Nuke 5 Essential Training
Illustration by John Hersey

The Phong node


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Nuke 5 Essential Training

with Steve Wright

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Video: The Phong node

The Diffuse node gave us a nice, simple overview of this whole Shader material properties thing. So, let's kick it up a notch and take a look at the Phong node. I am going to delete the Grade and Diffuse nodes. We'll come up to the 3D Tab, come down to Shader and here is the Phong node. Now the Phong actually incorporates the Specular, the Emission and Diffuse nodes, so the Phong is like a super shader. The other ones are kept for downward compatibility. So, we'll select that, bring it over here, disconnect the Map. Now I'll turn my light back on and now we have a Phong Shaded version of the geometry, no texture maps.
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  1. 1h 6m
    1. Welcome
      1m 17s
    2. Touring the interface
      4m 29s
    3. Keyboard shortcuts
      7m 26s
    4. Building node trees
      4m 34s
    5. Editing node trees
      4m 13s
    6. Node tree operations
      5m 21s
    7. Viewer nodes
      3m 2s
    8. Viewer navigation commands
      5m 50s
    9. Timeline controls
      2m 31s
    10. Project settings
      2m 20s
    11. Adjusting node parameters
      4m 48s
    12. Undo and Redo
      1m 15s
    13. Adjusting additional node parameters
      3m 16s
    14. The Node tab
      1m 59s
    15. Project: Compositing a jet fighter over clouds
      6m 6s
    16. Creating a flipbook
      1m 47s
    17. Rendering to disk
      5m 59s
  2. 56m 53s
    1. The Transform Jack
      3m 33s
    2. Setting keyframes
      4m 15s
    3. Motion blur
      3m 25s
    4. Showing and hiding curves
      4m 0s
    5. Navigating in the Curve Editor
      1m 49s
    6. Editing curves
      4m 54s
    7. Curve types
      4m 9s
    8. Linking parameters
      2m 57s
    9. Link expressions
      3m 54s
    10. Math functions
      5m 0s
    11. Resizing and cropping different formats
      2m 41s
    12. Bounding boxes
      1m 9s
    13. Reformatting images
      6m 26s
    14. Cropping images
      2m 20s
    15. The Merge node
      4m 11s
    16. Image blending operations
      2m 10s
  3. 1h 22m
    1. Color management in Nuke
      4m 45s
    2. Color management workflow
      6m 55s
    3. Using LUTs
      5m 16s
    4. Working with pre-multiplied CGI images
      2m 4s
    5. Preprocessing images for the viewer
      5m 42s
    6. The Color Picker
      8m 5s
    7. The Grade node
      8m 22s
    8. Setting Grade node parameters
      4m 10s
    9. The ColorCorrect node
      5m 29s
    10. The ColorLookup node
      4m 56s
    11. ColorLookup node workflow
      4m 28s
    12. The HueCorrect node
      5m 48s
    13. Drawing shapes with the Bezier node
      4m 24s
    14. Keyframing animation with the Bezier node
      4m 17s
    15. Additional Bezier node controls
      2m 43s
    16. Masking operations in the Bezier node
      5m 25s
  4. 1h 10m
    1. Nuke's channel management system
      4m 52s
    2. The relation of the channels to the viewer
      2m 33s
    3. The Shuffle node
      5m 32s
    4. The Copy node
      3m 17s
    5. Creating new channels
      5m 35s
    6. Processing channels
      1m 54s
    7. The ShuffleCopy node
      2m 42s
    8. The ChannelMerge node
      2m 11s
    9. Compositing CGI
      6m 10s
    10. Adjusting the multi-pass composite
      2m 17s
    11. Compositing a multichannel element in an EXR file
      7m 42s
    12. The B-side paradigm
      2m 12s
    13. Setting up a motion tracker
      5m 14s
    14. Offset tracking
      1m 59s
    15. Applying tracking data
      3m 56s
    16. Performing a match move
      3m 22s
    17. Tracking Bezier control points
      2m 43s
    18. Tracking a four-corner pin shot
      6m 30s
  5. 1h 31m
    1. The Keyer node
      6m 56s
    2. Using the HSV tool as a chroma keyer
      3m 12s
    3. The Difference node
      2m 4s
    4. Understanding how Primatte works
      3m 5s
    5. Setting up a basic Primatte key
      3m 50s
    6. More Primatte operations
      5m 53s
    7. Degraining a garbage matte
      4m 49s
    8. Setting up the IBK Color node
      2m 48s
    9. Adjusting the IBK Color node
      5m 24s
    10. Adjusting the IBK Gizmo node
      6m 3s
    11. Adjusting the edges
      1m 35s
    12. Filling in the core matte
      1m 35s
    13. Autolevels
      1m 38s
    14. Using the IBK Gizmo color pick mode
      1m 51s
    15. Adding more control to blended edges
      5m 18s
    16. The great keying delusion
      1m 42s
    17. The Keymix node
      6m 35s
    18. Using Keymix within a keyer
      2m 20s
    19. How the Addmix node works
      3m 17s
    20. Compositing with the Addmix node
      4m 29s
    21. The Read node
      3m 2s
    22. The FrameHold node
      1m 52s
    23. The TimeOffset node
      1m 59s
    24. The Retime node
      4m 0s
    25. Upgrades to the Read node in Nuke 5.2
      1m 56s
    26. Variable speed timing
      4m 2s
  6. 1h 23m
    1. Overview of the 3D tools
      2m 30s
    2. Navigating the 3D viewer
      5m 25s
    3. Adding a 3D card
      7m 26s
    4. Adding a 3D cube
      3m 48s
    5. Adding a 3D cylinder
      2m 17s
    6. Adding a 3D sphere
      3m 27s
    7. The ReadGeo and WriteGeo nodes
      4m 52s
    8. Adding a 3D camera
      4m 5s
    9. Animating a camera move
      2m 42s
    10. The Scanline Render node
      4m 20s
    11. Viewing geometry over the background
      6m 58s
    12. The Scene node
      3m 21s
    13. Adding lights to a scene
      7m 0s
    14. Adding multiple cameras
      7m 39s
    15. Projecting textures onto a plane
      5m 38s
    16. Projecting textures onto a sphere
      2m 8s
    17. Projecting textures onto a cylinder
      1m 36s
    18. Adding an Axis node
      4m 42s
    19. Connecting the camera to the UV project node
      3m 54s
  7. 1h 7m
    1. Basic Bicubic operations
      4m 20s
    2. Adding more control points
      3m 26s
    3. Animating bicubics
      1m 50s
    4. Transforming geometry
      3m 9s
    5. Hierarchical animation
      5m 29s
    6. Setting geometry to look at a target
      4m 46s
    7. The DisplaceGeo node
      6m 8s
    8. The ProcGeo node
      5m 51s
    9. The Trilinear node
      3m 50s
    10. The Diffuse node
      5m 42s
    11. The Phong node
      5m 44s
    12. The Project3D node
      3m 25s
    13. Creating a material
      2m 21s
    14. The ApplyMaterial node
      3m 35s
    15. Environment lighting
      7m 56s
  8. 1h 30m
    1. 3D motion blur
      4m 14s
    2. Anti-aliasing
      2m 51s
    3. The Motion Blur 3D node
      3m 56s
    4. The Motion Blur 2D node
      4m 54s
    5. Project: Adding a 3D background to a clip
      2m 53s
    6. Roughing in the background
      7m 32s
    7. Aligning the background
      9m 19s
    8. Project: The Pan-n-Tile shot
      3m 54s
    9. Setting up a reference cylinder
      6m 34s
    10. Setting up the tile cards
      5m 29s
    11. Positioning the tile cards
      4m 50s
    12. Aligning the tile cards
      1m 12s
    13. Setting the Z-Blend
      3m 0s
    14. Project: The camera projection
      2m 32s
    15. Viewing the wireframe over the background
      1m 52s
    16. Setting up the projection
      5m 15s
    17. Roughing in the first tower
      5m 3s
    18. Adding the projection camera
      2m 21s
    19. Adding the scene camera
      4m 52s
    20. Project: 3D re-projection
      2m 49s
    21. Creating the re-projection
      4m 45s

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Watch the Online Video Course Nuke 5 Essential Training
10h 9m Beginner Mar 18, 2010

Viewers: in countries Watching now:

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.

Topics include:
  • Navigating the Nuke 5 interface
  • Building node trees
  • 2D transformations
  • Rotoscoping
  • Keyframe animation
  • Editing animation curves
  • Color correcting
  • Multi-pass CGI compositing
  • Working with Nuke channels
  • Bluescreen and greenscreen compositing
  • 2D motion tracking
  • Math expressions
  • 3D compositing
Subjects:
3D + Animation Video
Software:
Nuke
Author:
Steve Wright

The Phong node

The Diffuse node gave us a nice, simple overview of this whole Shader material properties thing. So, let's kick it up a notch and take a look at the Phong node. I am going to delete the Grade and Diffuse nodes. We'll come up to the 3D Tab, come down to Shader and here is the Phong node. Now the Phong actually incorporates the Specular, the Emission and Diffuse nodes, so the Phong is like a super shader. The other ones are kept for downward compatibility. So, we'll select that, bring it over here, disconnect the Map. Now I'll turn my light back on and now we have a Phong Shaded version of the geometry, no texture maps.

The Emission Shader is turned down to zero, Diffuse is set for 0.18 and the Specular, I am going to also set down to zero. So, I've now adjusted the Phong Shader to look just like the Diffuse Shader. Next, we'll hook our CheckerBoard texture Map up to the Map input, but specifically, the Map Input for the Diffuse. Let me get a little closer for you. Instead of just a Map Input, we have a MapD input. That's the Map Input for the Diffuse Shader.

So, we'll hook that up, and there we have exactly what we had when we hook the Map up to the Diffuse node, and we can adjust the intensity of that. Now we also have the Emission light, but right now, it's just set for the Geometry, so you just get this horrible flat, white light. So, we want to hook up a matte for the Emission. We'll do that with the MapE input. So, we'll connect the MapE arrow to the CheckerBoard, and now the Emission Shader will show the Texture Map instead of just plain, flat geometry.

Holding down the Command key, I am going to add a little dot between the two Map inputs that I have. Now let's adjust the Specular. As I increase that, we get a big shiny spot on top of our Texture Map. Of course, I don't have a Map input to that so this is really just a shiny spot on the original raw geometry. In addition to the Specular setting, we also have the min and max shininess values, which affect, you know, the look of the shiny spot. But now let's see what happens when I connect a Map to the Specular input and, of course, that will be the MapS input.

We'll hook that up to our CheckerBoard texture map and I'll also add a little dot for that one, and now we're seeing the texture map Specular, not just the geometry. And I can crank that up and adjust its attributes, make it real tight, whatever I want. Of course, a CheckerBoard does not make it very convincing texture map. So, let's take a more realistic example. I'm going to move down here a little bit. Let's go get a stone texture map. We'll go to Read node/Nuke Workshop/ Lesson_6_Media, select the stone picture.

Bring that in here and we'll reconnect all the arrows from the CheckerBoard to the stone. Now this is more like it. We don't need this Read node anymore, so I'll close that, and now we can adjust this texture map for the look that we want. Now you may have noticed that the highlight here looks rather clipped. It turns out it's not really clipped. It's only clipped in the Viewer. Coming up to the Viewer Gain Control, if we slide down the Viewer Gain, we can see that there's still plenty of code values here.

In fact, if you look at the RGB values down here at the bottom of the screen, you can see as a cruise over there, they are all greater than one, which is why they look clipped in the Viewer. Nuke doesn't clip code values. The last thing we have to look at is this interesting little unlabeled arrow here. What's this for? This Arrow is where you can bring in other Shaders and a Transparency Value. If we had other Shaders, we could hook them up to this Arrow and they would be added to the Shaders that are generated in the Phong node.

But the real important thing here is it's the Alpha Channel of the unlabeled arrow that controls the transparency of the geometry. To show you that, we'll need a Constant node. We'll come up here to our Image Tab, select Constant. I'm going to switch this to a four channel image, adding the Alpha Channel and then I want to set the Alpha Channel to be white, 100% solid. I now have a four channel Constant Color node, black in the RGB's and solid white in the Alpha Channel. Okay, all right.

When I hook the arrow up to the Constant node, the RGB values are all going to be added to the Phong Shader. Of course, they are all zeros so there will be no change, but the Alpha Channel behind the Constant Color node will now control the transparency of the geometry. To see that, we are going to need a little background plate, so I'll bring the CheckerBoard down here and hook that to the background of the Scanline Render node. You know this trick. Come back up here to our Constant Color node, and now the transparency of the Alpha Channel will control the transparency of our sphere.

As I dial down the density of the Alpha channel, the sphere gets more transparent. Put it back up to solid. So, it's the Alpha Channel of the unlabeled arrow that controls the transparency of the geometry, and, of course, if this was an image, it would control variable transparency around the geometry.

Find answers to the most frequently asked questions about Nuke 5 Essential Training .


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Q: When opening a file ending with the .nk extension by selecting Image > Read, the error "nkReader plugin not found" appears. This happens when using Nuke 6 PLE on a Windows 7 machine. What is causing this error?
A: The Image -> Read function is only used for images and footage. The “nkReader plugin not found” error appears if the user attempts open a Nuke script with Image > Read. To open a .nk script, use File > Open.
Q: In the IBK Keyer video you refer to the “core matte” but I cannot find such a node.
A: The "core matte" is not a node, it is a technique common to bluescreen and greenscreen keying. It is a solid matte that fits inside the key made by the keyer in order to fill in the "core" of the matte. It can be created any number of ways, so I was basically saying "create a core matte any way you wish, and use it here".
 
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