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Nuke 6 New Features

Image-based blurs


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Nuke 6 New Features

with Steve Wright

Video: Image-based blurs

I've got a demo set up here that you can duplicate if you want to follow along. I'm going to use a horizontal gradient with the ZBlur node to increase the blur from black to white, and apply it to this checkerboard. So first of all, we have our CheckerBoard node. Next is a Grade node that I just use to increase the contrast to make the blur easier to see. Following that is a Ramp node, and what I did here was I set it up so we'll put a ramp in the alpha channel that goes from 0 black over here to 1.0 over there.
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  1. 7m 45s
    1. Welcome
      1m 56s
    2. What is NukeX?
      5m 0s
    3. Using the exercise files
      49s
  2. 1h 11m
    1. Learning the interface
      5m 15s
    2. Drawing shapes
      1m 41s
    3. Editing shapes
      5m 1s
    4. Keyframe animation
      6m 4s
    5. Property panel tabs
      7m 8s
    6. The shape list
      4m 26s
    7. Output settings
      1m 11s
    8. Workflow examples
      5m 33s
    9. Creating garbage mattes
      4m 55s
    10. Drawing strokes
      4m 16s
    11. Editing strokes
      4m 30s
    12. The Clone tool
      1m 37s
    13. Editing the Clone tool
      2m 54s
    14. The Reveal tool
      9m 2s
    15. The Blur tool
      2m 21s
    16. The output mask
      2m 57s
    17. The Dodge tool
      2m 32s
  3. 27m 38s
    1. Basic compositing
      3m 51s
    2. Using the Screen controls
      2m 50s
    3. Using the Screen Matte controls
      3m 37s
    4. The Crop feature
      2m 28s
    5. Holdout and garbage mattes
      2m 19s
    6. The Tuning controls
      1m 58s
    7. The Bias controls
      2m 37s
    8. Screen replacement
      2m 15s
    9. Multipass keying
      4m 37s
    10. Color-correcting the foreground
      1m 6s
  4. 17m 8s
    1. Basic setup
      3m 24s
    2. The Ultimatte workflow
      5m 18s
    3. Using the matte tools
      4m 16s
    4. Spill suppression
      4m 10s
  5. 28m 8s
    1. Overview
      2m 42s
    2. Pre-processing the greenscreen
      3m 25s
    3. Creating specialized keys
      7m 14s
    4. The preliminary composite
      6m 14s
    5. Creating supplemental keys
      6m 22s
    6. Alternative workflows
      2m 11s
  6. 24m 39s
    1. Editing control points
      4m 49s
    2. Editing the warp grid
      2m 52s
    3. Keyframe animation
      4m 42s
    4. Morphing
      10m 7s
    5. Additional tabs
      2m 9s
  7. 33m 20s
    1. Drawing splines
      6m 3s
    2. Drawing open splines
      2m 0s
    3. Limiting the warp
      7m 1s
    4. Warping to a target image
      5m 54s
    5. Morphing
      8m 1s
    6. The correspondence points
      4m 21s
  8. 9m 3s
    1. The MotionBlur2D node
      5m 55s
    2. Using the VectorBlur node
      3m 8s
  9. 10m 29s
    1. The ZBlur node
      6m 33s
    2. Image-based blurs
      3m 56s
  10. 11m 13s
    1. Navigating the Dope Sheet
      5m 17s
    2. Shifting keyframes
      5m 56s
  11. 5m 22s
    1. Making a group
      2m 50s
    2. Making a gizmo
      2m 32s

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Nuke 6 New Features
4h 6m Intermediate Aug 18, 2010 Updated Feb 13, 2012

Viewers: in countries Watching now:

Author Steve Wright explores the new features found in the 3D digital compositor Nuke 6. The course introduces the RotoPaint node for drawing and painting effects, the Keylight keyer for creating mattes and composites, and the SplineWarp node for warping images. The course also explains how to merge keys, animate with keyframes, and create image-based blurs. Exercise files accompany the course.

Nuke 6 New Features was created and produced by Steve Wright. We are honored to host his material in the lynda.com Online Training Library®.

Topics include:
  • Exploring NukeX
  • Working with the new paint tools
  • Using the Clone and Reveal tools
  • Reviewing the Keylight matte controls
  • Creating Keylight holdout and garbage mattes
  • Performing multipass keying
  • Working with mattes in Ultimatte
  • Creating specialized keys
  • Drawing and warping splines
  • Exploring the MotionBlur2D and ZBlur nodes
  • Navigating the Dope Sheet
  • Making gizmos
Subjects:
3D + Animation Video Keying Compositing Visual Effects
Software:
Nuke
Author:
Steve Wright

Image-based blurs

I've got a demo set up here that you can duplicate if you want to follow along. I'm going to use a horizontal gradient with the ZBlur node to increase the blur from black to white, and apply it to this checkerboard. So first of all, we have our CheckerBoard node. Next is a Grade node that I just use to increase the contrast to make the blur easier to see. Following that is a Ramp node, and what I did here was I set it up so we'll put a ramp in the alpha channel that goes from 0 black over here to 1.0 over there.

It also have has a broad strip of 0, so we'll have a nice section of unblurred image, and you just gradually roll into our more blur as we go to the right. If you need to see what that setup looks like, I put the output in the alpha channel and .0 is on the left and .1 is on the right, just a little bit short on the right, so I would have a narrow strip of exactly 1.0. Okay, we'll close this, switch the viewer back to RGB, and let's go get the ZBlur node. So from the Filter tab, ZBlur, and that hooks right in under the Ramp node.

Now immediately we get a blur. The reason is the ZBlur node is looking at the depth.Z channel, which happens to be black or 0 and then combining that with a focus plane and the depth choices, it's giving a bit of a blur. So first we'll do is we'll set the channel to RGB--always want to get into the habit of setting those channels. Now my "depth data" is in the alpha channel; it is not in the depth.Z channel, so we're going to direct the ZBlur node to look into the rgba.alpha channel for its business.

Now we can set it up any way we want, but I wanted to have the black on the left with no blur and the white on the right with maximum blur. So to set that up, the math function that we want is far= 1, so the right edge where the alpha channel is 1 is going to be the farthest distance from the camera and get the most depth-of-field blur. We set the focus plane to 0, meaning the 0 black over here will be in sharp focus. We'll set the depth-of-field to 0, meaning it's going to immediately start blurring the images as soon as the code values get above 0. And we'll set the Size for 10 to give it a nice blur.

Okay, so right off the bat, you can see it's sharp on the left and blurry on the right. That is to say, where the gradient is black, it's sharp. Where the gradient is white, it's blurred. Okay, let's push in and take a look at what we've got. I'll set a zoom factor of 1 in the viewer. We're at the left edge and here the alpha channel is 0 black. You can see the code values down here. Back to RGB.

So we've got no blur here and as we move to the right, you can see the blur starting to pick up. It's not just a mix back of some blur radius. It is in fact increasing the blur diameter as we move to the right. In fact, you can see the yellow line getting thicker and thicker as we move to the right. Here we are. To increase the blur more, we could increase the size, but don't forget to increase the maximum along with it, or you won't see any change at all.

I'll re-home the viewer. As you can see, the trick to using the ZBlur node as an image-based blur is to load it's Z channel with a one-channel blur mask image. This blur mask can be created any way you want, through a Paint node, a Luminance key, or any other source, and it could be put into any available channels, since you can set the ZBlur node to look at any channel for the Z information.

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