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This course reviews the Nuke 6.3 tools and performance enhancements that make keying, motion tracking, color correction, and 3D compositing in Nuke more powerful than ever. Author Steve Wright covers the introduction of 3D particles, the enhanced spline and grid warping, the all-new planar tracker, an audio scratch track for matching audio cues to effects, and a briefing on deep compositing, the powerful new method of working with deep images.
Nuke 6.3 New Features was created and produced by Steve Wright. We are honored to host his material in the lynda.com library.
The ParticleBounce node actually adds two new capabilities: first, to bounce particles off of any of the three predefined geometries, and second, to shuffle particles into different channels. We'll look at the channels in a moment, but first, the bounce. We will need a script, so let's go to File > Open > Project Media > Lesson_06_Media > script 04 Bounce, and Open. And we will click in the viewer, and type F to take a look at what we got.
Pull out a little bit. We have a very basic setup here, where the particle emitter is emitting some particles, and then the particle wind is blowing them down by a Y of -.3. This will give us a good shower of particles to do some bouncing. So we will clear the property bin. Let's hook the viewer up to the ParticleBounce node, and then double-click to open property panel. This part up here has to do with all the bounce controls. Here is where we get to choose one of the three types of geometries.
In the future, you will be able to bounce it off your own geometry, but for now, we are limited to just these three. Down here are the Transform controls, so you can move, rotate, scale, and even animate the three geometries any way you want. Okay. Because I have the plane selected here, I actually have a little teeny tiny plane up here. Let me make it a little larger by scaling it up to 20. There it is. Okay, let's drop it down in Y by about 12 units, and then we will rotate it in Z by 30 degrees.
This will give us a good bounce surface. Now let's take a look at the external and internal bounce modes. If I switch the geometry to a sphere, you can see how they work. The external bounce mode means it's going to bounce off the outside of the geometry. If I set that to none, then it becomes internal bounce mode, so it's going to bounce off the internal part of the geometry.
Since a plane doesn't have an internal and an external like a sphere does, only the internal bounce mode is effective. So if I set the internal bounce mode to none, the particles pass right through, or I could set it to kill, and they all die as soon as they hit my plane. Let's set it back to bounce. The bounce parameter is how much it bounces. We can zoom in here, and get a little closer look. If I set the bounce to 0, then the particles don't bounce or rebound at all. They just slide right off.
I could set it to a value greater than 1, and make them really bounce up, but we will put that back to default. The friction parameter, by default, is 0, meaning it's no friction, so it's sliding off like it was Teflon. If I set the friction, for example, to .5, you can see how it's introduced friction in the motion of the particles. We will put that back to default too. Now let's talk about the channels. The channels are actually first created in the ParticleEmitter node, so let's double-click on the ParticleEmitter, take a look right here: channels, a. By default, all the particles are in channel a.
You can put them in other channels, you can make new channels, but channel a is the default. Now let's double-click on the ParticleBounce node, and go back to see how the channels work there. Right here; new channels. When the particles contact this surface, whether they bounce, or kill, or pass through, you can then say new channels, and assign them to a new channel.
So once they've hit the plane, these particles are now in channel b, while the particles up here, coming from the emitter, are in channel a. So we now have two groups of particles: channel a particles; channel b particles. Keep in mind, they don't have to actually bounce off the plane in order to change channels. So, what can we do with that? What we can do is tell any of the forces or operations in the particle tool set to affect one or more of those channels, like this. Let's hook up to this DirectionalParticleForce node; push in here.
So, we have a force blowing in X that is affecting both of the channels. The setting that determines what channels are affected by a node are here in the Conditions tab: channels, all. You will also notice that the node has a label: all. So the node is always telling you what channels it's influencing. So if I set the channels to none, then neither the a group, or the b group are affected. If I say affect the b channels only, then they are the only ones affected.
If I say affect only the a channels, then just this section is effective, and the b channels are not. And again, our node is labeled with the channel that's being affected. Use channels to give particles different behaviors, as well as different looks, at different times, and locations in their lives. So next, we will see how to change the look of particles over their lifetimes.
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