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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.
When solving projection problems like this, you end up scrubbing back and forth through the clip to check keyframes. The ProjectionSolver Node makes this easier by automatically generating a card and a camera for each keyframe of your locators. To see that, let's double-click on the ProjectionSolver Node to put it at the top of the Property Bin and we're looking for this button right here, Create Cards. We'll click that button, and then all of a sudden we have some new nodes added.
To see what we've got, let's go look in the 3D Viewer, and turn off the Viewer Wipe. Hit the F key to re-home and here's what we have now. These are the three cards and the three cameras that were created for each keyframe of our locators, remember? We had a keyframe on frame1, that's this camera here and this card. What the ProjectionSolver did was it used a FrameHold node for each of the three keyframes, attached a card and then a camera solve for that frame.
We still have our scene camera right here, put that in and as I scrub through the timeline you can see our scene camera is still there. But these three cameras allow you to see the shot at each of the key points in your clip. Now we can set the Z distance that is how far the cards are away from the camera. Right now you can see they kind of overlap, right? So I'll double-click on the ProjectionSolver node, put it at the top of the Property Bin and the Create Cards Z value here, this is what moves the cards closer and further out from the camera, okay.
We'll move them in enough so they don't overlap and now to look through them, we'll put this up here, we have Cameras 2, 3 and 4. So if we look through Camera2 and Camera3 and Camera4. We'll go back to our default view. The ProjectionSolver Node makes what is usually a difficult and time-consuming process into a quick and accurate job. This time, instead of using a solve camera to generate 3D points, we did the reverse and used 3D points to generate a camera solve.
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