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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.
There is another workflow. We can apply the material after the geometry. You see in this case, we have the material connected to the img input of the geometry, but we can, in fact, connect the material after the geometry, like this. I am going to disconnect the Sphere. Select the Sphere, come up to the 3D tab, select Shader, and ApplyMaterial. So, the ApplyMaterial node is designed to be used after the geometry. So, I can hook the material input directly to the Phong shader, and now the Sphere is lit up again.
So, you can do it either way. I'll disconnect the ApplyMaterial. I'll have to disable it, because it actually blocks the material and then hook up the img input again, disconnect that, enable ApplyMaterial, and hook the material up directly to Phong. So, you see it doesn't matter. You can apply the material before or after the geometry, but if you apply it after, you have to use the ApplyMaterial node. So, when do we use the Apply Material mode? You use it when there is no img input to the geometry, like this. We'll select the Sphere, go to the 3D tab, the Modify pop-up, and select MergeGeo.
We'll disconnect all the geometry from the Phong shader, so none of this geometry has any material input. We can now connect each of these geometries to the MergeGeo node. And because the MergeGeo node has an ApplyMaterial afterwards, they all inherit the Phong material. So, you have seen how these shaders create materials. Those materials can be applied to the geometry or applied after the geometry.
So, now, what's the relationship between that and the UV Project? Projections have no effect on the look of the material. That's what the shader does. What the projection does is it defines the position and the location of the material. Just one more time, we'll select the Sphere, come to the 3D tab, go to Modify, and select UVProject. Now this UVProject is only connected to the Sphere, and as you can see, it has completely shifted the texture map on it.
I'll toggle that on and off. I can come up to the projection, on the UVProject node, and switch that to planar and then adjust the u scale. So, you can see the UVProject node has changed the projection of the material on the sphere, but it hasn't changed the material itself. In this movie, we saw how to connect texture maps to the various mapped inputs of the Phong shader. If we don't, then we just get the geometry lit up by the light source and not the texture map.
We also saw how the unlabeled input to the Phong shader is used to add other shaders or a transparency, based on the density of the alpha channel on that input. So, keep in mind that shaders like Phong and CameraProjection actually create materials and the materials are then applied to the geometry. You can apply the material above the geometry on the img input or below the geometry with the ApplyMaterial node.
And don't forget, the UVProject node simply controls the placement of the material, not it's appearance.
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