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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®.
Now we will take a look at the three tabs here in the Property panel. Common, Transform, and Shape and how they are used with a shape. These tutorials were recorded using Nuke 6.0, but the Foundry has recently released Nuke 6.1 and they have made some substantial changes in the location of the tabs in the RotoPaint node. So let's take a quick look at how they relate out the RotoPaint node in 6.1. 6.0, you had two tabs here at the top, but in 6.1 you have seven tabs across the top.
Basically, what they have done is they took these five tabs here from 6.0 and simply moved them up there. We also have a few other minor rearrangements we are going to take a look at. We will start by looking at the Common tab in 6.0, which you can see is gone from 6.1. What they did was they incorporated down here the content of the Common tab. You can see over here in 6.0 color, opacity, and source has now been moved up here.
One other minor rearrangement is the mask input down here on 6.0 has been now moved to the RotoPaint tab right here. It's now on the middle, but it has exactly the same features and functionality. The Transform tab in 6.0 has now been moved up here in 6.1 and it contains exactly the same functionality. There is no change to the Transform tab. Here is the Shape tab in 6.0. It is now moved up here for 6.1 and again contains exactly the same functionality with one very minor change.
They brought the source here from the Common tab in 6.0. there it is. So they simply moved it from the Common tab so that now Shape has its own separate source. Next, the Stroke tab from 6.0 has simply been moved up here. Here is the Stroke tab in 6.1. Again, it has exactly the same functionality and again the Source option was simply moved from the Common tab to the Stroke tab. The Clone tab in 6.0 is now the Clone tab in 6.1.
Again, absolutely no change whatsoever. Exactly the same layout, exactly the same functionality. One other noticeable change is on the Common tab the lifetime features were down here on the lower part. They have been moved up here to their own tab, but as you can see they have exactly the same functionality as before. One other new important feature in 6.1 you want to know about. Lot of folks did not like the idea of firing up a great big giant RotoPaint node if they just wanted to draw a little shape.
So in 6.1 the Foundry has introduced a new keyboard command, the O key on the keyboard, and it brings up just the Roto node. As you can see, it has only Roto functions. Roto, Transform, Shape, Clone, Lifetime, and Node and does not have any of the paint functionality. Now back to our main tutorial. So we will select Bezier, draw a shape here on the screen, hit Return to close it, and take a look at the Common tab.
The Common tab allows you to edit attributes that are common to both shapes and strokes. Remember, when you first invoke a tool the attributes that are up top are how it will be created, but once it's created you edit them down here on these tabs. For example, I can edit the Color or use the eyedropper to select the color off the screen or do the color picker in order to set a color that I want for my shape. I can also adjust the opacity, and to show you the blending mode lets add a second shape.
So I will just draw another shape here. Hit Return to close it. This blending mode list is new with the RotoPaint node. You can choose from this pop-up list any one of the blending modes you would like for combining the shape with the rest of the picture. I am going to select my new shape and delete it in order to show you the lifetime. I will select shape 1 and down here are the lifetime options. You can choose from this pop-up here which allows you to choose whether the shape or stroke exists for all the frames in the shot or selected frame range or just one frame.
You can also use these icons down here, which do the same thing. This icon is the All frames icon. That means of course that the shape is going to live for all the frames of the clip. If I select this icon I am going to get from this frame to the end of the shot. Since the playhead is on frame 30, then this shape will live from frame 30 to the end. If I go past frame 30, I am good, but if I go before frame 30 it doesn't exist. This is a single frame.
In this particular case, this shape only exists on frame 30. If I go off frame 30 it's going to disappear. This option is from the start of the clip to the current frame and since my current frame is 30, this shape exists from the beginning of the clip to frame 30 and disappears after that. This last one allows me to select a particular frame range. So I could say 20-40. So this shape will only exist between frames 20 and 40. And there you see. We will put that back to all frames.
Down here are a couple of other options. The visible button, which makes it visible or invisible, and locked, which means the shape can no longer be edited. The next tab is the Transform tab and this holds all the transform information and animation from using the on-screen transform jack here. As you can see, as I move it around the screen, I will adjust the rotate, it starts to update the fields in Property bin or like any Transform node I can come over to the translate and rotate and adjust these myself in addition to the on-screen controls.
The Transform tab of course is where you would also link any tracker data that you might have. The Shape tab allows us to alter other attributes of the shape. Of course, here is our feather adjustment, the feather falloff, and it also contains motionblur, shutter, and shutter offset settings. This of course is the invert button, very important. Down here is the mask input and it works like any other mask input on any other node. Here is our mask input. If I add a second RotoPaint node and I will just draw another shape here in the other node and then I will close that node.
Connecting the RotoPaint's mask input to the new RotoPaint node will mask off all the operations in the RotoPaint node to the new mask and of course it behaves like any other mask input in any other node. You have the inject, invert, and fringe options as well. Next, we will take a look at how the Shapes list is used up here.
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