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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.
The default number of control points is a 3x3, 1-2-3 here, and 1-2-3 down the side. And they are listed right here, x/y points, 3 x 3. You, of course, can set it up with any number of points you'd like. For example, we could say 7, Tab, 5. Now, when I click new shape, you are going to get a warning message because this will undo all of your work. We'll click Yes and we have now 7 controls points horizontally and 5 vertically.
Just to show you what I mean, I am going to add some deformations to this. And then I am going to put it back to the 3 x 3, 3 Tab 3, new shape and again, the warning message because all the work is lost. So, always remember that. You want to do the new shape before your invest any work into it. Now, there is another way you can subdivide the controls after you have started your work. For example, we'll just do some deformations here. All right, and use the x y subdivide to add more control points in between.
The x y subdivide is right here. The x subdivide and the y subdivide. The caveat is they are uniformly spaced. So, if I click x subdivide, it adds exactly half line between all the other points, but the key is it did not undo my work. Now, I can do y subdivide and get another set in between those, vertically. Of course, you can keep doing the x and y subdivide. The problem will become you'll have a lot more control points than you want, if you are not careful.
So, let's undo that. Undo, undo, undo and undo, and undo. To take a look at the next way of the subdividing the control points - you see this little red icon that's on the screen? I want to stick that right on my Marcie's nose. We'll zoom in. This becomes the center of subdivision for the next feature, the uv subdivide. If I click on that, it adds another row, vertically and horizontally, centered on that exact spot.
I can now move the little red icon and I now have a control point exactly on her nose. We'll undo that and that. I can also subdivide in just one dimension only. So, we'll put this back on her nose and I'll say u subdivide and I get just a vertically subdivision again, centered on that little red icon. We'll undo that. Or say v subdivide and I get the horizontal subdivisions only, and we'll undo that.
So, three ways to increase the precision or to subdivide your control mesh. Again, if you do the x y points - don't forget, when you click new shape, it'll completely obliterate all your work and start over again. The x and y subdivide can be done after you have deformations, but the caveat is they are just going to be equally spaced. You may not get them where you want. The last one the uv subdivide is controlled by the location of the little red icon. In our next video, we'll see how to keyframe animation with card bicubics.
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