Showing posts with label Nuke. Show all posts
Showing posts with label Nuke. Show all posts

Tuesday, January 17, 2012

cmiVFX – Nuke Color Masterclass Dual Video Kit


cmiVFX – Nuke Color Masterclass Dual Video Kit
Size 2.16 GB | Audio: aac, 22050 Hz, mono (eng)Video: h264,1024x576,(eng).mp4

Nuke Color Masterclass Part 01
cmiVFX is recording these days in London a series of videos about the craft of Color for Nuke™ compositors. A wide in-depth course on one of the most important and fascinating topics in the world of audio visual. Step by step we cover all stages of color manipulation from the theory of light to the practical application grading in Nuke™ making a bridge of knowledge between the image in your mind and the image in your monitor.

Nuke Color Masterclass Part 02
This is the second part of the kit. You will need both parts, so please be cautious when buying. You will need to buy the kit itself now.

Home page : _http://www.cmivfx.com


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Wednesday, January 4, 2012

FXPHD – NUK103 – Introduction to Nuke


FXPHD – NUK103 – Introduction to Nuke

Class 1: Nuke the interface. For the first class we will go through all the ins and outs of nuke’s robust interface and touch briefly upon a few different tools to get us up and running very quickly.

Class 2: Cookie cutting, rotoscoping and fun with splines in an introduction to nuke’s powerful roto tools.

Class 3: 2D/Pattern tracking and all the in’s and out’s of image transformations in nuke, including shot stabilization and corner pins!

Class 4: Jumping into our first production shot utilizing the RotoPaint tool, special keying techniques and boatloads of challenges to keep you comping for hours and hours.

Class 5: Seeing Green: The starting foundation for a long career of keying and edge work starts here.

Class 6: Introduction to nuke’s third dimension!

Class 7: An introduction to the great and powerful CameraTracker and the even more great and powerful project3D node.

Your compositing life will never be the same again!

Class 8: A detailed introduction to the power, uses and flexibility of Mulit-pass Compositing. This class also covers more detail and function in nuke’s unique channel operations.

Class 9: Part 02 of a detailed introduction to the power, uses and flexibility of Multi-pass Compositing. We’ll also introduce some 3D re-lighting and re-texturing techniques.

Class 10: We end the term with a intensive look into camera projections, tracking rotation only camera moves and a shot that will allow your creative juices to flow freely.

Home :_http://fxphd.com/courses#NUK103


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Tuesday, January 3, 2012

FXPHD - NUK305 - Project Masterclass - The Machine


FXPHD - NUK305 - Project Masterclass - The Machine
Duration: 14h 42m | Video: AVC (.mov) 1200x768 | Audio: AAC 44.1KHz mono | 15.4 GB
Genre: eLearning | Language: English | Level: Advanced


This course, taught by returning Nuke prof Russell Dodgson is a fully production based course. It is designed to tie in directly with it's companion course, MYA214: Production-based Lighting and Rendering being taught by Robert Harrington. The class will be dealing with a full vfx sequence shot bespoke for the course. The classes will attack a variety of compositing tasks week by week and will pay attention to how we view a sequence as a whole as well as concentrating on the minutia of each individual shot. One of the courses main goals is to get full understanding of how we should approach the compositing of cg elements, and correctly using renders to rebuild our cg in comp so that we can adjust certain passes without incorrectly corrupting the contribution of others.

The course will have the flow of a usual production with assets being passed to and from 3D. We will learn how to assess 3D passes for their usefulness and discuss when it is appropriate to ask for a re-render or when we should just fix it in comp.

Although this course is designed to run in parallel with it's companion course it will also be arranged so that it can be taken as a stand alone course. Rest assured we will be tackling some tricky problems and some dramatic footage that will be sure to light up your showreels!
Based in London, Dodgson is currently the Head of Nuke at Framestore Commercials in the UK. Tasked with developing a Nuke department within a commercials environment he focuses his attention on simple, effective workflows and the integration of his department with the other stages of the production process. Having used Nuke since just before it was acquired by The Foundry, Russell has worked closely with the developers and has taken an active role in teaching their Masterclasses as well as some of their online training videos. His recent credits include "The Tale of the Three Brothers (HP7)", Kia's award winning "Soul" campaign, the in game cinematic for "DJ Hero" and Coca Cola's latest all animated Superbowl Commercial "Siege".

Week 1 -

In our opening class we start an overview of what's to come in the rest of the term, the software we will use and why as well as what our learning goals are. We then take a look at setting up our default render tree using the new toolsets feature of Nuke 6.3. To finish we start roughly blocking out our sequence to get a sense of continuity.

Week 2 -

This week is all about process. We continue from last week by blocking out our bullet hits. We start with a very brief look at Shotgun for project Management followed by a similarly brief look at RV when integrated with Nuke. We then get stuck straight into the work, we go through our key plates and learn how we can use the new Planar Tracker to improve our tracking in both speed and accuracy. Following this we work out the most efficient way to develop our bullet hit timings so they work across multiple shots. To finish up we take this and apply it in different ways to our tracks. Be warned there is a tonne of ground covered in this class, so you are going to be kept busy!

Week 3 -

This week we look at removing blinks from our actor's performance as he fires a gun. We make use of the new 6.3 spline warp to do this and then move on to look at rebuilding muzzle flashes. This week comes with a lot of homework so clear your diaries.

Week 4 -

This week we take a look at a few different aspects of the project. The main focus is file workflow and how to setup small colour pipelines. We look at how the dpx files for this project have been exported from the original r3d files. We then look at setting up custom viewer looks and generating lut̢۪s from Nuke to allow integration with other applications. We then finish by looking a nice trick for handling heavily defocused roto edges.

Week 5 -

This week we spend our last whole class on the shooting sequence before moving onto the second scenario. We take a look at our bullet hit elements and approach the comp of them together from scratch. We then finish up with our first look at a bit of paint.

Week 6 -

This week we take a look our first look at our second sequence. We beak down what we are going to be doing on it, bash together basic background and then get stuck into the ibk keyer on our shot.

Week 7 -

This week we take a first look at the set of AOV's that we have received from the corresponding Maya course. We break them apart, look at what they all do and the look at three ways of approaching tools for splitting and reconstructing our passes. We use toolsets and get a nice practical way of seeing the amazing benefits of knowing a bit of python.

Week 8 -

This week we get back to keying our second sequence. First we setup a 3d projection of our set by converting a latlong into a series of cubic maps. We then focus on keying a more complex shot, focusing primarily on maintaining hair detail and using clean plates.

Week 9 -

In our penultimate class we take a look at some 3d renders. The main goal of this class is to give an idea of how one can approach compositing a piece multi channel cgi. Focusing on the process, we break the renders down into their component parts, start to gain a perspective on where we want to take them creatively, and then start to have a play. This class is intended to be a spring board to push you forward into the big task of compositing the rest of the shots for this sequence. We also take a look at a way of fixing the buzzing hair issues that are apparent on several of the shots.

Week 10 -

The big finale! We start an entirely new and exciting shot which is going to look heavyweight on your reels. We take in our renders, rebuild our entire environment with projections. We fix issues, grade plates, use some nifty tricks for layout and take it to a nice a looking conclusion.


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Monday, November 21, 2011

Nuke Shading and Lighting FX

Nuke Shading and Lighting FX
English | MP4 | H.264 | 1024 X 576 | 3hr 08min | Size 723MB

Description: This video was created to help compositors learn how to manage the current 3D Shading and Lighting system inside of the Nuke Compositing application. Built by user request, many Nuke users realized that procedural shading networks inside of Nuke have the capabilities of 3D shading systems found in traditional 3D Animation packages. This video will teach you how to use them!
Nuke Advanced Keying And Channel Operations WITH Expressions (188 mins, 6 tutorials)
+ project files.


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cmiVFX - Nuke Face Replacement


cmiVFX - Nuke Face Replacement
1193 x 672 | 00:47:05 | MP4 | 496 MB

A great tutorial using After Effects - This is really helpful training for you. I hope you like it ! Enjoy !


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Tuesday, November 15, 2011

Digital-Tutors – New Features in NUKE 6.3v1 and NUKEX 6.3v1


Digital-Tutors – New Features in NUKE 6.3v1 and NUKEX 6.3v1

Advanced | 1h 13m | 533 MB | Project Files 142 MB | Required Software: NUKE 6.3v1 or NUKEX 6.3v1

In this series of lessons we’ll learn how to use the new features introduced in NUKE 6.3 like 3D Particles, the Planar Tracker, Denoise, Spline Warp, Audio Read, Presets and more.

We’ll begin this project by jumping into the new features only in NUKEX including the all new 3d particle system, which allows for new effects like rain, snow, fog or fire. From there, we will use the new Planar tracker, also only in NUKEX to track a planar surface that leaves the frame. Finally we’ll learn how to use the new Denoise node in NUKEX to remove noise while preserving an incredible amount of detail. From there, we will dive into the NUKE features like the new Spline and Grid Warp nodes and the new Audio Read node. Finally we’ll learn how to speed up our workflow tremendously with user presets and toolsets. We’ll end with a look at the new 3d displacement tessellation features.

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Sunday, November 13, 2011

Digital-Tutors – 10 Ways to Work Faster in NUKE


Digital-Tutors – 10 Ways to Work Faster in NUKE
Advanced | 1h 14m | 370 MB | Project Files 75 MB | Required Software: NUKE 6.3v2

In these NUKE tutorials, we’ll learn ten tips and tricks to work faster in NUKE, from proxies to expressions to python to render commands.

Some of these tips will be obvious, like using proxies and the region of interest to speed up viewer performance. Others will be a bit more complex like building an expensive node disable-enable expression control system tied into our write nodes using Python commands. We’ll also learn how most 3D applications create EXR files and ways we can increase performance by re-rendering them out of NUKE in its’ preferred format. Finally we’ll look at a cheap way to improve our motion blur from NUKE’s 3D system using a combination of samples and vector blurs.

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