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Using the VectorBlur node

From: Nuke 6 New Features

Video: Using the VectorBlur node

3D motion data can be used to drive the VectorBlur node directly, and there are two ways to do that. Let's take a look over here. What I have here is a checkerboard hooked to a card. If we switch to the 3D viewer and we have our camera--so this little 3D scene has motion on the card, which we're going to use to create motion blur.

Using the VectorBlur node

3D motion data can be used to drive the VectorBlur node directly, and there are two ways to do that. Let's take a look over here. What I have here is a checkerboard hooked to a card. If we switch to the 3D viewer and we have our camera--so this little 3D scene has motion on the card, which we're going to use to create motion blur.

Back to the 2D view. We hooked the viewer up to the scan line render node, and then if we check our channels, we now have forward motion channels. And it came from the camera and the card and the ScanlineRender node. If I open up the ScanlineRender node, you can see here on the Shader tab, this is where the ScanlineRender node has created motion vector channels: forward, U, and V. We'll close this and the 3D camera.

So at this point in the data stream we have motion UV data, so if I hook up viewer2 to the VectorBlur node, open up the VectorBlur node, we can set the channels for RGBA, set the UV channels for forward, and there we have it. You now have motion blur applied to the 3D render. Now why do we want to do this? In the ScanlineRender node there's an option for turning on motion blur, and you can do that and you'll get a very nice 3D motion blur. The problem is that it is very, very expensive.

So it's computationally cheaper to export your motion UV channels and then apply the VectorBlur afterwards. Another option, which we'll see in just a minute, is to actually import motion UV data from other applications where you can then use that in Nuke to apply motion blur to your objects. So the VectorBlur node is getting its motion UV data right here from Nuke's 3D render, and of course, we can dial that up or down, adjust it any way we want. So let's take a look at that third case where we've actually imported an EXR file and this EXR file contains the forward channel data right here.

We'll put that back in the RGBA layer and take a look at adjusting the VectorBlur node. I am going to close the old one. So this is our VectorBlur node. We'll set the channels to RGBA, and we'll set the UV channels to forward. Using the imported forward UV data, we now have the exact same motion blur that we had in the original 3D render, and even the alpha channel is motion blurred. I'll put that back to RGB.

Using the MotionBlur2D node to convert transformation data into forward UV data for the VectorBlur node is but one way to get the motion data; it can also be generated by Nuke 3D render or imported as one of the channels of an EXR file.

Show transcript

This video is part of

Image for Nuke 6 New Features
Nuke 6 New Features

59 video lessons · 5804 viewers

Steve Wright
Author

 
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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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