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Workflow examples

From: Nuke 6 New Features

Video: Workflow examples

Now, let's take a look at some workflow examples to see how these Output channels are used for a variety of common situations. Let's start by masking a color grade operation. I'll delete this node. Let's go get Marcie. So we'll punch up our Read node. We'll go to our NUKE WORKSHOP, Lesson 1, and select Marcie, and hook her up to the Viewer. There is a couple of different workflows for masking off an operation like a color grade or blur.

Workflow examples

Now, let's take a look at some workflow examples to see how these Output channels are used for a variety of common situations. Let's start by masking a color grade operation. I'll delete this node. Let's go get Marcie. So we'll punch up our Read node. We'll go to our NUKE WORKSHOP, Lesson 1, and select Marcie, and hook her up to the Viewer. There is a couple of different workflows for masking off an operation like a color grade or blur.

Let's take a look at the inline approach. We'll select Marcie, add a RotoPaint node, select Bezier, draw a little shape. All right! We now have this shape that's in all four channels, RBG and the alpha channel. We'll go back to the RGB and what I am going to do here is I am going to set the Output to alpha channel only. Now we still have a mask in the alpha channel, but as you could see the RGB channels are cleared.

Now, after the RotoPaint node, below it, I can add a Grade node. If I set the Grade node to like a very dark gamma, the entire picture is affected. What I am going to tell the Grade node to do is look in the alpha channel, look here, and use that as a mask for this operation. We do that right here. This pop-up where it says None, we say go get the rgba.alpha channel and use that as a mask. Turn off the Overlay, so you can see it.

And of course we can invert that mask so that it color corrects everything except the face, but I'll turn that back. An alternate workflow is to use the mask input of the Grade node. So I am going to take my RotoPaint node and pop it out over here. Now, the Grade node is complaining because I am telling it to use an alpha channel that no longer exists. So I'll set that back to None. We can now pull the mask input here and hook it up to the RotoPaint node there, and that's another workflow. The key is when to use one or the other is if you want to preserve the fact that there is no alpha channel or you don't want to disturb the alpha channel that's there.

That's when you want to use this Mask Input option. Let's see how we'll do a Pre-multiply operation on a three channel image in order to isolate it for merge. I am going to move my window up here a little bit and make a copy of Marcie. Well, let's clear the Property Bin, add a RotoPaint node, and hook it to our Viewer. So let's draw a little roto shape. One, two, three, four, and close with a Return.

To do a pre-multiply on the three channeled image, the first thing we'll do is set the Roto Shape Output to Alpha, so it only shows up in the alpha channel. There we are. Then we'll set Pre-multiply to RGB. So now the RGB channels have been pre-multiplied. I'll close the RotoPaint node. We now have a four-channeled pre-multiplied image that we can then merge over any background. So I'll just go get a checkerboard here, set that up, drop in a Merge node, hook that up to my checkerboard, and there we go. We're ready for a composite.

I can even add a Transform node to do our resize, rotate, or scale, or any other information of the pre- multiplied foreground that I want. But what if you have a four-channel image? How does that change the set up? Well let's take a look. We'll slide this over. Let's copy this checkerboard. Paste it here. we'll clear the Property Bin, hook that to our Viewer to show you that the checkerboard is in fact a four channel image, all right? So we want to perform a pre- multiply on this four channel image.

Let's see how the workflow is affected. Select the checkerboard, add our RotoPaint, select Bezier, draw a simple shape. All right! We have two different ways we can approach this. We could say that I want the Output to be the alpha channel, but if we look in the alpha channel, don't forget the checkerboard has its own alpha. So that's what we're seeing there. All right! Go back to RGB. I could say pre-multiply the RGB channels, but I've still got the solid alpha channel.

It doesn't match. So what I can do here is I could say Pre-multiply RGBA. So now the alpha channel is also being pre-multiplied by the mask. But there is another workflow. Let me put this back to RGB. So now I am seeing the alpha channel of the original checkerboard. I can now select the Replace option. Well, what that does is it replaces-- remember my output is the alpha channel.

It will replace the alpha channel of the incoming checkerboard with the alpha channel from the RotoPaint node. Now, this is different than doing a pre-multiply on the alpha channel. We'll go back to our RGB channels, and take a look at the next setup. How do we use a RotoPaint node to do a garbage matte on a blue screen? So let's check that out.

Show transcript

This video is part of

Image for Nuke 6 New Features
Nuke 6 New Features

59 video lessons · 5833 viewers

Steve Wright
Author

 
Expand all | Collapse all
  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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