.
02:50I'll click off to deselect.
02:54One more time, hold down the Shift key, click, click, click, and now those
02:59nodes are selected.
03:02So, in addition to these tool tabs for adding nodes, there is a second way to
03:05add nodes, very fast, very powerful and that's the Tab Search function.
03:11The cursor must be in the Node Graph. Tap the Tab key and you get this little window.
03:17The first letter you type will pop up a list of all the nodes that begin with that letter.
03:22If you add a second letter, it'll down select.
03:26So, let's say I want the Blur node,
03:27so now I just click on Blur and I get a Blur node.
03:31I didn't have any other node selected, so it wasn't connected.
03:35So, I'll select the Grade node. Hit the Tab key.
03:39It remembers my last election.
03:41I'll just hit the Return key and add a Blur node to the Grade node. Very nice!
03:47There is a third way to add nodes.
03:51Cursor in the Node Graph.
03:52Right mouse button pop-up menu.
03:55From Image on down, these are duplicates of all of these tab buttons over here.
04:01So, we can, for example, come down to Filter and click on Blur and add a Blur node.
04:06Of course, if you have got a node selected, you can do right mouse, go to color
04:13and add the Grade Node and it'll be connected.
04:17So, there's three ways that you can add nodes to your Node Graph:
04:21the Tab tool pop-up over here, the Tab Button Search and the Right Mouse
04:27Button pop-up menu.
04:30In our next movie, we'll see how to edit the node trees.
Collapse this transcript
Editing node trees
00:01Now let's talk about connections,
00:03how to connect and disconnect things.
00:07You can grab a disconnected arrow and drag it up to any node and it'll connect up.
00:12You can also pull it off, and let go and it'll disconnect.
00:16You can also grab the arrow up here and pull it down onto another node.
00:21You can also pull it off from the arrowhead, so you can break the connection two
00:25ways, from the top or from the bottom.
00:32If a node already has a connection, like this one, the Transform node, if I
00:36bring the Grade node over here and drop it off on that node, it'll bump off the other connection.
00:43And I can do it again. Bring this one down here and it'll bump off the
00:47Grade node connection.
00:50Many nodes have a mask connection like this.
00:52You can see here it says Mask input.
00:53I am going to connect this guy up here.
00:59Now, this node already has a connection to it right here.
01:03If I try to add a second arrow, Nuke thinks I'm trying to add it to the mask
01:07input, and it automatically hooks it up.
01:09That may or may not be what you want.
01:13To specifically force a node to connect to the mask, you can drag out the mask
01:17here and hook to another node there.
01:19So, that's another way you can do the mask connection.
01:24Sometimes you'd like to do a branch of an arrow off.
01:28So, if you put the cursor on an arrowhead and Shift+Click on it, you can pull
01:31off a second arrowhead and put that on another node.
01:35To show you that again, Shift+Click on an arrowhead and you spawn a new one and
01:39then you can branch off to another direction.
01:43Let's say we want to disconnect a node, like say Blur4.
01:47We'll select the node and type Command+D, and that means disconnect this node.
01:52We'll put the back with Command+Z. Now, I'd like to show you how to
01:59automatically swap inputs,
02:01but for that, I need a dual input node.
02:04So, I'm going to hook in a Merge node, which has two inputs the A and the B. One
02:10is for the foreground.
02:11One is for the background.
02:13There's many nodes in Nuke that have two inputs. Some are called A, B. Others are 1, 2.
02:18Nevertheless, very often, when you have a dual input node, you're going to
02:22get the background connected to the foreground or the back of the foreground connected to the background.
02:26So, rather than undoing and redoing all the arrows, there's a one keyboard stroke
02:31shortcut for you to know, and that's Shift+X. Look at that. The A and B have now swapped.
02:37I'll select the node.
02:39Shift+X. A and B are now swapped. Very nice!
02:44Now, if you want to extract a node, let's say we'd like to take the Blur4 node
02:49and just extract it, not delete it, but simply pop it out of the Node Tree,
02:54we can do that with the Shift+Command+X. We'll put that back with a
02:59Command+Z, an undo.
03:01Do that one more time.
03:02Shift+Command+X to extract.
03:07One of my favorite tricks is to swap a node in the flow graph.
03:10For example, if I'd like to replace this Grade node with this Blur node, all I
03:16have to do is Shift+Command and drag the Blur on top of the Grade and Nuke will
03:21swap it in and rebuild all the connections for me.
03:23I want to put the Grade back in, replace the Blur, Shift+Command+Drag and drop
03:30it on top, and Nuke will take care of all the connections. Very, very nice.
03:35You can also copy and paste nodes, of course.
03:38Select the node, Command+C to copy.
03:41If there is a node selected, Command+V will paste it in line and hook it up.
03:46If there is no node selected, Command+V will just paste it in empty space.
03:51Of course, you can copy several nodes.
03:57Ctrl+C. Come over here, Ctrl+V. So, not just one in time, but whole groups
04:03of nodes if you wish.
04:05Now that we've seen how to build and edit Node Trees, in our next movie,
04:09we're going to take a look at some very important Node Tree operations you
04:12will want to know about.
Collapse this transcript
Node tree operations
00:01Another important feature is the ability to disable, or turn a node off.
00:06To do that, you select a node and hit the D, D for disable.
00:11And what happens is that node ceases to do its image processing operations.
00:16The data still flows through it so none of the nodes around it are affected.
00:20It just turns off that node.
00:22To un-disable it, hit the D key again.
00:27If you have several nodes selected, you hit the D key, they'll all disable.
00:31We'll hit the D key again to un-disable them.
00:36To help keep your node trees organized, very often, it's helpful to rename a node.
00:41Now, here's the rule.
00:43You name the node, not after what it is, but what it's doing.
00:47For example, if this Grade node was being used to darken the sky, we would hit
00:53the N key to say I want to rename it, and label it Dark Sky. Return.
01:01Another way you can rename a node, if you'll double-click on a node, it pops up
01:05over here in the Properties panel,
01:07you can then edit this here, RotateSky.
01:13Again, rename a node after what it's doing, not what it is.
01:20One more organizational and productivity feature in Nuke are the dots.
01:25Hold down the Command key.
01:26Press it up and down a couple of times.
01:28You see the little yellow dots appearing?
01:31If you click on one of those yellow dots, it turns into a dot.
01:35This is now an editable point.
01:37It doesn't do anything.
01:38It's used for connecting things.
01:39For example, we could connect this up here and we can connect that over there.
01:45So, we can use it to branch off with multiple connections.
01:48Another thing you can do with dots is to help make neat and tidy, organized node graphs.
01:54For example, I'll hold down the Command key, click here to make a dot, tidy that
01:59up, hold down the Command key, click here.
02:05This way, we can keep the node tree very neat and organized, the hallmark of a
02:11competent Nuke compositor.
02:14There's yet another productivity tool to know about.
02:17There are one-key strokes that will bring in a new node.
02:25Let's take a look on our keyboard shortcuts.
02:28Scroll down to the next section here, the Node Quick Keys.
02:33The idea here is you can add a node by typing one key on the keyboard.
02:38They've identified the most commonly used nodes and assigned one key button to them:
02:43B for the Blur node, K for the Copy, M for the Merge and so on.
02:48Let's see how that works.
02:49I'm going to select this Blur node here.
02:54On the keyboard, I'm going to type T, Transform, B, Blur, G, Grade, C, Color correct.
03:01Wow!
03:02You can build a lot of node graphs in a hurry with this.
03:06Some more node graph navigation you're going to want to know about besides
03:09holding down the Alt key, Left Mouse Button pan, holding down the Alt key,
03:13Middle Mouse Button zoom,
03:15well, we have some more navigational buttons for you here.
03:18Let's say I go to the bottom of this stack and hold down the Command key and click.
03:24It lights up all the nodes from there up, and now they all move as a group.
03:29So, you can move a whole stack of notes by clicking at the bottom and then
03:34moving it with the Command key.
03:35There is another one you're going to want to know.
03:40I'll select this node here, but let's say I wish to select the Transform node above it.
03:46Just type the Up Arrow and the selection moves up. Type the Up Arrow again,
03:50we're up to five.
03:52Tap the Down Arrow, Transform is lit up, then Blur, now Grade and now ColorCorrect.
03:58Sometimes, you want to shift nodes in the stack.
04:02Let's say I want this Grade node here to be above the Blur node that's above it.
04:08So, with the Grade node selected, I'm going to hit Command+Up Arrow.
04:12Now, the Grade node has popped up in the stack.
04:15It's now below the Transform node.
04:17I'll hit Command+Up Arrow and now it pops above the Transform node.
04:21If I want to move it down in the stack, watch the Grade node go down.
04:25I'll hit Command+Down Arrow, Down Arrow, Down Arrow.
04:29And now the Grade node is at the bottom of the stack.
04:33You may have noticed this little window coming and going for no apparent reason.
04:38That's the Navigator Map.
04:40The way Nuke designed it is if and only if your node tree goes outside the Node
04:46Graph View, that's when the Navigator Map appears.
04:52You cannot turn it on or off.
04:54It automatically appears.
04:56You can then use it to pan around.
05:00Again, once the node tree is inside the node graph, the navigator map goes away.
05:05Well, there you have it,
05:08a whole bunch of quick keys and navigational tools to help you build your Nuke
05:12node trees as fast and efficiently as possible.
05:16Be sure to print out that keyboard shortcut and keep it by your side at all times.
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Viewer nodes
00:01Now let's take a closer look at Nuke's Viewer node. Very important.
00:06First, I'm going to bring in a picture.
00:08So, go up to Images node.
00:10Click on Read, browse to your workshop media.
00:14We'll go to lesson one, and let's select Marcie and we'll say Open.
00:20Now, before, we were manually connecting the node to the viewer.
00:24but there is, of course, a quick shortcut.
00:28With the node selected, you type the number 1 on the keyboard and it will
00:33immediately connect.
00:34You see, each viewer can take up to ten inputs, numbered 1-9 and 0.
00:41So, now, let's see how we get those multiple inputs working.
00:44I'm going to select Marcie.
00:45I'll add a Blur node by typing B on the keyboard and a Grade node by typing G.
00:50I'm going to enter some values into these two nodes.
00:53So, for the Grade node, I'm going to just increase the Gamma and the Blur node,
00:57I'm going to punch in a Blur of 20 so we can see what's happening. All right!
01:02I'll move the Viewer node over here and let's zoom in a little bit, so we can see the action.
01:07With the cursor in the Node Graph, if you select a node and type the number 1,
01:11it will immediately connect to the Viewer.
01:14So, I could switch to the Blur node, type 1, the Grade node, type 1.
01:19If I want multiple inputs -
01:22I'll select the Read node, type 1, the Blur node and type 2, the Grade node and type 3,
01:29I now have all three of them connected to the Viewer on inputs 1, 2, and 3.
01:34To switch between them, I have to put the cursor up here in the Viewer.
01:40Now if I type 1, 2, 3, you can actually see which one is lit up here.
01:46I can switch between any one of the inputs for this Viewer node.
01:50So, remember, Nuke's interface is context-sensitive.
01:55So, with the cursor in here, typing a 1, 2 or 3 will connect that node to the Viewer.
02:00With the cursor up here, typing 1, 2 or 3 will switch the inputs for that Viewer.
02:06Now, we can have more than one Viewer node.
02:09So, I'm going to select Marcie and type Command+I and add a second Viewer.
02:15Now this viewer is connected to just to Read node.
02:19We can see now up here on the tabs, we have Viewer1 and Viewer2.
02:24So, clicking on the tab is one way to switch between them and another way is to
02:28double-click on the Viewer down here.
02:33The important thing to remember about these viewers is each one can have its
02:37own separate settings.
02:38So, we've got Viewer2 up.
02:40I'm going to shrink that small and move him over here.
02:44So, we go back to Viewer1, and he's large, and in the center, and Viewer2 is
02:49small and off to the left.
02:51So, each Viewer node can have its own separate Viewer settings.
02:56Now that we've seen how Viewer nodes work, in our next movie, we'll take a
02:59closer look at how to navigate the Viewer window.
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Viewer navigation commands
00:01In an earlier movie, we saw a little bit of the Viewer navigation.
00:04We set Alt+Click+Drag to pan, Alt+Middle Mouse+Drag to zoom.
00:11By the way, if you have a thumbwheel on your mouse, you can thumbwheel in and out too.
00:16It's one of my favorites.
00:19So, now let's take a closer look at the Viewer navigational commands.
00:22So, we'll bring up the keyboard shortcut document here, and we're going to be
00:28going down these keyboard shortcuts here for the Viewer.
00:31We'll put that away.
00:36We saw the last time that with the cursor in the Viewer if you hit the F key, it
00:40will fit the image to the Viewer at an integer zoom level.
00:45Also, if you adjust the Viewer size, the integer zoom will change with it.
00:51But always, the F key gives you a fit to an integer zoom.
00:55Another very important key is the H key.
00:58You hit H and that means fill the Viewer.
01:01You'll notice that we get a floating point zoom factor here and if I adjust the
01:05Viewer size, it always fills the Viewer.
01:11Another option you can use is the Middle Mouse Button is the same as the F key.
01:16So, we can zoom, F key, zoom, Middle Mouse Button. They both fit.
01:24We can also do a zoom box, Shift+Command+ Middle-Mouse, click and drag a box, and
01:31we'll zoom right in.
01:32I'll hit the H key to fill the Viewer and now we'll take a look at how you see
01:38the different RGB channels in Nuke.
01:41With the cursor in the Viewer, type the R key to see the red channel and it
01:46posts it right up here.
01:47There is your R key.
01:49Type the G key to see the green channel, and again, it's reflected up here.
01:54Type B to see the blue channel.
01:57Now, if you're a shaker, you want to go back to color, you're going to
02:00always hit the C key. Oops!
02:03In Nuke, the C key is the 3D top view.
02:06So, that will mess you up until you get your Nuke fingers.
02:10Type any one of the R, G, or B keys.
02:12I'll type R and then type it again.
02:15In Nuke, the way to go back to color when you're looking at any one channel, like
02:20the red channel, is to press the same channel again. Press red again.
02:26If I'm in the green channel, I have to hit G again.
02:28Blue channel, hit B again.
02:32Another very nice feature about Nuke's Viewer is built-in gamma and gain
02:36adjustments right here.
02:39I can dial down or up the gamma in the Viewer and click on the Y button to reset
02:45it to the default of 1.
02:47Over here is the gain slider.
02:49I can slide the gain up or down and click on the gain button to restore it
02:54to the default of 1.
02:57All built-in very, very nice.
03:01Now, up here are the Viewer wipe controls and these are very cool.
03:06This is for doing image comparisons.
03:08We'll select Viewer1, which has three different inputs.
03:13I'll hit the H key to fill the Viewer.
03:17To turn on the wipe functions, this little pop-up here, set it for wipe.
03:23Now you have to tell it which input you want on the left and which input on the
03:27right and that's done right here.
03:29So, let's tell it we want the Read node on the left, on the A side, and on the B
03:33side, we want the Grade node.
03:38You can see now, down here in the node tree that they are both lit up.
03:44Now we can move the wipe control left or right.
03:47We can turn it to any funny angle we want.
03:51There's even a fader bar control right here.
03:54So, if you want, you can actually move the control off-screen and do a
03:58fade-wipe between things. Put that back.
04:04To turn off the wipe controls, go to the pop-up and set it for the little Dash.
04:09There's another even more powerful use of the wipe controls, and that's for
04:13doing your CGI composites. Let's take a look.
04:16I'm going to pan this over here.
04:19For this, we're going to need some new pictures.
04:21So, we'll go to the Image tab > the Read node and get the jet fighter small. Say Open.
04:29So, the Read node comes in all selected. All I have to do is hit Command+I to
04:33add a Viewer node to it. Very nice.
04:36Now we need a background clip.
04:38We'll go to Read node and select cloud_flyby and Open that.
04:47To connect it to Viewer 3, I just type the number 2 on the keyboard. All right!
04:54So, I've got a four-channel CGI jet here in Read2 and a cloud background in Read3.
05:01I can do a Slap Comp in the Viewer, without doing any Merge nodes or any
05:05over-operations or anything.
05:08We'll come up to our wipe controls and set it for over.
05:12Go to the A side and say I want the jet on the A side.
05:16On the B side, I want the background, the cloud_flyby.
05:21Now, I hit the H key to zoom in.
05:24We can now do a Slap Comp of our CGI elements right in the Viewer.
05:30You always want to do this before you go to build any big old node trees to make
05:34sure the CGI department has given you good staff.
05:39Again, to turn off the wipe controls, go to the pop-up here and set it for the little dash.
05:44Now that we've seen some of the Viewer navigation, in our next movie, we'll take
05:48a look at the Timeline controls.
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Timeline controls
00:00Now, we'll take a look at some of the Timeline controls.
00:04Again, our keyboard shortcut document, the Timeline controls are right here.
00:10Again, you are going to want to learn all these quick keys to make your Nuke
00:14compositing as fast and efficient as possible.
00:16All right. So here are the playhead controls.
00:22This is, of course, the play forward and it will play the clip. Nuke will cache
00:26it and it will play it back as fast as it can.
00:30It's telling you, right here, that it's playing at 24 frames per second.
00:34We can stop that play.
00:36Play backwards, stop that, jump to the beginning, jump to the end.
00:43Single frame forward and backward.
00:46If we had any keyframe set, this would jump to the previous and the next
00:50keyframes, right here.
00:52Here is the Loop control, and this will cycle through how it'll look through your clip.
00:58This is to keep looping infinitely.
01:01This is to play once and stop, and this is to ping-pong, play back-and forth.
01:07Over here is our increment control.
01:08It's set for 10 frames, so if I click like this, I am going to jump 10 frames per.
01:14If I switch this to a number 5, now it's going to move 5 frames per click.
01:18Of course, we can drag the playhead directly on the Timeline, or put the cursor
01:24somewhere and click to make it jump to any frame we want.
01:29You can also use the Arrow keys, of course, to single step forwards and backwards.
01:32Here is a nice feature.
01:35You see these little orange guys here on the beginning and the end of the Timeline?
01:39Those are in and out points.
01:41You use those if you want to play just a selected frame range.
01:45Let's say I only want to see frames 30 through 60.
01:49So, I will put the cursor up here and you got to have it above the lines so you
01:53see the 30 light up. Command+Click.
01:56Now we have an in point set at 30.
01:58I'll come over here to 60 and again, make sure the cursor is way up
02:02here, Command+Click.
02:04I've got the out point set at 60.
02:06Now when I play the clip, it will range only between frames 30 and 60. Sweet.
02:14In this movie, we got a much closer look at the Viewer Navigational Controls and
02:19most importantly, the Viewer Wipe Controls, here, very powerful.
02:23We also got to look at the Timeline controls and how to set in and out points
02:28and how to manipulate our playhead.
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Project settings
00:01Now let's see how we adjust the parameters in Nuke: the Nodes, Project
00:04Settings, everything.
00:06Let's start with the biggest parameters of all, the Project Settings.
00:10Putting the cursor in the Node view, hit the S key to open the Project
00:14Settings Property panel.
00:17Down here is where we set the frame range.
00:19Let's say we want a 250 frame shot. I will enter 250.
00:25Until you click outside the window, it's not accepted.
00:29Let's say we are doing 30 frames per second. Click outside the window.
00:33Now, full size format,
00:35that's Nuke's peak for your base resolution.
00:38Nuke has a list of pre-built formats.
00:41We could choose to do PAL or a 2K feature film, if we wanted.
00:47But you might want to do your own custom format. That's easy.
00:51Click on the pop-up.
00:53Come down here to New.
00:56Give your new format a name. We'll call that my format.
01:00Decide what size it's going to be, let's say 600x400. We'll say OK.
01:06Now, my format now appears here. Open the pop-up.
01:11It's now added to the list and the white checkmark says this is the current
01:14format we are using.
01:18Now, if I add a node - we will go to the Image tab, add our friend the CheckerBoard,
01:24hook that up to the viewer with a number 1, look what we got.
01:28Nuke says, "The format you are using is my format and its size is 600Xx400."
01:33There is a thing you need to know about Nuke and formats.
01:40All of the Nuke-generated nodes, like checkerboard, are created at the size of the format.
01:47Now, watch what happens when I change the format -
01:50let me get rid of the CheckerBoard node -
01:52I am going to change this format to 2K feature film. Bang!
01:58The CheckerBoard node has re-sized itself to the 2K.
02:02This means if you put in some nodes and the line things up and then later change
02:07the format, all of the nodes are going to change on you.
02:11So, you will have to set the format first.
02:13Now, that we have seen how to adjust the Project Settings, let's take a look at
02:17how to adjust the Node Parameters next.
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Adjusting node parameters
00:00Okay, now let's adjust the Node Parameters.
00:02Of course, as you know, the nodes are all sitting over here, neatly bundled in the Tool tabs.
00:07Now unfortunately, the Nuke documentation does not cover every single node in the system.
00:12So, to help you out, I have created a Tool Tabs PDF file for you.
00:17Here, I have put a one-line description of every single node in Nuke, following
00:22exactly the same layout as the Tool Tabs.
00:27So, there is the Image tab. Here's the Draw tab, all the Draw nodes.
00:35Now the Time tab, right there.
00:38Now, a lot of these are self-evident.
00:41The Node labeled Add 3:2 pulldown does add a 3:2 pulldown.
00:45But some of them are not so obvious.
00:47What you suppose a TemporalMedium does?
00:50Well, a TemporalMedium is actually a Degrain operation.
00:54It does the Degrain by taking the median of a pixel from 3 adjacent frames.
01:00So, the Tool Tabs PDF file can be a very big help for you.
01:04You should read through this and familiarize yourself with every single node in
01:08Nuke as soon as you can.
01:11All right. We'll put this away.
01:17Now we'll take a look at adjusting the Node Parameters.
01:20We are going to be working off of our keyboard shortcut document,
01:24right here on the Properties panels section, right here.
01:27So, be sure you have your keyboard shortcuts out. Always have that with you.
01:33Let's start understanding how Nuke deals with Property panels by selecting the
01:37Checkerboard node and I am going to press B on the keyboard to add a Blur node.
01:42We'll get rid of the Project Settings by clicking on the little X here.
01:45Everytime you add a node, it pops it into the Properties bin.
01:49So, the Property panel is automatically opened up.
01:52Nuke assumes you want to adjust it right away, zing, zing, zing, okay?
01:55I am going to add another node.
01:57We'll add a Grade node.
01:59That Grade node pops to the top of the stack.
02:01Now we'll add T, for Transform, and that pops to the top of the stack.
02:06So, every time you add a node, it'll jump to the top of the Properties bin.
02:12If a node disappears, if you clicked away a node, you can easily bring it back
02:17just by double-clicking on the original node.
02:19That returned to Grade node. We'll put the Transform node back.
02:22Double-click and now the Transform Property panel is open.
02:25If you want to reorder them, we want the Blur node, let's say, we want the Blur
02:30Property panel to be up here at the top,
02:33just go to the Blur node and double- click and his property panel pops to the top.
02:39Again, if you want to delete a node, just click on the little X. Don't forget
02:44the little triangle here.
02:45You can fold them away, and that way they are easy to come back.
02:51Now to adjust the parameters of the node, we have, really, four different ways to do that.
02:56We'll take a Blur node as an example.
02:58Of course, you can drag the slider or click, so we got the slider is one method.
03:05You can click on the Parameter window and type in a number, like 25.
03:10Now you haven't entered the number until you click outside and unhighlight the window.
03:14So, click on the window, double- click, type the number, click outside.
03:22Or you can use the Arrow keys.
03:24Now this is very trick. Watch this.
03:25I am going to put the cursor between the 5 and the 0.
03:28I am going to go Up Arrow and you see it's adjusting the ones digit.
03:33If I move the cursor over to the left of the 5, now I'll go Down Arrow and it's
03:38adjusting the tens digit.
03:40So, with the Arrow keys, it'll adjust whichever digit the cursor is next to.
03:45Now I'll go Right arrow, Right Arrow. See, it's after the 4.
03:50Now, Up Arrow, Up Arrow. I am in the tens.
03:54Right Arrow, Up Arrow, Up Arrow. I am In the hundreds.
03:59Right Arrow, Up, Up, Up, thousands.
04:02Right Arrow, Up, Up, Up, ten thousands, and on and on ad infinitum.
04:08Click outside to lock in the number.
04:12Yet another way to adjust them is with a kind of a virtual slider thing.
04:17Put the cursor right between the 2 and the 4.
04:20Alt+Middle Mouse, click and drag and you are editing the number to the
04:26right of the cursor,
04:27in this case, the ones column.
04:29I'll put it over here, Alt+Middle Mouse, click and drag and I am
04:34editing the thousandths.
04:36Bring it over here, Alt+Middle Mouse, click and drag and I am editing the tens.
04:44Click outside to lock in the number.
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Undo and Redo
00:01In an earlier movie, we saw a glimpse of the Undo/Redo command.
00:04Well, now let's take a closer look.
00:06I am going to enter a whole bunch of parameters, click, click, click, click, click.
00:11I am coming up to Undo, Undo, Undo, Undo, Undo, Redo, Redo, Redo, Redo, very
00:19robust, love the Undo/Redo.
00:23Nuke has another really clever type of undo called Revert. Here it is,
00:28this little funny, quick arrow.
00:29Let me show you how that works.
00:31I am going to enter in a value of 10 in my Blur.
00:35Now I am going to close the Blur node, come back a little bit later.
00:40We will open up the Blur node and it opens up with a value of 10, of course.
00:44Now I will make a bunch of changes and I go, "Hmm,
00:48I really want to put it back to where I had it when I first opened it."
00:51That's what the Revert button does.
00:53It restores all the parameters to the way they were set when you last opened the node.
00:59This is a life saver.
01:02Another way you can reset your parameters, on any slider in Nuke, if you put the
01:07cursor on the bar and Command+click, that one parameter will reset to default.
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Adjusting additional node parameters
00:01In this video, we are going to see some more on how to adjust node parameters.
00:05Another convention in Nuke are these little numbers here, like 2, or down here in
00:10the Grade node, you see these 4s.
00:13What that means is this slider really has two parameters hidden underneath.
00:18We click on the number 2 and unfold it and we can now talk to each parameter,
00:22in this case, the width and the height.
00:25I can set a Blur size width of 50, tab, and a height of 5, click outside.
00:32If I want to fold them back together, I hit the 2 again and then they will both
00:38fold together and inherit the largest value, in this case, 50.
00:44Same thing for the Grade node. Let's say, for example, I go to the Gain and I unfold the Gain.
00:49I now have four parameters:
00:50the red, green, blue and alpha.
00:53So, I can adjust the red up, for example, and the green down and the blue down.
00:58Maybe I want to put it back, click on the 4 again and they all concatenate back
01:04together and inherit the highest value. And to reset that one parameter back to
01:09default, cursor on the line, Command+click.
01:15And if I want to set all the knobs to default, so I want to sit here and jack
01:19this guy way out of shape, like this, everybody crazy, cursor on the side panel,
01:24right-mouse-click pop-up > Set knobs to default.
01:28Everybody goes back to the factory defaults.
01:32Some of the nodes will have an on- screen control, like the Transform node.
01:36Double-click on the Transform.
01:37He pops up here in the Properties bin and onscreen transforms open up.
01:44Every node that has an onscreen control will display it if it's opened in
01:49the Properties bin.
01:50So, if you have three or four of those nodes opened here, you are going to have
01:54three or four transforms all piled up on top of each other.
01:56The way you make them hide is you hide the node itself.
02:00So, don't forget that.
02:01So, I will unfold the Transform node. We can now, in addition, of course, to
02:06editing the transforms in the Property panel, we can go onscreen and now
02:10interact with the image on the onscreen controls. All right?
02:17And if we want to hide those, fold up the node, unhide them, bring it back.
02:22To reset all this back to the factory default, again, cursor over on the side,
02:27right mouse pop-up > Set knobs to default.
02:33One more important convention is the channels.
02:36Let me double-click on the Grade node, put him up at the top.
02:39The Grade node affects the red, green, blue and, if you turn it on, the alpha channel.
02:44That's what these guys are right here.
02:46So, if I set, for example, if I set a gain adjustment of 2, if I turn off the
02:52red channel, that means I am only going to get a gain of 2 on the two channels
02:56that are still enabled, namely green and blue.
02:59If I turn on the red, turn off the green and blue, now only the red channel is
03:04going to get a gain.
03:05In other words, whatever the node's operation is, it will only affect the
03:10channels that are turned on.
03:11By default, all three channels are turned on.
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The Node tab
00:01Each node has a separate Node tab with important features you need to know about.
00:06I am going to use the QuickKeys to bring in, for example, a Blur node and then a
00:11Transform node and then a Grade node.
00:15The thing I wanted to show you is this Node tab that you will see on every one
00:18of the Property panels for every node in Nuke.
00:20Let's take a look at what goes on in there.
00:23I am going to click on the Node tab to open it up and then in the Node Graph, we
00:28will zoom in so we can get a close look at the Grade node itself.
00:33The first field here is the Label field so you can type any label you want.
00:37For example, just click in the Label field and type my label, click outside.
00:46And now you can add a label underneath the name of the node.
00:50This entire line of controls here is to set font features.
00:54You can choose a different font, make it Bold, Italic, set the point size and
00:58change the color if you need to.
01:00For example, we can make this a 16 point font and see, the Grade node got larger.
01:06Adding labels to your node is important in order to increase the documentation
01:10along with renaming your nodes,
01:12so your node graph becomes easier to understand and troubleshoot.
01:17So, there you have it, a real quick overview of how to adjust all the project
01:21settings and node parameters in Nuke.
01:24We saw how to set the frame range, the project format.
01:28We also saw how the Property bin worked, opening Property panels and closing them.
01:33We also saw how you had four different ways to adjust those parameters:
01:37move the sliders, type in numbers, use the Arrow keys, use the Alt-middle mouse drag.
01:45We also saw the tremendous Undo/Redo and my very favorite, the Revert command
01:50and don't forget, when you unfold those parameters, you've got four different
01:54things to adjust, or you can fold them back into one parameter.
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Project: Compositing a jet fighter over clouds
00:01Now that we have seen how all the bits and pieces of Nuke work, let's pull it
00:04all together and do one workflow demo.
00:08We will just comp that same jet fighter over the cloud background and add a few
00:11little whistles and bells to make a nice little shot.
00:14First, we are going to bring in our jet.
00:16So, we will come to the Image button, select the Read node, browse to where we
00:22are keeping the jet, which is in the Lesson_01_Media, select Mr.
00:26jet fighter small, click Open.
00:28He appears in our Node Graph, type 1 to connect into the viewer.
00:33Now, we will go get the background.
00:36Get a Read node, select cloud_flyby, open that, type 2 to connect into the viewer.
00:43Now, let's do our little slap comp in the viewer gag to make sure our
00:48elements are suitable.
00:50So, we will come up here to the Viewer white controls and set it for Over.
00:55On the A side, I am going to select the jet fighter small. On the B side, the
01:00cloud_flyby.
01:04I can now move this over here, check my fit, scrub through the plate, play it,
01:12make sure that everything fits together before I start the shot.
01:15So, I am happy with this.
01:17We will stop that and then we are going to turn the White back to Normal.
01:23Next, we'll want to do our project settings.
01:26With the cursor in the Node Graph, type S on the keyboard to get the Project
01:30Settings property panel.
01:32The frame range is already 100 frames.
01:34That's fine for this.
01:35Frames per second is 24. That's good.
01:38But our Full Size Format, or Base Resolution is wrong.
01:42In Nuke 5.2, the default Full Size Format has been changed from PC_Video 640x480
01:49to 2K_Super_35 2048x1556.
01:54Notice that our clip is 512x389 but the job is set for 640x480, so we have got to fix that.
02:00We will pop up the format list and look at here.
02:05Nuke has already added that format to the list.
02:09Whenever you import an image that doesn't fit into a format, Nuke automatically
02:13makes a new format for you.
02:16So, we will select that and now the full size format is 512x389, matching our clip.
02:23But just to make it a little more formal, let's give this a proper name.
02:27We will go back to the pop- up and we will say Edit.
02:31We are going to be editing the one that's checked.
02:34So, I will click on Edit and we are going to call this 'jet shot' and it's
02:42already got the 512x389.
02:43We are just adding the name to it.
02:45That's all we are really doing and say OK.
02:48Now, the format is jet shot. It shows the resolution.
02:51Up in the Viewer, we can see that our format is jet shot and the resolution is now 512x389.
02:58So, any Nuke nodes, like Checker nodes or Draw or Bezier, will be the right
03:03resolution for the shot.
03:05Now that we have the project settings all set up, we will close that.
03:09In fact, we can clear everything out of the Properties Bin by hitting this
03:13little mark right here.
03:15This removes everything and cleans out the Property Bin for us.
03:18We are ready to add nodes to our shot.
03:22So, first of all, let's set up the composite.
03:24We will use the Merge node.
03:25Select the jet and the Merge node is one of those QuickKeys so I type M on the
03:31keyboard and it attaches the foreground to the A side, which is correct, and I
03:38will connect the B side to the background plate.
03:41We don't need this connection to the Viewer anymore, because now we are going to
03:44be looking at the full composite.
03:46We are now looking at the composite of the jet over the background.
03:51We could play that clip, say yeah, that all looks very nice.
03:56Now let's add some nodes to our jet and our background to make a real shot.
04:00So, I am going to move these down, select the Jet node.
04:03I will type G, for Grade node, because I want to increase the contrast.
04:08I am going to darken this guy down a little bit and I also want to reposition it.
04:14So, the Grade node is still selected.
04:15I will type T on the keyboard to add a Transform node and the Transform
04:21property panel pops into the Property Bin and the Transform onscreen controls
04:26appear in the Viewer.
04:27I will use the onscreen controls to reposition the jet, but I am going to go
04:31back to my Property panel to adjust the scale.
04:34I am going to use the Alt+Middle-mouse drag routine to size it down, like so. Click outside.
04:42I don't want to see the onscreen controls anymore, so I am going to fold up Mr.
04:46Transform, so I get a nicer picture.
04:49In the next lesson, we are going to see how to animate all this stuff, but for
04:52now, we are just getting the workflow down.
04:56Now let's do something nice for the background.
04:57We'll select the Background node, type G to add a Grade node and let's say I
05:03want to increase the contrast.
05:05So, I am going to drop the Gamma a little bit and bring the Gain up a little bit.
05:10Next, we want to add a little bit of phony motion blur.
05:12So, I am going to add a Blur node, come up to the Blur property panel and unfold
05:18that, so I can add a horizontal blur of 5. Click off to set.
05:24All right. We will come back to our composite and after you've composited the elements
05:30together, of course, you are going to want to do yet another color correction.
05:34So, just for practice, we are going to clear our Properties Bin again by
05:37clicking on the X. All the property panels are gone.
05:41With the Merge node selected, I am going to type G to add a Grade node and let's
05:46say I want to give this a nice, rosy sunset color.
05:48So, I am going to go into Gain, unfold all four of those and use the
05:53Alt+Middle-mouse drag to increase the gain on the red channel, giving my shot a
05:58nice, red sunset look.
06:01Let's say we are happy with the composite so far.
06:04It's time for a flipbook.
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Creating a flipbook
00:01Creating a Flipbook in Nuke is really very easy.
00:04We'll select the node that we want to do the Flipbook.
00:06In this case, it's Grade3.
00:08Come up to the Render pop-up and select Flipbook Selected.
00:14The default is to do the entire frame range of the shot, and in Nuke speak,
00:19you list that as 1,100.
00:21Nuke5.2 adds another frame range syntax where you can also use the
00:26more conventional 1-100.
00:29If I wanted to do frames 20 to 50, I would say, '20,50.'
00:35But we want to do 1 to 100, so I'll put that in, and we'll say, OK.
00:40Nuke is now computing the Flipbook, rendering it to RAM, not to disk.
00:46As soon as the render is complete, Nuke will start FrameCycler for us, which is
00:50the Flipbook program that comes with Nuke.
00:53Those with the PLE version don't get the Flipbook program.
00:57You'll have to render a QuickTime movie to disk.
00:59Put your cursor in the Viewer and middle mouse to reposition it up.
01:05Down at the bottom, these are all the playhead controls, the usual.
01:08There's your Play Forward, Play Backward, Stop, Single Frame, Go to the End, Go
01:14to the Head, and of course, you can drag the playhead here, or use the arrow
01:20keys to single step forward and backward.
01:22So, we'll set this off to Play.
01:24The beautiful part about the Flipbook is these are pre-rendered frames
01:28coming out of memory.
01:30So, Flipbook guarantees to be playing them back at the proper frame rate.
01:35You don't get that guarantee if you do it within Nuke.
01:38All right. We'll stop this, and we'll close our Flipbook by clicking on the little
01:45red button to Close.
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Rendering to disk
00:00Now that we have a Flipbook we like, it's time to render the shot to disk.
00:05We need a Write node to write the frames to disk.
00:08We'll select wherever we want to put it, right here after the Grade 3 node,
00:12come up to our Image button and look for a Write node.
00:16Now the Write and the Read nodes are two nodes that have those QuickKeys.
00:22So, instead of clicking on it from here, I can just come down here, and type W
00:26on the keyboard to get my new Write node.
00:29It pops up in the Property panels.
00:32I'm going to open up the window here, so we can see the full path name.
00:37First thing we want to do is browse to where we want to put our folder.
00:42We'll browse to where we want to put it.
00:45Let's say we're going to put our render here with our Lessons.
00:49We need to create a folder.
00:50I'll come up to the folder Plus icon and click that, and now we get to type in
00:56the name of our new folder, so we call this 'jet comp,' click OK.
01:01Notice that Nuke has actually put you inside your new directory.
01:04So, now we're ready to just type the file name.
01:07We'll call it 'jet comp.####.tif.'
01:14I told Nuke the prefix for every frame will be jet comp.
01:18The four pound signs mean 'make this four digit padded,' and the .tif is 'I'm
01:24rendering a tif file.'
01:25Okay, we'll click Save.
01:28That information is now all entered right here in the file.
01:31You see the full pathname, and the frame numbers and the .tif, the extension.
01:38Nuke looks at this extension and goes, 'Okay, the file type you want is a tif.'
01:43Of course, if you wish, you could force a different file type, but of course,
01:47you're normally not going to do that.
01:49Within this File Type, there might be another option, such as Data Type.
01:53We might want an 8 or a 16 bit.
01:55We'll leave it at 8.
01:57The default compression mode is Deflate.
01:59Now this works fine for Nuke in some applications,
02:02but there are other applications that cannot read a Deflate compressed tif file.
02:07For those apps, you may want to switch to an LZW Compression Scheme.
02:13Okay, our Write node is all filled out.
02:15We're almost ready to render,
02:17but before we do, we need to save our shot to disk.
02:20So, we'll come up here to File, click on Save, and browse to where we're going
02:27to save our Nuke script.
02:28I'm going to put this in here in the Lesson_01_Nuke_Scripts folder for you, so
02:33that you'll have something to play with later and we'll call it 'jet comp.'
02:37Notice, no extension.
02:39Nuke will append the extension itself.
02:41So, you just type the name of the script.
02:43I'll click on Save, and now look up here.
02:48My job now has the name of my script, jet comp.nk.
02:52That's your clue that you have saved it to disk.
02:56We come to the Write node, click on Render, and we get the same frame range
03:01option we saw before, and I want to render the whole shot, so I'll just click OK.
03:06Nuke gives me this little progress bar here, so I can keep an eye on my
03:09render, and it's busily rendering all the frames to disk, and when it's done, it'll go away.
03:16Now let's load and play the clip that we just rendered.
03:19I'll scooch this over.
03:20I'll come up here and get a Read node.
03:25Here's our jet comp render folder.
03:27I'll click on that, and there is our 100 frame clip.
03:32If I turn off the Sequence toggle, I'll see all the individual frames and you
03:36can see the four digit padding.
03:38You'll notice it says here, instead of four pound signs, like it said over here,
03:44Nuke calls this %04d.
03:47Well, this is UNIX speak for four digit padded decimal numbers.
03:52Nuke uses this convention when displaying the clip to you, even though you typed
03:56in the four Pound signs. Not to worry.
03:59It all works.
04:00We'll click on the clip to Open.
04:05It pops into our Node Graph. Command+I to add a viewer.
04:08We're now looking at our composited clip.
04:11We'll play our clip and admire our shot. Oh!
04:14It's very nice.
04:18Okay, we'll stop that.
04:21The last thing we need to do is pretend that we've gone home, and we want to
04:25come back tomorrow and reload the script.
04:28So, let's check on that.
04:30Before we do that, let's delete this,
04:34switch back to Viewer1, and we'll save our script afresh.
04:41To close Nuke, the File > Close command.
04:47This clears all scripts and parameters out of Nuke and restarts a brand new Nuke session.
04:52So, we're going to close that, and Nuke restarts clean.
04:59Now it's the next day.
05:01We want to load the script that we just created.
05:04So, we'll go to File > Open, browse to the workshop where we kept it.
05:11We left our script in Lesson_01_Nuke_Scripts.
05:14One click, select the jet comp, say Open, and we get our shot back, and now we
05:20can play our clip, and there you have it.
05:27In this movie, we took a quick look at the overall Nuke workflow, loading in
05:32clips, compositing them, doing a slap comp, set up the project settings,
05:38adjusting the brightness and the gamma, and adjusting transforms with a little
05:42motion blur, doing the merge and then color correcting the final composite.
05:46We even did a little Flipbook preview.
05:49Then we added a Write node and did a render to disk.
05:54We even saved our script and loaded it again the next day.
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2. Transformations and Animation
The Transform Jack
00:01Before we take a look at animation, we need to take a look at the onscreen
00:04controls with the Transform node, or what they call the Transform jack.
00:09To make a nice, simple example, let's go to the Image tab and get ourselves a CheckerBoard.
00:13It comes in selected.
00:15To add the Transform node, all we have to do is press T on the keyboard and to
00:20connect that up to the viewer, all we have to do is press 1 and that'll hook it
00:23up to the input 1 of the viewer.
00:26Let me increase the size of our Viewer window here, so we can see what's going on.
00:33And we don't need the CheckerBoard anymore, so we'll close that Property panel.
00:38And the Transform node is one of many nodes that has onscreen controls and
00:42don't forget you can hide them by going up to the Transform tab and folding it
00:46up with the little triangle.
00:49The onscreen Transform control duplicates all of the functions you see here
00:53in the Property panel.
00:55Put in the cursor inside the circle, Click+Drag and we can do a Translate.
01:01I can move the Pivot Point or what they call the Center, by putting the cursor
01:05on the center point, Command+Click+ Drag and that repositions the Pivot Point.
01:11This is the Rotate bar, so we can introduce a rotate and we'll Control+Z to undo that.
01:21This is the scale ring.
01:23If you put your cursor right on that ring, Click+Drag,
01:26you can do a uniform scale in X and Y. We'll undo that.
01:31If you want a constrained scale in X, it's either this button or that one,
01:36Click+Drag, constrain scale in X, Undo.
01:41A constrained scale in Y, this button or that button, Click+Drag, undo. And for a
01:49skew just use the skew handles here or here and introduce a skew to the picture.
01:56We'll reset the entire node with the rightmost pop-up > Set knobs to default.
02:02One thing I wanted to show you was the 10 key pad nudge.
02:06We'll zoom in here a little bit.
02:08On the 10 key pad, but your middle finger on the number 5.
02:13Now tap the number 4, left, left, left, left, left, or the number 6 right, right,
02:19right, right, right.
02:21You can nudge it up with the 8 up, up, 8, 8, 8 or down with the 2, 2, 2, 2, 2, 2.
02:28So, the 10 key pad nudge works with all onscreen transforms as well as all
02:34control points on any spline, such as animation curves or bezier splines.
02:42In addition, to the onscreen controls, of course, we can go up and edit the
02:45parameters themselves right here using all the editing capabilities that we saw
02:49in the previous movies:
02:51typing in a number, or set the cursor and click next to it and do up and down
02:56arrows, or plant the cursor in the middle, do Alt+Middle mouse+Drag or if you
03:04have a slider, move the slider.
03:08And if we want to reset any slider back to default, just do Command+Click on the
03:13slider bar and that one parameter goes back to default.
03:16If you want to set just this one window back to default, right-mouse-click and
03:21Set to default and that one parameter will go back to default.
03:26Now that we know how to use the on- screen Transform jack, we are ready to take a
03:30look at keyframe animation in our very next movie.
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Setting keyframes
00:00Now let's take a look at keyframe animation itself.
00:04For each parameter, you can turn on keyframe animation.
00:08You can also turn on keyframe animation for every parameter by doing the right
00:12mouse click > Set key on all knobs.
00:15Normally, you're not going to do that.
00:17Normally, you are just going to set keyframe animation for one, or two, or three parameters.
00:21Let's take a look at the translate.
00:25This little wavy line is the Animation menu symbol.
00:28If I put my cursor on that, right mouse and Set key,
00:32I am going to set a keyframe for both parameters. Let me undo that.
00:37If I only want a keyframe for one parameter, let's say translate x, I'll put the
00:43cursor in the translate x field, right mouse, Set key, just that one parameter
00:48will get a keyframe.
00:49I want to set a keyframe for both and you'll notice that when I am on a keyframe,
00:55I get this bright turquoise color.
00:57If I move off the keyframe, I get a dim turquoise color.
01:03So, the dim turquoise says this parameter has keyframing enabled.
01:09Bright turquoise says you're on the keyframe.
01:11So, I have enabled keyframing for frame 1 on my timeline.
01:16I'm going to translate it down to this corner.
01:19I am going to set a second keyframe at frame 50 and just drag to my new position
01:26and then I'll jump to the last frame and set one more keyframe.
01:32If keyframing is enabled for a parameter, then any time you change the numbers,
01:36it plants a new keyframe there.
01:38We will go back to the first frame and play our little animation and we now have
01:43a nice keyframe animation and Nuke is using a very nice spline motion path here. We'll stop that.
01:51I am going to jump back to a keyframe and you can see, again, bright turquoise,
01:57you are on a keyframe, dull turquoise,
02:01this parameter has keyframe enabled, but you're not on a keyframe.
02:05Notice, on the timeline, I also get the little tick marks, turquoise tick mark
02:10here, one at the beginning and one over here.
02:13You can't see it, it's kind of like buried under there, but it's there.
02:15So, you will get a turquoise tick mark on the timeline for every frame that
02:20you have a keyframe.
02:22Notice something new has been added to the Transform node. It's marked with
02:25a letter A. This is a symbol that tells you that this node has an animation inside.
02:31Nuke has a variety of symbols that it dots around the node
02:34that gives you information on what's going on inside, so you don't have to open
02:38every node in the Property panel to know what's going on.
02:43We'll reset the Node Graph.
02:45To delete a keyframe, go to the keyframe in question -
02:49here we are on frame 50, come up to the Property panel, then I'll use the right
02:54mouse pop-up and say Delete key and it's deleted both keys off of that.
02:59I am going to undo that.
03:01If I only wanted to delete the key for translate x, put the cursor in the x
03:05field and say Delete key and only that one will get deleted.
03:09But in this case, I want to delete them both.
03:11So, I am going to Delete key.
03:13Again, we lost the bright turquoise, meaning we are no longer on a keyframe, but
03:17we do have keyframe animation for this parameter.
03:22And notice, it's disappeared off the timeline.
03:24We no longer have our little turquoise tick mark.
03:28If I want to delete all the animation for a parameter, I come up here and click
03:33on No animation, and that will delete all animation curves, all keyframes, and
03:40simply hold a constant value.
03:42The constant value it'll hold is whatever is in the window on the frame you are on.
03:47So, what you want to do is first, go to the frame that has a position where you want.
03:52Then set No animation.
03:56You get the little confirmation message. Click Yes, and the values that were
04:01showing for that frame will become a constant for the entire shot.
04:06I no longer have any animation and it holds that position over the length of the whole shot.
04:11In our next video, we'll take a look at how to do motion blur.
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Motion blur
00:01Let's take a look at the motion blur.
00:03I am going to set all knobs to default.
00:06I am going to set a keyframe on the first frame for rotate.
00:09We are going to use rotate for this.
00:10So, I will Set key, then I am going to jump to the last frame, on frame 100,
00:16and set rotate for 1000 degrees, so that I get a nice, fast rotation, a big rotation here.
00:21All right. We'll zoom in.
00:24Here's our motionblur setting.
00:260 means no motion blur.
00:29Typically, you will set it for 1.
00:301 is the normal setting.
00:33This motion blur number does not change the amount of motion blur.
00:37It changes the motion blur quality.
00:39If I set a very low value, I get gritty calculation.
00:44If I set a high-value, I get much smoother calculations.
00:47Of course, the higher the value, the longer the render time.
00:53There's one more thing I wanted to show you about motion blur and that's the
00:56last frame phenomenon.
00:58Notice I am on frame 97.
01:01I am going to step forward to 98, 99 and 100.
01:07Notice that on frame 100 I have no motion blur.
01:10The reason is motion blur is calculated from the frame you're on compared to the next frame.
01:17Well, there is no motion between 100 and 101.
01:22So, there's no motion blur at frame 100.
01:25To fix that, I am going to have to move my keyframe out to frame 101.
01:29So, you can see better, I am going to shift the timeline.
01:34You recall that Alt+Click+Drag is the universal pan control for all windows in
01:38Nuke and that includes the timeline.
01:40So, I can do Alt+Click+Drag the timeline.
01:43Also, Alt+Middle mouse and scale.
01:47That works as well.
01:48So, we can scale and zoom the timeline.
01:51What I want to do is I want to move this keyframe from frame 100 to frame 101.
01:56Easy way to do that is I am going to simply step to frame 101, come up here and
02:02say set a keyframe here.
02:04Then I'll back up to frame 100 and simply delete the one on frame 100.
02:12I now have moved that keyframe to frame 101.
02:17So, now, I have motion blur on frame 100.
02:19So, I got 98, 99, 100 have motion blur and 101 does not, but that's outside of
02:25my timeline, so I don't care.
02:28To reset the timeline back to the home position, put the cursor on the timeline
02:32and click the middle mouse button and that will re-home the timeline for you,
02:37just like it'll re-home the Viewer and re-home the Node Graph.
02:44In this movie, we saw how the Transform node is controlled with both onscreen
02:47controls and by editing the parameters in the Property panel.
02:52We also saw that very important ten keypad nudge capability.
02:57For keyframe animation, don't forget, go to the frame first, then enable the
03:01keyframes, then edit the values.
03:05You can always tell when a parameter has keyframing enabled, because it turns turquoise.
03:10When you're on a keyframe, it's bright turquoise and the timeline will also
03:14show you turquoise tick marks.
03:17And don't forget, on the motion blur thing,
03:20if you get to the last frame and you have no motion blur, now you know what
03:23to do about it.
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Showing and hiding curves
00:01In our last movie, we used the Transform node to do some keyframe animation.
00:05Now in this movie, let's see how to use the Curve Editor in order to edit
00:09our animation curves.
00:11Again, we are going to build a nice simple script to play with.
00:13Let's go get our CheckerBoard, our good friend.
00:17We'll add a Blur node, with B on the keyboard, a Transform, with T, and connect it
00:22to the Viewer's number 1 input, with 1.
00:25See? This is getting very fast, very slick.
00:28First, we need to create some animation curves to play with.
00:31So, I am going to get rid of Mr. CheckerBoard here.
00:33I don't need him. Double-click on the Blur node, check that I am on my first
00:38frame, go to my size parameter and Set keyframes and we'll punch in a value on this frame.
00:46Jump to a new frame, set a new value, jump to a new frame, set a new value, jump
00:52to the last frame and set a value.
00:54I now have four keyframe sets for the blur here.
00:59We'll double-click on the Transform node to put him at the top of the stack.
01:04Go back to the beginning, first frame, Set keyframes for the translate x and y.
01:09We'll put him here on the first frame, there, jump to here and jump to the last frame.
01:20There.
01:21Now we have a nice, little animation curve for translate x and translate y.
01:26Again, back to the first frame. We'll go to rotate, Set a keyframe, set a bit of
01:32rotate here, jump out, do a little rotate, jump to a new frame, a little rotate,
01:41and jump to the last frame, a little rotate.
01:45Okay, now we have got something to play with in our Curve Editor.
01:49First, let's clear all the Property panels out of the Property bin, by clicking
01:54on the little white X here, and we'll open the Curve Editor.
01:58The Curve Editor tab sits next to the Node Graph tab.
02:01We'll open the Curve Editor and nobody home. All right.
02:06Now we'll go back to the Node Graph.
02:08We'll put the Blur node in the Properties bin, go to the Curve Editor
02:13and there's the blur.
02:15We'll go back to the Node Graph, double -click on the Transform node and now
02:19we have Transform and Blur in the property bin. Go to the Curve Editor and there they are.
02:25The bottom line is whatever Property panels are open, they show up in the Curve
02:30Editor when you open it.
02:33Now if you fold them up - we'll go to the Transform and this is our little hide button here,
02:39fold up the Transform,
02:40he disappears out of a Curve Editor.
02:42So, that's another control that you have.
02:44We will put him back.
02:47Well, now we know how to make the entire node appear and disappear in the Curve Editor.
02:51So, let's take a look at individual curves.
02:54Curves that are displayed in the Viewer are lit up with the yellow line.
02:57If I click off to the side over here, click, deselecting all the curves, they disappear.
03:04I click on one curve, he shows up.
03:07Deselect, he goes away.
03:10I can click on just the Y curve.
03:13I can click on the translate, and both x and y will show up.
03:18I can click on Transform node and all three curves show up.
03:23Deselect to disappear.
03:25You can also cherry-pick and have a little pick list, for example.
03:29I'll pick the rotate curve, hold down the Command key and click the Blur curve,
03:35and just pick those two curves to show up.
03:39Click to the side to deselect.
03:41We can also fold up the trees to make for a tidier display if we wish, but now I
03:47can only display one entire node.
03:51This gives me no selection over the individual curves.
03:53So, normally, you are going to leave this all unfolded, so that you have
03:58maximum access.
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Navigating in the Curve Editor
00:01Okay, now let's see how we do navigation in the Curve Editor.
00:04I'm going to click on the translate curves.
00:06Get them both in the Viewer.
00:08To pan, like the other windows, Alt+Left mouse+Click+Drag okay.
00:13To zoom, same thing, Alt+Middle mouse, but now there is a different thing here.
00:18If you do Alt+Middle mouse, you got horizontal separate from vertical zoom.
00:23If you want a uniform zoom, Alt+Middle mouse+Click diagonally and that will get
00:29you a fairly uniform zoom.
00:31And of course, the 10 key pad Plus key and Minus key will also zoom in, and if
00:38your mouse has a thumb wheel, you can dial the zoom in and out with that.
00:43You can reset the zoom of the window to fill the viewer with the curve with the F key.
00:50Also, the middle mouse button, click on that. It's the same as the F key.
00:56You might recall that in the Viewer, we could draw a zoom box with Shift+Middle
01:01mouse+Drag and then the Viewer would zoom into that box.
01:04Well, that's not consistent here in the Curve Editor.
01:09In the Curve Editor, we can do a zoom box, but it's only Middle mouse+Click-and-
01:13drag. Don't know why the inconsistency, but it is.
01:17F key, to refit the curve to the viewer.
01:21Now let's a look at Nuke's behavior in fitting curves in the Viewer.
01:25I'm going to deselect this curve.
01:27If I bring in a curve here and I hit the F key,
01:30it's going to fill the viewer with that curve.
01:33I'm going to add the translate curves with a Command+Click, but you see they are
01:38way outside the Viewer.
01:40So, the F key will, again, fit the curves to the Viewer, but it fits the largest
01:46curve inside the Viewer.
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Editing curves
00:01Now let's take a look at how we edit curves.
00:03I'm going to deselect this, select the Blur curve, put my cursor in the viewer
00:09and hit the Spacebar to fill the screen with the Curve Editor, so we can take a
00:15close look editing these points.
00:17I'll hit the F key to fill the frame with the Blur curve.
00:22First of all, let's see how we add points.
00:24Put the cursor on the line, hold down Alt+Command+Click.
00:29On the line, Alt+Command+Click.
00:33This is how you insert a control point in any curve, anywhere in Nuke, whether
00:39it's animation curves, Bezier curves, shapes, everything.
00:45To move the point, simply click and drag the point, and you might notice
00:50something kind of odd.
00:51I'm not able to move this point horizontally, because when I first grabbed it, I
00:56moved it vertically.
00:58Nuke has a constrained motion automatically built-in.
01:01If you click on a point and start moving it horizontally, you cannot move it
01:05vertically after that.
01:07If you start moving it vertically, you cannot move it horizontally.
01:11This protects you from accidentally shifting frames or values when you don't want to.
01:17If you want to move it in both X and Y simultaneously, you must hold down the
01:22Command key, then you can move it in all directions at the same time.
01:28If you want to pick several control points to select, that's done with the Shift key.
01:32So, I'll click on this one and I'll do a Shift+Click on this one and then a
01:38Shift+Click on that one, and now those points are all selected. Deselect.
01:45You can also drag a box and it'll select all the points inside your box.
01:49Now you notice this little rectangle has popped up.
01:55This is the move box. Boy I've wished I had this many times in the past.
02:00If you select two or more points, you're going to get this box, and this box can
02:06be used to move and scale the points.
02:09It's sort of a transform control.
02:12If you put the cursor in the middle and get the Plus, you'll be able to move the
02:16points in all directions.
02:19Move it up to get just a little horizontal arrow,
02:21you're constrained to horizontal move only.
02:23You can't go vertically.
02:25This will get you a constrained vertical movement, not horizontal, but here is my favorite part.
02:29You can grab these edges and scale the box like this. Very, very nice.
02:37Okay, deselect, the box goes away.
02:40I'm going to Undo, Undo, Undo, Undo, Undo. There we go.
02:42Now let's take a look at adjusting the slope of the control points.
02:48If we select the points, the tangent handles appear.
02:52We click and drag on the tangent handles and we can adjust the slope.
02:57If I want to introduce a break, I select the point, right mouse pop-up and
03:02there is the Break.
03:03Notice it has X as a quick key.
03:05If I click on that, it breaks the tangency and now, I can adjust the
03:09points individually.
03:15If I adjust the slope of one of the tangents to where it's exactly
03:18horizontal with the other one, they'll relock, like that, and now, they are
03:23locked back together again.
03:25If I want to break it, I can just hit the X key. Bang! And off, they go.
03:30I have broken the tangency again.
03:34And by holding down the Command key, you can adjust the tension of the tangent handles.
03:39You can also edit the control point data directly.
03:43If I click on this point, you see a bunch of numbers are showing up.
03:47Those are numbers that I can edit myself.
03:50Now I want to point out something very important here.
03:53Watch the cursor. Right now, I have got a little arrowhead.
03:56I move it up there. I get a Plus.
03:58I move it over here I get a text editing cursor.
04:01If I have got the Plus cursor, I can move the point.
04:04If I've got the Text Editing cursor, if I click on it, I get a text field.
04:10I type in my new number, 35, and you must terminate with a Return key, Return, and
04:17now that value is exactly 35.
04:19If I want to adjust the slope - sometimes it can be tricky.
04:25You want to get this cursor on here and you're getting the Text Editor when you
04:30don't really want to.
04:31Now you see you have to be very careful and get that little Plus sign, like that, there.
04:40That says I'm grabbing the handle.
04:43Okay, click off, to the side to deselect.
04:46In addition to editing the curves and their points, you can also select several
04:50different types of curves, which is what we'll see in our very next movie.
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Curve types
00:00Now let's take a look at the different curve types that we can use to
00:03interpolate between our control points.
00:06To select all the control points in the curve, Command+A. Only when you have
00:12control points selected, can you change the type of curve interpolation.
00:17So, right mouse pop-up.
00:19If I set it for Linear, I'm going to get straight linear lines between all my control points.
00:25Again, my control points are still selected.
00:28Right mouse pop-up > Smooth, which is what you're used to.
00:31This is the default, is Smooth.
00:34Again, they're all still selected.
00:35I'm going to do a Catmull-Rom, which is a slightly different kind of spline, and
00:40then the Cubic is yet another different kind of spline.
00:44The Constant Interpolation is what many would call a Step Function.
00:48We get these little staircases.
00:52Again, all my control points are selected now, so now I can go down to say
00:56Smooth and restore my smooth curve,
00:59but I can also set different segments of this line for different
01:03interpolation types.
01:04For example, I'll select these three points and say Interpolation > Linear and I
01:11get a straight line there.
01:13I'll select these three points and say I want Cubic.
01:19Then I'll select these two points and say I want a Constant.
01:26So, I get a nice, square wave here.
01:31So, you can set different interpolation types in different parts of your curve.
01:36Select them all and we'll go back to Smooth.
01:43One more interpolation type that's very important - I'm going to pan over here
01:47and take a look at this point right here - is if you want to do an ease-in or an
01:52ease-out. Select the control point and set the Interpolation for Horizontal, and
02:00that means to set the slope to zero at that control point.
02:04If we wanted an ease-in, we'll go to this guy, select him, and say
02:10Interpolation > Horizontal.
02:14F key to fit to the Viewer.
02:19One more important curve editing function is what they call the before and the after.
02:23I'm going to select this and turn the slope like that.
02:25You'll notice that the line is continuing off to infinity.
02:29So, I have the ability to select two different rules for what happens after
02:35the last control point.
02:36Select that control point, right mouse pop-up > After.
02:41If I say Constant, it's going to hold that value constant, to infinity.
02:46If I select Linear, it's going to follow the slope of that line to infinity.
02:52Remember, this is the last frame in the curve, so I used After.
02:58If I want to set it for the first point, I need to do Before.
03:01I'm going to change the slope of this. Okay, so I'll select this point,
03:07right mouse pop-up.
03:09If I say Constant, it's going to hold the value from infinity up to this point,
03:14or set it for Linear and it'll keep the slope up to this point.
03:20So, Before and After are used specifically for the first and last control points in a curve.
03:29Now in this movie, we saw how to display our curves, turn them on and off, how
03:33to navigate the Viewer window, how to add points, editing curves, moving them,
03:38the move boxes, setting interpolation types, but this is not everything, okay.
03:45The manual has many more functions for the Curve Editor and you should read the manual.
03:49What we're doing here is I like the 80-20 rule.
03:5220% of the stuff gets you 80% of the action.
03:57So, what we've covered in this video is what you're to be using almost all the
04:00time, but do read the manual because there are some other features and functions
04:05that you'll want to know about in your projects.
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Linking parameters
00:01Linking parameters and introducing mathematical expressions into our animation
00:05is a critical part of compositing, so let's see how Nuke to does it.
00:09We will get our checkerboard. We will add a Translate node, a Blur node and then
00:16connect it up to the Viewer.
00:18And we don't need the checkerboard anymore, so we will get rid of him.
00:22I am going to put the Transform node at the top by double-clicking.
00:28Let's say I want to link the Blur size to the Rotate parameter.
00:32I will put my cursor on the Rotate parameter and select it.
00:37Command+Click, drag-and-drop. That's it.
00:40Now the Blur size is directly connected to the Rotate.
00:48As I adjust the Rotate, you can see the Blur size is following.
00:53Notice that the Blur node now has a new symbol attached, a letter E. The letter
00:58E stands for an Expression.
01:00This is like the letter A, for Animation.
01:02So, Nuke puts these little symbols on your node to let you know what's going on inside.
01:07This saves you the trouble of having to open the node every time you want to know.
01:11Now, let's give the rotate some keyframes for animation.
01:14We will jump out here, set the Rotate, here, another Rotate, and go to the end,
01:22one more keyframe there.
01:24Now let's take a look at the animation curves for the original Rotate parameter
01:29compared to the Blur size.
01:30We will open up the Curve Editor and we will put the original Rotate in the
01:36Viewer, and this is what you would expect.
01:39Here's the Rotate curve with keyframes here, here, there and there.
01:44So, I want to clear that and bring in the Blur.
01:46It's the same curve, but no control points.
01:49That's how you can tell that a parameter is linked.
01:53Back to our Node Graph.
01:55Now we just saw how to link parameters between two nodes, but you, obviously, can
01:59link parameters within a node.
02:01Let's take a quick look.
02:03Come up to Translate, Command+Click, drag-and-drop on the Translate y. Now the y
02:09parameter is linked to the x parameter.
02:12But we can also copy parameters.
02:15We don't have to just link them.
02:17So, I am going to take this parameter and set him back to default.
02:21Let's say that the Translate x is 50.
02:24Now, if you want to copy the data, not link it, select the field,
02:29Shift+Command, click and drag.
02:32Tragically, they look the same, but when I drop it off, we will see now that the
02:36y has copied the 50 from the x. But if I change the x, it's no longer linked to
02:42the y. So, to link things, you do a command drag-and-drop - to copy them,
02:48it's a Shift+Command drag-and-drop.
02:52Our next movie is about expressions, and we'll see how a link is actually
02:56an expression.
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Link expressions
00:01Now let's take a look at the expression that creates the link.
00:04We will come down to the Blur node, select the size.
00:08Right-mouse pop-up, and this is where we look at the expressions that might be
00:13driving a parameter if they exist.
00:15A link is an expression and here's what it looks like.
00:21This parent thing is not needed.
00:22It's kind of redundant, so I am going to delete that out.
00:25This says, 'go to the Transform1 node and take the Rotate parameter as the link.'
00:33But you don't have to drag- and-drop to create links.
00:35You can also just type them in, like this.
00:37I want to link to the Transform node, so the first thing I enter is the name of
00:43the node, Transform1.
00:48Then a period, followed by the parameter, rotate. There.
00:54I now have a Result, 40.
00:56Note, that the behavior of Nuke is if your mathematical expression is incorrect,
01:01you get an error message.
01:02You will not get a valid result until you've entered a valid expression.
01:07So, we will say OK, and now just to prove that I didn't break it, I am going to
01:12adjust my Rotate slider and you can see that the Blur still moves with it.
01:17One other thing you should know about typing in these parameter names is some
01:21parameters, like Translate, have two part: Translate x, Translate y. So, let's
01:26see how we would talk to those.
01:30The Edit Expression QuickKey is the Equal sign, so from now on we are going to
01:34be using the Equal sign to open up our Expression window.
01:39If I want to talk to the Translate, I would type 'Translate.'
01:44Now the default is if there are two, like here, x and y, if you don't specify, you
01:50will always get the one on the left,
01:52in this case, Translate x.
01:55I have a valid Result of 20, so I know I have a valid expression.
01:57I will click OK, so the Translate x is now driving the Blur size, and if I
02:03increment Translate x, you can see the Blur size is going up.
02:07If I go to Translate y, it has no effect on the Blur size.
02:11We will try another one.
02:15Select the Blur size.
02:16This time, I am going to hit the Equal sign.
02:17That's the Quick Key, and I am going to say translate.y. This means,
02:22specifically, to go to the y field.
02:24I could also say, specifically, x. I could also type in the .x, but that's the
02:31same as the default.
02:32So, we'll go to the y. I will say OK and now as I change the Translate y
02:37parameter, you can see my Blur size is changing.
02:42So, the link is an expression, but we can add more expressions to them.
02:46So, we will select our Blur, press Equals.
02:48I am going to go back to having it controlled by Rotate.
02:52Now let's say I want the Blur to be one- half of the Rotate, so I could say take
03:00that Transform Rotate value and divide it by two and use that as my Blur. I will say OK.
03:07Now a rotate of 4 has given me a Blur size of 2.
03:11The rotate of 10, will give me a blur of 5.
03:15We can get even trickier.
03:19Select the Blur size, press Equal and I will +10, so I want to Blur to be half
03:27of the rotate, plus 10.
03:30I have a valid result, so I must have a valid expression. Say OK.
03:36So, if I set Rotate to 50, my Blur becomes half of 50, which is 25, plus 10,
03:43which is the 35 you see right here.
03:46To help you build math expressions, Nuke also supports a large library of math
03:50functions, which we will see in our very next video.
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Math functions
00:01Nuke contains some 57 mathematical functions. These are built-in operations that
00:05you can use in your Expressions, like sine, cosine, random, noise, absolute
00:11value, power, square root and on and on.
00:14Let's take a look at how we might use a couple of the more common ones to
00:17introduce some procedural animation.
00:19We will select our Rotate parameter, hit the Equal sign to enter an Expression
00:25and let's do something simple like we'll do a sine of the frame number.
00:30Frame is a reserved Nuke variable.
00:34It returns the current Frame number that the playhead is on.
00:37So, what I have said here, since I am on frame 1 in the Timeline, "Give me the
00:41sin of 1," which is 0.841471. I will say OK.
00:46Now let's look at that in the Curve Editor.
00:48I am going to scale this down, make this a little more visible.
00:55Okay, the sin function returns values between -1 and +1, and I have
01:01attached that to my Rotate.
01:02So, let's play this animation and see what we get.
01:05So, we have a very short, only -1 degree and +1 degree, in very rapid animation.
01:10Now, let's say I want to slow that down.
01:12I will go back to my Expression and I will take the frame number and divide that by 5.
01:19So, I am going to slow down the frame rate by 5. Look at the curve.
01:25The curve now has a much longer wavelength.
01:27I will play that. Now we can see
01:31it rotates much slower.
01:32It's still only -1 to +1 degrees, but now it's a lot slower.
01:36We will stop that, because I want to increase the amount of rotation.
01:42So, we will go back to out Expression and we will say times 10.
01:46And now the amplitude of the swing will become 10 times greater.
01:52Watch what happens to the curve when I click OK. Wow!
02:01Now, the animation curve swings from -10 degrees to +10 degrees.
02:04I will go back to the beginning and play that.
02:13And now we have a nice, slow, wide swing in our Rotate.
02:16Okay, let's take a look at one more function, the Random function.
02:22Come up to our Rotate parameter, open up the Expression and we will say random(frame).
02:32Now, all random number generators require a seed.
02:35In this case, we are using the current frame number.
02:37That way we get a new seed every frame, generating a new random number every frame.
02:44So, we will click OK and look what we have got here.
02:46We'll zoom in a little bit.
02:49Now the Random function returns a number between 0 and 1.
02:53So, my rotation is going to be just between 0 and 1 degrees.
02:56It's also going to be very quick, and of course, very twitchy, which was the whole idea.
03:02All right. So let's start playing with this.
03:05Again, I want to slow it down, so guess what I am going to do.
03:07I will go into the frame.
03:09If I divide by 5, watch the curve. Boom!
03:13Much slower.
03:15All right. So, now we have twitchy but slow.
03:19Okay. I want to increase the amplitude again.
03:22So, we'll go back here and say, multiply that times 10.
03:27Now we'll get ten times the swing, say OK.
03:31Look at our curve now.
03:33It really popped up. Bring that in.
03:38My animation curve now ranges between 0 and 10 degrees. Play that.
03:43Okay, well that's very nice. The problem is it's kind of crooked.
03:47Instead of going between 0 and 10, I would like it to go between -5 and +5.
03:54That would look a little better, don't you think? We will stop that.
03:57Come over here.
03:59We will edit the Expression and will say -5.
04:04We will say OK, and then we will move, move it up here.
04:10Now, my animation curve ranges between -5 and +5, so the rotation is now
04:16centered in the frame quite nicely.
04:24In this movie, we saw how to use Expressions to link parameters together,
04:28as well as mathematical functions and Expressions to create more complex animations.
04:34We saw how to do links within, and between nodes, to create those dependencies
04:38between those parameters, so one will control the other.
04:43And links are the only way that you can connect tracking data to transforms or
04:48control points of shapes and grids.
04:52We also saw how to use expressions and math functions in order to create
04:56procedural animations for our composites.
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Resizing and cropping different formats
00:01As we saw in earlier movies, Nuke likes to work with formats.
00:04In this movie, we're going to take a much closer look to see how formats affect
00:08resizing and cropping images.
00:11First, we'll load in some pictures to play with.
00:13We'll start with our CheckerBoard node.
00:15Okay, and now let's go get a couple of images.
00:18We'll go up to the Image tab, select the Read node, or if you're clever, you can
00:24use the QuickKeys, browse to where you keep your media, go to Lesson_02_Media
00:30and this time we'll try something new.
00:33Select the first image and then do a Shift+Click on the next one.
00:37That way, you can take multiple images, and then say Open and they all come in
00:41together, all right.
00:43Now, we'll hook up the CheckerBoard to input number one of the viewer by
00:48pressing 1 on the keyboard, and the blue screen to the number two input, and the
00:54green screen to the number three input.
00:55We don't need these Read nodes so I am going to clear the Property Bin by
01:00clicking on the X, and we'll expand the Viewer size, so we can devote more
01:06screen to our pictures.
01:09Put the cursor in the Viewer and press 1 to switch the viewer input to the
01:13CheckerBoard node, and type F to fit it to the screen.
01:20Now let's go to the Project Settings. Put the cursor in the Node Graph, press
01:24the S key and here comes the Project Settings.
01:29Remember, this is where Nuke keeps all the formats, the format list, if you will.
01:35The default format and the setup for this job is PC_video, which is 640x480.
01:40We can see the label for the format right here and we can see the image size right there.
01:46The formats contain not only the image size, but also the pixel aspect ratio.
01:52This third number out here, if there is one, is the pixel aspect ratio.
01:56If there is no number out there, then the pixel aspect ratio is one or square pixels.
02:04Another important thing about the Nuke behavior is how it automatically fits
02:08images into the viewer.
02:11Right now, we are looking at a 4x3, 640x480.
02:15If I switch to input two, I am looking at a 2K image, but the width is the same.
02:20Switch to input three and the width of the image is still the same, even though
02:25it's a different size.
02:26So, Nuke always keeps the width constant, regardless of the size of the image.
02:32In addition to the formats, you also need to be able to manage your bounding boxes.
02:38This is what we'll take a look at in the very next movie.
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Bounding boxes
00:01Now an important aspect of the formats is the bounding box.
00:04This is a cord Nuke concept.
00:07To explain that, let's switch to the third input for the green screen.
00:11Select that green screen and add a Transform node.
00:15I am going to take that Transform node and just give it a bit of a rotation. There.
00:20Now, the bounding box is this dotted line out here.
00:24Nuke is telling you that there are pixels outside of your Format window,
00:28if this is an HD image, but there's pixels out there because of Nuke's
00:32infinite workspace.
00:33It does not crop the image.
00:35But very often, you need to know and manage these bounding boxes.
00:39This number is not the size of the bounding box.
00:43This is the upper right-hand coordinate of it.
00:46Down here is the lower left-hand coordinate of the bounding box.
00:50Of course, Nuke retains all the pixels that are inside the bounding box.
00:55If we were to write this image out to disk right now, we would find it was
00:59cropped to the HD format.
01:02Okay we're done with the Transform node, so I'll delete that.
01:04Now let's talk about reformatting.
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Reformatting images
00:01Nuke actually has a very structured formatting system.
00:04To change the size of an image, you actually change its format.
00:09Put the cursor in the viewer and I am going to select the Second Input node,
00:13which is, of course, the blue screen.
00:16Select the Read node, come up to the Transform tab and we'll pick the Reformat node.
00:25The Reformat node is going to change the format of the input image to whatever you want.
00:29The default behavior is to reformat it to whatever the project is.
00:34Okay, as you can see, the 2K images is now a PC_Video, 640x480.
00:39Of course, we can pick any format we want out of the list.
00:43If I wanted to make 1K proxies, for example, I might pick the Super 35 1K and
00:49there you could see the format and the new image size.
00:53So, that's what it means when you have type set to format,
00:56but there are two other choices.
00:58We could say the type of Reformat will be to a box.
01:02In this case, I get to define an arbitrary box size.
01:06Nuke's default behavior is to resize the image to the box that retains the width
01:13I put in and it'll automatically calculate the height for you in order to
01:18preserve the Aspect Ratio.
01:20If that's not what I want, if I want it to go into an arbitrary box size, I turn
01:25on force this shape and now it's forcing it to an 800x200 box, which, of course,
01:31doesn't look very nice.
01:33But let me put in an 800x800 box to show you something else.
01:37Here is another interesting thing about Nuke's basic behavior.
01:42This dotted line, of course, is the bounding box, or the edge of the pixels, for
01:46the image, but my image size is really 800x800, way out here.
01:51Nuke's behavior is if your pixels are inside, or the bounding box is inside, the
01:58Image format, Nuke will streak the edge pixels like this and down here as a
02:04visual clue to let you know, "Hey your pixels are smaller than your image format."
02:10Now, we can turn that off if we want to.
02:12I am going to select the blue screen node, come up to the Transform tab and add
02:17a BlackOutsite node and the BlackOutsite node will lay a black edge on all sides
02:25of the image, so that now when it streaks out, it gets black and you will
02:29sometimes want to do this.
02:30So, just so you know,
02:32you can get rid of the streakies, if you want to.
02:33I am going to delete the BlackOutside node and return to our story.
02:40The third type of reformat is to a scale.
02:44This is what you use if you want to set it to a particular scale factor, like
02:480.5, or perhaps you would like it to be two times larger, and now you can see we have a 4096x3112.
02:59All right. I am going to put the scale back to default, by doing a Command+Click on the
03:04slider bar to restore it to default to tell you about the resize type.
03:09This is used when there is a mismatch between the aspect ratio of your source
03:13image and your new reformat.
03:15To see how this works, we'll switch to the green screen, so put your cursor in
03:19the viewer and press 3 on the keyboard.
03:22To reformat, I've cleared the Properties Bin. We'll select the green screen Read
03:27node, come to the Transform tab and we'll add a Reformat node.
03:31Now the default format is, of course, whatever the project is, which is our 640x480.
03:38You can see PC_Video down here.
03:41The problem is the aspect ratio of the green screen is 16x9 high def, and our
03:47new format is 4X3, so they don't fit.
03:52So, that's what the Resize type option is for.
03:54So, you can control how the original image is resized to fit into the new format.
03:59The default is width.
04:01That means to just scale down the original image till it fits within the width
04:06of the new format and let the pixels fall where they may.
04:10In all cases, it's trying to preserve the aspect ratio of the original image.
04:13So, you can see the streakies out here and out there.
04:16If we put black, this would be a letterbox format.
04:19Another resize type is height.
04:20So, we're going to push in until the height of the source image fits into the
04:25height of the destination format.
04:29And of course, this crops off the edges of the high def video picture, here and here.
04:34The fit option means to fit side-to-side, which, of course, is the same as the width option.
04:42The fill option is to fill top to bottom, which, of course, is the same as the height option.
04:48Those are just different words for the same function.
04:51If you come from video, you're used to fit and fill.
04:54The last option is distort.
04:57That means to squeeze the source image into the new format. Of course, you are
05:01going to distort the image when you do that.
05:04The one we haven't talked about is none, which is, of course, to do no
05:07reformatting and that means you are just simply cropping a window.
05:11If you were to render this to disk, you would now find this cropped image, right
05:15out of middle of your high depth video.
05:19The next feature is center.
05:20To show you that I am going to set the resize type to height.
05:24Center means to crop the center out of the picture.
05:27If I turn that off, it's going to crop it from 0,0 the origin, the
05:32lower left-hand corner.
05:34If you turn center on that, means crop it from the center of the image.
05:38The flip button flips it vertically, the flop button flops it horizontally and
05:44turn rotates at 90 degrees and this is what you would use if you had a Vista vision
05:49image, and so we are going to turn that one off.
05:54When you reformat an image to a new format that does not match the aspect ratio,
05:58you are going to want to select the portion of the screen you're seeing.
06:02Remember, we have lost picture over here and over here.
06:05To do that, we'll simply add a Transform node, and then we'll slide our picture
06:11over so we get the piece of it that we want.
06:13We are done with the Transform node, so I am going to delete that.
06:19Sometimes, you want to crop an image rather than just reformat it.
06:23For that, we'll need to look at the next movie.
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Cropping images
00:01Now let's take a look at the Crop node.
00:03To do that, we'll switch over to the blue screen, input number 2.
00:08I'll delete the Reformat node.
00:13With the blue screen image selected, come to the Transform tab and come down to Crop.
00:19Crop has a couple of oddnesses about it that we need to be familiar with.
00:24To crop an image, you simply drag the edges in, to crop out the portion of the
00:37image that you want, very straightforward.
00:39The thing that might surprise you is, at this point, all we've really done is to
00:44mask the image with black.
00:46It has not been cropped to a new size.
00:48The image size is still 2K_Super_35.
00:53This number is not the size of the new image.
00:57This number is the coordinate of the upper right-hand corner.
01:00And there is a coordinate for the lower left-hand corner.
01:02We can't see it, unless I turn the Viewer gamma up.
01:06Okay, now you can see that number.
01:08We'll put the Viewer gamma back to normal.
01:12The only way you'll know the actual size of your crop is if you come up to the
01:16Crop node and enable Reformat.
01:19So, my new image is 1260x790.
01:23Now, there is no black outside.
01:26This is the new image and if I render this to disk, this is exactly what I'll get.
01:32So, unless you turn on Reformat, you have not actually cropped the image to a new image size.
01:37That's the important part to remember.
01:39The odd thing about this is if we go and check the Project Settings, I'll open
01:45the format list and Nuke has not added this 1260x790 to the format list, and I
01:51would've thought it did, but it doesn't. So, the thing to remember about Nuke is
01:58Nuke works with formats, not just arbitrary image sizes.
02:03By requiring you to use formats, this protects you from misfitting images together.
02:09You'll also have to remember to manage your bounding boxes, and with the Crop
02:13node, the crop does not actually crop the image until you enable that
02:17Reformat button.
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The Merge node
00:01The Merge node is Nuke's all- encompassing image blending node.
00:05It contains many different image blending operations, including the classic Over operation.
00:11So, let's see how it works.
00:12First we need a couple of pictures, so we come up here to our Read node, browse
00:18to where you keep your Media, go to Lesson_02_Media, select the card_AA and the
00:24BB with a shift click and click on Open. We bring them in.
00:31Selecting the A card, I'll hit one on the keyboard to connect it to the Viewer
00:35and the B card, connect that one to the Viewer.
00:39Cursor in the Viewer, we can type one- two-one-two to bounce between the two.
00:42I'll select input 1 and we will show you the alpha channel, so these are our four
00:47channel images. Switch to input 2. Look at the alpha channel there.
00:52Now let's see how to connect a Merge node.
00:55I'm going to disconnect the B input here.
00:58We have the A node connected to the Viewer.
01:01So, the A node is now lit up. We'll come to the Merge tab and pop that up and
01:07come down to the Merge node.
01:09Now, the Merge node is one of those real common nodes
01:11that's so important it has its own custom key, M. So, let's be big kids and we'll use that.
01:19So, selecting the A node, we'll type M on the keyboard and you'll notice that the
01:23Merge node has connected the A side.
01:26With the Merge node, the A is the foreground and the B is the background.
01:30So, we'll just connect the B card to the B input of the Merge node.
01:38Notice the Merge node says over. The over operation is the default operation.
01:44We'll come up to the Merge node itself and you could see the operation right
01:47here is set for over.
01:49The pop-up here shows you all the possible operations and this is the one that we
01:53have here for the default.
01:54Now let's take a look at some of the other operations that require the alpha channel.
02:00So, of course, we have the over operation.
02:03We have the under A, under B, so that's the way you read this is A under B and
02:08there the under has shown up.
02:11Back to the pop-up. Here's A in B. Here's A out of B. Here's A masked with B.
02:24Here's A stenciled with B. And we'll go back to the over operation.
02:32Now with the over node, the order of the inputs matters. We have A over B.
02:39You'll recall with Shift+X, we can swap the inputs, so I'll select the Merge node,
02:43Shift+X. I now have B over A. So, don't forget, for compositing operations, the
02:51input order is very important.
02:53Now, you may have noticed here's this little input guy over here on the left of
02:57the Merge node, says A2.
03:00What that's about is you can have as many inputs on the A side as you wish.
03:05So, let's take a look at that.
03:06We'll scooch this over, zoom out.
03:10Let's go to the Read node.
03:14We'll turn off Sequences, so that we can see card_A2 and A3.
03:19Select A2, Shift+Click A3 and open both of those.
03:23So, we'll come to the arrow on the left side of the Merge node, we drag that out. It says A2.
03:31I'm going to connect that to my A2 card and another arrow pops up and that says A3.
03:36I'll connect that to the A3 card.
03:38Another arrow pops up and we can just keep doing this all day long.
03:41So, you can hook as many inputs to the A side as you wish and the rule is A3
03:49goes on top of A2, goes on top of A1, goes on top of the background. All right.
03:56Let's get rid of those multiple inputs here.
04:02So, these are the Merge node operations that require an alpha channel or a Matte.
04:06In the next movie, we'll see image blending operations that do not require a Matte.
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Image blending operations
00:00Now let's take a look at some operations that do not require any alpha channels.
00:07The most common one, of course, would be the screen operation.
00:10So, A is now screened with B. Or you might want the multiply operation.
00:17Another very common one is the add. Well, in Nuke, plus is the add operation.
00:24So, think of this as A plus B.
00:28One of the problems in compositing is you might have concept art that was
00:31developed on Photoshop, and they might be using image blending operations like
00:35overlay or hard-light that the compositing program doesn't have and then that
00:40makes it very difficult for you to match the artwork.
00:43Not to worry, Nuke has several of the most important Photoshop
00:46blending operations.
00:48We have overlay, we have hard-light and we have soft-light, to name about a few.
00:57We'll go back to the over operation.
01:01Let's take a look at the mix slider down here.
01:06The mix slider is a mix back to the original input.
01:11With mix set to 1, you're seeing 100% of the merge operation.
01:16As I slide the mix value closer to zero, you're getting only the B side input.
01:24Nuke has a prejudice towards the B side input of multilayered Nodes. Think of it
01:29as the B side being the pass-through and the A side's being merged with it.
01:36So, the way to think of the mix node here is with a mix of zero,
01:39I'm getting 0% of the merge operation and now I'm getting 100%
01:45of the merge operation.
01:48This mask operation we're going to look at later in another movie that's
01:51devoted just to masking.
01:53In this movie, we took a look at the compositing operations of the merge node
01:57that required an alpha channel, as well as those image blending operations that
02:01just require the RGB channels.
02:04And we also saw how the merge node contains some key Photoshop
02:08support operations.
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3. Working with Color
Color management in Nuke
00:01In this video, we'll take a look at Nuke's color management.
00:04In this first section, let's take a quick overview of the color management
00:08features and there are three main features. One, Nuke works in 32 bit float,
00:15two, Nuke works with High Dynamic Range, images, and three, everything is
00:20done in linear light space.
00:24All of the pictures that you see in these videos are included in the project
00:27media folder, which you can download so you can play along too.
00:31Let's take a look at the 32 bit float.
00:35I have this 8 bit TIFF image here in the Viewer.
00:38As I rub the cursor over the Viewer, you can see the floating point
00:41precision RGB values down here at the bottom and you could see the amazing
00:46precision of the Viewers.
00:47But I want to demonstrate how the 32 bit floating point protects all of the
00:51images from any damage in image processing, in order to maintain the highest
00:56possible quality feature film effects.
01:00I'm going to select the Marcie Input node, come up to the Color tab and add a Multiply node.
01:06I'm going to scale the Marcie RGB values down by 1/1000th, .001 and of course,
01:13the Viewer goes nearly black.
01:15I still got some pixels in there. You can see down here at the bottom of the
01:18Viewer that I've still got some code values, but they're mighty tiny.
01:22I'm even going to add a Blur node in order to break up any possible
01:26concatenation of operations.
01:29Selecting the Blur node, I'll add another Multiply node and this time I'm going
01:33to scale Marcie up by 1000 and she's back.
01:38In fact, I can connect the original Marcie here to the second input of the
01:42Viewer and as I bounce between the two inputs, you can see there's absolutely no
01:46degradation to the picture, even though it was scaled down by a factor of 1000
01:51and then scaled back up.
01:53Next, we'll take a look at High Dynamic Range images.
01:57Here's an EXR file. As many of you know, these are very High Dynamic Range images.
02:02In fact, you can see there are code values in here that are over 100.
02:05Now they look clipped in the Viewer, but that's because the Viewer can only
02:10display code values between zero and 1.0. Nuke goes far beyond 1.0.
02:16I'm going to scale down the Viewer again. In fact, I'm going to take it down even smaller.
02:22I'm going to inch it way down like that and you can see there's still color
02:27information in that picture.
02:29Look at those code values. 50, 126 and 100.
02:32I'll put the Viewer back and re-home it so we can take a look at this
02:3810 bit log Cineon image.
02:41Cineon images are also High Dynamic Range images.
02:44Instead of being floating point, they're 10 bit integer log images, but when
02:50they come into Nuke and are converted to linear light space, they expand up to
02:54their full dynamic range with no loss of quality.
02:57Now again, the fire looks clipped in the Viewer, but you can see in here there
03:01are code values way over one.
03:03In fact, we can zoom in here and again I'm going to turn the Viewer
03:07again down and now we can see the very high code values in the 10 bit Cineon log image.
03:13I'll re-home the Viewer and reset the Viewer again back to normal.
03:17So, what is this linear light space?
03:20Linear light space means that the code values of the pixels represent actual
03:24scene illumination, not brightness relative to the eye.
03:29Nuke uses linear light space for three very important reasons. One, proper
03:34image processing math. When you are scaling or multiplying RGB values or
03:39multiplying two images together, if they're not in linear light space, the math comes out wrong.
03:45Two, compatibility with chi. Cgi is rendered in linear light space, but when it's
03:53written to disk, it gets converted to other color spaces.
03:57Since Nuke has 3D rendering capabilities, it must be able to render cgi the same
04:02way that RenderMan or Maya does and that's in linear light space.
04:06The third reason is for mixing image types.
04:09You'll notice that I had an 8 bit linear TIFF, an EXR High Dynamic Range image,
04:16and a 10 bit log Cineon file.
04:19These three images are in completely different color spaces, but when they're
04:23brought into Nuke, they're all converted to linear light space, so they're all
04:28totally compatible with each other and could be mixed perfectly.
04:33In our next movie, we'll see why it's essential that almost every image we bring
04:37into Nuke has to be converted to linear light space and we'll also take a look at
04:41Nuke's color management workflow.
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Color management workflow
00:01In this movie, we're going to take a look at why it's very important to convert
00:04all incoming images to linear light space and we'll also take a look at the color
00:09management workflow within Nuke.
00:11Earlier, we heard that images need to be in linear light space for the
00:15mathematics to come out right of the image processing.
00:18So, why do we have to convert all the images that we load into Nuke into
00:22linear light space? Aren't they already linear?
00:24Well, the answer is no.
00:26Most images are not truly linear. Most of them have a baked in gamma correction
00:32and they're really a gamma-corrected linear image.
00:35This illustration will show you what's going on.
00:38Let's start here with picture number 1 and let's say that this is the
00:41display intent here.
00:42This is what the picture should look like on your monitor.
00:45If you were to put that image data on a CRT, the gamma of the CRT is shown here
00:51by this curve, the gamma is a darkening effect that the CRT has because it's
00:56not a linear display device and it will darken the image down like you see here in image 2.
01:02So, what's done universally is a gamma correction is applied to the image like this,
01:08which compensates for the monitor, making the image brighter like this.
01:14So, the image is pre-brightened by a gamma correction to exactly offset the
01:18darkening that the monitor's going to do.
01:20The result is over here image 4, the monitor display, and we wind up with a
01:25reasonably linear looking image.
01:28So, as you can see, so-called linear images are really gamma-corrected linear
01:33images and have the gamma correction baked into the pixel data.
01:38So, Nuke has to back that out to convert them into a true linear light space.
01:42Now you might be thinking "why I work with a flat panel display, so I don't have CRT gamma."
01:47Well, the problem is that industry standards are all flat panel displays, even
01:54though they don't really have a gamma problem like a CRT does,
01:58this gamma is built into the display so that it will replicate the behavior of a CRT.
02:05This is done so the images will look the same whether they're on a CRT or a
02:09flat panel display.
02:10So, even though you're using a flat panel display, your pictures are still being
02:14darkened by this gamma curve.
02:18We can get an overview of the entire Nuke color management workflow with this flow graph.
02:24Starting here on the left, the Read node linearizes the images, converting them
02:28all to linear light space by applying a gamma correction LUT to it here.
02:34Then all of the images being in linear light space, they're correctly composited,
02:38the math is done right and everything is mathematically correct.
02:42When the linear image is set up to the Viewer, there is a LUT applied to the
02:46Viewer in order to make it look right on your monitor.
02:49When you're done with the composite, the linear image is sent to the Write node
02:52and the Write node applies a gamma correction to it just as it's written out to disk.
02:57This is done so that the gamma corrected image will look right on the next
03:01monitor or workstation.
03:03Now let's go back and take a close-up look at this Read node action right here.
03:08Here are three Read nodes.
03:11If I open up the Marcie.tiff file, this is an 8 bit tiff image.
03:16Notice that Nuke has detected the color space as an 8 bit TIFF and has applied
03:20an sRGB gamma correction to it to linearize it.
03:25If I select this EXR image, Nuke has detected that and has applied a linear
03:31color space correction to it.
03:32In other words, there's been no change to that image.
03:36And if I select the Cineon image, Nuke has detected that and applies the Cineon
03:41LUT in order to linearize that image.
03:44So, the Read node detects what type of image it is and converts everything
03:48to linear light space.
03:49Of course, you don't have to accept the default LUT that Nuke assigns.
03:53You can use this pop-up and select any other LUT you want.
03:58And we'll see shortly where LUTs are defined in Nuke.
04:00Now let's take a look at the Viewer and the Viewer LUT.
04:04I'm going to expand the Viewer to fill the whole frame again and here's the
04:08Viewer LUT pop-up right here.
04:09This is where you select which LUT will be used in the Viewer.
04:13Keep in mind, this correction is applied only to the Viewer and the original
04:17linear image is untouched.
04:19sRGB is the default, which is typical for a workstation monitor, and you get
04:24a curve that looks like this.
04:27If I turn it off, you can see we're looking at the linear image and it's way too dark.
04:32So, you can see now what this Viewer LUT is doing to brighten the image up.
04:38Remember, earlier we talked about brightening the image up with a gamma
04:41correction so it look right on the monitor. There it is.
04:45You could also choose the rec709 LUT, which would give you a rough approximation
04:49of a broadcast monitor.
04:51If you want to connect a real broadcast monitor to Nuke, it'll require a
04:55special video card.
04:57Setting the Viewer back to its normal size, we'll take a look at the Write nodes.
05:03To show you how the Write node works I'm going to clear the Properties bin first.
05:07So, we start with the Marcie 8 bit tiff image.
05:10We do all of our compositing operations in linear space, and now in the Write node
05:14we are getting ready to write it out to disk.
05:17Nuke will decide what kind of color space LUT to use depending on the type of
05:21file name that you use.
05:23So, let's say I'm going to write Marcie out as a TIFF image, so I'll type
05:29marcie.tiff and I'll say save and look what Nuke has done. Saiid file type is TIFF.
05:37It looked at this extension.
05:38It said the file type is TIFF, the data type is 8 bit, so the color space gamma correction
05:45it's going to use is the sRGB and of course, you can change that if you wish.
05:52If I had said that this is going to be a Cineon image, it would say file type is
05:58Cineon again, looking at the extension.
06:00It would say the file type is Cineon and the color space correction LUT
06:04it would get is the Cineon.
06:06If I said that this was going to be an EXR image and Nuke would detect that with
06:10the file type and would use a linear LUT.
06:14So, Nuke looks at the file name extension you apply to your files in order to
06:18determine what the output LUT should be.
06:22So, to summarize Nukes' color management workflow, we'll expand the Viewer to
06:25fill the frame, the Read node backs out all baked in gamma corrections to
06:30restore the image to a true linear light space.
06:33Nuke performs all of its computations on the linear light version, the linear
06:38version goes to the Viewer where it gets a Viewer LUT to make it look nice and
06:42then the linear light version goes to the Write node, which assigns a gamma
06:46correction just as it writes it out to disk.
06:50In our next movie, we'll take a look at the LUTs that Nuke uses for all of
06:54its color management.
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Using LUTs
00:01In this movie, will see how Nuke uses its LUTs to do the linear light space
00:05control for the Read node, the Write node and the Viewer.
00:10Now that we've seen the complete workflow for Nuke's color management,
00:13let's take a look at where the LUTs live.
00:15Now the term LUT actually is an acronym, LUT, which stands for lookup table.
00:21For those of you who have never worked with a lookup table before, let's take a quick look.
00:25We'll select Marcie, go up to the Color tab, and add the ColorLookup node.
00:31The ColorLookup node is actually a lookup table.
00:36I'll select the master curve and show you how it works.
00:39The incoming code values come along this line down here, on this edge.
00:44They go up meet the curve and come out on this edge over here, so this is the
00:49input code value side and this is the output code value.
00:53If I make a change in the curve like I take 0.5 up here to 0.8,
00:59now code value 0.5 will come up to the curve and come out as code value 0.8.
01:04Likewise 0.1 will come out as 0.2 and 0.9 would come out as let's say 0.98.
01:14All right, we'll get rid off the ColorLookup node and take a look at the LUTs in Nuke.
01:18Put your cursor in the Node Graph and hit the S key to bring up the Project Settings.
01:24The Project Settings have four tabs.
01:26We want the LUT tab and this is where all of the LUTs live in Nuke.
01:31The linear LUT does not convert anything to linear.
01:36It's a no change LUT.
01:38Some people call it an identity LUT.
01:40Others call it a unity LUT.
01:42So, if code value (0.5) comes in, (0.5) goes out and the image is
01:46completely unchanged.
01:49Here is the sRGB LUT. In fact, I'm going to add the linear LUT to the display
01:53so we can see them both together.
01:55Remember the incoming images have a gamma correction that curves like this.
02:00The sRGB gamma curve curves in exactly the opposite direction resulting in the
02:05linear image that Nuke uses for all of its compositing.
02:09So, the sRGB LUT backs out the baked in gamma.
02:13Now some images might come in as a rec709
02:16and we would use this curve.
02:17The Cineon LUT is used to convert 10 bit log Cineon or DPX images to linear.
02:24The Panalog converts Panavision log images to linear.
02:29REDLog converts RED camera log images to linear.
02:32ViperLog converts the Viper log and REDSpace is a LUT provided by the RED Camera Company.
02:39The next item of interest on the LUT tab is down here, the Default LUT Settings.
02:44So up here is a list of all the LUTs in Nuke, but down here is where Nuke
02:48assigns where they are used.
02:51The default monitor LUT affects postage stamps, OpenGL, and non-Viewer displays,
02:57such as this postage stamp right here.
02:59I'm going to zoom into the Marcie postage stamp. Right now it's getting the sRGB
03:05LUT same as the Viewer. So the Marcie in the Viewer and the Marcie in the postage
03:10stamp look the same.
03:12But if I go to the monitor LUT and say, for example, set it to linear, you see
03:16the postage stamp turned dark.
03:18We will put that back to the default sRGB.
03:23The rest of these default LUT settings are used by the Read and Write nodes so
03:27when the Read node sees an 8-bit file, such as the Marcie TIFF file, it's going
03:32to use the sRGB LUT. Or in a Write node,
03:35if you're writing out a log file, it's going to use the Cineon LUT.
03:40If you read or write a 16-bit file, it's going to get the sRGB LUT unless you
03:45set it to something else. Put that back.
03:50If you read or write a log file be that Cineon or DPX, Nuke is going to use the
03:55Cineon LUT and if you read or write float files, Nuke is going to use the linear
04:00LUT and you will recall that is the no change LUT because linear EXR files are
04:06already in linear light space.
04:09The last thing we want to talk about here on the LUT tab of the Project Settings
04:13is how to create your own custom LUT, which is very easy to do.
04:18First, you select the little plus sign, which says I want to add a LUT.
04:22Now you give it your name. We'll call it My LUT, say OK.
04:27It's now been added to the list.
04:29This is your LUT curve. Select it.
04:31Add a control point.
04:34Make some changes in it. There.
04:38Now I've created my own custom LUT and every Read and Write node in Nuke will use it.
04:43For example, I'll come down to the 8- bit files, which you recall, that's what
04:48this Read node is using here because the Marcie is an 8-bit tiff, pop this up
04:52and there is my LUT. Watch Marcie change when I select it.
04:56Bang, okay. So that's really ugly so let's put that back to the default sRGB,
05:02which is much better than My LUT, and when you save the Nuke script, your new
05:07LUT is saved with it.
05:09In our next movie, we'll see how linear light space affects working with
05:13pre-multiplied CGI images.
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Working with pre-multiplied CGI images
00:01In this movie, we'll see how Nuke's linear light space affects working with
00:05pre-multiplied CGI images.
00:08Because of the color space conversions in all Read and Write nodes in Nuke,
00:12there's a special consideration whenever you're working with pre-multiplied CGI
00:16images like this jet here.
00:18Okay, we'll zoom in on this guy and I'll show you he is a four-channel CGI,
00:24premultiplied image and now we take a look at the composite and I'll open up the Read node.
00:33The Read node has this additional option right here, premultiplied.
00:38As you know, any color corrections or color space conversions on a premultiplied image,
00:43it must first be un-premultiplied before the operation and then
00:48remultiplied or premultiplied afterwards.
00:52With this button, you're telling Nuke this is a premultiplied image in the Read
00:57node and it must be unpremultiplied before the color space conversion.
01:01So, I'm going to turn it on and look at the huge effect it has on the composite.
01:08If you fail to enable the premultiplied feature, your composite edges will be too dark.
01:15We have the same exact setup in the Write node.
01:17I'll come over to the Images tab and I'm going to add a Write node off to the
01:22side here and right here. colorspace, default, premultiplied.
01:28You would not turn that on for the finished composite. However, if you were
01:34rendering out a four channel premultiplied image like, if this was what
01:38you're writing to disc, you'd definitely want to turn that on. If you don't,
01:43the rendered image to disc will have dark edges when the next guy gets it at his workstation.
01:49So, heads up when working with premultiplied CGI with Nuke.
01:55In our next movie, we'll look at Viewer processes, where you can apply
01:59preprocessing operations to any image before sending it up to the Viewer.
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Preprocessing images for the viewer
00:00In this movie, we're going to take a look at the two methods of preprocessing
00:04images for the Viewer, the input process and the viewer process.
00:10Nuke has viewer processes, which allow you to put preprocessing operations on
00:15your linear images before they are displayed in the Viewer.
00:18The point is the original data is untouched.
00:21It's just a Viewer presentation thing.
00:24This is usually used to apply a LUT to an image, but as we'll see, you can do
00:28much more than that.
00:30Now there're two types of these viewer processes, an input process and a viewer process.
00:37We'll look at the input process first, because it's quick and easy to do.
00:42We'll start by adding a ColorLookup node to Marcie. Select Marcie, go to the
00:47Color tab and add a ColorLookup node.
00:54Let's say I'd like to adjust her appearance by editing this curve to look
00:58like that, all right.
00:59I connected the lookup curve to Marcie so I can see the effect on her, but to use it
01:05as an input process, it must be disconnected.
01:08This is very important.
01:11Now there are two ways you can tell Nuke to use this as an input process.
01:15The first method is simply rename the node, VIEWER_INPUT.
01:26When Nuke sees the node named VIEWER _INPUT, all caps case-sensitive here,
01:31suddenly the IP, input process, button is now active.
01:36Again, it must not be connected to anything else.
01:39It's a free-floating node.
01:42To look at the second method, we'll put the name back to ColorLookup and now
01:46you can see it doesn't see it at all, as I toggle the IP button on and off.
01:52So, the second method is select the node, go up to the Edit menu, down to Node,
01:59and select Use as Input Process. And now toggling it on and off,
02:05you can see it's active again.
02:08The advantage to using the VIEWER_INPUT name is you can tell which node it is.
02:13If you use this method, you won't really know which node in your flow graph
02:17is the Viewer input.
02:19So, the input process that we just saw is good for rapid development.
02:23It's quick and it's easy.
02:26The downside is the node is easily changed or lost.
02:30An artist could edit it or delete it accidentally and it's also not good for workgroups.
02:35For that, we need to take a look at the viewer process.
02:39So, first we'll delete the ColorLookup node.
02:41As of Nuke 5.2 the viewer process was introduced.
02:47So, let's see how we can build our own viewer process.
02:50First, I'm going to set the Viewer LUT to None.
02:54We're now looking at the raw linear image.
02:58I'll zoom out a little bit, make some room.
03:00I'll select Marcie.
03:02Now the first thing I have to do is replace that sRGB lookup, so I'll go to the
03:07Color tab, get a Colorspace node and set it for sRGB.
03:14Okay, because I want the color space conversion to happen inside of my viewer process.
03:21Next let's add a ColorLookup node, so we'll go to Color and ColorLookup.
03:27So let's say I want to use the ColorLookup node to give Marcie a much warmer look.
03:31So I'll select the blue color channel, select the curve, and pull some blue out
03:37of the picture to warm her up nicely. And just to make it interesting,
03:41let's add one more operation, a Blur node, and we'll set the Blur to 10, all right.
03:49So, these three nodes are going to make up the custom viewer process that I want
03:53to create and I'm going to put it right here in the Viewer pop-up list.
03:58The first step is to select the nodes and turn them into a group, Command+G.
04:04Then we'll export them as a gizmo. So we'll come up to Export gizmo and
04:09I'm going to give it a name.
04:10Let us call this Marciesoft.
04:12MarcieSoft and of course, we're observing Nuke naming conventions by starting
04:19with a capital letter for a gizmo. All right so we'll say save that.
04:23I now have a gizmo saved called MarcieSoft.
04:27The next step is we have to register the gizmo with Python.
04:31The way we do that is we edit the init.py file.
04:36I've already entered the line in here so I'm just going to comment it in.
04:42This is the Python command that will register a gizmo to go into the Viewer LUT list.
04:50This field here is the name you'll see in the po- up in the Viewer and this
04:56field here is the exact name of the gizmo, keeping in mind that it's
04:59case-sensitive. Okay we'll save this to disc, close that, and now we'll have to
05:06restart Nuke before we'll see it entered in the pop-up list.
05:10Okay, I've restarted Nuke and reloaded my script.
05:13We now come up to the Viewer pop-up list and there is Marciesoft. Select that,
05:19and there is our custom viewer process.
05:22So, the advantage of the viewer process method is that it's not going to be
05:26accidentally changed by an artist.
05:28Also, you can have one copy that's centrally located so it's the best method for
05:32sharing with a workgroup.
05:35In our next video, we'll take a look at Nuke's color picker, very sophisticated
05:39and sometimes intimidating tool.
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The Color Picker
00:01Nuke has an incredibly powerful and occasionally intimidating color picker. Let's take a look.
00:07First, we'll go get Marcie. Of course, by now, we all know where Marcie lives,
00:11in Lesson 1.
00:15Now let's add a Constant color node.
00:17Up at the Images tab, come down to Constant.
00:22We'll hook up Marcie to input one of our Viewer, and the Constant color node to input two.
00:28Notice that the Constant color format is PC_Video, and I got that from where?
00:33System Preferences, good, good, and of course, Marcie is a whole
00:36different format, 512x373.
00:40So, we want to set the Constant color node to the same format as Marcie.
00:45So, we come up to the Format pop-up.
00:48Here's Marcie's format.
00:50Remember, every time you add a new image to Nuke that doesn't fit into an
00:54existing format, Nuke makes a new one for you.
00:57So, we'll select Marcie's format, and now when we toggle between the Constant
01:01color node and Marcie, they have the same format.
01:05We don't need this Read node anymore to take a look at our color picker.
01:09All of the color nodes have the same color picker and eyedropper setup that we
01:14see here in the Constant color node.
01:17The virtue of using the Constant color node is its simplicity.
01:21So, we'll start by opening the color picker by selecting this little
01:24rainbow circle here, click.
01:28The Constant color node has three different color spaces, TMI, HSV and RGB.
01:35There is the intimidation part.
01:37One of the really cool things about the color picker is you can change its layout.
01:42You can have it horizontal or vertical. Put it where you want.
01:46Size it anyway you want.
01:47We'll put it back here.
01:50Let's start by just looking at the RGB sliders only.
01:53I'm going to turn off TMI and HSV.
01:57The RGB sliders, of course, you can click-and-drag.
02:01You can just click and they all jump to the new position.
02:05You can also type a number in here by selecting the field and type 0.5, and you
02:09must terminate with the Return key.
02:12This is an inconsistency in the user interface.
02:14Don't just click outside the box.
02:16It doesn't take the number.
02:18You must hit the Return key and then the number is entered.
02:22You can also use the click left to the digit and use Up and Down arrows, and you
02:27can also use the Alt+middle-mouse -drag virtual slider technique.
02:32Of course, you can go up to the parameters window in the Constant color node,
02:37type in a new number and that will be entered into it as well.
02:41Now this slider over here adjusts the density of the alpha channel.
02:46So, let's take a look at that by switching the Viewer over to the alpha channel,
02:50and we see a bunch of black.
02:52The reason we're seeing black is the Constant color node default is it has no alpha channel.
02:58So first we'll have to turn it on.
02:59We'll come over here to where the alpha channel lives.
03:03You see it's set for none.
03:05This pop-up here, select rgba.alpha.
03:09We have not yet talked about Nuke's channels.
03:11This is a little weird, but just trust me.
03:14Click on rgba.alpha. We've added an alpha channel now to our Constant color node
03:20and now the Alpha slider will adjust its density. All right!
03:23Let's put the Viewer back to color by hitting the A key again, and take a look
03:30at these color chips up here and see what they do.
03:32Let me change the color here. We have two color chips.
03:38The one on the right is the color you started with; the one on the left is the
03:43correct color you've got selected.
03:46If I go and change that, like this, you see a third box is opened up.
03:51That box is the old current color, and the box on the left is now the new current color.
03:58When I let ago, the middle box goes away.
04:04The color wheel down here is yet another way that you can dial up your colors.
04:08Of course, you can move this point around here and select
04:11different hues and saturations.
04:14If you want to adjust hue only without affecting saturation, you move this outer
04:18triangle around here.
04:21You can also affect saturation only without affecting the hue by holding down
04:26the Shift key while you move this slider in and out.
04:29That constrains it so that you can't move it horizontally.
04:34There are two other states for the color wheel choice up here.
04:38Click on this button and we get the Photoshop type color wheel, where saturation
04:44is left and right, brightness is up and down, and hue is around the perimeter.
04:51The third state is no color wheel at all. But most of the time, you're going to
04:56want the color wheel.
04:58Now let's take a look at the HSV sliders.
05:01Come up here and click them on, and we add HSV, which is Hue, Saturation and Value.
05:08One of the mistakes I always make is having Saturation set down to zero and
05:12I come here trying to change the Hue, and go, hey, nothing is happening.
05:14So, make sure you've got some Saturation setting so that you'll see a change
05:18when you move your hue.
05:19V is short for value, because there are HSV and HSI color spaces. The I and the V,
05:29Intensity and Value, are similar.
05:31They are simply, slightly different ways of calculating the brightness of an image.
05:39The last color space slider set is TMI, Temperature, Magenta and Intensity.
05:45In film land, they have a concept called color temperature, the temperature of
05:50the film, and they might want you to make it a little cooler.
05:55If somebody asks you to make the picture a little cooler, you come to the
05:58Temperature slider and move it towards the blue.
06:01If they want it to be a little warmer, the Temperature slider goes towards the yellow.
06:06When you adjust the temperature of a picture, it will often disturb the Magenta component.
06:12So, this slider will allow you to put more magenta in or take more magenta out.
06:17Of course, the I is the Intensity, which is another brightness control.
06:24The last thing I want to show you is the eyedropper.
06:26That's this little toggle button right here.
06:28You see the little eyedropper icon? For that, we're going to need Marcie.
06:32So, we'll go to the Viewer and switch to input 1.
06:36The concept of the eyedropper is exactly like you would expect from Photoshop.
06:39It samples colors off the screen and puts it into the color picker.
06:43So, I can come into this picture.
06:45I'm going to do the Shift+Command-drag a window, and that has picked up this brown
06:50and put it right here into the color picker.
06:53If I select another area, that gets put into the color picker.
06:59One of the neat things you can do with this, you can sample a region of the
07:02screen and then you can build on that.
07:04For example, I would like to have a more saturated version of that color, or I'd
07:10like a darker version of that color.
07:12So, you can sample from the screen and then make a variation on it.
07:17An important production tip is to be sure to turn the eyedropper off when
07:20you're done with it.
07:21With it turned off, you can't accidentally change your color picker settings.
07:27In this movie, we took a look at the RGB, HSV and TMI color sliders in
07:33Nuke's color picker.
07:35We also saw how to control the color wheel and the two different color wheels.
07:39Of course, the third one is the no color wheel.
07:42We also saw how to use the eyedropper to pick colors off the picture, and put
07:47them into the color picker, plus the tip, don't forget to turn the eyedropper
07:51off when you're done with it.
07:52Put your toys away when you're done playing with them.
07:55Okay, in our next movie, we're going to see how the color picker and eyedropper
08:00are used to do color corrections with the various color nodes.
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The Grade node
00:01We'll start out looking at Nuke's powerful color correcting capabilities by
00:04looking at the all-important Grade node.
00:07To see how the Grade node works, let's set up a little test bit
00:11that will show us the mathematics of each operation.
00:15We'll come up here to the Draw tab.
00:17Let's select the Ramp node.
00:21Hook that into our Viewer by typing 1 on the keyboard.
00:26I like my ramps to go from black to white, left to right.
00:29So, I'm going to set this, like this, 0.0 and 0.1.
00:35Then to make it perfect, we'll set 0.0X at 0, and the y value, I call that 150, and 0.1.
00:42We'll set the X position at 640 and the Y value also at 150.
00:48I now have a mathematically perfect ramp here to play with.
00:53We'll close the Property panel and let's go get from the Color tab, the Sampler node.
01:01The Sampler node is very cool, in that it will draw a graph from any scanline
01:06across the image that you want.
01:08I'm going to tell it to go to scanline 100.
01:12So, it's going to be sampling right across here.
01:14Of course, it could sample anywhere. It doesn't matter.
01:16I'll give this a little more room for the Sampler graph.
01:22To update the frame, you click on the Sample current frame button and then
01:27click in the Viewer.
01:30Now it's plotted a graph from left to right across the image, the code values
01:35from zero all the way up to 1.0.
01:39Now we can plug in a Grade node and try all of the adjustments and see the
01:43effect they have on the RGB values, sort of a diagnostic tool.
01:47Let's give ourselves a little more room in the Ramp and insert a Grade node or
01:52use G on the keyboard between the Ramp and the Sampler.
01:57I want the Sampler at the top of the property bin, so I'm going to double-click
02:01on the Sampler node.
02:04Now let's take a look at each one of these adjustments in the Grade node and how
02:07they work. The blackpoint.
02:10Whatever value you enter here will be pulled to black.
02:14If I enter a 0.2 to update my graph now, I have to click on Sample current
02:21frame and then click in the Graph Viewer.
02:24Code value 0.2 got pulled down to zero.
02:28If I enter a -0.2, and then re-sample, click in the Viewer,
02:34now -0.2 got pulled up to zero, which pushed all these code values up.
02:40I'll reset this back to default by doing a Command+Click on the line. And the whitepoint.
02:46Whatever value was entered in this field, means to pull that to 1.0.
02:51If I enter a lower value like .8, then code value .8 is going to be pulled up to
02:581.0, and we can see that right here.
03:01We'll re-sample, click to update the Viewer and then we'll pan down, cursor down
03:07here so we can get a better view. There you go.
03:09The code value .8 got pulled up to 1.0, and all those other code values got
03:14scaled up above 1.0.
03:17If I enter a larger code value, like 1.2, it'll push all the code values down.
03:24We can see that if I resample the Viewer and click, and there we go.
03:28They all got scaled down.
03:30I'll set this back to default with a Command+Click on the line and resample the
03:34viewer one more time.
03:35We are back to our zero to one graph.
03:39Lift. Lift is an interesting one.
03:42I'm going to enter a .2, and then update the Viewer.
03:47You see what it did?
03:47It pushed the code values up. Only in the darks though.
03:51The code value here. 1.0 was unaffected.
03:54We'll set that back to default and resample the viewer, watch the blacks, click. See how it moved?
04:00All right!
04:01The gain is a simple scale factor.
04:03So, if I have 1.2 for gain, when I refresh the Viewer, all the code values are
04:09scaled up, rather like what we saw with the whitepoint.
04:13Now, the gain and the multiply are mathematically identical.
04:16They are just two different names, depending on what school you come from.
04:20I'll prove that to you by setting the gain back to default, setting multiply to
04:25the same value, and then refreshing the Viewer. No change.
04:30That proves they're identical.
04:32I'll reset multiply back to default, refresh the Viewer. Now let's take a look at offset.
04:40Offset at .2, refresh the Viewer.
04:45It adds a constant .2 to every code value in the picture.
04:48The blacks went up and the whites went up.
04:52This is very different than the lift.
04:54It may look similar, but let's go back to the lift.
04:56I'm going to turn offset back to default and set lift to .2.
05:02Now watch what happens when I update the Viewer.
05:06See the difference?
05:08Okay, we're going to set that back to default, resample our Viewer and now of course, gamma.
05:130.5 gamma, refresh the Viewer, and our image is considerably darkened.
05:22Now, I'll put in a gamma of 2, which will brighten the picture, resample the
05:27Viewer and there is a gamma curve of 2.
05:30Now let's take a look at the channel toggles.
05:32These little check buttons here turn on and off each of the channels.
05:36Any channel that's turned on will get the operation in question, any channel
05:40that's turned off doesn't. So, if I turn off the red channel and then refresh the
05:45Viewer, the red channel did not get the gamma correction.
05:49I'll turn him on and the green and the blue off.
05:52We'll resample the Viewer.
05:54Now the red got the gamma correction, but blue and green did not.
05:59Okay, turning the green and blue channels back on, now let's unfold the
06:03four channels here.
06:05With all four channels spread open, we can now adjust each one for a
06:09different value like this.
06:12Now if we update the Viewer, we see that each channel has its own separate gamma value.
06:17Of course, we can also do a keyframe animation. Simply take one of the
06:21parameters and turn on all the keyframes.
06:23If we unfold it, we'll see that all four of them have their own
06:26separate keyframes.
06:27So now we can create keyframe animation for any channel for any one of the
06:32color correction operations in the node.
06:36Let's take a look at these clamps down here.
06:37This is interesting.
06:38I'm going to reset the gamma, back to default, and then update the Viewer.
06:46Notice the default setup as the black clamp is turned on and the white clamp is turned off.
06:50Let's see why.
06:51I'm going to go to the gain, and set up for gain of 1.2.
06:56As we saw before, the code values pop up above 1.0, and that's normally fine.
07:01If I turn on the white clamp, and then update the Viewer, look what happens.
07:06All the code values got clamped at 1.0.
07:10Now this is normally not what you want for an RGB image, but what you do want
07:15for a matte or a mask.
07:16So, I'm going to turn the white clamp off and resample the Viewer, so my whites
07:22are no longer clamped.
07:25The default for the black clamp is to be on, and here's why.
07:30If I were to set a lift, for example, of -.2, that drops the curves down below zero.
07:37With the black clamp turned on like it is now, if I enter a lift of -.2, that's
07:43going to drop the code values down below zero, but they're going to be clamped
07:48to zero, because the black clamp is turned on.
07:50If I disable it and refresh, now I've got code values below zero.
07:56You almost never want this to happen, almost never with RGB and never, never
08:02with masks or mattes.
08:06So, that's why the default for the black clamp is on and the white clamp is off.
08:11In our next movie, we'll see how to work with the eyedropper to sample values
08:14for loading Grade node parameters.
08:17We'll also see how to work with unpremultiplied CGI images.
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Setting Grade node parameters
00:01Now we'll take a look at how to use the eyedropper to set Grade node parameters.
00:05To see the rest of the Grade node we're going to need Marcie.
00:08So, I am going to clear everything out of the Property Bin.
00:12Let's go get Marcie.
00:13We all know where she lives by now. In Lesson_01_Media. There she is.
00:18We'll bring in Marcie, we'll add a Grade node with the G on the keyboard and a
00:25new Viewer with Command+I. Open that up.
00:31You'll get a little bigger Marcie.
00:32You don't need this Read node anymore, so we'll click that away.
00:36Take a look at the Grade node for Marcie.
00:39What I wanted to show you here is how to use the eyedropper with the Grade node.
00:43Several of these parameters can be set with the eyedropper.
00:46The whitepoint is a case in point.
00:48We come over here and turn on the eyedropper. Now any point I sample in the
00:53picture will be put into the whitepoint value and that will be brought up to the whitepoint.
00:57So, I'll do Command+Click-and-drag and oh good, lord, look at that! Nuke is going insane.
01:04The reason it's going insane is as I am dragging and sampling, it keeps
01:07toggling between the corrected and uncorrected image, bouncing back and forth,
01:11getting all confused.
01:13There is a special command designed to beat this.
01:16That's the Alt+Command+Click sample.
01:19So, Alt+Command, click-and-drag and it now samples the input image, not the
01:25results of the Grade node.
01:28Nuke no longer goes insane and the results are beautiful.
01:32So, what I did was I sampled this white from the original incoming image and
01:36that value got set here in the whitepoint and that is now been pulled up to 1.0.
01:43Don't forget to turn the eyedropper off, so that you don't accidentally sample
01:47other parts of the picture messing up your color selections.
01:50Now here's an interesting toggle, the Reverse toggle.
01:54Here's how that works.
01:58Let's say I've got this Grade node, which has applied the whitepoint adjustment.
02:01I am going to insert a Blur node by typing B on the keyboard, which represents
02:06some intervening operation. We don't care what.
02:08Now I am going to make a copy of this Grade node. Command+C and paste it.
02:15Command+V and insert it right in here.
02:18Of course, I am getting two whitepoints.
02:21I am going to put the copy, Grade3, up here in the top of the Property panel and
02:27now when I click Reverse, it will mathematically reverse the color correction
02:31from the Grade2 node.
02:33I now get back the original image.
02:36So, anytime you want an exact reversal of the color correction, just make a copy
02:41of the node, flip reverse, and insert it into the node tree, or delete these
02:47nodes because we don't need them anymore.
02:49The next item is Mask.
02:50We are going to save that for the next video, where we talk about the Bezier
02:54node and masking color correction operations.
02:57The next operation is the (un)premultiply.
03:00Remember, all your pre-multiplied CGI has to be first un-premultiplied, then
03:06color graded, then re-multiplied.
03:08Nuke will do that for you automatically inside the Grade node if you just
03:12tell it to, but you must tell it what alpha channel to use for the
03:16(un)premultiply operation.
03:19It's done here in this little pop-up. Normally it's going to be the alpha
03:23channel that's right behind the image.
03:25So, we will select rgba.alpha.
03:28Now Nuke is complaining because Marcie doesn't have an alpha channel, so I'll
03:32just disable it temporarily right there.
03:34So, this is the setup you want is to have the rgba.alpha here and that
03:39tells Nuke to perform the (un)premultiply operation on your CGI,
03:43color grade it then re-multiply it.
03:44Of course, you want to turn that on so it will actually do it.
03:47We are turning it off just to avoid the error message.
03:52The last parameter of course is the Mix slider, which simply does a mixed bag
03:56between the results of the node and the original incoming image like this.
04:03In our next video, we'll take a look at the ColorCorrect node, a very powerful
04:07compound color corrector.
Collapse this transcript
The ColorCorrect node
00:00Nuke's ColorCorrect node is a classic compound color corrector.
00:04Let's take a look at how it works with Marcie.
00:07So, we'll go get Marcie. Wverybody knows where she lives now.
00:15So, remember from your keyboard shortcuts, we have a quick key for
00:18the ColorCorrect node.
00:19That's the letter C on your keyboard, and then we just type 1 to hook it up to
00:23input number one of the Viewer.
00:25We're going to adjust the Viewer for a little more screen space here and
00:29we don't need this Read node anymore right here.
00:33The key feature of a compound color corrector is how it divides the image up into zones.
00:39You have shadows, midtowns, and highlights, and it allows you to adjust each zone
00:47or range individually.
00:50There's also a master zone, which is the entire image.
00:53So, we could, for example, adjust the gain in the master and you can see the
00:56whole image is affected. I'll undo that.
00:59But if I come here to the shadows and I swing the gain up-and-down, you can see
01:03the shadows are affected, but the skin tones, which are in the midtowns, and the
01:07highlights in the hair are not affected. I'll reset that.
01:13We go to the midtones and adjust the gain and now the skin tones, which are in
01:16the midtones, are wildly affected, but the highlights in the hair and the
01:20shadows are not affected.
01:21Again, exactly what we would expect.
01:25We go to the highlights and of course, the highlights in the hair and as you
01:28can see up here on the shoulder, those are affected and the rest of the
01:32picture is left untouched.
01:35The little black triangles here are used to fold and unfold each of the ranges
01:40so you can get them out of your way when you're done with them, as you could see
01:44over here with the number four and all these columns.
01:47That means there are really four parameters and by clicking on it, we can unfold it
01:51and adjust each one of channels individually.
01:55We can also fire up the color picker and use it to adjust, for example, just the red gamma.
02:03We'll put that away and of course, each one of the parameters has an eyedropper option.
02:10Every parameter, of course, can be keyframed, either the entire parameter or each
02:15one of the channels individually.
02:16I am going to reset the ColorCorrect node back to default to show you the
02:22channel toggles up here at the top.
02:24As you know, each of these enables the channel to be affected by the node.
02:28For example, if I turn up the gain, all three channels are affected, but if
02:32I turn off the blue and the green, only the red channel would get the gain increase.
02:36We'll turn those back on.
02:40You can also change the definition of what is a shadow, a midtone or a
02:44highlight, and that's done on the Ranges tab.
02:47These three curves define the three zones.
02:51So, there is a curve for the shadow, the midtown, and the highlight.
02:55Now here is the key issue.
02:57You can only adjust the shadow curve and the highlight curve, not the midtone.
03:02The midtone is calculated by Nuke, based on where you put the shadow and the highlight.
03:07For example, here is your midtone curve right here. Here's our shadow curve.
03:11I am going to pull the shadow curve up this way and you can see that the midtone moved.
03:16I could pull the highlight curve up like that, and that's changed the
03:19midtone definition as well.
03:22Another important feature on the Ranges tab is this yellow line here.
03:26I'll go back to the ColorCorrect tab and reset all the knobs to default.
03:32Then come back to the Ranges tab to show you this feature here, the yellow line.
03:37Placing your cursor over the image, the yellow line will move to show you where
03:42in the range color curves that pixel is located.
03:45For example, on the shoulder here the yellow line says this is going to land in
03:50the midtone range. If I move it up here into the very dark parts, obviously
03:55that's going to be in the shadow, and up here on the hair that tells me it's
03:59going to be in the highlights.
04:00So, you can use the yellow line to find out which pixels are in what part of the picture.
04:07You can then adjust the range curves, so you can control which parts of the
04:11picture fall into what ranges.
04:15Down here at the bottom of the Ranges tab are the mask, (un)premultiply, and mix controls.
04:20And of course, they work exactly like we so in the Grade node.
04:23While the Grade node and the ColorCorrect node might seem similar, they have
04:27very important differences.
04:29To see that we are going to add a Grade node here. We'll set the ColorCorrect
04:34node back to the ColorCorrect tab
04:37so we can compare the features.
04:40The number one issue is that the Grade node affects the entire picture, whereas
04:44the ColorCorrect node obviously allows you to go in and adjust the zones.
04:48The Grade node also has some features that ColorCorrect doesn't have, mainly
04:53blackpoint, whitepoint, and lift.
04:56But the ColorCorrect node has a couple of features that the Grade doesn't have,
04:59saturation and contrast.
05:02The way they are used is the Grade note is used primarily to grade the entire
05:07picture like a raw film scan to adjust the blackpoint and the whitepoint and
05:11the gamma and the gain to get it balanced for the composite, whereas the
05:15ColorCorrect node is used usually afterwards to fine-tune the color correction of the shot.
05:22In our next video, we'll look at the ColorLookup node where you use color
05:26curves to color grade a picture.
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The ColorLookup node
00:00Nuke's ColorLookup node, or what some might call a Color Curve node, has several
00:05interesting features.
00:07We'll start with Marcie, select her, come up to the Color tab and add
00:12a ColorLookup node.
00:15I am going to expand the Viewer so we can see better and give Marcie a
00:19little more Viewer space.
00:22The ColorLookup node has five curves.
00:25There is a master curve and then one for red, green, blue and alpha.
00:30The interesting thing is that you can adjust the master curve, which gives you a
00:34global adjustment, and then on top of that, go into any one of the other curves
00:39and give it a separate adjustment, and the two curves accumulate.
00:44To insert control points, I'll select the green curve.
00:48It's the same Alt+Command+ Click for any curve in Nuke.
00:53Also, when you go to move the curve, you'll find the same constrained motion.
00:57I can only move it in y or only move it in x, and holding down the Command key
01:03will allow you to move in x and y simultaneously.
01:07Now in the ColorLookup node the Set knobs to default button does not reset the curves.
01:13You have several options.
01:16You can select the curve and then click down here on the Reset button and that
01:21one curve will be reset or, back to my green curve, you can use Undo or come up
01:30here and use the Revert button.
01:33And of course, the Revert button is going to set all the curves to their state
01:36when you first open the ColorLookup node.
01:39There are also these three color lines you see dancing around.
01:43What they're doing is they're reporting the RGB value under the cursor.
01:47Now here is how you use that.
01:49Using Shift+Command to drag a color sample box. Once you have a color sample box,
01:55the curves no longer dance around the screen when you move the cursor. They are
01:58locked off to the average of the pixel values in that box.
02:02Let's say we want to adjust the red curve for the skin tones.
02:06So, then I come up to the red curve, turn him on, and right here where the
02:11red line intersects the red curve, I'll insert a control point with Alt+Command+Click.
02:16That control point on the red curve is exactly the point where the red value
02:23is in the skin tones.
02:24I can now adjust that and affect my skin tones.
02:30You can also use the 10 Keypad Nudge feature with the ColorLookup table control points.
02:35On the 10 keypad, 4 gets you to the left, 6 to the right, 8 will go up and 2 goes down.
02:43We saw this before.
02:47Adjusting color curves in the ColorLookup node gives you tremendous control over
02:51color correcting your images.
02:53However, many folks find trying to adjust color curves is a difficult way to
02:57make color corrections.
03:00Nuke 5.2 added an important new feature to the ColorLookup node and
03:05you could see it right here.
03:06It's the Source and Target feature.
03:08The idea is you can select a source color and a target color and then Nuke will
03:13change the color curves to match the two colors.
03:16I have got a special test set up here that makes it much easier to see how it works.
03:21First, I am going to turn on the visibility for all three curves.
03:26Next, we turn on the source eyedropper so we can sample the source color,
03:29because we're going to take the source to the target.
03:33My mission is to color this yellow spot to look like the purple.
03:36So, the yellow will be the source, so I'll do Shift+Command and you can see the
03:40eyedropper has picked up the source color.
03:43I'll select the target dropper, come over here, Shift+Command, and sample the target color.
03:51Now when I click Set RGB, Nuke inserts the control points to update the color curves.
03:58You have another option here to set RGBA where all four channels would be set or
04:03this one set A, which only sets the alpha channel.
04:07Important point. Nuke put in these three control points for me and the curves
04:11moved accordingly, but sometimes the curves go wonky. Don't forget.
04:15It's going to affect the entire curve, not just the area you're interested in.
04:19Oh, now you might have noticed this little dark ring here.
04:23So, anybody know what's going on here?
04:25Well, this is a premultiplied element right here.
04:31So, what I have to do is I have to turn on the (un)premultiply enable feature.
04:35So, I am going to come over here to the pop-up and say, yes, use the alpha
04:39channel of this to do an (un)premultiply followed by a re-multiply to make that
04:44little colored line go away, and there you have it.
04:50In our next video, we'll take a look at the workflow when using the ColorLookup
04:53node with real images.
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ColorLookup node workflow
00:01Now, let's take a look at how to use this with real images because there are
00:04some workflow issues you need to be aware of.
00:08We'll scoot this over.
00:09Let's go get a couple of pictures.
00:11Go get the Read node, go to our WORKSHOP, Lesson_3_Media, select clouds_A and
00:20clouds_B, and we'll open those, okay.
00:25Let's clear the Property Bin, attach a Viewer to clouds_A, Command+I, and a Viewer
00:32to clouds_B with a number 2.
00:35What we want to do is to make the hideous clouds_B look like the lovely clouds_A.
00:46So, we'll attach a ColorLookup node to clouds_B. We'll come to the Color tab >
00:50ColorLookup, insert our node.
00:54We also want a third connection that goes between the original image and the viewer.
00:59So, I am going to hook that in, so that's input number 3.
01:03So, on input 1 we have the original clouds, input 2 will be the color corrected clouds,
01:08and input 3 will be the original clouds.
01:13Again, we want to make all three curves visible, so we can watch the action.
01:18The key to making this work is to very carefully match the two regions that you
01:23are matching between the two pictures.
01:25You have to be very careful that you match midtone-to-midtone,
01:28highlight-to-highlight, shadow-to-shadow.
01:31If you are off a little bit and you match like a shadow to a midtone, you are
01:34going to really mess up the picture.
01:37So, choosing your targets very carefully is the key.
01:41So, let's start wit the midtones.
01:45My source in this picture here. I have carefully chosen this to be the
01:50midtones for my source.
01:52So, the first thing to do is to turn on the source eyedropper and then sample
01:57that region to get the source color.
01:59Re-home the Viewer, switch to the target.
02:02Carefully choose the zone in the target that I want.
02:06First, of course, we'll have to enable the target eyedropper, then we'll come up
02:10here and select our target, midtones.
02:13Re-home the Viewer.
02:15When I switch to the ColorLookup node, and watch what happens when we say Set RGB.
02:21Bang! Pretty good!
02:23Now, notice that our curves have gone all wonky.
02:27This is a high-dynamic range image, so I do not need this control point
02:31constraining it at 1.0. Code values can go much beyond that. All right.
02:35So, this is now what we've got as an opening gambit.
02:39Realign this a little bit and I am going to turn off the eyedropper for the
02:45target, so I don't mess up any of my settings.
02:47So, our color corrected image is starting to look pretty good and it's
02:51certainly much better than the original. All right.
02:54So next, what I want to do is I want to set these highlights back here to match
02:58the highlights in my target.
03:00So, I'll go back to the original source image here.
03:04That's why we need that extra connection.
03:07Zoom in and very carefully choose a nice hot-spot here.
03:11First, enable the eyedropper for the source, always remember.
03:16Select that region, re-home the Viewer, switch to my target, cruise up here,
03:24looking for a hot-spot to match.
03:27Turn on the eyedropper for the target, sample that color, re-home the Viewer.
03:34We'll switch to the ColorLookup version, and watch the curves when I select Set RGB.
03:41Bang! There is my highlighting.
03:43I'll refit the color curve viewer.
03:46Now we've got highlights in our color corrected version that look pretty darn
03:51and close to the highlights in our target.
03:56This certainly looks much better than that.
03:59This image could never be cut into an adjacent shot with this one.
04:02But these two could be cut back and forth quite nicely.
04:08So, there it is, an important new feature in the ColorLookup node for Nuke 5.2,
04:13the automatic source and target ColorLookup adjustment.
04:18In our next video, we'll look at the HueCorrect node, which is used for not
04:21only color correcting images but also for spill suppression for blue screens
04:26and green screens.
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The HueCorrect node
00:01The HueCorrect node is really kind of a chroma keyer that allows you to make
00:05color correction adjustments in selected parts of the picture based on their
00:09hue and saturation.
00:11To see that, let's go get a picture from Lesson_3_Media.
00:18Let's get desert.cin.
00:20Bring that up and with that selected, we'll go to the Color tab and select a
00:26HueCorrect node and hook that up to our Viewer.
00:30We'll make our Viewer space a little larger and a little more screen space for
00:34our HueCorrect node.
00:38The HueCorrect node sports several different kind of curves you can adjust.
00:42You can affect saturation or the luminance, red, green and blue values, or
00:48do red, green or blue suppression.
00:51The saturation threshold is something we'll look at in just a minute.
00:55Let's say we want to desaturate the blue sky.
00:57Notice as I drag the cursor around the picture, the yellow line is dancing all around.
01:02That yellow line is showing me the hue that's under the cursor at the moment.
01:07So, I am going to zoom into a section of the sky, select a color box
01:11with Shift+Command.
01:14Now the yellow line locks in place.
01:18We can now use that as a guide for which curves to adjust.
01:22I wanted to desaturate the blue sky, so this is my blue hue.
01:26I'll turn on the Saturation curve.
01:29To make it more accurate, I am going to move this control point right on top of
01:33the yellow line, so I am exactly affecting the hue of the sky.
01:38I can now pull down on the saturation curve and the sky desaturates.
01:43If I want to narrow the range of influence, I can move the side points in tighter.
01:54And this way, I am affecting a narrower range of hues in the picture.
02:00This button down here is the Reset button and we'll reset any and all curves that
02:04are selected up here.
02:06So, I have reset the saturation curve.
02:10Let's take another case.
02:12Let's say we want to add more green to these bushes.
02:14So, we'll zoom in real tight.
02:20Again, draw a color selection box to pick the hue we want to affect.
02:27Then I'll select the green channel and raise the green component to make the
02:32bushes look greener.
02:34Now it also made the rocks look greener, so I am going to narrow my range like
02:39this so the rocks are excluded.
02:41Maybe come in a little bit on this side as well, okay.
02:44Now we can see as I toggle the HueCorrect node on and off, we can see the
02:48bushes got greener.
02:49But we can also see the sky is also being affected by this curve. The reason is
02:56that the sky is actually the same hue as the bushes only it's much less saturated.
03:01So, the desaturated version of the same hue, but right now it's being caught in my hue curve.
03:10But I can filter out the sky using the saturation threshold.
03:14We'll select that, and what this means is as I raise the saturation threshold
03:20the hue correction will only occur to parts of the picture that are above this
03:24level of saturation.
03:26Now the sky has been completely deselected and I can toggle the effect on and
03:30off and the sky is no longer affected.
03:34One of the main uses for the HueCorrect node is spill suppression.
03:38To see how that works we'll make a little space.
03:41Let's go get an image from Lesson_2_Media.
03:47We'll get the blue screen image. Bring that in up to the Color tab.
03:54Bring in another HueCorrect node and we'll hook that to the Viewer.
04:00So, the mission is we want to do spill suppression on the blue backing. So, we'll zoom in.
04:08Using Shift+Command, we'll draw a color box to define the target hue and we can
04:12see it right over here.
04:14Now in this case, I want to simultaneously affect three different parameters:
04:20the blue suppression, the luminance and the saturation.
04:23So, I'll turn on all three curves, select blue suppress, Command key, luminance,
04:28Command key, saturation.
04:31All three curves are now simultaneously selected.
04:34I could select this control point and move it over right on top of my target hue.
04:40Now, I'll deselect everybody, select just the blue suppression and pull down
04:45on that one in order to lower the amount of blue.
04:47We'll zoom out a little bit so we can see our whole picture.
04:50Then I'll come up to the saturation and also pull down on that to de-saturate it.
04:57Further removing blue spill. Then to put back some of the luminance it was lost,
05:02I'll select the luminance curve and raise him up in order to restore the brightness.
05:09If I reselect all three curves,
05:11saturation, luminance and blue suppression, I can now again narrow the range of
05:16influence by moving all the control points together.
05:21The HueCorrect node has two primary functions. One is to do color correction on
05:25zones or regions of the picture that you've selected by narrowing down the hue
05:30that you want to affect.
05:31And the other is to do a spill suppression for blue screens and green screen shots.
05:38In our next segment, we are going to take a look at Nuke's Bezier node, which is
05:41the Shapes node for Nuke.
05:43This is probably going to be your most used node in Nuke.
Collapse this transcript
Drawing shapes with the Bezier node
00:00For masking and rotoscoping in Nuke, we use the Bezier node, which is their
00:05version of the Shapes node.
00:07It's an extremely capable Shapes node. The only downside is there is only
00:11one shape per node.
00:13So, if you need to use multiple shapes you are going to have to use
00:15multiple Bezier nodes. Let's take a look.
00:19We come up here to the Draw tab.
00:21We find the Bezier is the top entry.
00:23And the quick key is the letter P. Since we use the Bezier node a lot, we are
00:28going just go straight for the quick key.
00:30Type P on the keyboard and hook it up to input one of the Viewer.
00:34We'll give it a little more room here for our node.
00:42To draw a shape, just put your cursor in the Viewer and hold down the
00:46Alt+Command keys. Click, click, click.
00:52To insert a new point, put your cursor on the line and do another Alt+Command-click.
00:57You can even be off to the side and do an Alt+ Command-click and it will insert a new point.
01:03To delete a point, simply select it and hit the Delete key.
01:11You can of course select a group of points and hit the Delete key as well.
01:14So, I am going to insert a new point back in here.
01:18To deselect a point, just click off to the side. Select and click off to the side.
01:25To edit the control points just select them. Click on the control point and now
01:29you can move it around, adjust the slope and adjust the tension handles.
01:37If you want the tension handles to be adjusted the same on both sides, hold down
01:41the Shift key and then the tension will be identical on both sides.
01:45If you select two or more control points you get the transform jack. You can use
01:52this to translate, rotate, scale, or skew your shapes.
02:00I will undo, undo, undo.
02:04To change the type of control point, this being a smooth, right mouse pop-up.
02:10We have these three options here:
02:12break, smooth and cusp.
02:14Of course, you are going to want to use the quick keys Z, X and C, so I'll
02:19click off to the side.
02:20I have selected this point and I am going to type the X key on the keyboard
02:25and that did a break.
02:26That allows me to adjust the slope and the tension of each side individually.
02:32If I select the point and type C for cusp, I get a linear control point.
02:36But I want to put it back to smooth, select the point and type Z for smooth and
02:42I get my control handles back.
02:46Now, if you want to draw a nice square rectangle here's how you do it.
02:49I am going to select all the points and delete those.
02:52Cursor in the Viewer, Alt+Command, click, click, click, click, select all the
02:58points, type C on the keyboard.
03:01That gets you an instant sharp-cornered rectangle.
03:05To select all the points in the curve, cursor in the Viewer and type Command+A.
03:11Now that they are all selected, I can then make them all smooth by pressing Z on the keyboard.
03:17Click off to the side to deselect.
03:20Now sometimes you don't like seeing this overlay, the wireframe on here, and
03:23there are two ways to turn it off.
03:25One is remember, all on-screen controls can be hidden by hiding the Property panel.
03:31So, if I put my cursor on the triangle and close the Property panel,
03:34the on-screen controls go away.
03:37Another way is, cursor in the Viewer, to type O on the keyboard and that turns the overlay off.
03:43So, O toggles on and off.
03:44I'll put that back on.
03:47Nuke has a wonderful feathered edge feature that you can use for motion
03:51blurring your rotoscopes.
03:53Select a control point, hold down the Command key and pull out a second control
03:58point and get a beautifully rendered feathered edge.
04:03Select another control point, hold down the Command key, and pull out
04:07another feathered edge.
04:09If you want to undo the feathered edge, select the control point and hit
04:14Shift+C. Click off to the side to deselect.
04:19In our next movie, we'll see how to do keyframe animation with the Bezier node.
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Keyframing animation with the Bezier node
00:01Now let's see how to do keyframe animation with the Bezier node.
00:04So, let's add a Bezier node by simply typing P on the keyboard and a 1 to hook
00:09it up to the Viewer. Give ourselves a little more Viewer space here, okay.
00:18Make sure we're on frame 1 and then we'll draw a little shape down here in the
00:22lower left-hand corner. Hold down Alt+ Command+click+click+click. Notice that
00:28the autokey is already turned on, that's by default, and we already have one keyframe shape.
00:36We'll jump out to Frame 50, select all the control points with the Command+A and
00:41get our transform jack. We'll move it up here let's say, maybe give it a rotate,
00:47and then adjust some of the control points to change the shape, which you're
00:51always going to want to do when you're rotoscoping.
00:54Then we'll jump to our last frame, select all with Command+A, get the transform
00:59jack, bring it down here, maybe rotate it a little bit, deselect, adjust the
01:05shape by moving the control points around. All right.
01:08I'm going to set this for one time through. Back to the beginning of the shot.
01:14Play our keyframe animation, okay.
01:21Notice that all the frames that the shape has a keyframe on have the little
01:24turquoise color, down here, over here, and of course our last frame.
01:30So, to delete a shape, simply go to that keyframe.
01:33I'm going to click back here to jump to keyframe 51, come up to the Property panel,
01:38right mouse click, Delete Key.
01:42That keyframe is now gone.
01:44We now have our keyframes 1 and 2.
01:54And take a look at the output channel toggles.
01:56If I turn off the red, green and blue channel, the Bezier node is no longer
02:02putting out any information on those channels, but if we switch the Viewer to
02:06the Alpha channel, we can see that the Alpha channel is still putting out some picture.
02:10 Back to RGB, and we'll turn those back on.
02:16You frequently want to turn those channels on and off, so it's important that to
02:19be comfortable with that.
02:22Now let's take a look at Color tab. Click on the Color tab and you can dial
02:27your shape to be any color gray you want, including the alpha channel. Cursor in
02:32the Viewer, A on the keyboard, we're now looking at the alpha channel, and
02:37we can dial in the density of the alpha channel.
02:39So, I'm going to reset that back to default and switch back to the RGB channels.
02:46We can also turn on the color picker here and dial RGB value for our shape.
02:51There is a lovely purple.
02:53Also, if we switch to the alpha channel, we can see that the Alpha slider now
02:58affects the density of the alpha channel.
03:01So, we can dial in any color and any alpha channel density we want.
03:06Switch back to RGBA.
03:07I'm going to close the color picker and I'm going to reset that back to default.
03:15Next let's take a look at the Ramp feature.
03:17When you turn that on, I'm going to select the linear ramp style.
03:21You get two control points, two new points, .1 and .0.
03:25.1 will have the color you've already dialed in. .0 is a new point for any
03:31second color you would like.
03:32The default is black.
03:34Of course, we can make that any color we want.
03:38The idea is we now have a linear gradient anywhere over our shape.
03:43We can choose a different type of smoothing gradient, put it back to linear,
03:49and we can turn it off.
03:52Notice while I'm in the Color tab, I got no control points on my Bezier.
03:57The story is you don't get control points unless you have the Bezier tab selected.
04:02Now here's my control points back again.
04:05So, if you're ever missing your control points just click back to the Bezier tab.
04:10There are several more controls for the Bezier node that you'll want to know
04:13about and we'll see those in the next movie.
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Additional Bezier node controls
00:01In this movie, we'll take a look at several more controls for the Bezier node,
00:04so let's get a CheckerBoard node.
00:07Come up here, select CheckerBoard and we'll hook it up to the Viewer.
00:12The important thing I wanted to show you about the CheckerBoard node is it comes
00:15with an alpha channel, okay.
00:17Switch back to the RGB channels.
00:19Now let's insert a Bezier node, we'll select the CheckerBoard, type P on the
00:25keyboard, holding down Alt+Command, click, click, click to draw our shape.
00:32We don't need the CheckerBoard property panel anymore, so let's get rid off that.
00:36What I wanted to show you is this replace toggle right here.
00:40With replace toggle turned on, it means to clear the channel and replace it
00:44with the Bezier node.
00:46So, if we turn that on, the RGB channels have been cleared and replaced with the white Bezier.
00:50I'll turn that off. Switching the Viewer over to the alpha channel,
00:56replace means blow out the alpha channel and replace it with the Bezier's alpha channel.
01:01We'll go back to the RGB node.
01:05If we turn off the red, green, and blue channels, now the RGB channels no
01:10longer have a Bezier in it, so the replace doesn't affect the RGB, but it still
01:15affects the alpha channel.
01:18We'll turn those back on, and I'll turn off the replace toggle.
01:25The next toggle is the invert toggle, which merely inverts the inside and the
01:29outside of the shape's node. What was transparent is now white, what was white
01:33is now transparent, we'll turn that off.
01:37Under the Opacity slider is the mask controls and the mask input is right here
01:43on the side of the Bezier node.
01:45To see how that works, we'll need another Bezier node.
01:48So, I'll just type P on the keyboard.
01:51This Bezier, I'm going to draw one, two, three points like that.
01:56From the original Bezier, I'll pull out the mask input and connect it to my new Bezier.
02:01I don't want my new Bezier anymore, so I'm going to close him, because we're
02:05just looking at this Bezier right here.
02:11What's happened is the new Bezier has masked off the old one. Any mask connected
02:17to a Bezier node will mask off the shape.
02:20We have a couple of controls for that.
02:22We can toggle the effect on and off right here and we can also invert the effect there.
02:28And another tab you want to know about is the Tracking tab.
02:31The Tracking tab is used to link the node to either transform nodes or motion trackers.
02:37In the next movie, we'll see how to use a Bezier node for masking operations.
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Masking operations in the Bezier node
00:01One of the most important uses for a shape's node is masking operations.
00:05To see this, let's go get Marcie.
00:08So, we'll find her of course in our Lesson_01_Media, and hook her up to the Viewer.
00:17Let's get the Viewer a little larger, all right.
00:21One of the most common applications is we want to mask off a color correction,
00:25or a blur, or some other kind of a filter.
00:28So, first, we put in a Grade node here, and we're going to draw a Bezier and
00:33connect it to the mask input of this Grade node.
00:36The first thing we'll do is set the Grade node for very dark gamma, so
00:40we clearly see the effect of what we're doing.
00:44In the Node Graph, press P on the keyboard to add a Bezier node, we'll draw our
00:50Bezier with Alt+Command, click, click, click around her face, then we'll pull out
00:57the mask input from the Grade node, and hook it to the Bezier node, and voila!
01:03That gamma correction is now masked to her face.
01:07Double-click on the Grade node to put it to the top of the Property panel, and
01:11here is the mask input.
01:13We can enable and disable, if you want to temporarily disable the mask right there.
01:18You can also select the invert button if you want to invert the masks.
01:22And you don't have to put invert nodes in the middle of your Node Graph.
01:26We'll turn that back off.
01:29One important point, Marcie is a three channel image.
01:33The Bezier is coming in on the mask input, so if I show you the alpha channel,
01:38you can see that the Bezier has not been added to the alpha channel.
01:42That's because it's coming in on the mask input.
01:45Now there is another case, where you want to use the Bezier node to mask off an image.
01:50We'll start with a three channel image like Marcie.
01:54So, let's make a copy of Marcie, Command+C, Command+V, we'll get a new Viewer
02:00with Marcie selected, Command+I. Let's clear the Property bin so I don't see
02:06the old Bezier node.
02:08Now I want to mask off Marcie's face, so I'll select Marcie.
02:13This time I'm going to type P and put the Bezier node in line with Marcie.
02:18Unlike the mask, we had it off to the side.
02:20I'll draw my shape again, Alt+ Command, click, click, click. All right.
02:31there's two steps to this.
02:32First, turn off the RGB channels, one, two, three.
02:38Second, in the premultiplied field set that to RGB.
02:44We now have a premultiplied image.
02:46We have masked off Marcie. Remember she was a three channel image.
02:52But if we look in the alpha channel, we find that the Bezier has been added
02:56to the alpha channel.
02:57We now have a three channel premultiplied image.
03:02Remember, with the mask input, the Alpha is not added to the image, but if it's
03:06inline like this, it is. Unless you turn it off, of course.
03:10Now we can composite this over another background.
03:13Let's go get a CheckerBoard, we'll put the CheckerBoard right there, select the
03:18Bezier node and just type M on the keyboard to get a Merge node and hook it up.
03:23Aand now Marcie has composited over the CheckerBoard. Double-click on our Bezier
03:27node to put it at the top of the Property's bin, and I'm going to turn the
03:31overlays off by putting my cursor in the Viewer and type O on the keyboard,
03:35because I want to show you the extra blur feature.
03:38Extra blur adds a big soft fuzzy blur all around your shape.
03:42The falloff slider allows you to adjust the nature of the falloff and
03:47the blur type allows you to choose what kind of algorithm is used to draw the blur.
03:53There's a third case I want to show you, and that's how to mask off a four
03:57channel image so we'll scooch this over here.
04:02Let's go get a CheckerBoard node, here we go, and we're going to add a
04:07new Viewer with Command+I. Let's get rid off the Bezier here by clearing
04:13the Property panel.
04:14I'm going to hit the H key to fit that into Viewer.
04:19And remember, the CheckerBoard is a four channel image. Here's the alpha channel.
04:24There's a slightly different setup if you want to mask off a four channeled
04:28image with the Bezier node.
04:30So, we'll select the CheckerBoard, type P on the keyboard, so the Bezier is
04:35inline, draw our shape, two, three, and again, we'll turn off the RGB
04:43channels, red, green and blue, and we'll turn on the premultiply for RGB
04:49exactly like we did for Marcie.
04:51I'm going to turnoff the overlays so we don't look at the wireframe.
04:54So, the problem is I still have the original alpha channel from the CheckerBoard.
05:00What I want to do is replace that with the alpha channel from my Bezier node,
05:05and that's done right here, replace.
05:09I now have a classic four channel premultiplied image that I can use for composite.
05:15In our next segment, we're going to take a look at Nuke's unique channel
05:19management system, where you can have up to 1024 separate image channels.
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4. Compositing CGI
Nuke's channel management system
00:01Nuke has a very sophisticated channel management system, where you can have up
00:05to 1024 channels of data.
00:09This can be kind of confusing to newcomers to Nuke.
00:12So, we're going to take a very close look at that in this movie.
00:16These channels can be grouped into layers just like Photoshop. Think of all the
00:20layers you have in Photoshop, then you can open up a layer, and inside there are the channels. Same concept here.
00:27The whole purpose of this channel structure is to allow any node to access any
00:32channel anywhere without running a connection to it.
00:36So, in other compositing systems you've got wires and connectors and
00:39noodles running everywhere.
00:41In Nuke, you wind up with a much cleaner compositing script.
00:45We'll start by taking a look at the channel list here in the Viewer.
00:50This is where all the layers and channels are defined.
00:53Right now with Nuke just started, we only have two predefined layers, the rgb and the rgba.
01:00Now these other layers over here, they are predefined in Nuke, but they're not
01:05populated with any data yet.
01:07So, they kind of sit over here on the side.
01:09If you load any data into them, they'll suddenly move over here into the
01:13main channel's list.
01:16So, let's see some layers and channels by adding an image.
01:19We go to our Read node, our Nuke Workshop > Lesson_04_Media, and select
01:28the multipass head.exr.
01:30Open that, connect it to our Viewer, and let's get a little more room for our Viewer.
01:38This EXR image has several layers and channels defined in it.
01:43When it was loaded into Nuke, they got added to the list.
01:46Here we can see that up here now.
01:48Look at the pop-up now contains an alpha layer, and a masks layer,
01:52reflection and specular.
01:53We'll take a look at the reflection layer right there and the specular layer.
02:00We'll put it back to rgba.
02:03Now in order to see all the different layers and channels that are defined in
02:07the system, we have the layerContactSheet node.
02:12So, let's select the Read node, go to the Merge tab down here,
02:18the layerContactSheet node, and see how nice.
02:23It displays all the different layers up on the screen at the same time.
02:26Very important is this toggle button here, the Show layer names.
02:31If that's not turned on, then you won't see the layer names.
02:34I'm going to fill the frame with this.
02:38This rgba layer is a four channel image, rgb and a, and I can prove that by
02:44showing you the alpha channel.
02:47So, there is an alpha channel here, but none of the other images have an alpha channel.
02:53So, you see the specular and the reflection layers are just three channel images.
02:58Now this masks layer here, you can see the masks right down there.
03:02Okay, I'll refit that.
03:04This is a layer that's made up of several arbitrary channels.
03:08I'll show you those.
03:10In the red channel, we have a Grunge Mask.
03:15In the green channel is the Occlusion Pass and the blue channel has the Shadow Pass.
03:25So, these individual channels have been grouped together and put into a layer
03:28called Masks, and now any node anywhere in the system would be able to use those
03:33masks as many times as they want without running a connection to them.
03:37That's the whole point.
03:38That's the whole punchline here.
03:40I'll fit the Viewer back to normal.
03:43To help you visualize this channel and layer thing, I've made an
03:46illustration for you.
03:48You don't have this, so I'm going to just get it for you.
03:50I'll hook that up to the second input in my Viewer. All right.
03:57This is a grand overview of how Nuke has organized the layers and channels for
04:01that particular EXR image. I'll zoom in.
04:08So, the rgba layer is a four channeled image, red, green, blue and alpha.
04:15But the specular layer had only three channels and the reflection layer only had three.
04:21Then it had a masks layer that had three channels in it, the Grunge, the Shadow
04:25and the Occlusion, but you can go ahead and add and define as many layers and
04:30channels as you want, until you fill out the 1024 maximum of the system.
04:35We're done with our layerContactSheet, and we'll switch back to our head.
04:46Now that we've seen how the image channels work, in the next movie we'll see how
04:50they work in the Viewer.
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The relation of the channels to the viewer
00:00Now it's time to understand the relationship between the layers and the Viewer.
00:07Whichever layer you choose here, will be loaded into the RGB channels of the Viewer.
00:13This list is which channels of the Viewer are to be displayed.
00:17As you know, we can see the red channel.
00:19So, we're looking at the red channel of the Reflection layer.
00:22I'll put that back to RGB.
00:25Now the rgba layer has four channels and by default, if Nuke sees four channels
00:32it'll automatically put the fourth channel into the alpha layer of the Viewer.
00:37So, this pop-up is which channel will appear in the alpha channel of the Viewer.
00:43So, these are Viewer channels here, and I go to the alpha channel of the Viewer
00:48and there is the alpha channel of the rgba.
00:51But I can put anything I want into the alpha channel of the Viewer.
00:56This pop-up here, again, is what to load into the Viewer alpha channel.
01:01I can put the Masks Shadow layer in there if I wish, or I could put the
01:07Reflection Blue layer in the alpha channel of the Viewer and this has no effect
01:12on what's in the RGB channels.
01:16So, this pop-up controls what's in the RGB layers of the Viewer.
01:21This pop-up controls what's put into the alpha channel of the Viewer, and this
01:26pop-up controls which Viewer channels we're going to look at.
01:32So, the question is how are these layers and channels created?
01:35How did they get there?
01:36Well, there are two ways to do that.
01:38The first one we've already seen. They are predefined and come in with the EXR image.
01:44The second method is we can create and name them ourselves, and that's done
01:48right here on the Channels tab, and these nodes here are all about managing,
01:54creating and editing your channels and layers, and that's exactly what our
01:58next movie is all about.
02:00In this movie, we got an overview of Nuke's complex channel management system,
02:05and understood that we have 1024 channels that can be grouped into layers and
02:10channels any way we like.
02:12We also saw the layerContactSheet node and how it's used to get an overview of
02:16all the defined layers in our system.
02:20We also saw how layers are loaded into the RGB channels of Viewer, as well as
02:24the individual channels being loaded into the alpha channel of the Viewer, and
02:29how to select those channels in the Viewer itself.
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The Shuffle node
00:01In the previous movie, we got a little introduction to Nuke's layers and channels.
00:05In this movie, we're going to learn how to create and manage those channels.
00:10I've made a special set of test images that will make it much easier to
00:13see what's going on. Let's go get them.
00:15We'll go to the Read node, to our Nuke Workshop > Lesson_04_Media > Multilayer Pics.
00:26In the depth folder, these are actually clips.
00:29The idea is these clips simulate getting a bunch of sequential TIFF images that
00:33you then have to rearrange the layers and the channels.
00:37So, we'll select that one, say Open, go back to the Read node, go up one layer,
00:45go to foo, select them, Open, back to the Read node, up one layer,
00:53forward, select those.
00:56Back to Read node, up one RGBA, select those.
01:03The Read node, up one, zing, select those.
01:09Okay, now let's arrange these nodes in a particular order. These are here.
01:15Okay. RGBA on the left, depth.z, forward U and V, then zing, and then foo.
01:24So, arrange them in exactly this order here, okay?
01:30And we can clear the Property bin, don't need all those Read nodes.
01:35One of the first things I wanted to show you is Nuke's default behavior
01:39when you load in images.
01:40Depth.z is a one channel image.
01:44Any time you load a one channel image, Nuke automatically puts it into the red
01:49channel of the Viewer.
01:51There is nothing in the green, and nothing in the blue.
01:54So, one channel images show up only in the red channel.
01:57Here is a two channel image.
02:01Nuke puts the first channel into the red channel of the Viewer, and the second
02:05channel into the green channel of the Viewer.
02:12If you have a three or four channel image, the three channels will go into the
02:16RGB, and the four channels will go into RGBA.
02:21Now these are all little short clips, so that you can see there is animation.
02:24We'll go back to Frame 1, but the whole idea behind these is
02:28they're self-documenting.
02:29You can easily see exactly what layer, RGBA, and what channel, red.
02:35So, they're self-documenting.
02:37This way it will make it much easier to understand how these layers and
02:41channels work, because most of it's going on behind the curtain, invisible and
02:45hard to understand.
02:47So, here we've five Read nodes representing, for example, five sequential
02:52TIFF renders, and our mission is to drop them into the appropriate channels and layers.
02:57We'll start with an easy case, the depth.z. You may recall that depth.z is one
03:04of those predefined layers.
03:05We can find it right here under other layers. There it is.
03:10So, all we have to do is move the depth .z data from where it is now into
03:15the depth.z channel.
03:17And remember, where it is now is the RGBA layer, the red channel.
03:22The way we move layers is with the Shuffle node.
03:26We come up to the Channel tab, select the Shuffle node.
03:31You can ignore this part over here.
03:33We're only working with Input number one, and the Output here.
03:36I'm going to adjust the window size a little bit here and the first thing I'll
03:43do is set the Output layer or Output channel I want.
03:46Come to this pop-up. Under other layers, there is depth.
03:51Remember, this was predefined.
03:54So, the depth layer with the Z channel is already defined.
03:59So, my Input is the RGB layer, which is correct.
04:02Remember, the Read node always puts it in the RGB layer, but only the red
04:07channel is going to go out to Z, which is absolutely correct. So, we're good.
04:13We'll take a more sophisticated example with the forward layer.
04:17This has two channels, U and V. I'm going to clear the Properties bin, select the
04:24forward layer, go to the Channel tab and select another Shuffle node.
04:31Again, the forward layer is already defined, so I can find it in my other layers list.
04:36There it is.
04:37Turn that on, and the U and V channels are already defined.
04:42The Input is already correct.
04:45It's the RGBA layer coming in and the red and green channels going out.
04:50So, the RGBA.red will go to forward.u and RGBA.green will go to forward.v,
04:56and that is correct.
04:58If I look here in my Viewer, the red channel has forward.u and that's what I've got here.
05:05RGBA.red is going out to forward.u and the green channel has forward.v in it.
05:13So, the green channel is going out to forward.v. So, everything is good.
05:19So, we've shuffled the data from the RGB channels into their appropriate
05:23destination channels, but they're not yet been merged together into the same data stream.
05:28We'll see how to do that in the next movie.
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The Copy node
00:01In the previous movie, we defined two new channel sets, but they weren't grouped
00:05together yet into the same data stream.
00:08The problem is that these three guys are all separate.
00:12The rgba layer does not know anything about the depth layer does not know
00:16anything about the forward layer.
00:18So, what we have to do is integrate them together into the same data stream.
00:22The way we do that is with the Copy node.
00:26I'll select the Shuffle node here, come up to the Channel tab and select the Copy node.
00:33Note that it has a quick key, the letter K. The Copy node I'll hook in here and
00:40what this is saying is copy from the A input to the B input.
00:46I want to copy the depth.z channel from the A side into the depth.z channel of
00:52the B side over here.
00:55So, the depth.z can join the rgba.
00:58I got this error message here.
01:00The reason I have the error message is the Copy node, by default, starts out by
01:04copying the alpha channels and there is no alpha channel in the depth.z layer.
01:10So, we don't care about that little error message.
01:13The way to read this is copy this channel from the A side into this channel of the B side.
01:20So, we want a copy from the A side, the depth.z channel, and we want to copy
01:26it to the B side, depth.z. We've now copied it from this data stream to this data stream.
01:36This data stream now contains the RGB and the depth data. There it is.
01:42We also want to bring the Forward layer over here, again, a Copy node.
01:47I'll select the Shuffle node.
01:48This time, we'll type K on the keyboard.
01:50You're got a quick key, because you do this a lot in Nuke.
01:53Hook it in, again we get our error message, because it's trying to copy the
01:57alpha channel, which does not exist in this particular case.
02:03I want to copy the forward U and V channels into the new data stream.
02:07I could go to the Copy channels and say copy forward.u and forward.v into the
02:15forward.u and forward.v of the B side.
02:17I could do that, but I'm going to take a different tact.
02:21Down here is a layer copy.
02:23If you've got 2, 3, 4 or more channels in a layer, you do not want to copy them
02:27one channel at a time.
02:30So, we'll use the Layer Copy.
02:31In this pop-up, I can just choose the entire forward layer and now all of its
02:38channels, no matter how many will come over and join this data stream.
02:43In this data stream, I now have the rgba, the depth, and now the forward data.
02:50The rule is you use the Shuffle node to rearrange channels within a data stream,
03:01and you use the Copy node to move data between data streams.
03:06It's one thing to copy channels between data streams.
03:09It's something else entirely different to create brand-new channels that
03:12didn't exist before.
03:14That's what we'll do in the very next movie.
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Creating new channels
00:00So far, we saw how to load data into predefined channels in Nuke, but what if
00:05they don't already exist. How do we create our own new channels?
00:09To see that, let's start over here.
00:13I'm going to go get my Viewer node and hook it up to this Read node and we'll
00:20set the Viewer back to rgba.
00:25This Read node represents an arbitrary one channel image.
00:30I could demonstrate that this is a one channel image by looking in the Viewer at
00:34the red channel. The green and the blue and the alpha are empty.
00:40So, this is a one channel image and Nuke has simply put it in the red channel of the Viewer.
00:47What I need to do is create a new channel called zing and move this into it.
00:52To create a new channel, you come up here to the Viewer pop-up and select New.
01:01A channel cannot exist by itself; a channel must be part of a layer.
01:05So, the first thing we have to do is name the layer.
01:08We're going to call the layer zing.
01:10Hit the Tab key and call the channel zing, say OK.
01:16I now have a new layer and channel called zing.
01:19Now this is what you might do if you had, for example, a one channel
01:22rotoscope to bring in.
01:26Next, I need to shuffle this into the zing layer, because right now, it's
01:30sitting in the RGB layer.
01:32So, I'll select the Read node, come up here and get a Shuffle node.
01:38For the output side, there is my new zing layer and it has the zing channel.
01:45So, this is saying, now, input number one, the rgba layer, red channel, will now
01:51go to the zing layer, zing channel, which is exactly what I wanted.
01:54Let's take a more sophisticated example.
01:58Here is the Foo layer. Oops! Got to set my Viewer to look at the rgba, because don't forget,
02:04in the Read node, the data all comes in on the rgba channel.
02:09This represents an arbitrary four channel image, not necessarily red, green and blue data.
02:15This could be, for example, four separate holdout mattes all put together into one TIFF file.
02:22So, we're going to create a foo layer and design four channels for it,
02:29one channel, a, b, c and d. So, we'll come up to the Viewer pop-up.
02:40We'll say New. I'll move this down here.
02:42Our new layer name will be foo, Tab, the first channel will be A, Tab, the next
02:49channel will be B, oops! Nuke is helping.
02:52There is a channel called backward.u. It thinks that's what we might be typing.
02:57It wants to help. Just hit the Delete key to make that go away.
03:00Hit Tab, type C, Tab, D. Again, trying to help, hit the Delete key.
03:09We've now defined a layer named New with channels A, B, C and D. We'll say OK.
03:17The new layer is defined in Nuke, but our foo data is not yet in it.
03:21To do that, we're going to need a Shuffle node.
03:23Let's clear the Properties bin, go up to the Channel tab, get a Shuffle node,
03:30hook it into our foo, go to the output side, pop-up, other layers.
03:38There is foo, select that, and there's our channels, A, B, C, D.
03:44We're now mapping, the rgba layer, red, green, blue, and alpha channels to the foo, A, B,
03:50C and D channels, which is exactly what we wanted.
03:54The last step is to use a Copy node to merge them with the main data stream. We'll do that.
03:59I'm going to move my Viewer over here.
04:04I'll select the Shuffle node. Type K on the keyboard to get a Copy node.
04:10Then move the new Copy node down here, hook it in.
04:13Again, I get the error message, but this time, zing is a one channel image so I
04:18can use the Copy channel.
04:19From the A side I want a copy, zing.zing, and route it to the B side channel of zing.zing.
04:30Last, we'll bring over the foo layer.
04:32I'll select the Shuffle node, type K on the keyboard to get a Copy Node, hook that in.
04:42I do not want to copy the alpha channel.
04:44So, I'm going to set this to none and none.
04:47I want to copy the entire layer of foo.
04:50So, I'll come over here to this pop-up. Select foo.
04:54I've now copied foo from here over to the main data stream.
04:59Now in this data stream here, I now have all of the channels and layers. There is my rgba.
05:07There is the depth.z. There is the forward and there is foo.
05:18In this data stream now, any node can access any one of those layers or channels.
05:26In this movie, we saw how to create channels and layers.
05:30In the next movie, we'll see how to access those channels and layers with the nodes.
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Processing channels
00:01Once we've created our channels and layers, we still have to access them with
00:04nodes so we can process them.
00:07To show you how that works, let me make a little space here, move this down, and
00:12let's clear the Properties bin.
00:13We'll select the last Copy node and add a Blur node by typing B on the keyboard.
00:22In the Viewer, I'm going to put the forward layer.
00:25In the Blur node, we'll select the forward layer and assign a nice blur to the forward layer.
00:35What I've just done is applied a blur to the forward layer and nothing else in
00:39that data stream. If we check the rgba layer, unaffected.
00:44Check the foo layer, nothing is happening. Only the forward layer has the blur.
00:49Let's try another one.
00:51We'll add a Grade node.
00:55In the Viewer, I'm going to select the doo layer and in the Grade node, I'm
01:00going to select the foo layer.
01:03Let's just turn the gain way down, make it nice and dark.
01:08Now if we check the rgba layer, unaffected. If we checked the forward layer, no change,
01:14but the foo layer has been darkened by the Grade Node.
01:21So, now you can stick any node in this data stream and you will not have
01:25it connected with arrows or wires or noodles to any of the other nodes in the system.
01:31This is the whole point of the channel system.
01:34It makes for much cleaner flow graphs in Nuke.
01:38The downside is the Node Graph is a little more folded up and hidden away.
01:43There is more stuff happening behind the black curtain than there is in other systems. Don't go away yet.
01:50There's still two more channel management nodes you need to know about.
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The ShuffleCopy node
00:01There's two more very important nodes to know about, that's the ShuffleCopy
00:05and the Channel Merge. Let's take a look.
00:08I'll scoot over here.
00:09I'm going to deselect off to the side, make sure I have nobody selected, up to
00:14the Channel tab and select the ShuffleCopy node.
00:17We've seen the Shuffle node, we've seen the Copy node, and now we're going to
00:22take a look at the ShuffleCopy, which combines both operations into one.
00:27Here is input number one, which I'm going to hook up to the rgba node.
00:32Here is input number two, which I'm hooking up to the foo node.
00:36Keep in mind, at this juncture, the data is still in the rgba channel.
00:41What we're going to do with this node is combine the Shuffle and the Copy
00:46operations in one node.
00:51Input number one is the rgba layer and we want to leave that, the rgba layer, coming out. Oo!
00:56Let me move my Viewer up here. There. Okay.
01:05So, up here input number one is going to be rgba in and rgba out to the
01:11red, green and blue.
01:14It's input number two that I want to shuffle. The foo A, B, C, D data is coming
01:20in on the rgba channels.
01:22So, I want to reroute that here, input number two, from rgba to foo.
01:28Remember, foo has already been defined.
01:31So, on the output here, other layers, I will select foo, and there is my A, B, C, D.
01:37This now has the rgba input number two, wired red, green, blue and alpha
01:43out to foo A, B, C, D.
01:47So, input one is going to come in on rgba and come out on rgba.
01:52Input number two is going to come in on rgba and go out on foo.
01:59Now we look in the Viewer, in the rgba channels, we have this, and in the foo
02:05layer, we have that.
02:08The problem is the ShuffleCopy can be a little hard on your head.
02:11You've got this dual matrix.
02:13It's like a patch panel that you can cross-wire things.
02:17So, it can be a little bit hard on your head.
02:20When you first start out, it might be easier to use a Shuffle node followed by a
02:24Copy node, rather than trying to do the ShuffleCopy node.
02:28When compositing visual effects we frequently need to merge two one-channel
02:32images, like two masks.
02:35Nuke has a special node just for that, the ChannelMerge node.
02:39We'll take a look at that in our next movie.
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The ChannelMerge node
00:00Okay, we'll clear the Properties bin to take a look at the ChannelMerge node.
00:05Again, deselect off to the side. Channel tab > ChannelMerge.
00:11The basic intent behind the ChannelMerge node is to merge two alpha channels into one.
00:16So, we'll hook the A side to the rgba here and the B side up to the foo there.
00:23I'm going to switch my Viewer over to this guy.
00:28Up in our Viewer, we're going to look at the rgba output.
00:33So, here is the default setup for the node.
00:36Take the alpha channel from the A side, and the alpha channel from the B side,
00:41and put the union of the two on the output.
00:45You may choose a different operation here if you don't want the union, but
00:49the bottom line is that's the basic intent.
00:52If we switch the Viewer to the alpha channel, we will see the union of the foo and the rgba.
01:00You'll recall the foo layer had A, B, C, D. So, the D data is in the alpha
01:06channel of foo and the rgba alpha is in the alpha channel there.
01:10Of course, you don't have to use just alpha channels. On the A side, for
01:15example, we could have selected the rgba green channel to be the union of the
01:21rgba alpha channel on the B side.
01:25So, in this movie, we've got a very close look at how to manage, control and
01:29create our channels and layers in Nuke.
01:32We saw the Shuffle node is used to shuffle channels within a data stream and
01:36the Copy node is used to move it between data streams.
01:40We also saw how to create our own new layers and give them any name we want.
01:45We also saw the Blur and the Grade node being selected to operate on just one
01:49layer inside the data stream.
01:52We also saw how the ShuffleCopy node combines the Shuffle and Copy operations in
01:57one node albeit a little complicated to work with.
02:02The ChannelMerge node is used to combine two alpha channels into one, or
02:06frankly, any two individual channels, doesn't have to be the alpha.
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Compositing CGI
00:01Now, we're going to take a look at how to composite CGI and Nuke.
00:04Our first case is compositing multi-pass layers that were rendered as
00:09separate TIFF files.
00:11We will not be using channels.
00:12We're going to do this as a straight ahead Multi-Pass CGI Composite.
00:17All right, let's go get our pictures.
00:19We'll go to the Read node, our Workshop > Lesson_04_Media > MultiPass_CGI folder
00:29and then we'll pick all the files in the folder and say Open.
00:37We'll hit the F key to center them in the Viewer and now I'm going to relay out
00:41Nuke's interface so we get a better look at the shot.
00:44We'll go up here to the Properties bin and this little black X completely
00:47closes the Properties bin.
00:48On this little pane tab here, a pop-up, and I'm going to say I want my Node
00:54Graph to be up here.
00:56I'll hit the F key to center my nodes in the Node Graph.
01:00I won't be needing the Curve Editor, so I'm going to close him.
01:04But I do want the Property bin.
01:05So, I'll go to the Pane pop-up and say, give me a Property bin over here, please. Thank you!
01:13A little more window. I won't be needing any of the controls down here in
01:18the Viewer, so to give me a little more window space, I'm going to close
01:22this one and fold up this one and fold up that one. Didn't know you could do that, did you?
01:27I won't be needing these controls up here, so I'll fold that one up, but
01:31I will be needing these.
01:32So, I'm going to leave those where they are.
01:34Now, let's set up our basic composite.
01:36I'm going to set the specular up here and get the reflection there,and the
01:42occlusion, the matte, the grunge, my diffuse pass up there, the background over here.
01:48So, let's get things kind of organized, maybe like this. Okay, all right.
02:05The Diffuse pass is now connected to the Viewer and I'm going to hit H on the
02:09keyboard to fill the Viewer with it.
02:12Maybe I'll make my Viewer a little smaller there.
02:15The first step is we want to do a add, a plus, a sum of the specular layer
02:20with the diffuse layer.
02:22So, to do that, we're going to need a Merge node.
02:25We'll select the specular layer, type M on the keyboard to get a Merge node,
02:29slide it over and hook it in.
02:32First of all, I need to set the Merge node for plus, so the operation instead of
02:36being over, I want plus, because I want to add the diffuse to the specular.
02:42On the A side, the specular is coming in on the RGB channels.
02:47Don't forget. These are all separate TIFF files and they are not in channels.
02:52So, the specular is coming in on the rgba channel on the A side.
02:57So, I want the A channels plus the B channels, and that gives me right here,
03:03the sum of diffuse plus specular.
03:07I can toggle that node on and off to see the effect right there.
03:11Next, I want to add the reflection layer to this.
03:14So, I'll select the reflection layer, add a Merge node, hook it in, set the
03:19Merge node for plus, and the A and B channels are both set for RGB, which is
03:26exactly what I want.
03:28Next is the occlusion pass.
03:30For this, I want to multiply the occlusion pass times my rgba channels.
03:36So, we'll put in another Merge node.
03:40Set the Merge node operation for multiply and now I can see the effect of that
03:46by toggling that on and off.
03:47I can see yes, indeed.
03:49My occlusion layer is, in fact, multiplying the RGB layer.
03:53Same thing for the shadow. Select the shadow, add a Merge node, hook it in.
03:58Switch the operation to multiply. There we are.
04:04And again, I can toggle that on and often see the effect of the shadow
04:06multiplying the image.
04:09The grunge layer is a four-channel image.
04:12We can take a look at that here, rgba, alpha.
04:17It looks kind of dark, but we can see there is stuff there.
04:22If I unfold the Viewer and crank up the gamma, yup, there is picture in there.
04:26Okay, I'll fold that away, back to our main composite.
04:32So, the grunge layer is going to be another merge operation, but it will be an over operation. So, we'll do that.
04:39There is our grunge.
04:41Okay, the last is our matte.
04:43Now our matte in not in the alpha channel.
04:45In fact, it's in the RGB channels.
04:49In fact, it's just in the red channel of the RGB layer.
04:53So, we're going to have to get him into the main data stream using a Copy node.
04:57I'll select the matte, type K to get a Copy node, hook him in. There we go.
05:05Now, we have an arrow.
05:07The reason is, remember, the matte is coming in on the A side.
05:10On the A side, there is no alpha channel.
05:13The matte is in the red channel.
05:15So, I'm going to pop this open and say, give me the rgba red on the A side and
05:20put it into the alpha channel on the B side, and now we are happy.
05:25Now, we can look in the alpha channel and say yes, indeed, I have a matte there.
05:28If I look up here, there is no alpha channel.
05:34There is the grunge layer.
05:35If I look up here, there is nothing in alpha channel.
05:42So, in this merge operation, my grunge layer came in, but in this copy
05:46operation, it blew it out and completely replaced it by the matte.
05:51Okay, we're ready to composite this over the background.
05:53We'll set the Viewer back to RGB, add a Merge node, and hook it up to the
05:59background and see what we got.
06:03Once we have everything set up, hooked in and working properly, now we can
06:07go dial it in.
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Adjusting the multi-pass composite
00:01Now that the comp is all set up, we can start adjusting the various layers.
00:05As you saw before, we can use the D key to enable and disable any node to see
00:10its contribution to the overall look.
00:14We're going to find this to be a very helpful technique for diagnosing
00:16and troubleshooting.
00:19Let's start by dialing in the grunge.
00:21Double-click on the Merge node and I'm going to slide the mix slider to tone it down,
00:27so we have just a little bit of grunge.
00:31Now let's say we want to adjust the specular layer.
00:33We'd like it to be a little less intense.
00:36We can see the contribution of the specular layer right here.
00:38So, I'll select the specular layer and add a Grade node to it.
00:43I'm going to set the gain to 0.3 and that considerably darkens down the specular
00:51layer, but I'd like it to have a little more red highlight.
00:54So, I'm going to make the red channel a little hotter. There.
00:58Now I have got a much more coppery red tint.
01:01I can see the influence of the Grade node by disabling it on and off and see
01:07the contribution of the entire layer to the main picture by toggling the
01:11Merge node on and off.
01:14Now let's look at the occlusion and shadow layers.
01:16Let's say I'd like to increase the influence of the shadow.
01:19I want the shadows to be more dense.
01:21So, I want to add a Grade node to the shadow and I'm going to drop the gamma down.
01:30That makes the shadow more intense.
01:32Again, I'll toggle the Grade node on and off to see the effect of my adjustment
01:36and then toggle the Merge node on and off to see the contribution of the shadow
01:39to the entire picture. Okay.
01:42That's what I'm looking for. We're good.
01:43So, there is my basic composite and of course, if I want to add a Grade node to
01:48adjust the background, that's fine and then to the overall composite, add
01:52another Grade node to adjust it overall.
01:56So, this represents the workflow we would use if we were given a multi-pass CGI render,
02:00but every layer was in a separate file.
02:05But what do we do if the passes are not in separate files?
02:08In the case of an EXR image, all the passes are together in one single EXR file.
02:13We'll see how to handle that in the next movie.
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Compositing a multichannel element in an EXR file
00:00I'm going to clear Nuke, which will preserve the layout of my interface to show
00:03you the next situation, which is we're compositing a multilayer element that is
00:09already in one single EXR file.
00:12All the layers are defined and now we're going to have to use our channel
00:15operations to make that work.
00:18To do that, we're going to need our multipass head, go to the Read node, select
00:23the multipass head.exr file, say OK.
00:28We'll hook that up to the Viewer and Nuke has reset the windows for the Viewer,
00:32so let's turn those guys off again to clear some more space.
00:37Again, we'll keep this one up here and we'll fill the Viewer.
00:42Now you may recall that this EXR file already has a whole bunch of layers built
00:47into it, the masks layer, the reflection layer, the specular layer.
00:52So, this will be the classic workflow for a multilayer EXR file.
00:57The first thing we want to do is to sum or add the reflection layer to the diffuse layer.
01:03Now the diffuse layer is already in the RGB channels of our Read node right here.
01:08So, what we really want to do is to sum the rgba channels with the reflection layer.
01:15To do that, we'll add a Merge node.
01:17Now here's the first interesting bit.
01:21Since all of the channels I want are in this one Read node, I have to hook the B
01:25side up to the same node as the A side, because all the data is here.
01:31The A side is going to be the rgba, which has my diffuse, and the B side is
01:35going to be my reflection layer.
01:39Then the operation will be plus and there we have it. We've just summed--
01:44I'll show you that.
01:45I'll toggle on and off.
01:47We've just summed the diffuse layer with the reflection layer.
01:50I'm going to leave the other layers for you to work up in the exercise.
01:56Now, the next issue is how do we get that occlusion layer and use it to
02:00multiply the RGB layer?
02:03In the previous example, we applied the occlusion layer with a multiply
02:07operation in the Merge node.
02:09We could do that, because the occlusion layer and the RGB layer were both
02:12three-channel images that we could multiply together.
02:16In this case, the occlusion layer is now a one-channel image in the masks layer.
02:21So, we need to use a different operation that will allow us to mask it off
02:24with that one channel.
02:26So, we're going to use the Multiply node.
02:28We'll select the Merge node, come over to the Color tab, then the Math and let's
02:34select a Multiply node.
02:39In this Multiply node, we're going to say multiply the RGB channels to zero, but
02:45we're going to mask those off with the occlusion layer.
02:50But the polarity of the occlusion layer is backwards, so I'm simply going to
02:55invert the occlusion layer, and there we have it.
02:59We can see the effect by toggling the Multiply node on and off.
03:03There is my occlusion.
03:04Of course, we'll leave the other passes for you to work up in the exercise.
03:11Now let's take a look at how we would apply color grading operations to this workflow.
03:17Since the reflection pass is merged right here, we're going to have to do a
03:22color grade of the reflection pass above this node.
03:25So, I'll select the Read node, add a Grade node.
03:31I'm going to tell the Grade node that I want to talk to the reflection pass and
03:38then I can set the gain down or give it that red tint, same as we did last time.
03:51Again, we can see the effect of the Grade mode by disabling it and enabling it.
03:56Now let's say I want to adjust the density of the occlusion layer.
04:03To adjust the occlusion layer, I'm going to have to put the operation
04:07somewhere upstream of it.
04:09It could be up here or up here, anywhere I want, but I'm going to put it right
04:14there, just above it. Makes it easier to troubleshoot.
04:18We'll set the Grade node to talk to just the occlusion layer.
04:23The settings for the Grade node will be to set the channels for the
04:26masks occlusion layer.
04:28I'll turn off grunge and shadow.
04:30Then I'll turn the gamma down.
04:33You can see that that's now adjusting the density of my occlusion layer.
04:39One more case, let's say we want to mask off our color correction operation
04:43somewhere in this dataflow.
04:45How would we do that?
04:45We'll come up here to our Head.
04:48Oh, by the way, this Grade node is only hooked into the B side, which is fine,
04:55because we wanted a Grade at the reflection pass, which happened to be on the B side,
04:59so no problem there.
05:01But here I am going to add a Grade node and now it's going to hook into
05:04the entire data stream.
05:06We'll add a Bezier.
05:09I'll zoom in here a little bit.
05:11We'll draw our shape.
05:12I'm going to add a highlight to his head, pull out a nice soft edge.
05:23Then we'll hook that to the mask input of this Grade node and then we'll tell
05:28the Grade node to only work on the RGB channels.
05:31Remember, at this point, the diffuse layer is on the RGB channel.
05:36So, now we can dial in a gain.
05:41I can fold at the Bezier node so the on-screen controls go away.
05:45Now, we have a little highlight that we've added to the hair.
05:48Now we're ready to composite this over the background, so we better go get a background.
05:55So, we'll come over to the Read node, go into the MultiPass_CGI, and select the background.
06:02We're going to use the same background from that clip.
06:06Bring that down here.
06:10We're going to merge.
06:11We're going to merge this over the background. Oops!
06:18Something is wrong.
06:21My composite is semitransparent.
06:22There is something amiss with the alpha channel.
06:24Well, let's go take a look in the Viewer.
06:27Let's set the Viewer to the alpha channel and go. Whoops!
06:31That's not how my alpha channel is supposed to look.
06:35So, we're going to start a little diagnostic trip here.
06:37We'll select the original Read node, hook the Viewer to it by typing 1.
06:41So, I'm now looking at the alpha channel and I'm saying, okay, the alpha
06:44channel is okay here.
06:46Let's check down here.
06:47Type 1, okay, it's all right there. It's okay here.
06:52Oops! There is where the problem is.
06:55This multiply operation hammered my alpha channel.
06:59So, double-click on the Multiply node and here's my problem right here.
07:04I told it to multiply the occlusion pass times all of the channels and I didn't want that.
07:09I only wanted to multiply the RGB channels.
07:13So, we'll go to the pop-up and say only do this to the RGB channels, and
07:19my alpha channel is all healed. I'll check my RGB.
07:23Yes, everything looks correct. Turn that back on.
07:27I'll go back to my composite and now everything is hunky-dory.
07:31Check the alpha channel. Good, solid alpha.
07:35Before we go any further, there is a very important rule you need to know
07:38about the Merge node.
07:40We'll take a look at that next.
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The B-side paradigm
00:00There is a very important topic I need to tell you about, about the behavior of
00:04Nuke and the channels and the Merge node.
00:07I call it the B side paradigm.
00:11The rule in Nuke is only the channels that are coming in on the B side of the
00:16Input node are going to be passed through.
00:19All those channels coming in on the A side will be blocked. Let me show you.
00:24I'm going to hook the Viewer directly to the background. Come up here and we can
00:31see that it has nothing but an rgba channel.
00:35Then I'll hook the Viewer over here and as you can see, we have lots of
00:40channels and layers.
00:42So, they never made it past the Merge node.
00:44If I go to the Merge node, all we see are the original RGB channels from the background.
00:51The alpha channel has been added because it inherited that from the Merge operation.
00:57But all those other channels that we saw in this data stream are gone.
01:03You must remember this, because you will frequently encounter a problem where
01:08you know the channel exists, but it has disappeared. Well, you'll find that it
01:13died right here on the A side input of the Merge node.
01:17There are other dual Input nodes in Nuke and they all behave the same way.
01:22We'll set this back for the normal RGB view.
01:27If you have channel data on the A side of the Merge node that you want to pass
01:31through and survive, you're going to have to use a Copy node to copy it over.
01:37You can copy it over either before or after the Merge node, either one will work.
01:43In this movie, we saw the workflow for compositing multiPass CGI renders.
01:48In the first case, we had separate TIFF files and we never put them into
01:52separate channels and layers.
01:54In the second case, we saw the workflow for compositing with EXR files where you
01:59have a multilayered image.
02:03We also saw how to merge and adjust the different layers together including how
02:07to use a mask to adjust any one of the layers we want with a Grade node.
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Setting up a motion tracker
00:01Of course, Nuke has a very capable motion tracker.
00:04The interesting thing is the motion tracking node has only four trackers in it.
00:08If you need 27 trackers, you're going to have to use multiple nodes.
00:12However, they're easy to link with expressions and you can do filtering and
00:16averaging of the tracker curve.
00:17So, it's really not a problem at all.
00:20To see how it works, let's go get some pictures.
00:22We'll go to the Read node, our Workshop, Lesson_04_Media, Lab Guy folder.
00:31Here are 100 TIF frames.
00:33Bring those in, hook it up to the Viewer.
00:38Select the Read node, come to the Transform tab, and select a Tracker node.
00:45A little more screen space for our Viewer and a little more room for
00:51the Property panel.
00:53We don't need this Read node anymore.
00:56We can see all four of Nuke's trackers.
00:58If I turn them on, here's 2, 3 and 4 and I'll turn the Viewer gain down so that
01:04you can see them right here.
01:05We can disable them by turning them off, 4, 3, 2. We'll leave Tracker 1 enabled
01:11and set the Viewer gain back.
01:15To position a tracker, simply click -and-drag it on top of the target.
01:19Of course, you can also adjust the tracker's Pattern and Search boxes.
01:25You can adjust the size and the shape.
01:27Pull on these little ears out here for the width, and there for the height.
01:31Here in the corner, you can adjust both together.
01:34Either one. You can also reset the tracker shape and size by clicking on
01:40the Reset button here. All right!
01:44We'll zoom out and fit the Viewer.
01:47My trackers all set on the target. To track the shot, all I have to do is come
01:51up here to the tracking controls and say track forward for the whole length of the shot.
01:58Done!
01:59You'll notice that the frame didn't update with every frame.
02:02We're going to fix that in just a minute.
02:05But first, I wanted to show you how the overlay works with the Tracker node.
02:10The overlay now has three states.
02:12Press O on the keyboard and the tracking data will disappear.
02:16Press O again and the tracking marker will disappear.
02:19Press O again and they both come back.
02:23We'll zoom out and fit the window.
02:25Now we're ready to add another tracker.
02:28The normal workflow is you get one good tracker done and then you disable it.
02:33This is kind of a write-protect, so you don't accidentally overwrite it.
02:37Then turn on the next tracker.
02:40Let's say we want to track this little guy over here.
02:43But first, make sure you go back to the start of the clip.
02:47That's one of my favorite mistakes is to forget to pre-position the playhead.
02:51So, we'll put the tracker right where it belongs here at the beginning of the frame.
02:55Now this time, I want to see the screen update with every frame while it's tracking.
03:00To do that, we're going to turn on the Update Viewer option.
03:04Then we will track forward.
03:11Now the screen updates with every frame.
03:12Of course, this is not a good idea if you're tracking 4k plates.
03:18You can actually edit the tracking data with these onscreen points.
03:21We'll zoom in here.
03:24First, drag the playhead to the frame in question.
03:27Let's say this frame has some bad data.
03:31Just click-and-drag and you can edit the data right on screen.
03:36Use the arrow keys to go to the next frame. Click-and-drag to edit that point too.
03:43We'll zoom out and refit the Viewer.
03:46Over here is the Clear All button.
03:48What it does is it clears all the data for every tracker that's enabled.
03:54Right now, only Tracker 2 is enabled.
03:56So, I'll click Clear All and Tracker 2 is completely wiped out.
04:01There's no more tracking data in Tracker 2.
04:05We'll turn off Tracker 2 and enable Tracker 1 to take a look at the Clear
04:09Forward and Clear Backward buttons.
04:12Let's say I have the playhead here on frame 20.
04:17If I click on Clear Backward, every enabled tracker will be cleared from that
04:21point to the beginning of the shot.
04:23Click, gone. Well, now I'll position the playhead here at frame 70 and the
04:31Clear Forward button will eliminate all the data from that point to the end of the shot.
04:36You can also do motion tracking one frame at a time if you wish with the single
04:40frame button right here.
04:44You can also do the tracking on just a selected range of frames, by doing the
04:48range forward button here.
04:51It assumes the range you want to track starts from the current frame you're on
04:54to the end of the shot.
04:55But let's say we want to go to frame 90.
04:57So, I'll change that and say OK, and it tracks from there to frame 90 and stops.
05:03The track backward buttons are right here.
05:07This will single-step backward.
05:09This will track backward to the beginning and this is your range
05:12tracking backwards.
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Offset tracking
00:00Sometimes, however, our tracking target is covered up.
00:04Now, let's take a look at offset tracking.
00:07We'll go back to the beginning of the shot and let's say we needed to track on
00:10this corner right here.
00:12When I play the clip, we can see that our target is covered up for most of the shot.
00:20So, this is a prime case for offset tracking.
00:23We'll go back to the beginning of the shot.
00:27I'm going to use Tracker 2 for this.
00:30I'll turn off Tracker 1, enable Tracker 2, position him on the target.
00:39We'll track forward until the tracker arrow is out. There we go!
00:42Now, I'm going to back up until I find my last good frame.
00:46It looks like that was my last good frame.
00:51I want to clear the data forward so I don't have any bad data, so I will
00:56select clear forward.
00:58Now to offset this tracker, put my cursor on the tracker.
01:03Hold down the Command key, click- and-drag to the offset location here.
01:09Now I can continue tracking from there to the end of the shot.
01:12Now my target does reappear.
01:16So, I would like to back up and re-track on the target as soon as it's available.
01:22So, I'll back up the playhead here and let's say about this frame, it looks
01:28pretty good, looks like my target is available.
01:29So, I'm going to clear the data forward from this point and to clear the
01:36offset, this button right here, clear offset, pops the tracker right back where it was.
01:43Now I can track from here forward to the end of the shot.
01:47I now have clean data even though my target is covered up.
01:53Now that we have collected some good tracking data, let's see how to use that to
01:57stabilize and match-move elements.
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Applying tracking data
00:00Now that we have seen how to collect tracking data, in this segment we'll take
00:04a look at how to apply it.
00:06I've reset Nuke, so we need to reload the Lab Guy.
00:09We'll come up to the Read node > WORKSHOP > Lesson_04_Media > Lab Guy,
00:15100 frames, open up.
00:19Connect to the Viewer and we'll make the Viewer larger and a little more
00:24Property panel, please.
00:29To add the Tracker node, we'll select the Read node, go to the Transform tab and
00:35select the Tracker node.
00:39We don't need this Read node anymore, so let's close the Property panel.
00:43If you're tracking for translation only, the minimum number of points you need is one.
00:48If you're tracking for Translate, Rotate and Scale, the minimum number of points is two.
00:53Of course, you can track more points and Nuke will average them together,
00:58getting you a more accurate track.
01:00So, let's start by seeing how we would stabilize this plate in translate only.
01:05I'm going to use two tracking points.
01:09Tracker 1 is enabled, so let's enable Tracker 2.
01:12Place them right up here in the corner of this window and Tracker 1 in that
01:17corner of the window.
01:18I happen to know these will track very nicely.
01:22Now, we'll go up here and say track forward and the points will track for
01:25the length of the shot.
01:28We'll scrub through the shot and go yes,
01:30I have tracking data.
01:32Set the playhead to the beginning of the shot.
01:36The first thing we have to do is enable the trackers for the transformation
01:40we're going to use them for.
01:42That's done right here, Translate, Rotate and Scale.
01:48We're only going to be using Translate at first.
01:50So, I'm going to turn off Rotate and Scale and I'm going to turn on
01:52Translate for Tracker 2.
01:54So, Tracker 1 and Tracker 2 are enabled to be used for the
01:59translation calculations.
02:02Next, we go to the Settings tab and we'd tell it what type of transformation
02:07we're going to be doing.
02:08They call it Warp type.
02:10Translate, Rotate, Scale, whatever, we're just doing Translate.
02:13So, we'll leave that where it is.
02:15Third is the Transform tab, and this is really what kind of mode you're in.
02:21This is node transforms at the moment or we could say stabilize or match-move.
02:28We want to stabilize.
02:30So, the Tracker is now set to do a stabilize in Translate only using two
02:34points averaged together.
02:37Let's play that and see how it looks.
02:39If I put my cursor on the transform jack, we can see that the picture is nicely
02:43stabilized in Translate only.
02:49But we can also see that the plate is still wobbling in Rotation and Scale.
02:54So, let's fix that next.
02:55We'll stop the playback.
02:59We want to leave the transform in stabilize, go back to the Tracker tab, and now
03:04we need to turn on Tracker 1 and 2 for Rotate and Scale calculations. All right!
03:11We go back to the Settings tab and tell it we want to now do
03:14Translate/Rotate/Scale.
03:18If we play this, we can now see I have placed my cursor right on Tracker 1, that
03:24both tracking points are now locked to Translate/Rotate/Scale. We'll stop that.
03:31So, remember, there are three things to set.
03:35First, on the Tracker page, enable each tracker for the type of transformation
03:40you want to use in these calculations.
03:43Second, the Settings page for what they call the warp type or what
03:47transformations you're going to using.
03:50Third, the transform setting, which is what mode you're going to be in.
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Performing a match move
00:00Now let's do a match-move using the same track data.
00:03We'll set the transform type from stabilize to match-move.
00:07Make sure you're on frame 1 of your playback.
00:11Now let's add a Bezier node.
00:14We'll select the Read node, and I want to do a branch.
00:16So, I'm going to hold down Shift+P. Set a Bezier node off of the side here.
00:23I don't want the tracker onscreen controls in my face, so I'm going to fold up
00:26the tracker here and draw my Bezier shape,
00:29I'm going to draw a square that fits in the window.
00:31So, Alt+Command, click, click, click, and click to get a nice square shape.
00:40Select them all, type C on the keyboard for Cusp and we'll just nudge these
00:45points in to make sure they sit in the window nice.
00:49What I'm interested here is the alpha channel.
00:52I'm going to use it as a mask.
00:53We'll connect the Viewer to here.
00:56Switch to the alpha channel.
00:57This is what I want to animate.
00:59I'm going to use it as a mask for color correction operation and I want it to
01:04follow the shot using the match-move.
01:08The tracker is just being used as a data source, so I'm going to move it
01:11over here to link to it.
01:13We'll unfold the tracker property panel, and shift the Bezier to the Tracking tab.
01:20You'll see the Bezier has Translate, Rotate and Scale, just like my tracker has
01:25Translate, Rotate and Scale.
01:27All I need to do is link the Bezier tracking data to the tracker.
01:33So, from the tracker, hold down Command, click, drag-and-drop on top of the Translate.
01:41Go to the Rotate, Command, click-and-drag to rotate.
01:45Go to the Scale, Command, click-and-drag to scale.
01:51Very important is the center.
01:53If you forget to link the center, then the centers of Rotation and Scale will be
01:56wrong and the match-move will not work.
01:59So, Command+Click on center, drag-and-drop there.
02:03I've now linked the Bezier tracking data to my tracker.
02:07Now, if I scrub through the shot, my alpha channel is moving like I expect.
02:12Set that to frame 1.
02:15Now to use my animated mask, I'll select the Read node and add a Grade node with
02:20Shift+G. Hook up my Viewer to it, switch the Viewer back to RGB.
02:28I don't need the Bezier or the tracker in my face anymore.
02:32I'm going to set the Grade node. We'll go to the gain, punch that up, set it
02:40for a very red frame. Close that.
02:44Now, I'll set the mask input to the Bezier node, so I only get the red where the mask is.
02:51Now, since my mask is tracking, the red zone should track when I play the clip. There we go!
03:02I've now applied a match-move from the Tracker to that mask, and I did it with the links.
03:11In addition to linking the tracking data to a Transform node, we can also link
03:16each individual tracker to a control point of a Bezier curve.
03:20Let's see how that's done.
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Tracking Bezier control points
00:01I've reset Nuke and brought in the lab guy and a nice clean Tracker node.
00:05Notice that it's set off to the side here.
00:08We are going to do our motion tracking and we're just going to be linking to it.
00:12In this movie, we're are going to see how to take tracking data and link it
00:15directly to the control points of a Bezier curve, and we'll use our favorite
00:20window corners for this too.
00:22So, first, I am going to turn on all my trackers.
00:24Okay, then position them on the window corners, like so. There we go.
00:39Now, we've already determined that this is an easy track so that's why we are
00:43not doing this one track at a time.
00:45So, we'll track all those points then scrub through the animation, make sure we
00:54got some tracking data, and everything looks fine.
00:56Make sure you are on Frame 1.
01:00Now, let's add the Bezier node.
01:02Select the Read node and do Shift+P. Set the Bezier node off to the side here
01:08and now we'll draw our shape.
01:10The important thing is that we don't put our control points right on top of the trackers.
01:15We'll put them close, but not on top.
01:17So, Alt+Command, click, click, click, click, Command+A to select all the
01:24points and then type C on the keyboard to make ourselves the cusp so we have a nice square shape.
01:31Deselect off the side and now we can move the points.
01:35Okay, all we have to do is connect a tracker to a control point.
01:40For example, this point is next to Track 2.
01:44So, in the Tracker property panel, we'll go to Track 2, the animation,
01:49Command+click+drag and drop that on top of the control point and it jumps to Track 2.
01:56That's your sign that they are connected.
01:59This one goes to Track 3. Come to Track 3.
02:03Command+click+drag.
02:05Drop on the control point and he jumps over.
02:08This one is Track 1.
02:10Track 1, Command+click+ drag and drop, he jumps in.
02:14Track 4, Command+click+drag and drop.
02:21Okay, I'll scrub through the animation and indeed, it looks like they are connected.
02:25I'll now hide the Tracker property panel and play the clip and indeed,
02:31the control points are now locked to the trackers.
02:34Locking the trackers to the control points of a Bezier is actually the first
02:38step in doing a Corner Pin shot.
02:40We'll see how to do that next.
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Tracking a four-corner pin shot
00:00Doing a four-corner pin shot like a monitor insert shot is a very similar
00:05procedure, but there's one very critical point that we have to always get right.
00:10Let me show you that.
00:12First, let's delete this Bezier and this tracker and get some nice clean ones.
00:18Frame that and jump to Frame 1. Make sure you are on Frame 1 in the timeline.
00:23Select the Read node and let's go get our tracker.
00:27Shift+click because again we're just going to be linking to it.
00:32Once again, we are going to track the window, but there is a very
00:34important difference.
00:35I am going to turn on all four trackers, and I am going to turn the Viewer gain
00:40down so our trackers really pop.
00:43The key in doing corner pinning is the trackers must stay in this order:
00:49Tracker 1, 2, 3, and 4.
00:51You cannot cross them or get them out of place.
00:54If you do then the corner pinning won't work because the CornerPin node expects
00:59them to be in exactly that order.
01:01So, I am going to move Track 3 up to this corner, Track 2 over to this corner,
01:09Track 4 up to here, and Track 1 over to there, carefully maintaining the correct order.
01:18I'll set the Viewer gain back to normal, home the Viewer, we're on Frame 1, make
01:25sure you're on Frame 1, and track the shot forward, knowing that we are going to
01:30get a nice clean track for all four points except Track #2 didn't work.
01:36Notice Track 2 turned dim.
01:38That's your sign that that's the one that broke.
01:41Normally, we would deselect the trackers and get clean tracks and start
01:44everything all over again, but this is such a quick track.
01:46I'm simply going to go back to Frame 1, reposition Track 2 just a little bit,
01:52clear all and track it again and this time, I should get a nice clean track. Here we go.
01:59Okay, so I got good tracking data.
02:02The important thing is I kept my trackers in exactly the right order.
02:06Go back to Frame 1.
02:07I am going to move the Tracker node over here to make room for my CornerPin node.
02:15Let's go get the Checkerboard.
02:16We are going to corner pin the Checkerboard to that window, and then to that,
02:20let's add the CornerPin node.
02:24We don't need the Checkerboard property panel, so let's fold that away.
02:27I am going to turn the Viewer Gain down so you can see better.
02:33Look what we've got here.
02:34These are the four points from the CornerPin node and they are in exactly the
02:39order of to Point 1, Point 2, Point 3, and Point 4.
02:45Their size is based on the size of this image here.
02:48A larger image, they would be out here; smaller image, they would be in smaller.
02:52Now we are going to connect each of the corner pin points to our four tracking points.
02:57Very simply done. Simply Command+ click+drag the Track 1 point to Point 1
03:06in the CornerPin.
03:09Command+click Tracker 2 to Point 2. Command+click Track 3 to Point 3
03:17and Track 4 to Point 4.
03:21Be sure you hold down the Command key until you've dropped it off.
03:26Now look at what we've got over here.
03:28If I hide the Tracker node, the CornerPin points are now exactly where the trackers were.
03:38We've now effectively locked the CornerPin to the trackers. All right.
03:44to the CornerPin node, select that and add a Merge node, hook it in, and now
03:51you can see the CornerPin node has resized the checkerboard to fit exactly
03:56where our trackers were.
03:57I'll turn the Viewer gain back on and we'll go to the Merge node and set it for
04:03semi-transparency, so we can see what we're doing here.
04:07We don't need the Merge node anymore, so we'll close that property panel and
04:10let's hide the CornerPin node and play our clip. All right.
04:16it seems to be tracking just fine.
04:17The problem is it isn't fit correctly.
04:19Let's see what we can do about that.
04:23This corner here, for example, our tracker was way over here. See, right there,
04:29but the corner of the window is over here.
04:33So, I really need to move this corner or offset this corner up to here.
04:38Here's how you do that.
04:40Go to the CornerPin node and we have found that this Point #2.
04:45Go to the From tab and find Point 2 here and now we can adjust the From
04:54position like this.
04:55Here is the horizontal and the vertical.
05:06So, I can adjust this guy until I get him right where I want.
05:09I'll go back to the CornerPin tab to look at Point 3.
05:14Go to the From tab, go down to Point 3 and adjust him till I got him right were
05:21I want him and go back and fine-tune Point #2 there.
05:31That's how you offset the corners in case you're tracking marker is not right
05:35on top of your actual destination. And now we can play the clip and our
05:41four-corner pin is just fine. I'll stop that.
05:51So, in this movie, we saw how to collect tracking data for up to four points,
05:55how to edit, clear it, and retract the data and if you need more than four
06:00points, you know you are going to use more than one tracker node.
06:04We also saw how to apply the tracking data to either stabilize or match-move an
06:09element, whether we want just to translate or translate, rotate and scale.
06:15We also saw how to take tracker data and connect it directly to Bezier control
06:20points as well as the proper procedure for using tracking data for the
06:24four-corner pin and remember, the point order is critical.
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5. Keying and Timing
The Keyer node
00:01A good place to start talking about Nukes keying is with the Keyer node.
00:06The Keyer node is actually a whole collection of simple little keyers. Let's take a look.
00:12Let's go to the Read node and get an image from Lesson 03.
00:16Go to the Nuke Workshop > Lesson_03_Media.
00:20Let's get the desert picture and bring that in.
00:25From the Keyer tab, select the Keyer node.
00:28Put that in and we'll attach it to our viewer.
00:33We don't need this Read node anymore so we'll close that.
00:38As I said the Keyer node is a collection of simple little keyers and you can
00:41choose which key operation you want to use from this pop-up list right here.
00:45The default, of course, is the Luma key and that's the one we'll start with.
00:50The other important part of the Keyer is it has this range adjustment here.
00:54This is really just a scale factor for the matte that it pulls.
00:58So, I'll undo that with the Command+Z and we'll take a look at how the Keyer
01:02node does a Luma key.
01:05Switch the viewer over to the alpha channel and we'll get little more screen
01:09space here, so we can see what we are doing.
01:12And the first thing you'll see is that the Keyer node has created a luminance
01:16version of the image and put it in the alpha channel.
01:18So, we are just going to use the range adjustments to get the matte that we want.
01:22Okay and right away, we can see the problem with our Luma key.
01:29Other parts of the picture like these rocks will get caught in the same Luma key
01:33setting as the parts we wanted like the clouds.
01:37So, the Luma key is not a very discriminating keyer.
01:40However, the Keyer node has a bit of a clever addition to these range
01:44adjustments and that is that there's really four points to adjust in
01:49this trapezoid here.
01:51We'll see how that works.
01:56Let's go get a new picture from this week's workshop Lesson_05_Media.
02:03Pull in the lumakey_target. We'll open that.
02:06Let's add from the Keyer tab another Keyer node and then we'll add a viewer to
02:13that with Command+I. I'll switch the viewer to the alpha channel so we can see
02:19the luminance image.
02:21Our target is this oval.
02:22You can see it's a middle gray where we have darker grays and lighter grays.
02:28That's what the trapezoidal curve is all about.
02:31I'll adjust this slider here until the dark grays turn to black.
02:35Now, my target is a middle gray and the triangle is a much brighter gray.
02:39To bring the triangle up to white, I am going to pull on this guy right here
02:44till the triangle gets nice and solid.
02:47But now I have two items that are the same white.
02:50This is actually in the original image a brighter white than that one.
02:53So, I'll come to this second white point here and pull that in and it gets a
02:58little dimmer and then I'll pull down on the blacks there.
03:02What that has done is taken the very bright pixels here in the matte and
03:07pulled them down to black.
03:09And my target gray is between these two white points right here.
03:14But we also have some leftover pixels from the triangle.
03:17That's because these anti-alias pixels just happened to be the same gray
03:21value as my target and so they were caught in the same key.
03:27To take a look at some of the other keyers in the Keyer node, let's go and a get a picture.
03:31From the Read node, this week's workshop, get the karate_greenscreen picture.
03:37Bring that in and we'll scoot things over.
03:43Let's go get a new Keyer node and let's add another viewer.
03:49Fit that to the viewer.
03:51In the Operation pop-up, we have red, green and blue keyers.
03:56Now, these are simple keyers based on the one color channel.
04:00For example, if I select the green keyer and then we look into the alpha
04:05channel, all it's done is put the green channel in the alpha channel and then we
04:11can simply scale it with this, until we get the matte that we're looking for.
04:15Of course, you are never going to get a great matte by just keying on one channel. All right.
04:21let's clear our Property Bin and make a copy of the karate_greenscreen picture
04:26and take a look at another set of keyers in the node.
04:30We'll select the karate_greenscreen node, go to the Keyer tab, get another keyed,
04:36and add another viewer with Command+I. So, with the viewer, this operation we
04:43want to look at is the redscreen, greenscreen, bluescreen.
04:48These three keyers pull a simple color difference key on whichever channel you select.
04:52If you go and look in the alpha channel, we can see a very simple green screen
04:58color difference key here, and once again, we just scale the matte until we get
05:03the picture we're looking for.
05:04Of course, this green screen keyer is a very simple one, no where near as
05:10sophisticated as using something like Primatte or the IBK Keyer.
05:13However, it could be useful.
05:15It's a quick and dirty key.
05:17You might find it helpful in a quick situation.
05:20For the last keyer operation we're going to look at, we'll need the color wheel.
05:24So, let's go to Read node and get the colorwheel image and then in here, go get
05:33another Keyer node, and let's add another viewer.
05:40Now this is a colorwheel image that I've prepared that has a gradient applied to
05:44make it darker towards the center.
05:47So, this colorwheel represents, obviously, a different hue all the way around the edge.
05:52It's also highly saturated around the edge.
05:55As you come in towards the center, it loses both saturation and some brightness.
05:59So, this represents kind of a large chunk of color space.
06:04Let's see how the saturation key works with this. Come up here in the operation
06:09pop-up and select saturation key.
06:13We'll switch the viewer over the alpha channel and now we can adjust our range
06:19so that we're keying on just a particular range of saturation.
06:24Remember, the saturation varies from center to edge, so we can do something
06:27like this if we want.
06:28Of course, this is indifference to hue because the hue is changing all the way
06:33around and it doesn't care about brightness.
06:37So, it's actually just creating a key based on the saturation of the image,
06:41exactly like the operation says.
06:44As we've seen, the Keyer node has a variety of simple little keyers in it, but
06:48it does not have a chroma keyer.
06:50For that, we have to use the HSV tool node, which we'll see in the next movie.
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Using the HSV tool as a chroma keyer
00:00Nuke doesn't have a chroma keyer per se, but in the Color tab, the HSVTool can
00:05be used as a sort of chroma keyer.
00:08Let's see how it works.
00:09First, we'll get a picture.
00:11We go to the Read node, our workshop, Lesson_05_media, get the colorwheel
00:18picture, bring that in.
00:22On the Color tab, we'll select the HSVYool node.
00:27Hook that up to our viewer and a little more viewer space here and fill the viewer.
00:35We don't need to Read node property panel anymore, so we'll close that.
00:41The original intent of the HSVTool is as a color replacement.
00:45You select a source color from the image, select the second color, and the second
00:49color will go in and replace that in the picture.
00:52However, we are going to use it in a somewhat different way.
00:56The HSVTool allows you to select a range of Hue.
01:00The range is selected on these sliders right here, and a range of saturation and
01:05range of brightness.
01:06Then it will combine those three ranges together to create a matte, which goes
01:12out into the alpha channel or whatever you have set here.
01:17You could select any channel you wanted, but of course, the alpha channel is
01:20normally what you are going to do.
01:22The next setting is very important.
01:24This selects which of the three parameters are going to be used to calculate the matte.
01:30We want to use all of them, very important to set all right here.
01:36Now the colorwheel image varies in hue as you go around the circle.
01:41It also varies in brightness and saturation from the outer edge to the center.
01:46It gets less saturated towards the center, and gets brighter out towards the edge.
01:51So, this gives us good variation in all three directions:
01:54hue, saturation, and brightness.
01:57To see how the HSVTool works, we'll switch the viewer to the alpha channel so
02:02we can dial in our chroma key.
02:05First thing we'll do is we'll set a range.
02:07You can move one end or the other of the range and this narrows the gap or
02:13widens it. Putting your cursor in the middle moves it around the circle so you
02:19can select which hue that you want.
02:22The Range Rolloff adds a softening factor to it.
02:28Next is saturation.
02:29Again, we can set a saturation range. This is the low end and the high end.
02:34And again, we can move them as a pair, so we can isolate any range of saturation
02:40in the picture we want.
02:43And of course, we can adjust the Range Rolloff here to add a little softness to
02:47our saturation selection.
02:51Same thing for the brightness. A lower end for the brightness adjustment
02:54here, an upper range here, and then we can set the Range Rolloff to get a nice soft edge.
03:01This now allows us to select a chunk of the color space that we have isolated in
03:07hue, saturation, and brightness to make our chroma key.
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The Difference node
00:01One other keyer in Nuke is the Difference node.
00:04Let's load a couple of pictures to take a look.
00:07Go to the Read node and what we want is the target and the clean_plate.
00:14Bring those two in, hook those up to a new viewer.
00:22Now you may be familiar with a difference keyer.
00:28The idea is it uses two plates, the target plate and a clean plate and
00:33the node performs an absolute difference between the two plates, and that
00:38difference makes up the matte.
00:40It tends to be a rather poor quality matte.
00:43In other words, the difference keyer doesn't work nearly as good as it sounds,
00:47but let's give it a go and see what happens.
00:51We'll select the target image, come up to the Keyer tab, select the
00:55color Difference node.
00:57It's hooked itself into the A side, we'll put the clean plate on the B side and
01:01by the way, it does not matter which one you connect where.
01:05We don't need that connection anymore there.
01:09We'll switch to the alpha channel and there you have it.
01:14This is a simple absolute difference between the two plates on a
01:17pixel-by-pixel basis.
01:19You can then dial in the Difference matte by adjusting the offset and the gain
01:26to get the best match you can.
01:27While a difference matte is a very poor quality matte, it's also simple,
01:33easy and quick to create and might be useful to you as a garbage matte in a few situations.
01:38In this movie, we saw Nuke's Keyer node as sort of a Swiss Army knife of simple
01:43keyers, where we could key on a channel or a bluescreen/greenscreen or
01:48luminance or even saturation.
01:51We also saw how the HSVTool can be twisted and bent and used as a chroma Keyer
01:56as well as how to use the difference keyer, although the Difference keyer node
02:02doesn't give you very useful keys very often.
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Understanding how Primatte works
00:01Primatte is a very powerful proprietary keyer developed by IMAGICA Corporation
00:06and licensed to the Foundry for Nuke.
00:08It's designed to pull high-quality keys for green screen and blue screen and
00:13in fact, frankly, any other color you want.
00:16Primatte can be rather difficult to understand and even more difficult to control.
00:21So, let's take a look at the theory behind it.
00:24Primatte is, in fact, a three-dimensional chroma keyer.
00:28The concept is it takes all the pixels in the image and places each pixel into a
00:34three-dimensional color cube like this, so all the pixels of the green screen
00:38would be clustered together in a little green cloud like this.
00:42All of the other pixels belonging to the characters would be scattered out here in the queue.
00:47Once Primatte collects the backing colors into a little cloud like this, it then
00:51puts a polygonal mesh around them.
00:54The pixels inside the polygon will be the backing region and be the black part
00:59of the matte and everything outside will be the characters in the foreground and
01:03will be the white or the solid part of the matte.
01:06Now that's an over-simplification.
01:09Let's take a look at this.
01:10This is a two-dimensional representation of the 3D process inside of Primatte.
01:16Primatte actually draws three concentric polygonal objects.
01:21The inside polygon, called the small polygon, is 100% the backing color,
01:28representing the totally black part of the matte.
01:32The medium polygon out here is partially transparent.
01:37The large polygon here represents completely opaque, solid foreground.
01:43Everything outside of this polygon out here are the characters in other parts of
01:47the green screen and represent the 100% solid white part of the matte.
01:54The pixels here in Zone 2 are semitransparent and they get spill suppression.
01:59The pixels here in Zone 3 are 100% solid, 100% opaque, but also get spill suppression.
02:06For example, if there was some spill on the cheek of a character, they would
02:11be in this zone here.
02:13You create the key in Primatte by, frankly, bashing these polygons around to
02:19subtly adjust them, to include and exclude certain pixels.
02:24You can then very precisely determine which pixels are in the 100% foreground or
02:29the solid core matte and which pixels are in the backing region and by adjusting
02:34and mis-shaping the polygons, you can then determine which parts will have spill
02:39suppression and which parts will not.
02:42One of the problems with Primatte is if you start over bashing it, you can get
02:47it in such a distorted shape that it becomes useless and you have to flush it
02:51and start all over again.
02:54So, one of the important roles with Primatte is, don't overdo it. The fewest
02:59possible adjustments to get your target.
03:01So, let's see how it works in the real world.
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Setting up a basic Primatte key
00:01In this video, we'll see how to set up a basic Primatte key.
00:04We are going to need a couple of images to work with.
00:07So, we'll go to Read node, our Workshop, Lesson_05_Media, get the greenscreen_HD
00:16and the HD background. It goes in here.
00:22Select the greenscreen Read node, come up to the Keyer tab, and select Primatte node.
00:30Note, Primatte is disabled in the PLE version of Nuke.
00:35Since it's a licensed plug-in, like FrameCycler, it's not available in the PLE version. All right.
00:43Let's hook up the background to the background and connect Primatte to our
00:48viewer, a little more screen space here and fill the viewer.
00:53The first thing you may notice is this funny little outline.
00:57That's actually a crop window and is really not very useful.
01:01If you want to do that, you are going to do a garbage matte.
01:04We'll see how to do that in a minute.
01:05So, I'll put that back and refill the Viewer.
01:11The brilliance of Primatte is that you actually talk to it by sampling
01:15pixels from the image.
01:17So, our first operation is to tell it what color the background is and that's
01:22our first operation, select the background color.
01:25This little eyedropper here tells you that Primatte is in the Color Sampling mode.
01:31So, you must have the eyedropper on.
01:34We'll come up here and Command+click and drag and sample the background region,
01:40and we'll go to the alpha (A) channel and see we've got a presentable matte,
01:44not bad for one click.
01:46The next step is to clean the background noise.
01:49Come to the operation pop-up and it's the very next item in the list,
01:53Clean BG Noise.
01:55Command key, click and drag. Command key, click and drag.
01:59If you want to grab a bunch of pixels, Command+Shift and drag a sample box.
02:05Command+Shift and there we go.
02:08After you've cleaned all the background noise, the next is to clean
02:12the foreground noise.
02:14We'll go to the operation pop-up and select Clean FG Noise.
02:19Again, I am going to drag a whole selection box, Command+Shift here on the face,
02:24Command+Shift down here on the shirt and maybe another one there.
02:27Again, not too many samples.
02:30The next item in our operation pop-up is the Matte Sponge.
02:34The Matte Sponge is used to expand the core matte.
02:38I'll zoom in here to the hair and I'll do a Command+click and drag there.
02:43Did you see the core matte expand?
02:44I am going to undo that because that's kind of a heavy hammer.
02:48The next item in the list is the make foreground transparent.
02:52This actually has a very narrow application.
02:55We are going to skip it.
02:56There are other tools that work better.
02:58We'll go straight to Restore Detail.
02:59Restore Detail is designed to reintroduce edge detail out here in the backing region.
03:07Command+click and drag.
03:09There you can see the backing is starting to come in.
03:12So, if the matte is chewing in too hard and cutting off fine hair detail, this
03:17is how you restore it.
03:18I am going to re-home the Viewer and switch to the RGB channels, because now we
03:25are going to look at spill suppression.
03:27Let's zoom in to this part of the hair over here where we have plenty of spill problems.
03:33The next operation will be the Spill Sponge.
03:37I'll sample pixels here in the hair and the spill will be removed from that
03:41part of the picture.
03:43So, that's a basic Primatte key, but there's still many more features to
03:46know about Primatte.
03:47We'll see some of those in our next movie.
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More Primatte operations
00:01I'll re-home the Viewer and now I'll reset Nuke and we'll reload the images.
00:07I've reloaded the green screen and the background plate to show you some more features.
00:11First, select the greenscreen Read node, then come up to the Keyer tab and
00:17select the Primatte node and hook the background into it.
00:22If you don't select this node first, Primatte is going to crop the plate to
00:26whatever the default system settings are.
00:29The feature I wanted to show you is right here, Auto-Compute.
00:32If you click that button once, Primatte does a statistical analysis of the
00:37greenscreen plate and computes the optimal settings.
00:41If we go look at the alpha channel, we see we have a very nice matte.
00:47Two adjustments you have for the Auto- Compute are the auto background factor
00:50and the auto foreground factor.
00:53If the Auto-Compute results aren't what you wanted, you can move the slider
00:57and re-Auto-Compute.
00:59You see the change?
01:02We can move the foreground slider and redo the Auto-Compute there.
01:06Do you see that change?
01:07Now I'm going to put both of these back to default and hit Auto-Compute again to
01:13get my initial setting.
01:14You remember down here on the operation popup, we have a list of operations.
01:19These two arrows simply walk you through them in the order of list.
01:22That's all they do. No big deal.
01:25The next operation I wanted to show you is the Spill(-).
01:29We have a Spill(+) and a Spill(-).
01:32The Spill(-) means remove Spill and the Spill(+) means put it back.
01:36So, let's choose the Spill(-) and we'll switch the Viewer to RGB, move in and
01:44start removing some of the spill from the hair.
01:47Remember, these spill operations have no effect on the matte.
01:50So, I'm going to sample these pixels here. Whoa! Too much, undo.
01:56Fortunately, the Undo command works very well.
02:00If you click-and-drag, you're actually sampling a broad range of pixels.
02:05So, you might just want to do a single click, click, and click to get a
02:09more gentle approach.
02:11I'm going to move over to this side, because we have some more spill over here.
02:16Sample over here with one click, another click. There.
02:24Easy does it, don't over sample with Primatte.
02:28If I go to the Spill(+), I can actually put some of that spill back.
02:34You might want to do that if you had overdone the spill suppression.
02:37I'm going to undo that with an Undo and an Undo and an Undo.
02:42The next operation is the Matte(+) and Matte(-).
02:45These will increase and decrease the density of the core of the matte.
02:49So, we'll go to Matte(+) for example, zoom out, switch to the alpha channel,
02:55because I want to fix these stripes.
02:58So, my operation is Matte(+), meaning I want to increase the matte density.
03:02I'll sample one click, another click, another click, all right not too much.
03:07Notice that the undo works quite nicely, Undo, Undo, Undo.
03:13When I undo enough, it goes back to the previous operation.
03:16So, I'm going to reenter my Matte(+) operation and fix my transparencies, click,
03:23click, click, all right.
03:26You can also use the Matte(-), if you want to remove density from the matte.
03:31A good example might be up here in the hair.
03:33If I do a click and sample on the hair, you can see the hair is getting more transparent.
03:39Unfortunately, other parts of the picture are too.
03:44Remember this rule about Primatte.
03:46Whenever you are sampling the pixel values, there will be other pixels somewhere
03:51else in the picture that have the same value, and you're going to be affecting
03:56the matte or the spill in that part of the picture and usually it's off-screen
04:01where you can't see it and you get a surprise later.
04:04I didn't like that Matte(-) operation, so I'm going to undo that.
04:09Next, let's take a look at the Detail.
04:12Detail(-) removes Detail and Detail(+) adds it.
04:16Remember, Detail is the edge detail, which is where the matte comes up to the
04:20edge of your character.
04:22So, if we do a sample here, you can see the matte is starting to fill in right
04:28around the edge of the character, reintroducing more hair detail.
04:32And of course, Detail(-) will take it back out again. All right.
04:37let's re-home the Viewer and switch back to RGB to talk a little bit more
04:42about spill suppression.
04:46You have your choice of different spill suppression techniques.
04:50The spill samples that you did earlier told Primatte what pixels you wanted to
04:55perform the apill on.
04:57What you can do is change what process is used for doing that apill suppression.
05:02The default right here is replace with a complement color.
05:06You can also have it replaced with a solid color.
05:11Here you get to dial in that color and of course, you can sample colors off the screen.
05:16For example, we could sample some of the hair, so we are replacing the spill
05:21pixels with hair color pixels.
05:24Or you can use the defocused background.
05:28It simply makes a blurred version of the background and mixes that in all the
05:31areas you've identified as a spill area.
05:33Or you can have no spill suppression at all.
05:39I'll put the Spill Process back to the default, complement.
05:43In this movie, we got a good overview of Primatte's basic operations.
05:47In our next movie, we'll take a look at how to do garbage matting and
05:51grain suppression.
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Degraining a garbage matte
00:00Okay. I'm going to reset Nuke one more time in order to show you the garbage matting
00:05and grain suppression techniques.
00:08For this segment, we're going to need a couple of different pictures.
00:11So, let's go to the Read node, our WORKSHOPS, Lesson_5_Media, select
00:19bluescreen_film and film_BG.
00:25These have a little more grain, so I can show you some grain stuff.
00:33Select the bluescreen Read node, go to your Keyer tab and add your Primatte node
00:40and hook it up to the background.
00:42A little more screen space for our picture.
00:46First up, I'd like to show you how to do a Garbage matte with the Primatte node.
00:51I'm going to move the Viewer over here and hook it up directly to the bluescreen.
00:56If we look at the alpha channel, we can see that this is a three-channel film scan.
01:01There's no alpha channel, which is what you would expect.
01:05So, let's add a Bezier node to this bluescreen.
01:09Select the bluescreen Read node and type B on the keyboard.
01:13So, we're going to draw a little garbage matte around the lady, Alt+Cmd+Click.
01:23And the Bezier node will turn off the red, green, and blue channels.
01:29Now if we switch the Viewer to the alpha channel, we now have a
01:33four-channel image.
01:34See here, there's an alpha channel here now from the Bezier node.
01:38So, coming into Primatte now is a four -channel image with the garbage matte
01:43in the alpha channel.
01:47We'll switch back to RGB and hook the Viewer up to the Primatte node.
01:54We don't need the Bezier anymore, so I'm going to fold that up to hide it.
01:57To use the garbage matte all we have to do is come down here to mask and tell it
02:02to look in the alpha channel.
02:04Ta-da! If you'd like to toggle it on and off, you can do that right here.
02:09If you need to invert it, you can do it right there.
02:13So, the bottom line is if you want a garbage matte for Primatte, you have to put
02:17it in the alpha channel.
02:18There's no mask input to the Primatte node.
02:21Now let's take a look at the Degrain features in Primatte.
02:25First of all, we're going to need to pull a key.
02:28So, I'm going to go to my Select BG Color.
02:31I select my background color. Check the alpha channel.
02:35I'll clean it up a little bit, clean the background noise, sample,
02:42sample, sample, okay.
02:46So, I've got some grain.
02:47This is a film scan.
02:48This is actually a 2K film scan that's been scaled down to 1K.
02:52So, there's still a lot of grain in it.
02:55So, we can turn on the Degrain feature here.
02:57Right now, the Degrain is none.
02:59We'll go to the type pop-up and select small, medium, or large.
03:04In our case, the graining is rather small.
03:07So, I'm going to select that one and then we can dial it in.
03:11We don't want to hit it too hard, because degraining removes edge detail.
03:16So, I'm going to show you that right here.
03:18So, I'll adjust the tolerance here.
03:20We'll come back to our RGB and look at our composite.
03:23I want to scoot in here to look at the fine hair detail.
03:28So, if I change the Degrain to none, you can see I get come hair detail back.
03:32Put it back to small. It goes away.
03:34Id I go to medium and large,
03:36I lose even more hair detail, because it's a more aggressive degrain operation.
03:41Now let's re-home the Viewer, because I wanted to show you down here the output modes.
03:49There are actually three different output modes.
03:51The default is composite, but you'll rarely get to use that, because very few
03:56keys can actually be pulled with one Keyer setting.
03:59You're normally going to pull multiple keys and combine them, but the other two
04:04output modes are a premultiplied output and an unpremultiplied output.
04:10I'll set it back to the default.
04:14In this movie, we took a close look at the implementation of Primatte in Nuke.
04:18First of all, we did a little theory of operation to understand how it's a
04:22three-dimensional chroma keyer and it produces those multiple concentric shells
04:27that you then deform with your selections from the screen.
04:31We also went down the entire list of Primatte operations to see the effect of
04:36each operation on the matte or the spill suppression.
04:40And finally, we saw how you apply a garbage matte to Primatte, because it has no
04:44mask input, as well as how to do some grain suppression operations.
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Setting up the IBK Color node
00:01The IBK Keyer was developed at Digital Domain as a proprietary in-house Keyer.
00:07Its main virtue is that it's specifically designed to cope with the non-uniform
00:11backing regions we so often encounter with blue screen and green screen shots.
00:16It does this by not setting the backing region to a single color value like most
00:20other Keyers, but instead generates a clean plate that preserves the color
00:24variations of the backing region, then uses this clean plate to create the key.
00:30The IBK Keyer consists of two nodes:
00:32the IBKColour, which creates our clean plate, and the IBKGizmo, which pulls the key.
00:39You'll find these two nodes in the Keyer pop-up right here:
00:42IBKGizmo, IBKColour.
00:47Here we're going to just take a look at the basic node setup.
00:51We start by feeding the green screen plate into the IBKColour node.
00:55The IBKColour node then pulls the clean plate.
00:59This clean plate becomes the input to the IBKGizmo node, on the C input.
01:05The green screen comes in on the foreground input and the background region
01:09comes then on the BG input.
01:11The IBKGizmo actually uses the background in calculating fine edge detail.
01:17The output of the IBKGizmo node is, in fact, a premultiplied four channel image.
01:24It does not perform the composite.
01:27To do the composite, you feed the output of the IBKGizmo node to a compositing node.
01:34On rare occasion, you'll actually be given a clean plate,
01:37so let's take a look at that setup.
01:40Here's our clean plate setup.
01:43This scene actually had a clean plate that was shot on location, on the set.
01:48We can use this instead of the IBKColour node.
01:52So, we will not use an IBKColour node. Instead, we'll plug the clean plate
01:56into the C input of the IBKGizmo and again, the foreground and the background as before.
02:03Now the IBKGizmo will pull the key using the clean plate, but notice the
02:11extra shadow detail.
02:13Now let's take a look at our composite.
02:18Not only did we get the extra shadow detail compared to the other one here -
02:21let's bounce back to the other one and take a look.
02:24So, this is the composite using the IBKColour node to synthesize a clean plate
02:29and this is our real clean plate.
02:30Not only do we get the shadows, but the tracking markers are now gone.
02:37So, using a real clean plate is, in fact, mathematically superior.
02:40However, you're never going to get that in the real world.
02:43So, the IBKColour node is used to synthesize your clean plates.
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Adjusting the IBK Color node
00:01In this movie, we are going to take a close look at how to adjust the IBKColour node.
00:07You may want to load in the greenscreen clip with 40 frames and there is one
00:11frame background Cineon file so you can play along too.
00:14You will find the media for this exercise in the Lesson_05 Media folder.
00:21First thing we will do, select our greenscreen, come up to the Keyer node and
00:26select an IBKColour node.
00:30Select the greenscreen, Shift+Click on the IBKGizmo, branch it off to the side.
00:38Connect the Color node to the C input of the Gizmo and connect the background
00:42input to our background plate.
00:44You are going to want to have two Viewers set up for the IBK Keyer.
00:48So, we'll select the IBKGizmo, add another Viewer, come up to the Viewer pane,
00:56split that horizontally and move the Gizmo tab over to this side.
01:03We can now keep an eye on the IBKGizmo and the IBKColour at the same time.
01:08I like to have the Color node over here at the top of the Properties bin and the
01:15IBKGizmo down below.
01:17It just keeps it kind of neat for me.
01:19The first thing we want to do is set the screen type.
01:23Is this a blue screen or a green screen?
01:26The default is blue.
01:27So, here in the IBKColour, we are going to set it for the green screen.
01:32The IBKGizmo is also default for blue.
01:35So, we are going to set it for greenscreen.
01:37Now I am going to choose C-green, because we are using the Color node.
01:43If we weren't, if we were using a solid color, we would use Pick.
01:46But that's another case.
01:47We will take a look at that in a few minutes.
01:49So, I want to choose C-green and already, we have got a pretty darn good-looking
01:55map and we haven't even adjusted anything.
02:00Be sure to leave the default settings in the Gizmo node while we are
02:03adjusting the Color node.
02:06The first adjustment here is the size.
02:08You very rarely have to change this.
02:11That parameter controls the amount of dilation and blurring that goes on
02:15to create the green screen plate.
02:16The first thing we are going to do is adjust the darks and lights for the backing color.
02:22Since it's the greenscreen, we will go to the green, darks first, and bring it down.
02:28Now, I went too far, so I am going to move over and bring it up and dial
02:32in until we get the backing color cleared out without the hurting the alpha channel.
02:40If I go too far, watch what happens to the backing region.
02:44I start to get in contamination in the corners.
02:46So, I am going to back that up until I get a nice, clear backing region.
02:52Next, we will go the green lights and bring that down.
02:55What we're trying to do is get rid of all the red that we see around this edge
03:00without contaminating the colors in our backing region.
03:03So, I've gone a little too far, so I am going to tab that back up till I cleared
03:07up the backing the region and that's as far as I can take that adjustment.
03:14Next, we want to get rid of any colored fringes around here and we do that by
03:18eroding the black region out to cover them up.
03:22So, we will go to the Erode slider and move that out till we have gotten rid of
03:30most of the discolorations.
03:37Next, we want to collapse the black area, shrink it down to nothing, so we have
03:40a nice, clean background plate.
03:42We will go to the black patch, tab that up.
03:46The black patch gets smaller until it's gone.
03:50We now have a nice, clean background plate to use for the Gizmo.
03:54Now we didn't do anything with the darks and lights for the Red or the Blue channels,
04:01so let me show you what those are all about.
04:02I am going to add a little problem for the IBKColour node.
04:06I have introduced some pixels that are similar to the backing color, but this
04:11one is a little heavier in the blue and this one is a little heavier in the red.
04:15That's what these adjustments are for.
04:18To get rid of the blue patch on top, I will go to the blue lights and raise those
04:22up until that guy disappears. Okay, too far.
04:28I will back off. I want to find just where it goes away.
04:32So, that took care of the blue one.
04:35The other patch is heavy in the reds.
04:38So, I will go to red lights and tap those up until he disappears and he is gone.
04:45I will restore those back to their defaults and then we'll get rid of the little
04:51test patch and move that off to the side.
04:59Sometimes, code value 0 in the greenscreen will cause the IBKColour node to put
05:04white pixels in its output.
05:05So, if that ever happens to you, just put in a Clamp node and clamp the blacks to
05:10like .001, just slightly above 0 black, and your white pixels will go away.
05:16We will re-home that greenscreen and now we will take a look at the
05:21IBKGizmo adjustments.
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Adjusting the IBK Gizmo node
00:00Now that we have the IBKColour node adjusted, the next step is to adjust the IBKGizmo node.
00:08Now you always want to do these adjustments while watching your composite.
00:11So, we'll switch back to the RGB mode and I'm going to attach a Merge node, hook in
00:17the background, and now we can watch the composite and the alpha channel while we
00:22adjust the IBKGizmo node.
00:24I'm going to widen the Viewer so we can more of our matte.
00:28I am also going to set a gamma
00:30value of .05, because we're going to want to slam the gamma
00:35as we inspect our composite, looking for transparency and holes.
00:38We have several holes. In fact, we're going to have more holes when we're done,
00:41but we're going to fill those in with a core matte in a little bit.
00:45We'll switch back to look at our composite and turn off some of these menu bars
00:50that we don't really need, to give us a little more screen space here. And I will
00:54put the Gizmo and the Color node back in the Properties bin, because I like to
00:57have them stacked up like this.
01:00The first Gizmo adjustment is the colour.
01:02This is only used when you have the Pick option.
01:05We'll be taking a look at that case in just a minute.
01:07So, we'll go back to our C- green setting.
01:11The next adjustments are the red weight and the blue/green weight.
01:13Now what's this blue/green thing doing here?
01:16If this is a green screen, this is really just the blue weight.
01:20If it's a blue screen, this is really adjusting the green weight.
01:24These two adjustments affect the matte density. Let's take a look.
01:29We'll switch the Viewer over to the alpha channel.
01:32As I slide the red weight down, the matte density gets a lot thinner.
01:36I've introduced terrible transparency in my picture.
01:38I'll go in the other direction.
01:40It makes it harder.
01:42We'll set that back to the default.
01:44Now it looks like the blue/green weight is not having much of an effect.
01:48That's because there's very little blue in the RGB channels.
01:52However, if I slam the gamma
01:54and show you the blue weight again, you can see it is having a small effect.
01:59So, these two affect the RGB channels.
02:02Where there's a lot of red, this will take effect.
02:05Where there's a lot of blue, this slider will be down dominant.
02:10Looking back at our composite, what we want to do is get rid of the green frill in the hair.
02:15This is coming from the green screen blending with the edge pixels.
02:19As I harden the matte up, I get more and more of the backing color mixed with
02:23her hair, which is not nice.
02:25So, we're going to slide this down to color the hair until it looks nice. That looks good.
02:30We are going to take a little bit of the blue weight down, maybe to about there,
02:35and let's say we like that.
02:36We've got good hair color now.
02:38While we're talking about the red and blue weights, I wanted to show you the
02:44effect of the black patch.
02:46I'm going to dial down the black patch here and introduce this black hole and
02:50dial down a little bit more.
02:52Let's take a look at our alpha channel.
02:53If we slam the gamma, the alpha channel has a solid core where you
03:02see the black patch.
03:03If I lower the black patch further, the solid core gets larger.
03:07You want to make sure that that core doesn't hit any of the semi-transparent
03:10regions of your composite.
03:12If we switch back to the compositing view, if the black patch is too large,
03:23you'll actually see it starting to poke out from underneath the character, here and there.
03:28So, you want to bring that black patch down to where it doesn't show anywhere
03:32around the edge of your character.
03:34And also, sometimes, it will introduce colorations in the non-solid parts.
03:41So, you want to be sure, and generally take that guy down to a nice solid clean
03:45black so that you get a uniform composite everywhere. All right!
03:51We'll shrink this window back here, return to our composite.
03:56Now as we saw, our red and blue weight settings have left a semi-transparent
04:01region actually in several places.
04:02We're going to - again, we'll return to that shortly by introducing the a core
04:06matte to fill that in.
04:08The next adjustment we want to look at is the luminance match enable.
04:12The luminance match enable firms up the alpha channel in light areas, such
04:16as this highlight here or thin wispy hair edges, or motion blurred elements.
04:23To see its effect, let's switch over to the alpha channel and as I turn it
04:27on and off you can see how it's beefing up the alpha channel out here in the thin areas.
04:33Also, keep an eye on this hot spot here.
04:36Switch to the alpha channel, slam the gamma,
04:38you see we have a hole in it.
04:41The luminance match enable helps to fill in that hole.
04:43So, we'll put this back.
04:47Once you've done the luminance match enable, you now have to adjust the screen range.
04:52Watch what happens when I move the screen range slider to the left.
04:55You see it cleared the noise out of the backing region, but it also is hardening
05:00up the edges of the matte.
05:01You can see that here.
05:06So, what's the adjustment for the screen range?
05:08What you do is you lower the screen range until it stops changing the background.
05:13You can see there's no change down here.
05:15So, you find the spot where the backing just stops changing and you leave the
05:19screen range right there.
05:22If there's too much noise left in the backing region, you may want to Degrain
05:26the green screen before pulling the key.
05:29The next adjustment, the luminance level, you can ignore.
05:32It really doesn't have much of an effect and, in fact, is not very effective
05:36at all and I understand it's going to be removed from the next version of the IBK Keyer.
05:41Coming down here to the autolevels.
05:43The autolevels toggle is used for special cases of supersaturated colors.
05:49We don't have any in this particular composite, so we're going to take a look at
05:52that in a minute on another test.
05:56Now that we've adjust to the IBKGizmo node for our best matte, in the next video,
06:00we'll see how to adjust the edge characteristics.
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Adjusting the edges
00:01For the last section, we want to look at our composite, and these three toggles
00:05down here. None of these toggles have any effect on the Alpha Channel at all.
00:10They all affect just the pixel edges, the blending edges around the perimeter of the matte.
00:18The first one, Screen Subtraction, defaults on.
00:22It's subtracting the backing color from the edges of your composite.
00:26If you turn it off, all of a sudden we can see lots of nasty, green pixels.
00:30Normally, you are going to leave this on.
00:33This is not Spill Suppression.
00:35The IBKGizmo has no Spill Suppression.
00:38And if you have a green spill in the interior of your character, you are going
00:42to want to add your own spill suppression after the IBKGizmo Node.
00:45Now, let's take a look at this toggle, Use background luminance.
00:51Turning this on and off causes the IBKGizmo to factor in -
00:55remember, the background is connected here -
00:57so it factors in the background pixel colors into the output for the foreground.
01:04Turning it on, it will actually brighten or darken the edges based on
01:09whatever the background is.
01:10Now this may or may not improve your composite.
01:14This last toggle uses the chroma, or color, from the background to influence the
01:19edges of the composite.
01:21You may have one or both turned on, or both turned off, whatever looks best.
01:26In this particular case, having them both off seems to look nice.
01:30In our next movie, we are going to take a look at how to fill in those
01:32transparencies in our core matte.
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Filling in the core matte
00:01Now it's time to take a look at the Transparency in our Alpha Channel, putting
00:04this hideous mark on her face.
00:06We will switch to the Alpha Channel and slam the Gamma, so we can see our transparency.
00:15You can fill in with the core_matte anyway you like, with any keyer.
00:19You could use another IBK Keyer, you could use Primatte, anything you want to
00:23fill in the core_matte here.
00:24So, I am going to hook in my core_matte to the IBK Gizmo, and we will take look at that.
00:30You can see I have much firmer Alpha Channel now, compared to the IBKGizmo output.
00:37So, we will turn the Viewer Gamma back to normal, switch to the RGB channels and
00:43you can see that they are absolutely identical.
00:45The only difference is I firmed up the matte.
00:47When we look at the composite, I can now switch the input of the composite to my
00:53core_matte and fill in the transparency problems.
00:58Back to the original IBK Alpha Channel, my core_matte channel.
01:04So, there we have it.
01:05Now, let's take a look at our finished composite by doing a Render.
01:10Nuke has cached the entire shot now.
01:12And as you can see, we have very nice hair detail, nice, clean edges and a
01:17very firm Alpha Channel.
01:19Of course, you are going to want to add your own Edge Blending, Light Wraps and
01:22other visual effects,
01:23but this is your basic IBK Keyer workflow, a very nice composite.
01:29Earlier, we skipped over the Auto Levels feature.
01:31Now, let's go back and take a closer look at it in our next video.
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Autolevels
00:00The Auto Levels is designed to cope with very saturated colors.
00:05We didn't have any in our current composite,
00:07so I have prepared this test pattern, so you can see the effect.
00:10When supersaturated colors like these are keyed and composited, results tend to
00:15give you dark edges or colored fringes.
00:18The autolevels toggle is designed to cope with this.
00:22It trims the matte to shrink it down to get rid of these artificial edges.
00:27The autolevels toggle is over here, and it enables all the other three.
00:32So, with it turned off, none of these have any effect at all.
00:35I turn the autolevels on, and you could see it got rid of the dark edges, but it
00:40has also introduced some discolorations in the Cyans and the Yellows. There you go!
00:46Also, if we look at the Alpha Channel, when I turn on the autolevels, I lose
00:52Opacity in the same Yellows and Cyans in the Alpha Channel.
00:57So, to guard against that, you turn on the autolevels, and if you want to
01:01protect the Yellows, you click the Yellow button.
01:04So, that protects the Yellows from the autolevels setting.
01:08If you want to protect the Cyans, you turn on the Cyan button.
01:12With both of these toggles turned on, you have completely disabled the whole
01:15autolevels algorithm.
01:17It's the same as having it turned off entirely.
01:20So, in a composite, if you have those dark or colored fringes, try the
01:24autolevels button to see if it helps.
01:26More than likely, it'll help one part of the picture but ruin the rest of the composite.
01:31So, what you'll have to do is isolate the area that it helps and composite that
01:36separately from the rest of the picture.
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Using the IBK Gizmo color pick mode
00:01If your green screen has a very uniform backing color, then you may not need to
00:04use the IBK Color node.
00:06That's what the Color Pick mode in the IBKGizmo was designed for. Let's take a look.
00:13It's designed for a situation like this, where you have a green screen or a blue
00:17screen that has a very uniform backing.
00:20In the situation, you don't need to use the IBK Color node to create a clean plate.
00:25We can plug this plate directly into the IBKGizmo and dial it in.
00:29We will put the Gizmo up in the Property Bin.
00:31And first thing we'll do is check the Screen Type and set it for Pick or Color Pick.
00:37Now, the color here is going to be the color of the backing screen and we are
00:41going to pick that by turning on the Eyedropper.
00:44If I try to pick the backing color off the output of the IBKGizmo node, you
00:49see Nuke goes insane as it toggles between the black and the green and black and the green.
00:53This is another situation where two viewers will help.
00:56So, we will come down here to the original green screen, add a viewer,
01:01come up to our pane and split it horizontally, and I am going to the move the
01:06IBKGizmo to the right.
01:09On the left is the original green screen.
01:12Now, I can pick off the original green screen, like this, and the IBKGizmo
01:17node does not go insane.
01:19Checking the Alpha Channel, I can now cruise around, sampling different areas,
01:24looking for the sweet spot.
01:27So, let's say I am happy with that.
01:28I will go back to the RGB mode.
01:31Now, I will set my viewer to look at the finished composite.
01:35You're now ready to go into the IBK Gizmo and dial it in for the best look.
01:41In our next video, we're going to take a look at a series of classic workflow
01:44tips like how to color correct when you're working with the IBKGizmo and how to
01:49transform the background.
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Adding more control to blended edges
00:01Here is a workflow tip on how to add more control to the blended edges of your
00:04composite when working with the IBK Keyer.
00:08We are looking at the output of the IBKGizmo here, and I have added a Grade node
00:13between the background and the input to the Gizmo.
00:17Double-click on that.
00:19To use this, you have to have either the background luminance or the
00:22background chrominance turned on. Otherwise, the background has no effect on
00:26your blended edges.
00:28So, with those turned on, if we go to the Grade node, and for example, increase
00:33the gamma, it lit up the edges of the output of our Gizmo.
00:38We can take a look at the Color Grade node, and see why.
00:42The background plate is being seriously changed and it is the input to the Gizmo.
00:47So, those pixels become blended with the output.
00:49Looking at our composite, we can see it changes the edges of our composite quite nicely.
00:55So, this is a technique that you can use to add more control to the blended
00:58edges of your IBK Keyer composites.
01:06In the normal flow of things, you are going to want to apply a Color Grade to
01:10the output of your IBKGizmo to color correct it over the background,
01:14but this introduces a problem. But there is an easy fix. Here is the issue.
01:19Let's take a look at the output of this Grade node directly, and remember, in our
01:23IBKGizmo, we have got background luminance and background chrominance turned on,
01:27so we are getting edge blend pixels from our background plate.
01:31Let's take a look at what we have got.
01:33You can actually see the background up here.
01:35I have used this CheckerBoard background to make it easier to see what's going on.
01:38Now, if I adjust just this Grade node - for example, I will do a severe color
01:44correction here - the blended pixels with the background plate have also been
01:49graded up, and you don't want this.
01:52You want those to remain their original color.
01:54So, the way we will deal with this is we will apply a reverse color grade to the
01:58incoming background plate, like this.
02:01Select the Grade node, copy, paste it, put it in the Property bin, and set it for reverse.
02:08Then we will hook it in.
02:11We've now applied a reverse grade to the background plate before it came into
02:15the IBKGizmo. It has been darkened by exactly the same amount that this Grade
02:19node has brightened it.
02:20We have now restored the background blended pixels to the same color as the
02:25original background.
02:27Now when we look at the composite, our edge blended pixels are more natural.
02:32You can see the difference, as I toggle the compensating Grade node on and off.
02:44Very often, we want to apply a transformation to the background prior to the composite.
02:50With the IBK Keyer, this can introduce an issue.
02:52Let's take a closer look at our composite here.
02:55Again, I am using a CheckerBoard pattern because it shows the problem better.
03:01I am going to move the Viewer over to the IBK Gizmo output, and we can see the
03:06edge blended pixels from the background.
03:09This comes from the fact that our background is an input to the IBKGizmo.
03:13Returning to the composite, as I toggle the background Transform on and off, you
03:18can see that the edge blend pixels don't move with it.
03:22That's because they are from the original input, not the transformed input.
03:26So, there are two easy solutions for this problem.
03:28One is you can make a clone of the Transform operations, then apply it to the
03:32background input of the IBKGizmo,
03:35or, connect the background input to the IBKGizmo directly to the
03:39Transform themselves.
03:40Now they will all move together, and you will have a lovely composite.
03:45The IBK Keyer is often used as one part of a larger compositing workflow, often
03:51called the soft matte, hard matte workflow.
03:54The IBK Keyer is extremely good at pulling a soft edged matte and compensating
03:59for the uneven green screens or blue screen backings.
04:03But sometimes getting a good solid core_matte is a little difficult, so here we
04:07are going to take a look at a broader workflow, how the IBK Keyer is used as
04:11part of a larger compositing setup.
04:15Starting with our green screen here, the IBKColor creates a clean plate.
04:21The IBKGizmo creates a soft edged matte, very nice, soft edges,
04:26but maybe it's got some transparency in it.
04:31So, we will back that up, with a hard_ matte, and then we will bring the two
04:36together here. So this represents the final matte,
04:39that combines the soft and the hard mattes together.
04:43Starting back at the green screen, we would do a separate spill_suppression.
04:47Then we want to bring together the hard_matte created here, and the
04:51spill_suppressed foreground there, and we would do that right here, and now we
04:56have our finished matte with our spill_suppressed foreground.
04:59Thus, we have our background here, and we do a composite here using an
05:04AddMix node or Merge node.
05:07The AddMix node is very cool, because you can blend you edges in it very nicely.
05:12So, don't hesitate to use the IBK Keyer as the component of a larger
05:16compositing workflow.
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The great keying delusion
00:01Before we get into the Keymix and Addmix nodes, it might be good to take a look
00:04at why they are so important.
00:06The great delusion is that you can take a Keyer, plug in your green screen and
00:10your background, and put out a nice composite.
00:12So, here we have a lovely green screen, over here is a nice background and
00:17coming out of Primatte is a lovely composite,
00:20but this almost never works in the real world.
00:23In the real world, you are going to have to composite outside of the Keyer,
00:27pulling multiple keys, and that's where the Keymix and Addmix nodes come in.
00:32Over here, represents a more realistic workflow.
00:35Let me get a little more space here for this.
00:41This represents the green screen, and multiple keyers.
00:45Each Keyer will have different settings in order to pull the optimal matte for
00:49different parts of the picture, represented here.
00:53Then down here, those mattes would be combined to form a single master matte.
00:58On a separate branch, the green screen will go to a HueCorrect node for Spill
01:03Suppression, or whatever spill suppression capability you have got.
01:07Then after Spill Suppression, it gets ColorCorrection.
01:10Then the color corrected and spill suppressed version of the foreground comes
01:13into a Keymix node with a master matte that was made over here, and gets
01:18composited on to the background.
01:20Now there are other organizations than this one.
01:23You can pull a key and then do the composite over the background, and pull
01:26another key, and then composite on top of that one, and so on and so on, until
01:31you have layered up a good composite,
01:33but in principle, this is how you are going to be working.
01:36And to do the composite, you are going to need to use the Keymix and the
01:40Addmix node.
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The Keymix node
00:00We will start by looking at the Keymix Node.
00:03We will find that over here on the Merge tab, the second pop-up right here, and
00:08there is no QuickKey, so we will just click on the Keymix node.
00:11Now the Keymix Node expects three images: the foreground, which will be on the A
00:16input, and the background on the B input, and then a Mask input.
00:22So, the Keymix node is designed for an unpremultiplied image.
00:25All right. So, let's demonstrate this.
00:28Let's go get our CheckerBoard, and we will hook that up to the A side, and then
00:33we will get the ColorBars, hook that up to the B side as our background, and for
00:40the Mask, of course, we will use a Bezier node.
00:43Type P on the keyboard, and I will just make a little shape here, and hook the
00:50Viewer to it to show you that this is a four-channel image, okay.
00:54We have got RGB and Alpha, okay that will be important in just a minute. All right.
00:59Now, to do our composite, we hook the Mask input to the masking element, which,
01:04in this case, is the Bezier node.
01:06We will switch the Viewer over to the Keymix node and look at what we have got.
01:10If you don't want to see the spline out here, we will just type O on the
01:14keyboard to turn the Overlay Off.
01:16We will double-click on the Keymix node to put him at the top of the
01:19Properties panel, and you can see the Keymix Node is very simple, just some
01:23channels to choose,
01:25the mask channel here, which is important and the little mix slider, we will
01:28take a look at that in a minute.
01:29But I wanted to show you this mask channel issue.
01:33This parameter selects which channel to use for the input image on the mask input.
01:38And it could be any channel. Let me show you.
01:40We will go back to the Bezier node, double-click to put him at the top of
01:44the Property panel.
01:45I am going to turn off the red, green, and the alpha channels of the Bezier.
01:51Now, there is no red, no green, lots of blue, and no red for our mask.
02:00If we switch back to the Keymix node, double-click on him to put him at the top,
02:05we see we do not have a composite anymore.
02:08The reason is the mask channel is looking at the alpha channel of the Bezier
02:12node, but we no longer have the mask there.
02:14It is in the blue channel, so we have to tell this guy from the pop-up to use
02:19the rgba.blue channel as our mask, and we get our composite back.
02:24So, the Keymix node is specifically designed to be used with
02:27unpremultiplied images.
02:30If you have a premultiplied foreground, then you'd want to use the Merge node.
02:35Okay, for the next part, let's take a look at using an actually key with the Keymix node.
02:40We will start by bringing in a couple of images. We will go to the Read node >
02:45NUKE WORKSHOP > Lesson_05_Media.
02:49Let's select the seagull, and the seagull_ sky images and say Open. Bring those in.
02:56And now let's pull a simple luma key on the seagull image.
02:59We will select the Read node, come up to the Keyer tab, and select the Keyer node.
03:07And let's hook up a Viewer to the Keyer node, so we can see what we are doing,
03:12and let's clear our Properties panel to get rid of that Bezier and double-click
03:16on the Keyer again to put him at the top of the Property panel.
03:19Again, our default operation is the luminance key.
03:22We will set the Viewer to show the alpha channel as we dial in our mask. Okay.
03:29So, we are going to get a little luma key going here.
03:33Now, if we want the output to be white on black,
03:37we can take the output and set the Invert button here.
03:41And now we will come in and fine tune our luma key. All right.
03:46There we go!
03:47Now, I want to check to see if I have any holes in my foreground, so I am going
03:50to lower the Viewer gamma slider, no problem there.
03:53If I raise it, I am looking for holes in my background, so everything is good.
03:59Reset the Viewer gamma to default.
04:01Now, we are ready for the Keymix node.
04:04We will select the Read node for the seagull, Shift+Click on the Merge Keymix,
04:12and again, it's hooked it up to the foreground like we wanted.
04:15Hook the B side to the background, and we will hook the mask to our Keyer node.
04:24Then connect the Keymix node to our Viewer.
04:27We have to set our Viewer back to RGB, and then we can admire our handiwork.
04:32Of course, the seagull has a hideous blue outline from the blue sky, but that's
04:36not important right now. So there is your basic Keymix setup, and here is our
04:41mix slider. We talked about that earlier. Wnd we can use that to dial in the
04:45foreground transparency.
04:49Again, if you wanted to do this as a premultiplied object, we would use a
04:53slightly different workflow.
04:55We could set the Viewer over here to look at the Keyer output.
05:00We could connect to the Keyer, a Premult node, which performs a
05:07premultiply operation.
05:08I will put the mask back to our Keyer node, so we now have a
05:12premultiplied seagull.
05:15Check the alpha channel here. There we are!
05:18Okay. So, if we had a premultiplied image, then we would use the Merge node.
05:24Hook that up to our background and get the same composite that we got with the Keymix node.
05:30So, the Keymix node is performing the premultiply operation inside.
05:34Then it does the inward multiply of the alpha channel by the background, and
05:39then it sums the two together.
05:42One important thing about this Merge operation, with the premultiplied image, is
05:46the output of the Merge node alpha channel.
05:48We will come up to our Viewer, and show you the alpha channel.
05:53So, the alpha channel from the foreground came out the Merge node, didn't it? Okay.
05:58Well, let us go back to RGB.
06:01Now, I am going to delete the Premultiply and Merge nodes, and hook my Viewer to the Keymix node.
06:07We have the same exact composite, right?
06:09But look what happened to our alpha channel. It's gone.
06:14The punchline is the Keymix node does not output the alpha channel that you are
06:19using for the composite.
06:22Sometimes this will be a problem, but you need to be aware of it.
06:27So, this is the basic setup for the Keymix node.
06:29In our next video, we will see how it's used in conjunction with a Keyer like Primatte.
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Using Keymix within a keyer
00:00Now let's take a look at the Keymix node used within the context of a Keyer, like Primatte.
00:05So, we will copy our Seagull and background sky, copy, and paste it over here.
00:11We will select the Seagull. Go up to the Keyer tab and select Primatte and let's
00:19attach a Viewer to the Primatte node.
00:21Now you may recall, in our Primatte video, I was explaining that the Primatte does
00:29not require a blue screen or a green screen or a red screen.
00:33It can key on any solid uniform color, which means we can get this blue sky,
00:38which is not a very good blue screen, but Primatte doesn't care.
00:43So, we will start by selecting the Background color. Click on that. Switch to
00:48our Alpha channel. Switch our operation to cleaning the Background noise, so we
00:54will clean out our background noise here.
00:56Then we will switch our operation to cleaning the Foreground noise.
01:00We will zoom in a little bit. Drop our Viewer Gamma so we can see better.
01:04There we go. Set our Viewer Gamma back. Re-home the viewer.
01:12So, we now have a pretty decent matte using Primatte.
01:16Again, we are going to use the Keymix node with an unpremultiplied version of the Foreground.
01:21So, we will select the Seagull, over to the Merge tab, Shift+click on Keymix.
01:28Again, we are connected to the Foreground. Hook up our background. Hook up our mask to Primatte.
01:33We will set our Viewer to RGB and then switch to the Keymix node.
01:41And there we go and again, no Alpha channel on the output side, okay. All right.
01:47I will get rid of that color sample box with a simple Command+Click.
01:55So, there you have it, the Keymix node is designed to take three images:
01:59an unpremultiplied foreground, a background and a mask.
02:03And don't forget to watch your mask channel.
02:07So, the Keymix node is very important.
02:09It allows you to composite three different layers together, but it does not
02:12allow you to adjust the edges of those composites.
02:15For that, we need to use the Addmix node, which we will see in our very
02:19next video.
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How the Addmix node works
00:00All right. Let's clear Nuke and take a look at the Addmix node.
00:05The Addmix node is actually used to adjust the edges of a composite.
00:10If your edges are too dark or too light, the Addmix node can save the day.
00:15Let's see how it works.
00:16We will come up the Merge tab and get an Addmix node.
00:20Now you notice it has an A and B input and no mask input.
00:24So, the Addmix node only gets a foreground and a background.
00:30To show you how it works, let's set up a special test.
00:33We will come up to the Image tab and get a Constant color node.
00:37I am going to set the Constant color node to red,
00:42like so. All right. That will be our background.
00:45We will come up here.
00:47For the foreground, we will get a Bezier node.
00:50Type P on the keyboard and we will just throw something up here, connect that
00:55to the foreground, hook our viewer up.
00:59Now I want the Bezier to be pure green.
01:01So, we will come up to the Bezier node. Turn off the red and blue channels.
01:06Okay, all right now to get rid of the spline I am going to turn off the overlay
01:11by typing O on the keyboard.
01:14I also want a real soft edge to demonstrate this so we will come up to the extra
01:18blur and dial that up.
01:19It gives us big, fuzzy edge and we will zoom in.
01:24So, let's clear the Properties Bin and double-click on the Addmix to put him at the top.
01:28All right. So, here is our setup.
01:31The green is the foreground and we can see here he is in the green channel and
01:36the red is the background, which is in the red channel.
01:40We will switch back to the green, or foreground, channel.
01:47The idea is with the Addmix node you can adjust these curves to adjust the
01:52roll off of the foreground or the background independently.
01:56The roll off is affected by the Alpha channel edge.
01:59So, here is our A curve. To select them, you click on it.
02:04Here is our B curve for the background. Click on that.
02:07So, I am going to select the foreground, the A curve.
02:10I am going to insert a control point with Alt+Command+Click and now in the
02:16Viewer, we are looking at the green channel, which is the foreground, and now as
02:20I adjust this curve, you could see the edges are dramatically affected.
02:24We are adjusting the roll off of the foreground edges, okay?
02:29We will switch over to the red channel, the background, and I will make the same
02:36adjustments and you will see that the background is completely unaffected by
02:40the foreground curve.
02:41Okay, now we have the background in the viewer.
02:45I am going to select the background curve, insert a key, Alt+Command, and I will
02:52adjust that one and you can see that the background edges are now affected.
02:58So, the Addmix node will do the composite and then it will allow you to adjust
03:02the foreground edges and the background edges separately.
03:06You can make the foreground edges darker or lighter, and the background darker or
03:12lighter, either way you want to go.
03:14Now let's see how it works with a real image.
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Compositing with the Addmix node
00:01We will slide over here, clear the Property panel and let's go get, with a Read
00:07node/NUKE WORKSHOP/Lesson_05_Media, the Boy.
00:13Let's get that little clip at 12 frames. Then we'll go back to Read node, go up
00:21one, into the Boy_BG, and select that little clip. Okay.
00:28Let's select the Boy and add a Viewer and we have our green screen.
00:34And now we'll see how the Keymix node is used with just the edges of a composite
00:38that was created in Primatte.
00:40We will select the Boy's Read node, come up to the Keyer tab and get ourselves a Primatte.
00:46Okay, we will zoom in a little bit, a little more viewer space here.
00:54Our first operation, of course, is to select the background color.
00:57Hold down the Command key. Select the background.
01:00Now we will switch the viewer to the Alpha channel to see how we are doing.
01:03Okay the next operation, we will clean up the background noise.
01:07Select that and do Shift+Command+Click and drag rectangles until we clean up
01:14our background noise.
01:16Next operation, we will clean the foreground noise.
01:19Again, Shift+Command and drag color rectangle until we have cleaned up
01:24our foreground noise.
01:26This matte isn't perfect, but that's not important right now.
01:29We are just trying to show you how the Addmix node works.
01:32So, we will set the Viewer back to RGB.
01:36I'll zoom into the shoulder here to show you an important output option from the Primatte node.
01:42Down here, the Output mode is composite, or premultiplied, or unpremultiplied.
01:49You see the unpremultiplied has divided the foreground by the Alpha channel
01:53whereas premultiplied has scaled it, or multiplied it by the Alpha channel.
01:58This is important to our Addmix node. All right.
02:02Let's clear the Properties Bin.
02:05With the Primatte node selected, we will go to Merge tab and add the Addmix node.
02:12Hook up the background and now let's zoom into the edges.
02:17Remember, I promised you that this node would affect the edges.
02:21One very important point, right here, the premultiplied option -
02:25if you turn that on, you are saying, "Yes, my foreground is premultiplied, which
02:32this one is, so I need to turn it on."
02:35Look at the dark edges that went away. Okay.
02:37I am going to turn it off. See the dark edges? Turn it back on and it fixed them.
02:43If the foreground is already premultiplied and you don't tell Nuke, it performs
02:49another premultiply operation.
02:51So, your composite gets double premultiplied dark edges.
02:56So, if that foreground input is premultiplied, be sure to turn this on. All right.
03:01Now we are going to adjust the foreground and the background edge roll off with our curves.
03:06We will start with the foreground.
03:08We will come here and select the A curve, insert a control point,
03:11Alt+Command+Click, and then we will drag the foreground curve and you can see
03:16those edges lighting up.
03:17And of course, I can darken them up.
03:19Okay, all right. So, I am happy with my foreground.
03:23I now select the background curve.
03:26Insert a key, Alt+Command+Click, and adjust the background.
03:32And I adjust it for the best appearance overall.
03:36Now the important thing to remember is that these curves did not just affect my
03:40shoulder, they affected all of the edges of the composite everywhere.
03:45So, other parts of the composite, the edges might have been made worse.
03:50So, you will often wind up having to mask off different part of the edges in
03:54order to adjust them separately with different Addmix nodes.
03:58In this movie, we saw how the Keymix node was used for unpremultiplied
04:02images with a mask, so you will need three images, the foreground and the
04:06background and the mask.
04:08We also saw how the Addmix node is used to adjust the edges of your composite
04:13and we will take either a premultiplied or an unpremultiplied, but you have to
04:17make sure to set that little premultiplied switch correctly.
04:22The danger, though, is with the Addmix node is while you fix the edges in one
04:26spot, you might make them worse in another.
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The Read node
00:00Now it's time to take a look at how we do clip timing in Nuke.
00:04This would be things like reading a frame range, or doing a held frame, or
00:08shifting the sync of a clip, or even re-timing a clip.
00:12We will start by looking at the Read node, because there are some important clip
00:16timing capability right in the Read node.
00:19So, let's go get a Read node and we will go to our Workshop/Lesson_05_Media
00:27and down here's the Numbers clip.
00:29This is a special clip that I made for us, that we can use to test all of
00:33these timing nodes.
00:34We will open that up.
00:37This clip simply has numbers 1 to 100, which will make it very simple for us to
00:41see what's going on in all of these timing nodes.
00:44Okay? All right, so we will stop that, go back to Frame 1 and come up to the
00:50frame range in the Read node.
00:53If we change this first number to 20 and then the next number to 80, this says,
01:00"I'm only going to read frames 20 to 80 off the disc."
01:04So, we come down to the timeline and we cruise up here and we see nothing
01:08happens until we get to frame 21.
01:11So, this is frame 20,
01:12is the real frame 20, all of these are held frames back here, and then it
01:16starts incrementing.
01:17Then it will play the clip, until it gets to frame 80, and then it will stop.
01:23So, the Read node is only reading in frame 20 through 80. All right.
01:29We will put the playhead down here between frame 1 and 20, which is our held frame range.
01:34Now, the before condition is to hold that frame, but we have other possibilities. We can say loop.
01:41Now that loop means to loop the frame range that is selected.
01:45So, we are looping frames 20 to 80, right here in the beginning.
01:50So, this will roll up to 80 and then wrap around to 20. All right.
01:57Put the playhead back there and we will set the before condition to bounce, or ping-pong.
02:03So, that means it's going to count down to 20, play it backwards, and then hit 20
02:07and start rolling back up again.
02:09So, this is your ping-pong mode, okay?
02:15And the last option is, of course, black, so the Read node will put out black
02:21all the way through this frame range until you get to the first frame that
02:24you supposed to read, which is frame 20. Then you will get all your frames.
02:28And, of course, the exact same options exist here on the backside loop, bounce and black.
02:34Now the Read node's behavior, if you bring in a single still frame, is it will
02:38hold that frame to infinity.
02:40So, I am going to click Revert to restore the Read node back to the condition
02:47it was when I first opened it and then set the playhead back to frame 1 on the timeline.
02:52Well, now that we have seen what the Read node can do, if we want to do a held
02:57frame, we actually don't have to use a separate node.
03:00We will see that in the next movie.
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The FrameHold node
00:00Now if we want to do a held frame out of a clip, we use the FrameHold node.
00:06Select the Read node, come up the Time Tab and click on FrameHold.
00:13I am going to move this over here and connect the original Read node to Input 2 of the Viewer.
00:21If we set the first frame, in the FrameHold node to 10, that means to hold Frame
00:2610 for the length of the shot.
00:28We have to select the Input Number 1. There we are, so we are now looking at
00:32the FrameHold node and as you can see, no matter where I scrub in the shot
00:37it's holding Frame 10.
00:38If I switch to Input Number 2, the original clip, you can see the Read node is
00:43still reading the frames.
00:45So, in Nuke, this is how we do a Held Frame.
00:48You do not add a second Read node and go grab Frame 10 off the disc.
00:53You put a FrameHold node and you use this, for example, if you want to draw a
00:57roto or a shape around one object in one frame and then use that in the main
01:02composite. This is how you would do it.
01:05We will set the playhead back to Frame 1 and take a look at a slightly different setup.
01:10If I set the first frame to 0 and then set the Increment to 5, the FrameHold
01:16node changes behavior and will now bring in every fifth frame. Okay, watch this.
01:22We are on frame 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15.
01:32So, it now brings in every fifth frame and holds it for five frames.
01:37The next situation we want to look at is if we want to shift the sync of the
01:40clip, moving it left or right in the timeline. Nuke does not have a Clip
01:45Editor, so you got no visual cues. You have to do it by the numbers, using the
01:49TimeOffset node.
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The TimeOffset node
00:01If you need to slip the sync of a clip, you have to use the TimeOffset node.
00:05Select the Read node, come to the Time Tab, Shift+Click on TimeOffset, and we will
00:14set our Input Number 1.
00:15Hook that to TimeOffset, so we can bounce between the TimeOffset node and
00:20the original Read node.
00:21We will set the playhead back to Frame 1.
00:24I am going to close to FrameHold node.
00:27We don't need that anymore and we don't need to Read node, because it's set for the default.
00:31All right.
00:32How does the TimeOffset work?
00:35It shifts the timing of a clip left or right in time, based on the offset here.
00:40Right now, the offset is zero,
00:42so there is no shift in the time, but if I wanted Frame 10 to start on this
00:48clip, I would say set it for -9.
00:54Now on Frame 1, I'm getting Frame 10.
00:57So, on Frame 1, I get Frame 10 and then all the subsequent frames come in after that.
01:03Okay, back to our show.
01:05We will set the playhead back to Frame 1 and come up to the TimeOffset and
01:10I will set it for 9.
01:12Now I have shifted the clip to the right, if you will, 9 Frames.
01:17That means I don't get my first real Frame 1 until I get up to Frame 10.
01:21So, Frame 10 is now the real Frame 1 and Frame 11 starts incrementing through
01:27the Frame numbers, and all the frames before that are simply Held Frames.
01:33The TimeOffset node also contains a Reverse Print feature.
01:37I will set the TimeOffset back to 0.
01:39If I turn on Reverse Print, go to Frame 1, it now plays the clip backwards.
01:45Okay, so use the TimeOffset node to do Reverse Prints.
01:50It's a one click function.
01:54In our next video, we'll take a look at how to do speed changes, using
01:57the Retime Node.
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The Retime node
00:01Now so far, we've been looking at frame ranges, held frames and shifting
00:05the sink of a clip,
00:06but none of these have actually changed the timing of a clip.
00:10To do that, we are going to need the Retime node.
00:15To get a picture to work with, we will go our workshop/Lesson_05_Media/the Numbers clip.
00:21Bring that in.
00:24Go to the Time tab and get a Retime node.
00:27Hook that up to the viewer.
00:31And we will make a little bit more room for our viewer.
00:34We don't need the Read node Property panel anymore, so we will close that.
00:37So, the Retime node changes the speed of a clip, but it only has very simple
00:43interpolation capabilities.
00:44It can do frame duplication, or frame averaging.
00:48If you need sophisticated interpolation, like optical flow, you will have to
00:52use the OFlow node.
00:53Now the Retime node has two different ways of changing the speed.
00:57You can set the speed or set an Input, Output frame range.
01:01We will start looking at the speed.
01:03We will set the speed to 0.5.
01:06That has slowed down the clip.
01:08And now it's going to play at a half speed.
01:11We get to the end of the clip, frame 100, and we've only gone through 50
01:17frames of our clip. There.
01:20This is now a double print.
01:21If I go to frame 1 and single-step through it, you can see every input frame is
01:27being printed twice, 1-2, 1-2, 1-2, 1-2.
01:32I will change the speed to one-third, or 3, 3, 3, 3, 3.
01:38We now have a triple print.
01:40Every frame will be held for 3, 1-2-3, 1-2 -3, 1-2-3, and there is your triple print.
01:49To do is skip print, we will set the speed to 2.
01:52Now, I am going to go through the frames twice as fast, so by frame 50, it's
01:58gone through all 100 frames.
01:59Now, to turn off the frame averaging, simply go up to the filter and set the
02:06filter type to nearest.
02:09And now there's no frame averaging.
02:15If I want frame averaging, for example, I will turn the speed up faster to 3.
02:19I will turn the filter to box and now we've got frame averaging.
02:29And how much the frames are averaged depends on your shutter setting.
02:33So, as you narrow this down, it's averaging fewer and fewer frames together.
02:39You can turn it up and it will average more frames.
02:42We will turn on the Input frame ranges for 1 and 100 and the Output for 1 to 50.
02:53Here we go, 50.
02:56Notice that it has discreetly updated the speed to 2, because that's logically
03:01the same as a speed of 2.
03:04We now play this and it's gone through the whole shot in 50 frames.
03:09And indeed, when I get to frame 50 in the timeline, I've got frame 100 on the input clip.
03:16So, there you go.
03:17If I want to slow it down, I would say the input range, for example, would be
03:221 to 50. So, the first 50 frames of the clip will be output to frame 1 to 100 in the timeline.
03:31And now it's going to play at half speed.
03:34By the time I get to frame 100, I've only gone through 50 clips and indeed,
03:38the speed number here has been updated for me.
03:42And over here is a reverse button, in case you want to play the clip backwards.
03:47In Nuke 5.2, they added some functionality to the Read node, and now it
03:52duplicates many of the functions that you'll find in the Retime node.
03:55We will see that in our very next video.
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Upgrades to the Read node in Nuke 5.2
00:00Nuke 5.2 has a major new feature added to the Read node.
00:05It allows the Read node to replace the Frame Hold, Frame Offset and Retime nodes.
00:11Let's take a look.
00:13It's up here, at the frame field, and they've added this pop-up menu right here.
00:19With the pop-up menu set to expression, it becomes identical with Nuke 5.1, where
00:23you can add an expression in this field, such as frame/2.
00:30Now the frame numbers read from the clip are simply divided by 2.
00:35The next menu item is new, which is a start at.
00:37This says we want to start it at frame, let's say 10, in the timeline.
00:44What that means is whatever the first frame of the clip is, in this case frame
00:481, it won't start rolling until we get to frame 10 in the timeline. Let's take a look.
00:53We'll set the playhead back to the beginning and as I drag the playhead forward,
00:58nothing moves until I get to frame 10, and then it starts incrementing the frame
01:02numbers in the timeline.
01:05The next new pop-up is offset and that applies an offset between the frame read
01:10off the disk, relative to the timeline.
01:13If I set an offset, for example, of 4 and then we go down to the timeline on frame 1,
01:20Frame 1 in the timeline is offset by 4 in the clip so I bring in frame 5.
01:26And the offset lasts over the whole length of the shot.
01:32The way to keep it clear is the Frame range refers to the frame numbers read
01:36from the clip, whereas the frame parameter defines the relationship of the
01:40incoming frames to the timeline.
01:43While the Nuke 5.2 Read node has several enhancements, if you need variable
01:48speed, the TimeWarp tab over the Retime node is the only way to go.
01:53We will see that in our next movie.
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Variable speed timing
00:01Now we will take a look at the TimeWarp tab, but to do that, we are going to
00:04go get another clip.
00:07We will go to Read node/ Workshop/Lesson_05_Media/down here.
00:14Let's get the walking_boy, 100 frames. Bring him in.
00:22We will clear the property bin.
00:24With the walking_boy Read node selected, go to the time tab and add a Retime
00:30node and let's add a viewer to that.
00:37Okay, what we have here is a 100 frame clip of a little boy walking on the green screen.
00:43We will select the TimeWarp tab, a little more screen space here.
00:51This curve can be changed to provide a variable speed change over the length of the shot.
00:55The important point is that point 0,0 and 1,1 map to the beginning and end of the clip.
01:03So, I am going to introduce a bend in this curve.
01:06First, select the curve.
01:08Alt+Command+Click to introduce a point and I am going to edit it over here.
01:12Now this curve says, "start the shot off slow and then speed it up over
01:17the length of the shot."
01:18We will go back to the beginning, set this for one time through, and we will hit Play.
01:32And you can see the clip starts slow and picks up speed towards the end. Let's stop that.
01:40Conversely, I'll move the control point over here to change the curve so the
01:44shot starts fast and go slow towards the end.
01:49So, we will go back to the beginning of the clip and play that, and indeed, it starts
01:53very fast and gets slow towards the end.
01:59You can also use the TimeWarp curve to change the speed of the shot linearly,
02:04like we did on the Retime page, like this.
02:07I will delete that button.
02:08I am going to move the control point here, to 0.5.
02:14Now, this means to play all the frames in half the shot length.
02:19So, we'll go back to fame 1, play the clip and indeed, by frame 50, it has run out of frames.
02:26So, this was another way to play it two times faster if you will.
02:32But then the question becomes, 'What's the relationship between the TimeWarp
02:35curve and the Retime settings?'
02:38So, we will put curve back to default. Go to the Retime page and let's say I
02:48set the speed to 2.
02:51So, now my clip is going to run out of frames in the middle of the shot and there we go.
02:57So, the question now is what's the relationship between the TimeWarp curve and the speed?
03:02Well, the answer is they work together.
03:06I am going to insert a point here in the middle.
03:08I am going to bring it up.
03:10I am also going to change the Interpolation to Linear to make it easier to see.
03:16So, now, we are going to play fast in the beginning and then slow at the end,
03:20but the question is where does this wind up?
03:23The answer is that will wind up on frame 50, which is what we set on their Retime page.
03:29So, we play that, very fast, very slow and done.
03:34So, if you have a speed sitting on the Retime page, the TimeWarp curve then
03:38interacts with that. We'll stop this.
03:44In this movie, we saw how to set a frame range in the Read node, and if we want
03:48to do a held frame to mask something off, we use the frame hold node.
03:53We also saw how to shift clip timing by using the TimeOffset node and how to
03:59use the Retime node for simple speed changes.
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6. 3D Basics
Overview of the 3D tools
00:00Nuke assumes that the compositor has some prior background in 3D, in order to
00:05fully understand its 3D compositing capabilities.
00:09If you're totally unfamiliar with 3D, you will find the following material very difficult,
00:14so I recommend that you learn a bit about it before proceeding.
00:18The best way to do it is to sit with a 3D buddy and have them acquaint you
00:22with geometric primitives, vertices, surface normals, lights, cameras, texture maps and shaders.
00:31He can skip the character animation stuff.
00:34Before we start our tour of Nuke's 3D navigation, let's take a look at the 3D tool tab.
00:41Over here in the tool tab, this is the icon here.
00:43Click on that and the first item is an Axis.
00:47This adds a 3D axis to your 3D world.
00:50Some people call it a pivot point and other packages might call it a null object.
00:55The next item is the geometry pop-up.
00:58These are actual geometric primitives that you can add to a 3D scene from Nuke:
01:03a flat Card, Cube, Cylinder, Sphere, this node or ReadGeo geometry, OBJ files -
01:10and Nuke is capable of managing extremely large OBJ files, a million polygons or more.
01:17And this node will write geometry out to disk.
01:21This is the Lights menu.
01:22You have Point lights, like a light bulb, Direct lights, which is really
01:26parallel light rays, like from the sun, and a Spot light and the Environment light.
01:32This uses HDR, or High Dynamic Range, images to light the entire scene.
01:38The Modify menu is really for modifying geometry.
01:42You can do transformations and displacements and distortions and it even will
01:46modify Surface Normals and do UV Protection on geometry.
01:51The Shader menu contains shaders like the Phong shader, Emission and
01:55Diffuse, also the Camera Projection and some nodes for managing your materials.
02:02Camera adds a 3D camera to your scene.
02:05The Scene node is used to collect cameras and lights and geometry and shaders
02:10into one logical entity, so that you can attach a ScanlineRender to it.
02:16And this is the node that converts the 3D scene to a 2D ScanlineRender to use
02:21in your compositing.
02:24So, that's a quick overview of the 3D pop-up menu.
02:27In our next video, we're going to look at the 3D Viewer.
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Navigating the 3D viewer
00:01Now let's take a look at how to navigate Nuke's 3D Viewer.
00:05You'll be needing the keyboard shortcuts document for this, because we are
00:09going to be using all of these commands that you see here, as we work in the 3D navigation.
00:13Remember that Nuke's commands are all context sensitive, so you have to have the
00:18cursor in the 3D Viewer for these commands to take affect. We'll close this.
00:24To make it easier to see the 3D navigation, I've made a little training aid.
00:28So, let's load, from the 3D pop- up, Geometry, the ReadGeo node.
00:34This allows us to load in geometry from disk.
00:37We'll go up to the file folder and browse to the Nuke workshop, our
00:44Lesson_06_Media and select the cube_ball.obj file and open that.
00:50So, we just read in a simple OBJ file that we'll be able to see once we
00:56switch to the 3D viewer.
00:58Come up here, above the viewer, where you see 2D, pop that up and select 3D.
01:05The 3D viewer sort of starts with the geometry right in our face.
01:08So, to jump back, type F on keyboard, that Fit button that we use so much.
01:14Now we can orbit around the geometry, by holding down the Alt+Right mouse
01:19and then we can orbit, like that.
01:22To zoom out, Alt+Middle mouse left and right, and to pan, Alt+Left mouse and this
01:32pans our camera around, or translates the camera.
01:36This is, of course, very symmetrical with Nuke's other interface controls
01:40like down here in the node graph, Alt+Left mouse pans, in the 3D viewer,
01:45Alt+Left mouse pans,
01:48in the node graph, Alt+Middle mouse zooms, in the 3D viewer, Alt+Middle mouse zooms.
01:55Also, by the way, you can zoom with a thumb wheel, if your mouse has a thumb wheel.
02:01The only obvious difference, of course, is the Orbit command.,
02:04Alt+Right mouse, Orbit, which, of course, the node graph can't do.
02:12Now those of you who are familiar with other 3D applications, like Maya or
02:16Lightwave, might be more comfortable with different viewer navigation controls.
02:21Nuke has you covered.
02:23Open up the Preferences, go to the Viewers button, down here, 3D control type.
02:32The default, of course, is Nuke, but you can select Maya, Houdini, or
02:36Lightwave, and then your 3D animators will have navigation controls that you're familiar with.
02:41We'll close this.
02:45Now if you accidentally click off to the side, you'll deselect the geometry.
02:48You can either click on the geometry or click off to the side. Click on the
02:52node to reselect it.
02:53I don't know about you, but I like to look at the wireframes.
02:57Next, we'll take a look at the orthogonal views.
03:00Let's increase the size of our viewer a little bit and remember, Alt+Right mouse orbits.
03:07So, let's orbit around the front and maybe come down here a little bit.
03:10So, we are almost looking straight down the Z-axis, okay?
03:14By the way, over here, in the left-hand corner, you can see the orientation of the axis.
03:20I'll orbit out a little bit. You can see it move.
03:23So, we are looking down the Z-axis.
03:26Now from the keyboard, type Z, and this is your front view. Ip here, you can see
03:32it listed in the pop-ups and the front view and there is your hot key.
03:36So, we are looking straight down the Z-axis, okay?
03:42To get back to a perspective view, type V, as in Victor, on the keyboard.
03:46Now, Alt+Right mouse, orbit around to this side so we are looking straight down
03:53the X-axis. We'll fine-tune that a little bit.
03:57And now to see your orthogonal view, type X on your keyboard, and this is the
04:02right side orthogonal view ,and there is your quick key, X. Type V on the keyboard
04:09to go back to perspective.
04:11Now let's orbit around the top. Alt+Right mouse. Orbit around to the front,
04:16where you are back in Z and then come up overhead, like this. Maybe use the Alt+Left
04:22mouse button to get centered.
04:24And now we'll type C for the top view and up here, you see the top view and you
04:30can see the QuickKey.
04:32Back to V, for the perspective view, and Alt+Right mouse let's orbit back to a
04:38reasonable perspective view.
04:41Up to now, we switched between the 2D and the 3D with this pop-up menu here.
04:46Of course, we are not going to want to do that in a real production job, okay?
04:49What you are going to do is use the Tab key.
04:54So, starting in the 3D view, if I press the Tab key, I am now in the 2D view.
04:59Press the Tab key, back to 3D.
05:02So, toggling back-and-forth with the Tab key is the way you are normally going to work.
05:08In this movie, we saw how to switch rapidly between the 2D and the 3D views.
05:13We also saw how to navigate the viewer, orbit, pan and zoom using the keyboard
05:18shortcuts, as well as the orthogonal views using the keyboard shortcuts Z, X
05:24and C.
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Adding a 3D card
00:01One of the key things we do in 3D compositing is to add geometric primitives to
00:05the shot, which we can then lay in texture maps and render them and then add
00:10that to the 2D stuff.
00:12So, let's take a look at adding 3D geometry in Nuke.
00:16Of course, we'll come over to the 3D tab, do the pop-up, come down to geometry,
00:22and we'll start with the Card.
00:24Click on Card and the Card node jumps into the Node Graph.
00:30Now the first thing I'd like to call your attention to is the shape of the node.
00:34For example, over here, I'm going to add a Grade node.
00:39Look at the Grade node. It's got square edges and the Card has got rounded edges.
00:45So, there is a design convention, in Nuke, that all the 3D nodes have rounded
00:50edges and all of the 2D nodes have square edges.
00:53This will help you keep you keep things organized in your flow graph.
00:57We don't need this Grade node anymore.
00:58I'm going to increase the size of the Viewer a bit here, and then we'll switch
01:06the viewer to 3D with the Tab key.
01:09Type F on the keyboard to frame the 3D element in the Viewer, and now we can
01:15Alt+Right mouse+Orbit.
01:17There are three ways to select a piece of geometry.
01:21You can click on the geometry in the Viewer and you get the green lines,
01:25deselect by clicking off to the side, or you can click on the node, click off
01:31to the side to deselect, or you can come up to the Property panel and click on that.
01:35Okay, so three ways to select. All right.
01:39So, we'll select the Card.
01:42This section of the Property panel pertains to the attributes of the geometry.
01:46The section down here has to do with transformations and you'll find this
01:50section is consistent for all 3D geometry elements.
01:54Up here, has to do with display issues, which we'll look at in just a minute.
01:57But first, I wanted to show you this orientation.
02:00Now this feature is only used for the Card.
02:03You'll notice the orientation says xy.
02:07That means the Card will be oriented along the X and the Y axes.
02:12We can, for example, ask for a yz and now it's along the Z axis and the Y axis.
02:20If you needed to lay flat on the ground, zx, so there is the X axis and the
02:25Z axis and it lays flat on the ground.
02:27So, that's the orientation.
02:29We'll put it back to default.
02:32Next is the rows and columns.
02:34All of the geometries have the ability for you to define the amount of precision,
02:38or the resolution, how many polygons define that geometry.
02:43Obviously, the default is 8, but we can say, for example, 20, Tab, 20, and now
02:48the geometry has a lot more polygons in it.
02:52This next section here has to do with camera apertures and pan and tile shots,
02:57so we're going to worry about that a lot later.
03:00As we said earlier, this section is the Transformations, which all
03:03geometry shares in common.
03:05This has to do with importing and exporting channel files, which we'll talk
03:08about later, and, of course, here is your transform or gimbling order for your
03:12transformations is right here.
03:14And here is the translate, rotate, scale, uniform scale, skew and pivot. Let's take a look.
03:19We'll click on Z. I'm going to go into the tens, the point ones, Alt+Middle
03:24mouse+Drag and we can move that guy in Z. And I'll undo that.
03:30Rotate in Y, for example, and she spins around the Y axis. I'll undo that.
03:40We can also do a scale in one or more dimensions.
03:43We'll scale it in X, for example. There you go. Undo that. And, of course, the
03:49uniform scale will take the geometry uniformly in all dimensions and make it
03:55simply larger or smaller.
03:58And, of course, skew and pivot.
04:00The pivot is important because it obviously is the source of rotation and scale operations.
04:06So, let's take a minute to look at that.
04:08The pivot point is represented by this little spot right here, the Y and the X.
04:13If I hold down Alt+Command - this is in your keyboard shortcuts - Alt+Command,
04:19I can move the pivot point away from the object.
04:22So, the pivot point is now over here.
04:26You can also, of course, type in numbers here in the pivot parameters fields.
04:31One advantage to having the pivot point out here is I can show you the next
04:35thing, which is the Rotation controls.
04:38If you hold down the Command key, these little rotation rings show up.
04:44You can then use these to rotate the object on the screen.
04:47Of course, you can also type Rotate values here in the parameters field,
04:54but sometimes you want to onscreen stuff so one more time, it's the Command key
04:59that pops up the onscreen Rotate controls.
05:02I'm going to reset all of the knobs to default to show you the next thing,
05:08which is texture mapping.
05:11Let's go get Marcie from lesson one.
05:13We will go to the Read node.
05:17Go to the Workshops/Lesson_01_ Media and select Marcie, say Open.
05:25You'll notice that the Card has this input called img.
05:29Well, that's for image, and Marcie is an image.
05:32So, if we hook up that, voila!
05:34One of the nice things about Nuke is on these Input arrows, it will not allow
05:40you to connect things that are not connectible.
05:44So, if you ever try to get some, try to hook two things together and they won't hook,
05:47that's because you're not supposed to do that.
05:50We now have a texture map of Marcie in three space.
05:53There is a lot we can do with that in our compositing and we're going to be
05:58taking to look at those in another couple of lessons.
06:02We don't need this Read node anymore,
06:04so I'm going to close that Property panel to show you the display options here, this pop-up.
06:09The Display line means how it's displayed when you're looking at it in 3D land.
06:14Render means how it's displayed when you do the 2D render.
06:18So, we're in the 3D world, so we'll Display pop-up list.
06:22I could say, for example, just show me the wireframe.
06:28I could say show me just solid.
06:30That's not very much fun, is it?
06:33And of course, textured, which is the default, or I could say show me
06:38textured+lines of the geometry, so I can see my polygons.
06:42Well that's nice, or off.
06:46If it's off, no matter how you select it, it doesn't show up.
06:52So, we'll put textured back on.
06:55One important thing to remember about the 3D geometry - it does not show up in
07:00the Viewer if it's not opened in the Properties Bin.
07:04If you fold it up, it disappears.
07:08If you delete the Property panel out of the Property Bin, it disappears.
07:13Double-click and it reappears.
07:15So, remember, your geometry disappears if it's not in the Property Bin.
07:21In our next video, we'll look at Nuke's 3D Cube.
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Adding a 3D cube
00:00All right. Now let's take a look at some more sophisticated 3D geometry, the Cube.
00:07To add a cube, we go up to the 3D Tab, down to the Geometry pop-up and click
00:12on Cube and put the cursor in the Viewer, hit the F key to kind of frame it in the Viewer.
00:19I like to roll back a little bit, Alt+Right Mouse+Orbit to admire.
00:24I want to point out that nothing is connected to the Viewer node. The reason is
00:31that these are all 3D objects and we are in the 3D Viewer.
00:35This viewer is only for 2D stuff.
00:38So, when you are in the 3D Viewer, all your 3D elements will show up without
00:43being connected to a Viewer.
00:44Of course, once when you render them, they will have to be connected to the
00:47Viewer in order to see them in the 2D Viewer, but we will see that later. Back to our cube.
00:54Select the Cube.
00:55You see how many polygons we have here.
00:57Oh, we don't need the card anymore.
00:59Let's close the Card Property panel, clicking here, all right.
01:04Just like the Card, the Cube has a rows and columns setting, so we could set
01:08this, for example, for 20, Tab, 20 and increase the precision of our cube.
01:14The cube brings something new to the table, the ability to deform the cube right
01:18here on screen, unlike the card.
01:21See these little white control points here?
01:24These are pull points that you can use to deform the cube.
01:28If you want to make a nice low squat thing or something long and thin or any
01:34other such shape that amuses you, you can deform the cube right onscreen.
01:39I am going to reset the cube back to default and then we are going to connect to
01:47the Image Input of the cube, lovely Marcie. And Marcie is immediately texture
01:52mapped on to the cube.
01:54She, of course, is going to be a little deformed, because this cube is an exact
01:58square, and the Aspect Ratio of Marcie is 4x3.
02:01Now let's take a look at the transformation on the cube.
02:04I am going to Orbit around for a nicer view.
02:08Again, the translate, click just to the right of the zero, Alt+Middle Mouse and
02:13click and drag the virtual slider.
02:16So, we can do a little translation there. I will undo that.
02:20Again, click on the Rotate Y, rotate our cube, undo that and, of course, we can
02:27scale in X and I will undo that, and, of course, the uniform scale.
02:34I'm going to undo that.
02:38Now the pivot point is a very important and interesting thing.
02:41As you know, everything will be scaled and rotated around the pivot point.
02:46The default is that the pivot point is at origin, the center of the geometry,
02:50but we can take that pivot point -
02:52You can see him right here,
02:54there he is - and we can move that. And this is in your keyboard shortcuts.
03:00Alt+Command allows you to click and drag the pivot point to move it out.
03:05You, of course, can type in new pivot point coordinates down here if you wish.
03:09Just a reminder, the reason for pulling it out was to show you this,
03:13the onscreen rotate controls.
03:16Hold down the Command key and these little rings show up and now we can do
03:22onscreen rotations of the geometry.
03:24Okay? Of course, you can also type them in, or animate them, or
03:30procedurally animate them here,
03:32but very often, you are going to want to use this onscreen control gag, holding
03:36down the Command key, very nice! Very nice!
03:40Okay. I am going to hide my cube by putting away its Property panel to show you
03:46the cylinder.
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Adding a 3D cylinder
00:00In this video, we will take a look at the Nuke's 3D Cylinder.
00:04Again, the 3D Tab > Geometry.
00:09Let's get a Cylinder.
00:12We will zoom out, take a look at our cylinder here, very cylindrical.
00:17You notice it has no top or bottom, yet.
00:21Again, we have the same rows and columns control here to increase or decrease
00:25the precision, but we have some new stuff, radius.
00:28I wonder what that does? Oh, look at that.
00:32Height, short, tall, u extent.
00:37We are going to have to look at that later after we have connected Marcie.
00:42Before we do that, I want to show you the Top and Bottom feature.
00:45Notice these two toggles, Close Top and Close Bottom.
00:48If you click on the Close Top, it will close the top, and, of course, close the
00:54bottom. It depends on whether you want your cylinders topless or not.
01:00To look at this u extent thing, we are going to need a picture.
01:03We are going to need Marcie.
01:04So, let's hook the image input to Marcie and now we can orbit around and take a
01:13look at Marcie as a cylindrical texture map around our cylinder. Okay.
01:17All right. The u extent, its default is 360.
01:23That means to wrap the texture map, 360 degrees around a cylinder, but we can,
01:29of course, change that and now the texture map is only wrapped 166 degrees
01:34around the cylinder, but we are seeing these funny little streak edges here.
01:40The reason is Nuke's behavior is that when you get to the edge of an image, Nuke will
01:45streak the pixels, so you can tell that you have run out of picture.
01:49Okay so, now we will look at that transformations and again, these are the same
01:55as before, so we can do our translate in Z, our rotate in Y, our scale in X and,
02:05of course, a uniform scale and we can Reset all knobs to default. Okay.
02:11Let's hide the Cylinder by closing its Property panel to take a look at the
02:14all important, Sphere.
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Adding a 3D sphere
00:01In this video, we will take a look at the Sphere node.
00:04Again, the 3D Tab, the Geometry pop-up, click on the Sphere and it adds a Sphere geometry.
00:14Again, rows and columns to increase or decrease the precision of the geometry.
00:19The radius slider, guess what the does. Now we have a u extent and a v extent.
00:23I wonder what that does?
00:26We will come back to that in a minute.
00:30Now let's take a look at the top here.
00:35The close top and close bottom, default is on.
00:38If you turn those off, you get a hold on top of your sphere.
00:41I am not sure why you would want that, but if you do, there it is.
00:47Okay, let's add Marcie to our sphere and voila. We have a spherical texture map of Marcie.
00:53She is wrapped all the way around the sphere, 360 degrees around the equator and
00:59180 degrees, from pole to pole.
01:03That looks familiar.
01:05Let's take the u extent down from 360 to so. How about that?
01:13Now let's take the v extent.
01:17Okay, so we are still getting our streaky edges thing.
01:22Now there are many times, in fact, probably most times, where you don't want
01:27the streaky edge thing, you would like the picture to stop right at the edge of the image.
01:32Okay.
01:34So, the way we cure Nuke from streaking the edges of our pictures is we use
01:38the BlackOutside node.
01:40Okay, new node, over here on the Transform Tab, come down to BlackOutside.
01:48Now we are going to insert it between Marcie and the sphere, like so, and
01:54look what we got now.
01:57Okay, Marcie has become trimmed at her edges, but she is still spherically
02:02projected and, of course, only around the amount of the sphere as you define
02:07with the u extent and the v extent. I don't mean to deform Marcie. Sweet!
02:15Now this raises the question about premultiplied four channel images.
02:20What happens if an image has an alpha channel. How does Nuke behave? Okay.
02:25Let's go and get a four channel image, and the Read Node, to our Workshop/
02:31Lesson_01/the jet fighter small.
02:34We will open that and let's hook the sphere directly to the jet fighter small
02:44and look what happens.
02:46Nuke obeys the Alpha Channel when you apply it as a texture map on the geometry.
02:52Same thing, of course, will happen if you put it on the card.
02:55So, I am going to clear the Property Bin, wake up the Card and hook the Card to the jet.
03:04Open it up in the Property Bin and look what we have here.
03:07Okay, so Nuke obeys the Alpha Channel whenever you texture map it on your geometry.
03:16In our next video, we are going to see how to load arbitrary OBJ files, like
03:20something that you might model in Maya or 3D Studio Max, using the ReadGeo node.
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The ReadGeo and WriteGeo nodes
00:01I have reset Nuke in order to show you how to read and write OBJ files to and from disk.
00:07Nuke can load huge OBJ files, million polygon databases and still give you
00:12reasonable screen response time. Let's take a look.
00:16We will go to the 3D Tab, the Geometry pop- up and get the ReadGeo node, read geometry.
00:24Come up to the File Browser, select the Nuke Workshop and Lesson_06_Media and
00:30let's load the head.obj file.
00:32Open. Of course, we are still in the 2D viewer and we are not going to see our
00:373D until we get to the 3D viewer.
00:39So, cursor in the Viewer, hit the Tab key and to fit it into the Viewer, hit the F key.
00:46Let's add a little more screen space for our viewer, zoom out and here is our OBJ file.
00:55To demonstrate how to write an OBJ file out to disk, let's make an addition.
01:00Let's go get a cube.
01:02We will add a cube to our geometry and let's say we will scale it in Y by .1.
01:09We are going to add a platform. Okay.
01:11We are going to make a pedestal for our guy.
01:13Set the uniform scale to 2.
01:16Okay, now if we select both nodes, they both light up and now we can adjust the
01:26pedestal to the base of the neck,
01:28if we select the front view with the Z key. We'll zoom in a little bit. Repo. Now we
01:36can use the cube transformation to reposition the pedestal where we want.
01:41Bring it down and bring it back up until it just touches and say okay
01:46that's what we want.
01:48To switch back to the Perspective view, we'll press V on the keyboard and now we
01:54have our man and our pedestal as two pieces of geometry. This is important.
01:59These are two separate pieces of geometry.
02:01Of course, we can select them both at the same time, but they are still separate.
02:07Okay, the first thing we want to do is to merge these together into one
02:11single piece of geometry.
02:12So, with both nodes deselected, come up to the 3D Tab, to the Modify pop-up
02:19and select MergeGeo.
02:21This node is used to merge any number of geometries together into a
02:25single logical entity.
02:26We will hook the number one over here and then a new arrow pops up with a two.
02:30We will hook that over here, and a new arrow pops up with the three and we could
02:36keep doing this all day along.
02:37So, as many different geometries are now merged together into one.
02:41If I select the MergeGeo node, the entire thing is lit up.
02:46Now we are going to write the geometry to disk.
02:48With the MergeGeo node selected, up to the 3D Tab, Geometry > WriteGeo.
02:56Again, the File Browser pop-up.
02:59We will browse to the Nuke Workshop? Lesson_06_Media and let's write this
03:05out as WriteGeo.obj. Okay, click Open.
03:12Now this is just like a Render node.
03:14All we have done is give it the path name and the file name we want rendered,
03:18but it hasn't rendered it yet.
03:20To actually write the geometry to disk, we have to click on the Execute button.
03:25If we had animated geometry, we might want to render out frames 1 through 100
03:30and we could do that by including the Pound sign in the name, so it would write out
03:34numbered OBJ files, just like writing out numbered TIFF files or whatever.
03:39However, in this case, we have one single piece of geometry to write out,
03:43so the frames to execute are just one. Click OK.
03:48It has now written WriteGeo.obj to the disk.
03:52I am going to clear the Property Bin so that all of this stuff is gone away.
03:57Now let's open up 3D Tab > Geometry > our ReadGeo node and let's go get our new geometry.
04:05Again, the File Browser, go to the Workshop/Lesson_06_Media.
04:13There is our WriteGeo.obj file.
04:15We will open that and there it is.
04:20Now the important thing here is this is now one single geometry element.
04:25It is no longer two pieces, okay?
04:27The WriteGeo node rendered out to disk the merged geometry.
04:33In this movie, we saw how to add geometric primitives to our 3D compositing and
04:39also how to adjust the sizes and the shapes and very importantly, we got a look
04:44at the ReadGeo nodes for reading in OBJ files and the WriteGeo node for writing
04:49them back out to disk.
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Adding a 3D camera
00:01In our last movie, we saw how to add geometric primitives to our composites.
00:05In this movie, we're going to see how to mix the 3D elements and our 2D elements.
00:10To do that, we're going to need to add cameras, but before we add a camera, we
00:14are going to need to target to shoot.
00:15So, to help speed things along, I've prepared a little Nuke script.
00:20If you would open up your Script browser and go to the NUKE_WORKSHOP/
00:25Lesson_06_Media and load geometry.nuke.
00:30This contains some simple geometry that we can use for our camera exercises.
00:35Let's pull down on the viewer to give ourself a little more viewer space,
00:39double-click on the MergeGeo node to put it up here in the Property panel and
00:44let's switch the viewer from 2D to 3D - of course, you can use the Tab key, if
00:47you want to be fancy.
00:48Now we are looking at our geometry. Type F on the keyboard to frame.
00:55This tells Nuke to kind of frame the entire scene within the viewer, so you can
00:59kind of see where you are.
01:01We can now orbit around with Alt+Right Mouse and take a look at what we got.
01:07Okay. To add a camera, we simply come up here to the 3D tab, click on the pop-up
01:14and come down to Camera and we just added a camera to the scene.
01:18Notice it's not connected and it's a round shape. It has - it's not square.
01:22Remember, the 2D stuff is square. The 3D stuff is round.
01:27Our camera, of course, has appeared at origin at 000.
01:30So, it's actually buried inside the cube.
01:33We could switch to the top view, with C on the keyboard, make sure the Camera is
01:38selected, come to origin and click on the axis of the camera and pull it back.
01:44We can now switch to perspective by typing V on the keyboard, pull out, grab the
01:53camera and pull it back this way.
01:55You'll notice that the camera has these little cardinal arrows, one in Y, one
01:59in X and one in Z. So, if you grab those guys, it'll only move an object in
02:05that one direction only.
02:08So, we want to pull the Camera back. We could go back to our top view, zoom out
02:14a little bit, pull the Camera back and line it up on the z-axis like this and
02:18nice and wide, so it's framing our cube.
02:23Switch back to the Perspective view. Orbit around, see what we got, okay,
02:28that's looking good.
02:30The cube is in the camera's field of view lines, both from the side and from the top.
02:35All right.
02:37Now what we want to do is look through the camera lens.
02:40And the way we do that is, up here at this pop-up, every camera and light that
02:46you add will be added to this list.
02:49So, in a real shot, you might have several of these.
02:51So, we'll just select Camera1 and then click on this button right here, which
02:56locks the viewer to the camera.
02:58You can now zoom out or in, and you can Alt+Left mouse pan, but you cannot
03:04Alt+Right mouse orbit.
03:06This is because we are looking through the camera lens.
03:11Now we want to compose the shot by moving the camera around.
03:15The first thing we'll do is raise the camera in Y. So, come over to the
03:19Camera Property panel, click right there next to the one, Alt+middle mouse
03:24virtual slighter now, click and drag until the camera is a little bit above
03:30the cube, all right?
03:32Now to tilt the nose down, come over to the rotate in X. Alt+middle mouse
03:37click and drag to point the nose of the camera down.
03:41Okay. So, let's unlock the Camera view, switch back to the Default view, click in the
03:50viewer and hit the F key ,and zoom out and now we can orbit around and see where
03:55our camera is now, okay.
03:59Now that we've built a nice 3D camera, in our next video, we'll see how
04:03to animate it.
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Animating a camera move
00:00All right. Next, let's keyframe a camera move.
00:04We'll switch to the top view, with the letter C, make sure our playhead is on
00:10frame 1, so we're now looking down on the world with our top view.
00:18Keyframe is set for 1. Go to the Translate parameters and set a keyframe.
00:25Also, go to rotate Y, select just rotate Y and Set a key for just rotate y. That's
00:32the only one we'll be using in the rotation. All right.
00:37Now we can move our camera over here. Scooch the camera over, way off to the
00:42side, hold down the Command key, so you'll get your onscreen rotation rings,
00:47click and rotate the camera around to put the cube back into the field of view.
00:54Then jump to the end of the clip, click and drag the camera over to this
01:00side, hold down the Command key again, rotate the camera back around so it
01:07sees the cube again.
01:10Now we have a keyframe animation that plays like this.
01:19Now to see it from the world view, come up here to the pop-up and select the
01:23default and then press V on the keyboard to get back to your perspective view,
01:30and now we can orbit around and watch our camera move. Good!
01:40Stop that.
01:42Now we would like to view the scene through our camera lens again.
01:45So, we'll come up to our pop-up list, select the Camera1 and select Camera Lock.
01:52Now we can play the clip, and we're seeing the scene through the camera lens. We can stop this.
02:01Scrub through it.
02:05You'll notice this outline here is the aperture of the camera, this white line.
02:10If you press F on the keyboard, it will pull out and fill the frame with the geometry.
02:17This allows you to find things. If you type H, it pushes the aperture right up to
02:21the edge of your viewer.
02:22So, if you want to be in tight, push H. Most often, you'll probably want the F view.
02:28This way, you can see where you are in the 3D world better.
02:33Now that we have a nice 3D scene, in order to render it out to 2D, we are going
02:37to have to look at the ScanlineRender node in our next video.
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The Scanline Render node
00:00So, we've got a camera move on our 3D geometry.
00:03The next step is to render this,
00:06so we can see it in the 2D world.
00:08To do that, we need the ScanlineRender node.
00:12Select the MergeGeo node, up to our 3D tab, and select ScanlineRender.
00:20Notice this node has three inputs and that the ScanlineRender, first of all, is
00:25square, so it must be a 2D thing.
00:27The input is OBJ scene and that means your geometry or a Scene node.
00:33We'll learn about Scene nodes later, and this is the camera input and this is a
00:38background input, optional, optional.
00:41So, we'll bring this over and hook up our camera. Then we'll hook the viewer up
00:46to the Scanline Render node.
00:48Now this is your minimum configuration for rendering 3D into the 2D world.
00:55We can certainly get more elaborate than this, but this is your basic minimum,
00:59some geometry hook to the ScanlineRender node and then a camera hooked to the
01:04ScanlineRender node. And that makes perfect sense.
01:08You cannot know what to render of the geometry unless you have a camera.
01:14We can now look at this scene in 2D.
01:16We'll come up to our pop- up and select 2D, and voila!
01:22In fact, we'll use the Tab key now.
01:25So, we can now toggle between 2D and 3D instantly, and you will see the exact same scene.
01:31I am going to jump back to Frame1 and render my 2D scene.
01:38Now this is a full tilt - restart.
01:41This is a full tilt boogie render with anti-aliasing and texture mapping and
01:45lighting and so on and so forth.
01:46We haven't put those in yet, but this is a for real 3D render, whereas when we
01:53stop this and go back to 3D, what we're looking at here is the geometry engines.
02:00However, they line up exactly the same, okay?
02:03There is our 2D, 3D, 2D, 3D. We'll stop that.
02:13Now I showed you this BG input to the ScanlineRender.
02:18What that's for is to connect a background image that will be behind all the
02:23geometry and it'll be locked to the camera lens, no matter how the camera moves.
02:28Let's take a look at that.
02:30We'll come out to our Read Node, go to the WORKSHOP, go to Lesson_03,
02:37Lesson_03_Media, and select clouds_A.
02:41We'll open that, move it over here.
02:44Now you don't see this background, unless you are in the 2D view.
02:48So, cursor in the viewer. Hit the Tab key.
02:52Hook the BG input to the cloud's plate and now the geometry is rendered over the live-action.
03:00We can now render that. This is the setup you are using when you've got a
03:08live-action plate and some 3D camera match move.
03:12So, you're going to have an animated 3D camera with some 3D geometry and a
03:18live-action background plate, and this is the setup for that.
03:21Okay? We will stop that.
03:25One other very important point about hooking an image up to this BG input of the
03:30ScanlineRender node, no matter what your projects settings are, this image will
03:36override them and give it its own resolution. clouds_A is a one K_Super_35
03:42image, but our Projects Settings are PC_Video.
03:48If we go to Projects Settings, we can change the Project Settings, of course, to
03:53let's say HD, and now the 2D scene is HD and, Tab key, the 3D scene is HD.
03:59There is our HD aperture.
04:01But again, if I connect any image to that ScanlineRender node, it overrides
04:08the Project Settings.
04:10You must be sure to remember this, because this could really bite you in the future.
04:14In the next video, we'll see how to line up the 3D geometry with the
04:18background plate.
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Viewing geometry over the background
00:00When you get camera data from the match move department, you're going to have
00:04a moving 3D camera and you're going to have to line up geometry on to the live-action plate.
00:10To do that, you need to take the Viewer, in Nuke, and show the 3D wire frame over
00:16the live-action background.
00:18So, let's take a look at how that's done.
00:20Let's go get an image.
00:21We'll go to Read node/our Nuke workshop/Lesson_06_media and bring in
00:30the cube_shot, okay?
00:34Hook that up to our Viewer, a little more screen space for the Viewer.
00:42So, this image represents a live-action plate that we're going to try to line up
00:47our 3D geometry to, okay?
00:50So, to do that, we're going to need a cube and the camera.
00:55So, we'll go to our 3D tab, the Geometry and add a Cube and 3D > add a Camera.
01:07Switch the Viewer over to 3D. Click in the Viewer, type the F key, pull out,
01:14orbit around and, of course, our camera's hidden inside the cube again.
01:19Select the camera, pull the camera out of the Cube, orbit around.
01:26Now what we want to do is ballpark the Camera, get it to roughly match
01:31where we saw it in the live-action.
01:34Remember, in our 2D view, the Camera is obviously back away, towards the left,
01:40and a little bit above.
01:41So, we're going to kind of roughly match that on the 3D side, back to 3D.
01:47So, we'll select our Camera, pull it back, move it over and raise it up.
01:59Then we'll switch the view to look through the camera lens.
02:02So, I'll go to the Camera pop-up. Select the Camera. Click on the Camera view.
02:05Hit F. Our Cube is a little bit out of frame, so let's zoom out. There it is.
02:12Okay. Now we're going to move the camera to get the Cube into frame. So, we can rotate
02:17the Camera in Y, Alt+middle mouse, click and drag. Notice the Camera down with
02:23the rotate X+Alt+middle mouse, click and drag. Our Camera needs to come back so
02:29let's go to translate Z and raise translate Z. All right.
02:32Now we can rotate our camera back again and rotate our camera down again. Okay.
02:40Now we can zoom in a little bit.
02:44We'll select the Camera and the Cube.
02:46The camera apparently needs to come up a little bit, so let's raise the camera in
02:50Y a little bit more, and then adjust the rotate x value to get it back into frame, okay.
02:58So, our 3D cube now is approximately in the same position as the live-action Cube.
03:04What we want to do is see the wireframe of the Cube superimposed over the
03:10live-action, and then we're going lock them in together.
03:14To do that, we're going to add a ScanlineRender node.
03:18We'll select the Cube, come up to the 3D tab, add a ScanlineRender node, hook
03:24our Camera up to it and then hook the Viewer to the ScanlineRender node.
03:32So, our Viewer node now has the live -action plate in one input and the
03:37ScanlineRender in another input.
03:40We can see them superimposed in either 2D or 3D.
03:44Let's start with 2D.
03:47Turn off the Camera view lock. Switch to the 2D view.
03:54To see the 3D superimposed, we're going to use the Viewer white controls.
03:58Select the over operation. On the left side, we want the ScanlineRender and on
04:05the right side, we want the Read node.
04:08Move the onscreen white tool off to the left so you see the whole picture.
04:12Now you can see the wireframe of our 3D cube superimposed over the live-action plate.
04:18What we have to do now is shift the camera around to where we've lined up the
04:233D Geometry with the live-action.
04:26To do that, we'll double-click on the camera and we'll start moving our Camera
04:32around. Let's see. I'm going to move the Camera out a little bit and then we'll
04:40move the Camera up to the left a little bit.
04:46There. I'm going to set this to 1.1, set that to 4.2, okay.
04:56Now we're going to rotate the camera's point of view. Rotate it around Y, okay,
05:02there, and then rotate it in the X, there.
05:07We've now lined up the 3D Geometry with the live-action plate,
05:11by shifting the Camera position until everything lined up. Of course, the match
05:16move department is going to give you Camera information and Geometry data and
05:21everything will line up perfectly - wink, wink.
05:25We can also look at the line up in the 3D side, so we'll switch the Viewer from 2D to 3D.
05:31We're going to set the Cube display to be wireframe and now we have a wireframe
05:40cube over our live-action plate.
05:44Now we confirm that the 3D geometry is lined up with the live-action plate.
05:49Keep in mind that our Camera, we're looking through our Camera, and the
05:52Camera view is locked. Okay.
05:54Otherwise, they don't line up.
05:55I'm going to double-click on the Camera node to put it at the top of the
06:00Property bin, just to show you.
06:02If I adjust the Camera a little bit, the Geometry goes off position, or adjust the
06:08Camera rotation this way, and I can put it back.
06:12So, you can view it in 3D or 2D. The key is you've got two connections to the
06:18viewer: One is the ScanlineRender, the other is the live-action plate and you
06:24use the Viewer's split comparison tool to composite one over the other.
06:32In this movie, we saw how to add Cameras and animate them, as well as how to look
06:37through the camera lens, so we know exactly what the 3D camera is seeing.
06:41We saw how to add the ScanlineRender node, which is required to create the 2D
06:46render, which we can then view in the 2D world, and we also saw the proper
06:52Viewer setup to see the 3D Wireframe over a live-action background.
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The Scene node
00:01So far, we've seen the simplest possible case in Nuke, where we had one piece of
00:05Geometry and one Camera and we put that into the ScanlineRender node to allow us
00:10to mix our 3D with our 2D.
00:13Of course, in the real world, you're going to have much more complex scenes.
00:16So, when you have more elements, you need to add the Scene node in order to
00:21group the elements together into a single logical entity. Let's take a look.
00:27Let's go to our Nuke Scripts/Nuke Workshop/Lesson_06_Media and select
00:34the Scene node script.
00:36We'll open up. Okay I want to move this up here, open up the Viewer a little bit.
00:45Let's switch the Viewer to 3D. Click in the Viewer, type the F key, Alt+right
00:52mouse orbit and let's zoom out, okay.
00:58You'll recall that if you double-click on the Geometry, it appears in the Viewer
01:03as long as it's open here in the Property panel. Okay, so we'll put those back
01:09and same thing with the Camera. Double-click on the Camera, the Camera has appeared
01:14and now we have all the elements in our 3D scene.
01:17Now let's add a Scene node and watch what happens. Let's click in the Node
01:21Graph to deselect everything. Come up to the 3D tab and select the Scene node. We'll put it down here.
01:29We'll zoom in to take a look at the connections.
01:33This first input, 1, you can just reach up and attach to any piece of Geometry
01:37and a new input is added.
01:392, attach that to something else and a new input is added.
01:433, attach that to something else and you just keep doing that all day,
01:48connecting as many elements as you want to the Scene node.
01:52The Camera, however, is smart and knows that he connects to the Scene node directly.
01:57Now zoom out a little bit and now if I clear the Property bin, double-click on
02:04the Scene node, everything in the Scene appears. The Geometry, the Camera and if
02:09we had any lights, which we will be looking at next, they would be here too.
02:14We can fold up the Scene node and the entire Scene disappears.
02:19To the Scene node now is what we hook the ScanlineRender node, so we will come
02:23up to the 3D tab, select ScanlineRender and it'll hook up to the Scene node.
02:29Remember, last time we hooked up the Geometry.
02:32Well, this OBJSCN, that means you can hook up objects or Scene nodes directly to
02:38the ScanlineRender here and, of course, these are Camera input. So, we'll move
02:43that down here and hook that up to the Camera and then, of course, the Viewer
02:48hooks directly up to the ScanlineRender node.
02:51Remember, it's the ScanlineRender node that converts the 3D to 2D so we can use
02:56it in our compositing.
02:58So, once again, we can select our Camera > Camera1.
03:01Lock the Viewer to the camera.
03:03I'm going to zoom out a little bit and now we can toggle between the 2D and
03:093D and we're going to get exactly the same view, of course, in the real world
03:14you're going to use Tab key.
03:17Now let's take a look at adding lights to a 3D scene.
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Adding lights to a scene
00:00So, first, let's reset Nuke and then go get another script.
00:04We'll open up the script browser, go to the NUKE WORKSHOP/Lesson_06_Media and
00:11select the lights script.
00:13Say Open, a little more room for our Viewer, and switch the Viewer to 3D.
00:20Click in the Viewer, type F on the keyboard, Alt+Middle-Mouse, drag to zoom back
00:26and then Alt+Right Mouse to orbit around.
00:30So, what we have here is a set of geometry and a camera that looks straight down
00:34on it, and we'll use this to see our different light setups.
00:37So, let's add a light to the scene by going up to the 3D tab, come down to
00:42Lights, and this pop-up shows you all the different types of light.
00:45Now, the Point, Direct and Spot, these are older lights that are now
00:49incorporated into the single Light node.
00:52They're maintained here for downward compatibility.
00:55So, all we need is the Light node and, of course, we'll look at the
00:58Environment light later.
01:00So, select the Light node.
01:01We get down here and hook it up to the Scene node.
01:07Over here in the Light Transformation panel, let's set the light position for 5
01:12in x, 4 in y and 4 in z and we'll switch to the top view with the letter C.
01:20Zoom out a little bit and as you see, that put the light above this corner here.
01:25Switch back to the Perspective view with V and we can orbit around and see where
01:30the light is in our scene.
01:34The first two adjustments for the light are the Intensity and the Color.
01:38Intensity, of course, makes the light brighter, and the Color, of course, allows
01:42you to assign a color to it.
01:44You can open up the color selector and start dialing in any RGB values you like,
01:51or select it from over here, adjust the Saturation, whatever you like and now we
01:57have a colored light, more intensity.
02:01Now let's switch to the 2D view.
02:03Come up here to 3D and select 2D.
02:05Of course, if you want to be quick, you'll use the Tab key.
02:10From the 2D view, we can better see the falloff types.
02:13You have several choices for the type of falloff.
02:16The default, of course, is no falloff at all.
02:18The next is a linear fall off, where the brightness of the lights falls of
02:23linearly, based on the distance from the light.
02:25I'm going to crank up the intensity a bit to show you the other ones. Quadratic
02:33and Cubic are exponential-type falloffs.
02:36So, we'll set the falloff back to No falloff and drop the intensity down to 7.2.
02:44Of course, the light has the usual transformations, but they're really quite
02:48meaningless. Rotating and scaling the light doesn't change anything at all.
02:52The only thing it does - we'll switch back to 3D.
02:57The scale factor simply increases the scale of the size of the icon, but it has
03:01no effect on the light itself.
03:04Let's take a look at the next light type, the directional light, or other
03:09systems might call this parallel light.
03:11The idea is it replicates light from infinity, like the sun, so the light rays
03:16are parallel and they have no falloff. Notice that the falloff has been ghosted out.
03:21The only thing that directional light has is a direction.
03:26Selecting the Light node, hold down the Command key to get the onscreen
03:31rotate controls and you can then now start controlling the direction that the light comes from.
03:37Okay, we can zoom in a little bit.
03:43As with any directional light, its location in the scene is
03:45completely irrelevant.
03:47It is only the direction that it points from that has any effect on the lighting.
03:54The next light type is the spot light.
03:56Come here and select the spot light.
03:59Again, the spot light also has rotational controls, so we can adjust the
04:05orientation of the spot light and, of course, its position does affect the
04:09results of the light.
04:10Of course, you can also change its intensity and its color.
04:19But the one new feature of the spot light is you can actually lock the Camera
04:23view to the spot light.
04:25So, we can come up to the list here and the Light1 has been added to the list,
04:29so we can select Light1 and then we can lock the camera to it and now we are
04:33looking at the world through the spot light.
04:36So, if we are to change the spot light's rotation, for example, then the spot
04:45light's look point changes with it.
04:49Now let's switch to the 2D view, so we can take a look at some of the other
04:53features of the spot light.
04:54Of course, one of the first adjustments is the cone angle and, of course, we can
04:59make that smaller and larger.
05:00But we can also change the cone penumbra angle and this makes it larger and softer.
05:06So, this is the outer edge.
05:09We also have the cone falloff, which allows you to adjust the rate of
05:13falloff and we also have falloff types, just like we did before, so we can set up for linear.
05:19We might need a little more intensity.
05:25We're now losing intensity with distance from the light source.
05:29So, we could also select Quadratic and Cubic for those exponential falloffs.
05:35Very often though, no falloff will be the setting you'll use.
05:39We'll set intensity back to 10.
05:41Of course, you can have as many lights as you want in a scene.
05:45Put the cursor down in the Node Graph and deselect Light1, come up to the 3D
05:51tab, come down to the lights and we'll add a second light to the scene.
05:55Bring it in here, hook it up to the Scene node, switch to the 3D view and
06:02there's our new light source.
06:04We'll have to take the Viewer off of camera lock on Light1.
06:07So, turn off the camera lock and set for default.
06:11Click in the Viewer.
06:12Hit the F key. Again, Alt+ Middle-Mouse to zoom back.
06:18Select Light2 and we can drag up on its y axis.
06:23And that way, we get a change only in the y value, so we'll raise it up here,
06:28zoom out, take a look.
06:33Okay now, we can adjust the intensity of this new light and it'll be added
06:38to the original light.
06:40We can look at it in the 2D view and see the effect of the added light.
06:45I can drop the intensity down or adjust it up, give it a color, whatever you want.
06:52So, you can add as many lights as you want and you just have to hook them up to
06:56the Scene node for them to be included in the render.
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Adding multiple cameras
00:01Now let's take a look at adding multiple cameras.
00:04We'll open up the script browser.
00:08Go to the NUKE Workshop/ Lesson_06_Media and load cameras.
00:14We'll scooch this up a bit, increase the size of the Viewer and switch the Viewer to
00:203D, cursor in the Viewer, click in the Viewer, F on the keyboard, and now we can
00:26Alt+Right Mouse, orbit around to see the scene.
00:29We're going to look at adding multiple cameras to our 3D scene.
00:34A very important tip in your workflow is to always give your cameras good, clear
00:40descriptive names, very important work habit.
00:42So, we'll start by selecting Camera1. We'll come up here, click on the name and type
00:50HiCam, because this is the camera that's up high, looking down on the scene.
00:55Now we'll add a second camera to our scene.
00:58Click in the Node Graph to deselect the HiCam.
01:00Come up to the 3D tab and select another camera.
01:06Bring it down here, and hook it up to the Scene node and the first thing we'll
01:11do is we're going to rename this LoCam, because it's going to be the low camera.
01:18Cursor in the Viewer, switch to the side view with the X key, get your cursor on
01:24the z-axis and pull it straight out in z. We like to have it around seven in z,
01:34so we can actually go up to the Parameters and adjust translate z to 7. There.
01:42Now, the green lines, of course, here are the cone of view of the camera and our
01:47geometry is not really in the cone of view, so we want to rotate the camera.
01:51We could use the onscreen controls, of course,
01:55or, go to the Property panel and adjust the Transformation parameters.
02:00Click to the left of the 0 in rotate X, hold down the Alt key and drag left and
02:06right to adjust the camera's angle.
02:08We'll say there. That looks nice.
02:13Now let's go back to the default view, up to default, zoom out, ah!
02:21The Viewer is currently in side view, so we're going to have to reset that to
02:25Perspective, with the letter V on the keyboard, and now we can see our new camera
02:30and its new name, LoCam. All right.
02:33So, let's deselect in the Node Graph, so nobody is lid up. Go up to 3D tab,
02:39Let's add a third camera.
02:43Move it down here, hook it up to the Scene node and let's rename this one, SideCam.
02:52Cursor in the Viewer and switch to the top view with the C key and we're
02:57going to drag it to the right by pulling on its x-axis, so click on the x-axis
03:03and pull this guy over here.
03:07Then we can turn it around with an onscreen Command key, click and drag on the rotate ring.
03:13All right.
03:14Now with this camera, let's take a look at adjusting it by looking through the
03:18camera lens while we adjust its parameters.
03:21So, up in our pop-up list, we'll select the SideCam, lock the view and select
03:27Perspective with a V. So, now we're looking through the camera.
03:33This, of course, is the camera aperture for the side camera.
03:37We also see a bunch of other lines, which are the cones of view from the other two cameras.
03:41It's kind of cluttering up our screen, so let's turn those off temporarily.
03:46We'll come down to display.
03:48I'm at the LoCam display. Set it from wireframe to off.
03:53Then we'll go to HiCam, display > wireframe to off.
03:58There, much cleaner.
04:00Now we'll adjust the camera to the scene while looking through the camera and
04:04adjusting its parameters in the Transformation panel.
04:07We'll start by raising the camera up, click to the right of the 0,
04:13Alt+Click and drag to raise the camera up.
04:17Then we'll come down to the rotate X, click to the left of the 0, Alt+drag down
04:23to repp the camera's nose.
04:26Then click over on the y parameter, Alt and drag to center the geometry, left and right.
04:34To take a look at the zoom of the lens, let's switch back to our default view.
04:37So, we'll turn off the camera lock, switch the view to default, click in the
04:43Viewer, type F on the keyboard and now let's select the camera.
04:49We can select it from the screen, of course. All right!
04:53To adjust the zoom, we want to adjust the focal length.
04:57Go to the Projection tab of the camera and find the focal length parameter.
05:03This slider adjusts the focal length, shorter and longer.
05:08A short focal length is a wide-angle lens and a long focal length is a zoom lens.
05:14Now let's see how that looks when looking through the camera.
05:18So, to look through the camera, we'll go to our camera list pop-up.
05:21We'll set it for SideCam. Click camera lock.
05:25We'll zoom out a little bit, so we can see our camera aperture and now we can
05:29see what the focal length adjustment will look like, while we look through the camera lens.
05:33Go to a wide angle lens, with a short focal length and a zoom lens with a long focal length.
05:43We'll put it back to the default of 50 by doing a Command+Click on the slider line.
05:49Let's zoom into our Viewer a little bit and now we can see the virtue of naming
05:55all of our cameras so clearly.
05:57We can now look at the pop-up and say, okay, "I want to see it from the HiCam
06:01point of view," or, "I want to see it from the LoCam," or, "I want to see it from the SideCam."
06:09However, no matter how many cameras you have, or which one you're looking
06:13through, there's only one camera that controls the actual 2D render.
06:17That's right down here and that's the camera that's hooked up to the
06:21Scanline Render node.
06:23In this case, it's the HiCam.
06:25So, we'll switch the view to HiCam.
06:29Then go to the 2D Viewer and it renders the view from the HiCam point of view.
06:36If I want the 2D render to be from any other camera, I will have to reconnect
06:41the Scanline Render camera input to that new camera.
06:44So, there is render from the LoCam node and there it is with the SideCam and
06:51we'll put it back to the original HiCam.
06:57So, whenever you want to combine multiple 3D objects into a single composite,
07:02you're going to have to use the Scene node in order to combine them together
07:06into a single logical entity that you can hook to the Scanline Render node,
07:10along with your chosen camera.
07:13We also saw how you can have add all the 3D lights you want and determine
07:18whether they're a point light, a directional light - which is a parallel light - or
07:22a spot light, and then you can adjust their intensities and even their color.
07:27We also saw how to add multiple cameras to a 3D scene, but only one of them
07:32can be connected to the Scanline Render and that one determines what the
07:36Output Render will be.
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Projecting textures onto a plane
00:01For compositors that work primarily with 2D, UV projection or projecting
00:06textures is a brand new concept.
00:09The idea is when you want to lay a texture on top of 3D geometry, the computer
00:14has to be told how to place it, how to project it, and the way it's done is the geometry,
00:21all the little vertices of the geometry, are assigned what are called UV coordinates.
00:26Those coordinates point to spots in the texture map, in the image.
00:31So, the UV coordinates of the geometry determine how that image will be laid on
00:37top of the geometry.
00:38We're going to be looking at the UVProject node, which changes the UV coordinates
00:43of the vertices of the geometry and this allows you to project textures onto
00:48images in different ways.
00:50So, let's start by getting Marcie from lesson 1.
00:54Go to the Read node, punch up our workshops, go to Lesson_01, and get Marcie.
01:03Okay, now let's switch to the 3D Viewer, give ourselves a little more workspace
01:10and punch up our 3D view here.
01:12All right. We will go to the 3D tab, to the geometry pop-up and let's add a cube.
01:20As we know, if we connect an image like Marcie to any 3D geometry, the image
01:25gets texture-mapped on it.
01:27That's because all the Nuke geometric primitives already have default
01:31UV coordinates that assign what part of the image goes to what part of the geometry.
01:38Before we get into the UVProject node, I wanted to point out that you can add a
01:43Transform node at any time to the image - now this is to the image, and that
01:47will transform the image before it gets projected onto the geometry.
01:53I'll reset that back to default.
01:55We'll try the scale, back to default, and even the skew. Okay.
02:02We'll set that back to default. All right.
02:04We don't need the Transform node anymore.
02:07I just wanted you to know that another level of control in how these maps get
02:11laid onto the geometry is to add a Transform node to the texture map itself or the image.
02:18We don't need this Read node anymore, so we'll close the Property panel.
02:22We'll select the Cube geometry, go up to the 3D tab and select Modify > UVProject.
02:33That adds the UVProject node to the cube and this node will now allow us to
02:38assign different ways of projecting the texture map onto the geometry.
02:44That's controlled up here, in the property called projection. The default is Perspective.
02:49We're going to actually look at that later.
02:51So, let's start by selecting the planar projection.
02:55Notice that the planar projection looks very different than the default UV projection.
03:01A planar projection is as though you took the image and put it on a flat piece
03:05of cellophane and then walked up to the geometry and just glued it right on the face.
03:11So, the image was held as a flat plane and then laid onto the geometry, hence
03:17the term planar projection.
03:19Now, you can control which direction the plane is projected from.
03:25We will zoom out a little bit, turn around here.
03:29This, of course, is the x axis and this is the z axis. Don't forget you have
03:34your little 3D compass down here in the corner, and, of course, the y axis is
03:39straight up and down.
03:41The default plane to project for a planar projecting is the XY plane, that
03:46is the x and the y.
03:48So, the projection is coming straight down the z axis and laying on the face of the geometry.
03:54This pop-up, right here, allows you to change the plane of projection.
03:58We'll orbit around to the side.
04:00Okay, so this is now the z axis and the y axis, so we'll set the plane to YZ
04:08and now it's as though it slid down the x axis and pasted as a plane on the
04:13side of the geometry.
04:17This is the x axis.
04:18This is the z axis. So, if we change the plane to XZ, it's as though it slid down
04:25the y axis to land on the top.
04:28So, let's put the plane back to default. Come back around to the front.
04:35Take a look at the invert u and v. The u coordinates are the horizontal
04:41coordinates and the v coordinates are the vertical coordinates.
04:45So, if we invert the u coordinates, we have swapped the image left and right. Put that back.
04:52Invert the v coordinates,
04:53we swap it top to bottom, put that back.
04:56The u scale allows us to stretch or squeeze the image horizontally, like so,
05:03back to default, and the v scale, vertically, like so, back to default.
05:11So, these are some of the controls you have in the UVProject node.
05:15When you want to do a planar projection, you can project it from any one of the
05:19three directions and you can stretch it and scale it to fit.
05:24So, if you want to project a texture map on essentially flat geometry, the planar
05:28projection works well,
05:30but if your geometry is more spherical, then you're going to want to use a
05:33spherical projection.
05:35We'll see that in our next movie.
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Projecting textures onto a sphere
00:00For our next projection method, we'll take a look at spherical projection. All right.
00:05Let's clear the Property bin, select Marcie, come up to the 3D tab and do a
00:13Shift+Click on a Sphere.
00:16That will add a sphere to our 3D database and, of course, Marcie is projected
00:23onto the sphere using the sphere default UV coordinates, but again, we can
00:28change those with the UV project node.
00:31So, let's pull the UV project node over here, hook it up to the sphere
00:35and double-click on it.
00:38Don't forget, UV Project node we will set for a planar projection.
00:42So, if we swing around and there it is, our planar projection on top of a spherical shape.
00:50However, if the geometry is generally shaped spherically, then we are going to
00:55want to do a spherical projection.
00:58A spherical projection is as though you took that Marcie picture, wrapped it
01:02inside a glass sphere and then shrink wrap it down onto the geometry.
01:07That would be a spherical projection.
01:10So, we'll set the projection for spherical and immediately this looks like a
01:15spherical projection.
01:18The plane parameter has no effect in a spherical projection, but the invert u
01:22will swap it horizontally and invert v will swap it vertically, and the u
01:27scale, now, stretches or squeezes the image around the equator and the v scale
01:36stretches or squeezes the image from pole to pole. We'll put both of those back to default.
01:43By the way, you may have noticed there's an ugly little scene back here.
01:48The UV Project node, in the spherical projection format, seems to have a little
01:54bug, which has already been reported, and that is bug 8062.
02:01If you're geometry is shaped more like a cylinder, then you are going to want to
02:04use cylindrical projection, which we'll see in the very next video.
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Projecting textures onto a cylinder
00:01All right. Now let's look at the next projection mode.
00:04Let's clear the Property bin, select Marcie, go to the 3D tab, go to the
00:11Geometry and do a Shift+Click on Cylinder. So, we'll add a cylinder.
00:21And let's close the top and the bottom and again, the cylinder has a default UV
00:26projection, which allows Marcie to be projected around the cylinder,
00:32but, of course, we are going to change that with the UV project node.
00:35Disconnect it from the sphere, attach it to the cylinder and double-click on the
00:41UV project node and remember, this node was left in the Spherical projection, so
00:47it has now done a spherical projection of Marcie around a cylindrical object.
00:52Of course, this is an awkward fit.
00:57So, let's change the projection to cylindrical so it better matches
01:00the geometry, okay?
01:04Again, the plane XY has no effect, invert u swaps it horizontally, invert v
01:11swaps it vertically and the u scale scales it around the equator again, and the
01:20v scale, squeezes and stretches it from top-to-bottom.
01:23We'll set both of those back to default.
01:27The cylindrical projection mode also has a display bug, which is already
01:32logged as bug 5420.
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Adding an Axis node
00:01The UVProject node has a second input here, that you may have noticed,
00:04the axis/cam input.
00:07This is where we can hook up an axis or a camera, which would give us an
00:11additional set of 3D transformation controls to help position and size our texture maps.
00:18For those of you who are not familiar with 3D, you can think of an axis as a
00:22three-dimensional hook hanging in space, that you can then attach geometry or images to.
00:29It's in and of itself invisible, but it gives us handle that we can use to
00:34twist, turn, rotate, and size and stretch other objects.
00:38Some 3D systems called these Null Objects.
00:41Well let's take a look at how we might use an axis to help refine our texture maps.
00:46We will come up to the 3D tab and an Axis is the first item in the list. Click on that.
00:52We will move it over here and we'll hook up the axis/cam connector to it and the
00:59Axis property panel is now at the top of the Property bin.
01:03To see how it works, let's switch over to the Cube.
01:06So, we'll disconnect the UV Project node from the cylinder and hook it up to the Cube.
01:12We'll clear the Property bin, double-click on UVProject node.
01:16So, now we are looking at the cube with the UVProject node.
01:20Of course, the projection was left at cylinder so we are going to change that
01:24back to planar and take a look at what we got.
01:31And double-click on the Axis node to open it up in the Property panel and the
01:36Axis icon appears here in the 3D viewer.
01:39It's a three-dimensional compass, just like the one done here in the corner.
01:44Now we can use the axis to reposition the texture map.
01:47For example, we can grab the y axis and drag it up and down to reposition it
01:52vertically or the x axis horizontally, or holding down the Command key,
01:59we can use the onscreen rotation controls to swirl it around.
02:05We can also come up to the Property panel and interact directly.
02:08For example, we can click on rotate, Alt and drag to rotate it around its x axis.
02:17We can also do a uniform scale or if we want to, just a scale in y.
02:27So, we can reposition, reorient and resize the texture map with the Axis node,
02:32either with the onscreen controls or by editing the parameters in the Property panel.
02:38Let's reset all the knobs to default in the Axis node and switch over to the Sphere.
02:46Unhook the UVProject, hook it to the Sphere, double-click on the UVProject node,
02:52and let's set the projections for spherical.
02:54Okay, and, of course, we have a nice spherical projection.
03:01Now let's see what the Axis node does to a spherical projection.
03:06If we translate, for example, in X or Y, we are actually shifting the center of
03:10the spherical projection and that can introduce some serious distortions, but in
03:15some cases, that might be what you want. We'll undo that.
03:18Of course, one handy thing with this, we'll get down here and look it from the top,
03:24you can rotate the texture map around the y axis.
03:32This is not the u scale we saw before.
03:35This actually rotates the entire texture map around the equator.
03:39We'll set that back to default and, of course, we can scale in y only if we
03:45wish, which would be analogous to the v scale in the UVProject node.
03:51We'll undo that and, of course, we can try it on our cylinder. Disconnect the UV
03:56Project node from the Sphere, connect it to the cylinder. Double-click on UV
04:01Project and change the projection to cylindrical.
04:07Now let's see what the axis will do to a cylindrical projection.
04:11I'll rotate in y, of course.
04:14We'll rotate the whole texture map around the cylinder.
04:16You can now adjust the position of the label of your can, as it were.
04:20We'll undo that and, of course, we can scale it in x if we wish, and undo that.
04:29In this video, we saw how to attach an Axis node to the UVProject node to
04:33adjust our texture maps.
04:35In the next video, we'll see how to attach a camera and what additional
04:39capability that will give us.
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Connecting the camera to the UV project node
00:01Now, let's see what's added when we connect a camera to the UV Project Node.
00:05We will move this over here.
00:07First, deselect by clicking in the Node Graph.
00:11Come up to the 3D tab and let's add a Camera.
00:16We'll disconnect the access from the UVProject node and hook up the camera instead.
00:21Also, let's switch over to the sphere.
00:24So, unhook the UVProject from the Cylinder. Connect it to the Sphere.
00:29We won't need this Axis Property panel anymore,
00:31so lets clear that.
00:35Okay, we'll swing around to where the camera is and with the camera selected,
00:40we can now pull back on the Z axis and pull the camera out from inside the sphere
00:46because it landed at origin, like it always does.
00:48And in the UVProject Property panel, change the Projection mode from
00:54Cylindrical to Perspective.
00:57What we've done here is the camera is now like a slide projector.
01:02It's now projecting a perspective version of the image.
01:05This is not the planar projection.
01:08So, it's just like you put the picture in a slide and you shine it on a sphere
01:12or a cube or a, whatever you want.
01:15You are going to get a perspective version of the picture.
01:18There's something else I'd like to show you.
01:22So, we will re-pull the Node graph down here.
01:24We'll move Marcie up to make a little bit of room.
01:27Go to the Transform tab and add a Black Outside node and look what we have got.
01:33The black outside - without the Black Outside node, Nuke smears the edge pixels,
01:40but with the Black Outside node, it actually cuts the image off.
01:45And now, we can move our camera, and this is what we get.
01:52Note that the camera is projecting on the front side and the backside of
01:56the geometry, okay?
01:57That's sort of the way it works.
02:00So, with the addition of the camera now, we can switch the camera to the
02:04Projection tab and adjust the focal length.
02:08If we make the focal length short, we get a big wide projection.
02:12Set the focal length long, and we get a very narrow projection.
02:16So, this is yet another control, but it only applies when you have the camera
02:22attached to the UVProject node and the UVProject mode is set for perspective.
02:28And of course, we can do the camera's onscreen controls: the Y axis, the X axis
02:38and the Command key for the onscreen rotation controls, as well as coming back
02:46to the Camera Property panel and adjusting the Property panel directly.
02:56So, the camera actually adds the focal length as yet another control to our UV projection.
03:02In this movie, we saw how the UV coordinates of the geometry determines the
03:08placement of the texture map.
03:10And the UVProject node modifies those UV coordinates using several possible schemes.
03:16One is the planar projection, where it just lays a flat version of the image on
03:21the geometry. The other is a spherical projection where the image is wrapped in
03:25a glass globe, if you will, and then shrink wrapped onto the geometry.
03:30A cylindrical projection, which wraps the image into cylinder and shirk wraps
03:34that on the geometry, and the camera projection, where the image is like put through a
03:39slide projector and shines on the geometry.
03:43And we also saw how adding an axis or a camera dramatically increases the
03:47control we have over size, orientation and position of the texture maps.
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7. Animation and Shaders
Basic Bicubic operations
00:01There comes a time in every compositor's life where he'd like to put an image
00:05on a three-dimensional flexible rubber sheet and stretch and pull and bend to
00:10make it fit the shot.
00:12That's exactly what Nuke's bicubics allow you to do. Let's take a look.
00:16Let's go get Marcie.
00:18Of course, she's in Lesson_01. All right.
00:25We'll attach a card because the bicubics are another feature of the card.
00:32A little more of 3D viewer, please.
00:35Switch the viewer to 3D.
00:36F, orbit and admire.
00:43We don't need the Read node anymore.
00:45So, we will close that Property panel, and switch the Card tab from Card to Deform.
00:52There's not much happening here until you go to Type and open it up and select
00:58bicubic, and then the whole bicubic world unfolds.
01:02The basic concept is you can now grab any of these control points and move them
01:09in - we'll click off to the side to deselect - and move them in
01:13three-dimensional space, okay?
01:17And you can also adjust the tangents.
01:24So, the card can be deformed organically, very smoothly, in all three-dimensions,
01:30at any point on the card. Okay.
01:37You can also adjust them with the perimeter field.
01:40I am going to select the middle point here.
01:43With this guy lit up, then his coordinates are over here in the perimeters field.
01:48And I can now adjust these, if I want, by the numbers and in z, okay. All right.
02:01By selecting the card, we can see the precision of the geometry.
02:05Of course, this has the default, 8 x 8.
02:09We can see that the edges don't look very smooth,
02:12but you can always go back to the Card tab and crank up the rows and columns to
02:19a much higher precision, and now the edges will look much smoother.
02:23We'll go back to the Deform tab to take look at the break tangent option.
02:30The break tangent option is located right here.
02:33To see that, we'll orbit around the front - deselect the card so we are not
02:37looking at our polygons -
02:39we'll zoom in and look at this tangent control right here.
02:45With break tangent disabled, which it is right now,
02:47that's the default condition,
02:49when I rotate the tangents, they both rotate together.
02:52And when I shrink one in or out, the other one doesn't move with it.
02:56They are independent in their tension, but they are locked together in their slope.
03:02If I select break tangent, now the slope is broken and we can put it back by
03:09undoing Break Tangent and then the next time you click on it, they are locked
03:13back together again.
03:15The Mirror Tangent has to do with the tension.
03:19Notice now, they both move together in tension or in length of the tangent.
03:25With that turned off, the length of one side does not affect the length of the other.
03:31We'll move Marcie out, orbit around here to take look at one more feature.
03:37In addition to the bicubic option, there is also the Bilinear.
03:40Now that's the exact same three-dimensional vertex control,
03:44you just don't have any of the tangents.
03:47Actually, that's no fun, and I don't know why anybody would want that, but there it is.
03:52So, we'll put it back to bicubic.
03:55Now, the Reset Handle button, right here, resets all the handles and basically,
04:00it's a complete do over.
04:02It sets all the control points back to the starting condition, one click, and
04:06then wants a confirmation, because all your work is going to be lost.
04:10And there you have it.
04:10We are back to the initial starting condition.
04:15In the next video, we'll see how to increase the number of control points in
04:18the bicubic card.
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Adding more control points
00:01The default number of control points is a 3x3, 1-2-3 here, and 1-2-3 down the
00:08side. And they are listed right here, x/y points, 3 x 3.
00:12You, of course, can set it up with any number of points you'd like.
00:15For example, we could say 7, Tab, 5.
00:20Now, when I click new shape, you are going to get a warning message because
00:24this will undo all of your work.
00:26We'll click Yes and we have now 7 controls points horizontally and 5 vertically.
00:33Just to show you what I mean, I am going to add some deformations to this.
00:38And then I am going to put it back to the 3 x 3, 3 Tab 3, new shape and again,
00:44the warning message because all the work is lost.
00:47So, always remember that.
00:49You want to do the new shape before your invest any work into it.
00:53Now, there is another way you can subdivide the controls after you have started your work.
00:59For example, we'll just do some deformations here.
01:01All right, and use the x y subdivide to add more control points in between.
01:12The x y subdivide is right here.
01:15The x subdivide and the y subdivide.
01:17The caveat is they are uniformly spaced.
01:20So, if I click x subdivide, it adds exactly half line between all the other
01:25points, but the key is it did not undo my work.
01:30Now, I can do y subdivide and get another set in between those, vertically.
01:35Of course, you can keep doing the x and y subdivide. The problem will become
01:40you'll have a lot more control points than you want, if you are not careful.
01:43So, let's undo that. Undo, undo, undo and undo, and undo.
01:50To take a look at the next way of the subdividing the control points - you see
01:56this little red icon that's on the screen?
01:58I want to stick that right on my Marcie's nose. We'll zoom in.
02:05This becomes the center of subdivision for the next feature, the uv subdivide.
02:12If I click on that, it adds another row, vertically and horizontally, centered
02:18on that exact spot.
02:20I can now move the little red icon and I now have a control point exactly on her nose.
02:25We'll undo that and that.
02:29I can also subdivide in just one dimension only.
02:33So, we'll put this back on her nose and I'll say u subdivide and I get just a
02:38vertically subdivision again, centered on that little red icon. We'll undo that.
02:44Or say v subdivide and I get the horizontal subdivisions only, and we'll undo that.
02:51So, three ways to increase the precision or to subdivide your control mesh.
02:57Again, if you do the x y points - don't forget, when you click new shape, it'll
03:02completely obliterate all your work and start over again.
03:05The x and y subdivide can be done after you have deformations, but the caveat is
03:10they are just going to be equally spaced.
03:12You may not get them where you want.
03:14The last one the uv subdivide is controlled by the location of the little red icon.
03:20In our next video, we'll see how to keyframe animation with card bicubics.
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Animating bicubics
00:01Now, let's look at doing keyframe animation.
00:04I'm going to zoom out a little bit, give it a bit of a turn and make sure I'm on
00:08frame 1 in my timeline.
00:11We'll add a bit of the deformation here, nothing clever.
00:13Then we click on set key.
00:19Notice my parameters have lit up with the keyframe color.
00:22The timeline has a keyframe mark.
00:24So, this shape has now been keyed on frame 1.
00:28I'll come out to frame 50, change my shape, do something like this and I'll say set key again.
00:43I now have a second keyframe here.
00:48To set the keyframe at the end of the timeline, I'm going to make a copy of the
00:53keyframe at frame 1.
00:55Position the playhead at frame 1 and say shape, copy.
01:00I've now copied the shape at frame 1.
01:02Move the play head to the end of the shot, frame 100, and click paste.
01:09I've now got an exact copy at frame 100 of the shape I have at frame 1.
01:14And now I can play my animation and I've got a lovely keyframe animation. We'll stop that.
01:25In this movie, we saw how to use the bicubics to perform nonlinear 3D
01:30deformations on any image,
01:32how we can adjust the tension of the control points, increase the subdivision
01:36or the precision of the control points and also increase the precision of the geometry.
01:42We also saw how to do keyframe animation and even how to copy keyframes from
01:47one frame to another.
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Transforming geometry
00:01To animate Geometry in Nuke, there are three different tools you can use.
00:06Each geometric primitive has transformations built into the node.
00:09There's also the TransformGeo node and there's an Axis.
00:14Let's start by going up to the 3D tab, select the Geometry pop-up and we'll add a Sphere.
00:20A little more room for the 3D Viewer, switch the Viewer to 3D, click in the
00:27Viewer, f on the keyboard, zoom out, orbit around.
00:32And here are the Transform parameters built into the Sphere node and, of course,
00:36we can edit any of these values and transform our Sphere.
00:40Okay, we'll undo that.
00:43We can also add a TransformGeo node, so we'll come up to the 3D tab, come to the
00:48Modify pop-up and select TransformGeo.
00:53You'll notice the TransformGeo Transform parameters are absolutely identical to the Sphere.
00:59In fact, they're an exact duplicate.
01:01So, we can animate the Sphere, also, using the TransformGeo node, as well. I'll reset that.
01:08Now to edit an Axis, we'll click off to the side over here, come up to this
01:133D tab and select Axis. And again, we have the exact same set of Transform parameters.
01:20Okay, looking at the TransformGeo node, you'll see that it has an Axis input, so
01:25we can connect that to the Axis here and yet again, a third way of moving the
01:32Geometry, just like we did before, and we'll undo that.
01:37So, what's the difference? What's the point?
01:39All right. I'll show you.
01:41I'll move the Viewer out of the way, because we don't need that.
01:47Double-click on the Sphere node. The Transform parameters in the Sphere node can
01:51only move that Sphere.
01:56The TransformGeo node can transform any Geometry, including an OBJ file or a
02:02cluster of Geometry that's been merged using the MergeGeo node.
02:07We'll double-click on the Axis here and the Axis can only move things that will
02:11accept an Axis input, such as the TransformGeo node.
02:15But here's another thing the Axis node can do.
02:17I'm going to select the TransformGeo node, copy it, paste, paste, paste and paste.
02:26So, I now have a whole bunch of TransformGeo nodes.
02:29I can now hook the Axis input of all these TransformGeo nodes up to our Axis
02:35and now, if I animate anything in this Axis, all of the TransformGeo nodes will inherit it.
02:44The TransformGeo node also has this other interesting-looking input called look.
02:49We'll be taking a look at look later, but what it does is it allows the Geometry
02:55to look at, or stare, at a target object.
02:59So, we'll see that in a minute.
03:01In the next video, we'll see how to use the MergeGeo, TransformGeo and Axis
03:06nodes to do a typical production problem.
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Hierarchical animation
00:00Now let's see how we use the MergeGeo and TransformGeo nodes along with and Axis
00:05node to do some hierarchical animation.
00:08First, let's load a Nuke Script.
00:10We will open up the Nuke Browser.
00:13Go to our workshop, Lesson_07_Media, select the spheres script, scoot them up
00:21here, increase the Viewer size, switch to the 3D Viewer, and orbit out, and
00:30maybe zoom out a little bit here, like so. Okay.
00:36The spheres don't show up, of course, until we open them in the Property bin.
00:39So, I will double-click on Sphere 1, 2, 3, and 4.
00:44And maybe we will pull out a little bit more.
00:47And that lights them all up as a nice, pretty green wireframe.
00:55Now, if I want to merge all these spheres into one single geometric object, I
00:59will use the MergeGeo node.
01:01So, let us deselect those, come up to the 3D tab, select Modify > MergeGeo.
01:08Move that down here, push in a little bit.
01:14And we can actually drag the sphere arrow, one at a time, to the MergeGeo node
01:18like this, or we can pull it out from here, whichever one you like. Okay.
01:24Now, if I double-click on the MergeGeo node, all the Spheres light up,
01:29but the problem with the MergeGeo node here is it has no
01:33transformation capabilities.
01:34We can't use the MergeGeo to move anything.
01:37We can use it to group things, but we can't move them.
01:41And that's what the TransformGeo node is for.
01:44So, we do not need this Viewer.
01:47We will move that over there.
01:48We will select MergeGeo, the 3D tab > Modify > TransformGeo.
01:59The TransformGeo node has now added a whole set of transformations that we can
02:03move the entire merged group around with, like this. All right.
02:10I will undo that.
02:14Let's clear the Property bin and then put the TransformGeo node back.
02:18I am going to give this TransformGeo node a simple little animation.
02:23So, I am going to select the y, hit the Equal sign, so I can enter in an Expression.
02:29The expression I am going put in is the sin(frame/10)*.2.
02:40So, now when I play this, my geometry bobbles up and down with a little Sine wave action.
02:46Okay? All right.
02:49Next, we will stop that.
02:50I am going to make a copy of the full set of nodes, copy those, click off to the
02:59side, and paste those. Okay?
03:05In the second TranformGeo node, I will edit this expression to make it a
03:09little different by putting a Minus sign in front and we will raise it up a
03:13little bit in y with a +2. All right.
03:16Now we have another set. Okay.
03:19And let us also rotate y 45 degrees, as a fixed value.
03:25Shift+Click on the other transform so they all light up.
03:30And now let us see what we got when we play this animation. There we go.
03:36Okay.
03:38So, these two groups of geometry have their own separate animations from
03:43the TranformGeo nodes.
03:46We can take a look at that from a different angle.
03:48All right. We will stop that.
03:55And now let's add an Axis node.
03:57I am going to deselect, go up to the 3D tab, and add an Axis node.
04:03I will hook it to the Axis input of each TransformGeo node, okay?
04:14Now in the Axis node, I am going to add a rotation animation, a rotation in y.
04:19I will select y, hit the Equal sign to enter an expression, and I will enter the
04:24Nuke variable frame.
04:26So, the frame number will become the degrees of rotation. We will say OK.
04:31I will also select the two transform nodes to light them up, just because it's pretty.
04:38And now, the Axis node has added its own rotation on top of the two animations
04:44that are in the TransformGeo nodes.
04:47The virtue of this is twofold.
04:48First of all, I can go in and edit the animation in the Axis node, and it won't
04:53disturb the animation in the Geo nodes.
04:56Second, both nodes will inherit the new animation, because it's obviously linked to it.
05:04And third, I can pipe that Axis animation to as many TransformGeo nodes as I want.
05:12So, this arrangement allows the TransformGeo nodes to have their own animation
05:17and have a shared animation with the Axis node.
05:20So, you can see that Axis node is that 3D handle in space that I was
05:25talking about earlier.
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Setting geometry to look at a target
00:01Sometimes you will need the geometry to stare at, or look at, another moving target.
00:06The TransformGeo node has just the thing you need.
00:10To see how that works, we are going to need some geometry from Lesson_06.
00:14So, let's go up to the 3D tab, go to Geometry, and get the ReadGeo node.
00:19We will browse our way to the NUKE WORKSHOP/Lesson_06_Media, and select the
00:27head.obj, and open that.
00:30We will move this up,
00:33and a little more room for our Viewer, cursor in the Viewer to switch to the 3D
00:38view, F to frame, zoom out, orbit around to admire our geometry.
00:46The next thing we need to do is to add a TransformGeo node to the geometry.
00:50So, with the ReadGeo node selected, we go to the 3D tab > Modify > TransformGeo.
01:01Here is that look input that we saw before.
01:04Any 3D object that we hook up to the look input, the geometry will turn and stare at it.
01:10We will use an axis, but it could be a camera or a cube or any other 3D object,
01:16it doesn't matter. As long as it is a 3D object, the look will work.
01:19So, we will deselect the TransformGeo node, come up to the 3D tab, and select an
01:25axis, and hook that up to the look input of the TransformGeo node.
01:30I am going to move the axis out in z. There we go.
01:37Let's put it out at exactly 2.
01:38I am going to Shift+Click on the TranformGeo node so that it will light up in
01:43the green wire frame, because I like it to look that way. All right.
01:46Now when I move the axis, the geometry is transformed to always look at it.
01:54Slick. Now there is nothing to enable or turn on.
01:58Simply hooking something up to that look input, the TransformGeo node will,
02:02from that point forward, twist the geometry to always look at it.
02:06We do have some controls over it, however.
02:08Let's double-click on the TransformGeo node in order to put the TransformGeo
02:13Property panel at the top of the Property bin.
02:15And let's go to the Look tab. Click on that.
02:19The first thing you will see is the look axis. By default, that's +Z. The Z
02:25axis being here, with this side being the +Z, that means this is the side that
02:31will face the axis.
02:33If I were to select, for example, -Z, then the back of the head will flip
02:38around to face the axis.
02:40If I were to select +X, that means the side of the head would be facing the axis,
02:47but we will put it back to the default, +Z.
02:54I will do a Shift+Click, so I have both the axis and the TransformGeo selected.
03:00That way, everybody is lit up real nice.
03:03So, as I move the axis, the head follows.
03:06The head rotates in both X and Y. Up here, at the Look tab, if I were to turn off
03:14rotate Z and rotate X, now the head will only move in rotate Y, no matter how
03:21much I move the axis.
03:27So, you can restrict the number of axes that the geometry will rotate through.
03:30I will turn them all back on.
03:33The next item is the look strength.
03:35To see how that works, let's get a slightly different view, and look how much
03:40the head turns when I move the geometry. Okay.
03:44The look strength scales down how much the head will rotate.
03:48I will set that down to a very small number.
03:50Now when I move the axis a lot, the head only moves a little bit.
03:54We will put that back to the default of 1, and now the head is moving 100% again.
04:04In this movie, we saw there were three different ways of animating the geometry.
04:08One is the transformations built in to every geometric primitive.
04:12The other is the TransformGeo node, and, of course the Axis node.
04:16But we saw the important differences between each one.
04:19The TransformGeo node can move any amount of geometry, whereas the Axis is one
04:25single movement, but it can be connected to multiple objects so that gives you
04:30one handle to move many things.
04:33And another important feature that only the TransformGeo node has is the look
04:37function, where you can hook any 3D object into the look input of the
04:41TransformGeo node, and it will rotate the geometry to constantly look at it.
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The DisplaceGeo node
00:01Nuke offers several different ways to deform geometry.
00:04You can displace the polygons with images, or use math functions, or even
00:09the Trilinear node.
00:11First, we'll look at the most common, which is to displace the geometry using an image.
00:15To show you that, we will start with the Bezier node.
00:17We will put in a Bezier node here.
00:20We will make the Viewer a little larger.
00:26And I will create a simple shape, put that over here, and that over there. Okay.
00:35I will connect the Viewer to the Bezier, and then we will add a Blur node, and
00:40set the Blur for very large.
00:44We now have a big, soft, fuzzy blob that we can use to demonstrate displacing the geometry.
00:49The way it works is the bright parts of the image will raise the polygons up
00:54high, and the black parts won't touch them at all.
00:57So, now, we are going to need a card.
00:59We will deselect this, go over to our 3D tab > Geometry and Add a Card.
01:05We will switch the Viewer to 3D. Punch up our Card.
01:12Select the Card, so we can see our polygons.
01:14Now we want this card to lay flat, because one of the most common uses for
01:18displacing the geometry is to create terrain.
01:22So, we will set the Card orientation to Zx, laying it flat on the ground.
01:28Next, we will need the DisplaceGeo.
01:31With the Card selected, we will come up to the 3D tab to modify and
01:37select DisplaceGeo.
01:41This input here is the displace input, which is where we connect the image.
01:47So, we will hook that to the Blur node, and viola!
01:51Immediately, the geometry is displaced vertically.
01:54Now, this isn't a very interesting picture.
01:57We are going to need more precision in our card.
02:01So, let's increase the Card's rows/columns from the default of 8x8 to 100, Tab, 100.
02:08Now that's 10,000 polygons.
02:10Now, we can see how the Bezier node has pushed the polygons up where we have
02:15white pixels and left them flat where we have black.
02:18So, that's the principle of the DisplaceGeo node.
02:22Now, let us look at a more realistic example.
02:24I am going to close this window down a little bit.
02:26I will recenter the node graph, and now we will go get a new image.
02:31We will come up to the Read node, go to our workshop/
02:37Lesson_07_Media, and select fooz_balls. We will open that.
02:41And as you can see, that's a very colorful image.
02:45Let's hook the displace input to the fooz_ball image.
02:49Select the DisplaceGeo, so we can see what we are doing, and now you can see the
02:53very interesting terrain that was created with that.
02:57We don't need the Read node anymore,
02:58so let's close that Property panel.
03:02You may remember I told you that Nuke could handle a lot of polygons.
03:06Let's have a little fun.
03:07We will go back to the Card, and set the rows and columns from the current 100x100,
03:12which is 10,000 polygons,
03:14we will set that to 1000x1000, which is one million polygons. And look at this.
03:29Pretty nifty, huh?
03:31So, Nuke can really handle a very large database quite efficiently.
03:35Well, let's put this back to 100x100: 100, Tab, 100.
03:39There we go.
03:43By the way, if we have the Card selected, and the DisplaceGeo selected, they
03:48will both be viewed in the screen together.
03:50You can see the original Card down here and the displace Card up there.
03:55This happens whenever there is original geometry, plus a transformation or displacement of it.
04:00If you have got them both selected,
04:02you could see them both on screen at the same time, and that can get confusing.
04:05So, just deselect, and click the one you want.
04:09Now, we only see the DisplaceGeo on the screen.
04:13Let's take a look at some of the features in the DisplaceGeo Node.
04:16First of all, you can choose the method, or the source, of the displacement.
04:22The default is the luminance, which you see right here.
04:26But you can also switch the source from the luminance to one of the channels,
04:29like the red channel, the green channel, and the blue channel.
04:33Since our picture is so colorful, there is a great deal of difference
04:36from channel to channel.
04:37We will put it back to the default of luminance.
04:41You can also adjust the scale, which simply increases or decreases how much
04:45displacement you get from the image.
04:48The filter size is really applying a blur to the displacement image.
04:53If we increase that, then the displacement image simply smoothes out quite a bit.
04:57I will put that back to default.
04:59And this pop-up allows you to choose different filters for the Blur operation.
05:04We can also apply transformations to the image itself.
05:08So, I will move this over here a little bit.
05:10I will select this, go to the Transform tab, and select a Mirror node.
05:17Again, selecting the Displacement Geo.
05:20In the Mirror node, I can flip the image horizontally, and, of course, the
05:24terrain will flip horizontally.
05:26Flip the image vertically.
05:27All right. We will get rid of that.
05:31The next thing we will try is a transformation.
05:33We will select the DisplaceGeo again.
05:38So, the Transformation node will allow us to make transformations to the
05:41original image before it goes into the displacement input.
05:45And that can get us some interesting effects, like this.
05:49I could rotate the image.
05:52I can scale the image up or down, and even translate the image, x or y. So, these allow
06:03you some additional adjustments for modeling your terrains.
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The ProcGeo node
00:013D geometry can also be displaced using turbulence. For that, we use the ProcGeo node.
00:07To see how that works, first we'll need a card.
00:10We'll go up to the 3D tab > Geometry, get a Card, a little more Viewer space, please.
00:18Switch the Viewer to 3D and admire our card. Okay.
00:24For this demo, we are going to want to lay the card down flat on the ground.
00:29You remember how to do that. In the Card Settings, the Orientation wants to be
00:33set to ZX. The card lays down.
00:37Also, we are going to want more precision in our geometry. Instead of the rows
00:40and columns being 8,
00:41let's do to the 100, tab, 100 10,000 polygon card. Okay?
00:49Now, we are ready to add the ProcGeo node.
00:54Select the card, come up to the 3D tab, go to Modify, and oddly enough, you
01:00want ProceduralNoise.
01:03There's a little glitch in the GUI.
01:06When you select ProceduralNoise, you get the ProGeo node, okay?
01:11So, that's for Procedural Geometry.
01:17The first thing you'll notice is that our card is not very interesting.
01:22It's being deformed in a funny way. What's happened is the ProcGeo node
01:27orientation for the deformations is in Z, which is along this axis here.
01:32So, we want to change the orientation to be Y. There we go.
01:37That's a little more like it.
01:38We could build some terrain with this.
01:41Now the turbulence deformations are all animated.
01:44I'll hit Play on the Timeline and look at that, sweet!
01:51Up here, is the method used to create the noise.
01:53We could choose Turbulence or fractal Brownian motion, which is a second type of
01:59a noise algorithm, but we'll put it back to Turbulence.
02:06Down here is a Speed slider, so we can adjust the speed of the noise, faster,
02:10of course, and slower.
02:12We'll stop the playback to take a look at some other settings.
02:18Let's get a better view here.
02:23The Gain increases the amplitude of the displacements.
02:27The Lacunarity is actually a detail enhancement.
02:36This increases the amount of detail and decreases the amount of detail.
02:42Octaves is another control over the amount of detail.
02:45If I lower the Octaves, it gets smoother.
02:48Let me move in a little bit here.
02:50If I increase the Octaves, it gets a little more detail, up to a certain point,
02:55and beyond that, increasing the Octaves doesn't help.
02:58So, it's a balance between Octaves and Lacunarity.
03:01To show you the X Size and X Offset features, I am going to lower the amount of
03:05detail by lowering the Octaves down to, about like that. Yeah, nice and smooth.
03:11Okay, the X Size is actually a scale factor.
03:15This scales the turbulence pattern in X. So, we can scale it up, which makes it
03:22large, and then scale it down, which gives it lots of fine detail.
03:27Okay, put that back.
03:33The X Offset slides it left and right, but really, you need some precision,
03:38so I am going to type .001 and now, I can show you the offset in X. So you see
03:45it's actually slipping the pattern left and right.
03:52And, of course, the Y Size and Y Offset work in the same way, only in the other direction.
03:58So, what can you use this for?
04:00You can use it to create waves, clouds, or in a static form, you can use it to build terrain.
04:06Now just for fun, lets see how the ProcGeo node works when you have a
04:12three-dimensional object.
04:13Let's go get that head from Lesson_06.
04:16So, we are going to delete these, go up to the 3D tab, go to Geometry > ReadGeo
04:26and browse our way to the NUKE WORKSHOP > Lesson_06_Media > the head.obj.
04:32Okay, what have we here?
04:36Well, I will hit the F key to reframe and then we'll orbit around and pull back a little bit.
04:42All right. So, here's a real 3D object, instead of just a flat card.
04:46So, let's see what happens when we hit that, with the ProcGeo node.
04:50Select the head, 3D tab > Modify > ProceduralNoise. Whoa! Look at this.
04:58Okay, remember, the default orientation is in Z. So, the ProcGeo node has
05:07deformed it only in the Z axis.
05:09In fact, if I play it, you can see that.
05:11If we look at it around the front, since its deforming front to rear now, you
05:18don't hardly see anything.
05:20You may want to, instead, deform it in Y - well, that looks like fun - or you could
05:30say deform it in all three dimensions.
05:33Okay, it might be fun to turn that Gain down a little bit and we could turn up
05:40the speed a little bit. And there you go.
05:43That'll that give the kids nightmares.
05:46Okay I'll stop this and we'll take a look at the Tri-linear node next.
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The Trilinear node
00:01Sometimes you need to make little changes in the geometry, like squeezing it in X
00:05or stretching it in Y. For that, you will want to use the Trilinear node.
00:10The Trilinear node puts a box around geometry, then you can deform the box and
00:15it will deform the geometry inside.
00:18To see it, we are going to need some geometry.
00:21So, let's go get the head again from Lesson_06.
00:24We'll go to the 3D tab > Geometry > ReadGeo, Browse to the NUKE WORKSHOP/
00:35Lesson_06_Media/head.obj.
00:37We'll open that, a little more Viewer space, switch the Viewer to 3D and
00:47pull out and look around.
00:50Before we get the Trilinear node, be sure to click in the Node Graph to
00:55deselect the ReadGeo node.
00:56You'll see why in just a moment.
00:58We'll go 3D tab, go to Modify and select Trilinear.
01:07Now the Trilinear node puts this bounding box in the scene.
01:10The problem is, as soon as you hook the geometry to it, it's going to squish the
01:15geometry down into the box, like this.
01:18This is usually not what you want.
01:20To tell it not to do that, come up and set reset shape to input.
01:26And now the bounding box fits your geometry.
01:30To adjust the box, all you do is pull on the points, so we can come over here
01:34and just pull on one of the points or you can select several points and move
01:40them as a group, like this.
01:43You can also come over to the parameters and adjust them individually,
01:48like that. Just like a bicubic's, the Trilinear bounding box can be keyframe animated.
01:56Our playhead is on frame 1, check here.
02:00We can come up here and click on Set key.
02:03So, we now have a keyframe on frame 1.
02:06We'll then drag the playhead to frame 50, and give it a different keyframe, back there.
02:17All right. And just like the bicubic's, you can copy keyframes.
02:21So, I can go back to frame 1, say Copy, then come out to frame 100 and click on Paste.
02:33Now I've copied the exact shape from frame 1 into frame 100 and now we can play
02:39our little animation.
02:47We'll stop that. So, what's the Trilinear node used for?
02:51If you place some geometry into a scene and it doesn't quite fit,
02:55you can drop the Trilinear node on it and tuck it in and adjust it to fit just right.
03:01There are some other deformations over here, in the 3D Modify tab -
03:05they would be the CrosstalkGeo, LookupGeo, LogGeo and RadialDistort - but these
03:13deformers are for special purposes and therefore have a very limited use in the real world.
03:17I'll clear that.
03:21In this movie, we looked at several different ways to deform the geometry.
03:26Using the DisplaceGeo node, we saw how you can use an image to displace the
03:30geometry in Y or any direction you want.
03:33With the ProcGeo node, we saw how we could use turbulence equations to
03:37deform geometry and with the Trilinear node, we saw how to put the geometry
03:42inside a cage then deform the cage to make fine adjustments on the geometry
03:46size and shape.
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The Diffuse node
00:01For compositors not familiar with 3D, the subject of Shaders can be very confusing.
00:06Shaders apply material attributes to objects, to geometry.
00:11And they can be emission shaders, diffuse and specular, and all of these add
00:15to the photorealistic lighting of an object.
00:19To see how they work, let's load a script.
00:21We'll open up the Script browser, go to NUKE WORKSHOP/Lesson_07_Media and load
00:28the materials Nuke script.
00:31We'll scoot this up here and make the Viewer a little larger, and switch to our 3D view.
00:41The scene we are working with has one simple piece of geometry, a sphere, plus a
00:45a camera and a light.
00:46We'll start by locking the viewer to the camera and we'll move in a little bit here.
00:52Now, watch what happens to the geometry, if we turn the light on and off.
00:58The geometry switches to this flat self-illumination model.
01:02With the light on, it gets a shaded effect.
01:05We'll turn the light off and switch over to the CheckerBoard texture map.
01:11With the texture map attached to the geometry, the geometry displays it in
01:15what's called the emission light model, that is to say its radiating light.
01:19It's not lit by anything.
01:21It is a self-illuminated object.
01:23So, there you go without the texture map, and with a texture map.
01:29We'll turn the light back on and switch over to the 2D view.
01:35The 2D and 3D views are not identical, in the terms of lighting, because the 3D
01:40view is using Hardware renders, while the 2D view is a Software render.
01:45Of course, the 2D view is what you're getting to get when you render to disk.
01:50So, in the 2D view, let's see what happens
01:52if we turn the light on and off.
01:55Okay, when the light goes off, then the lighting model switches to the emission
01:59light, where it's the absolute value of the texture map being portrayed, wrapped
02:03around the geometry.
02:05Turn the light back on and we get the shaded lighting model.
02:09However, if we go up to the Sphere and disconnect the texture map, the geometry
02:14goes out this and this is not true on the 3D side -
02:17there we see the solid geometry - but on the 2D side, nothing.
02:22The reason is that geometry must have some kind of surface materials in order
02:27to be lit by a light.
02:28That could be a texture map or a shader.
02:32Let's add a diffuse shader and see how it works.
02:34We'll come up to the 3D tab, come down to the Shader pop-up and select Diffuse.
02:42Diffuse is one of the simpler shaders and we'll use this as a sort of a training
02:46model before we switched to the Phong shader, the real big one.
02:51So, the diffuse shader is adding a diffuse lighting model to the sphere.
02:56A diffuse lighting model means that the surface is covered with a
02:58nonreflective, non-shiny surface, sort of like velvet.
03:02So, this would represent sort of a light gray velvet.
03:05Again, if we connect the sphere to the original CheckerBoard, that's like we
03:10have a painted surface.
03:12Back to our Diffuse.
03:15With the Diffuse shader attached, we can adjust how much diffuse light
03:19is bouncing off of it.
03:21Here's the adjustment, the white value.
03:23We can slide it up or down and this would be like having the geometry covered
03:29with a very white velvet, a medium gray, a dark gray velvet.
03:34Of course, the lights interact with the material properties.
03:38I can change the intensity of the light up and the material gets brighter.
03:42We'll put that back to default and we'll close the Light panel.
03:47So, the Diffuse shader has added the material property of Diffuse lighting,
03:53but let's see what happens when we attach the CheckerBoard to it.
03:59Instead of seeing the diffuse surface of the geometry, we're seeing the diffuse
04:03surface of the CheckerBoard and, of course, we can adjust the brightness of that
04:07up and down, as well.
04:11So, if you attach an image to the map input, then that image will get the
04:15diffuse lighting model wrapped around the geometry.
04:18Now let's disconnect the CheckerBoard from the map input and put it over here to
04:22the unmarked arrow to see what happens.
04:25What's happening now is the CheckerBoard is being laid on top of the geometry
04:29with that emission model,
04:31in other words, the self-illumination, and then on top of that, the diffuse, the
04:36geometry diffuse is being added to it here.
04:39This would be easier to see
04:41if I take the CheckerBoard and add a Grade node, and I want to make the
04:45CheckerBoard much darker. There.
04:49Now we can see, if I turn the Diffuse property all the way down, remember
04:53there's nothing hooked to the map input,
04:55so we are now seeing the geometry diffuse, just a smooth, white sphere is being
05:01added in on top of the texture map.
05:06However, if I connect the map input to the CheckerBoard, I now have a
05:11diffuse lighting model of the CheckerBoard being added to that base model of the emission.
05:17I can now dial the diffuse up and down and the CheckerBoard pattern gets
05:21brighter and darker.
05:25Again, without it, you are just getting white diffuse geometry.
05:29If the light is turned off, then we lose the diffuse lighting and we just see
05:33the basic emission lighting.
05:36Again, if I turn off the Grade no