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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.
Continuing with the Modeler Nuke script that we just built, we can now add 3D geometry to this shot, and render it with the camera. Let's go get some geometry, so from the 3D tab > Geometry, our Read node. File, open, select the Project Media folder, and let's go back to Lesson_04_Media, and get the hulk.obj file. Click Open, switch to our 3D view, and there we have our giant object.
Let's turn the Viewer back to default; make it easier to see what's going on here. He is a little large, but don't worry; we'll fix that in just a minute. We need a nice texture map to make it look pretty, so another Read node; browser. In the same folder, the Lesson_04_Media, we'll find stone 2.jpg; open that. Hook it up to our hulk, and there we go. Now let's get the hulk about the right size, so let's open up our ReadGeo node, and set the uniform scale for .08.
There; that's about the right size. Home the viewer with the F key, and there we are. Alright, now we're going to use the box to position our hulk right on top. So I'll switch around to the front, and I'm going to hit the Z key for the front ortho, Zoom in, grab the hulk, push him up, and scoot him over. Back to the Perspective view with the V key; move it around. Now we need to get the front to rear, so we'll do the side view with the X key, zoom in, and move him back; back to Perspective.
Okay, now let's take a look at the thing through our camera to see if everything looks reasonable. You always want to do a cursory check; if the thing is flying off the screen, there's no reason to continue. So everything is looking good. Now, what I want to do is I want to render my 3D object, and not the box. So, to my ReadGeo node for the hulk, we'll add a Scanline Render node, and we have to render it using the same camera.
So now if we hook the viewer up for this Scanline Render node, and switch to the 2D view, I should see my hulk. Okay, I'm also seeing my Modeler node, so I'm going to empty everything out of the Property bin. Okay, let's play this, and see if it looks reasonable. It does. I think I have a 3D object rendering at about the right place, so we'll stop that. Let's now composite this over the background. So we'll select the Scanline Render node, and type M to get a Merge node.
Hook the Merge node up to our original clip, and now we'll play the clip to see how it looks. And there we have it: a 3D object perfectly registered with our 2D scene, using the Modeler node. Now, more than building small elements from a clip to line up geometry like this, we can take the Modeler node to the next level, and build the entire set.
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