7/6/2023 0 Comments Nuke model builder tutorial![]() ![]() When enabled, the shape(s) can cast shadows. This control is independent from the display selection, but has the same settings. When disabled, points cannot be selected or changed. When enabled, you can make selections as normal in the Viewer. textured+wireframe - displays the wireframe plus the surface texture.textured - displays only the surface texture.solid+wireframe - displays the geometry as solid color with the shape’s geometry outlines.solid - displays all geometry with a solid color.wireframe - displays only the outlines of the shape’s geometry.These settings don’t affect the render output of the scene these are for display purposes only in the 3D Viewer. The source footage from which the camera information was obtained.Īn optional 2D texture that you can display as a background in the UV preview window and on the model in the 3D Viewer.Īdjusts the display characteristics of the 3D shapes. The camera track of the scene in which you intend to use the ModelBuilder. ![]() This gives you an approximate initial position for your shapes. When creating new shapes, you can then select vertices on the point cloud to automatically align the shapes with the point cloud. Inputs and ControlsģD geometry to use as a reference when positioning new shapes.įor example, you can use the PointCloudGenerator node to create a 3D point cloud for your shot, and connect that to this input. If you don’t connect a camera, image sequence, or reference geometry, you can still create and edit 3D models, you just can’t do anything in Align mode.Ĭreating and editing models using ModelBuilder requires a NukeX license, but the resulting geometry can also be used in Nuke. You can also use other 3D geometry and point clouds as a reference if you already have these for your scene. To be able to align models, ModelBuilder needs a tracked camera and an input image for visual reference. You can build a model by creating shapes and then editing them, and align models over your 2D footage by dragging vertices to their corresponding 2D location. In-Nuke Deep data acquisition and testing.The ModelBuilder node ( NukeX and Nuke Studio only) provides an easy way to create 3D models for 2D shots. ZDefocus node and custom bokeh filtering effect. Z-Depth Channel acquisition 3D methodology. Gizmo design, script setup and implementation. In-Nuke CG mats for custom alpha masking.Ĭomplex custom alpha channel acquisition procedures. In deep Model builder and camera projection interaction.Ģ,5D Clean plate techniques and Roto-motion.ĬG color correction for live action integration. Volumetric mats or "P-Matts" with World position pass. Filtering algorithms issues and Concatenation. In-Nuke 3D asset importing, texturing and render. Multi-pass contribution layers methodology and standard AOV's script setup.įull point cloud asset rendering in Nuke. Look Development script setup for Cinema 4D Advanced Render. Render settings setup and Per-Light render layer.īeauty render reconstruction based render. Multi-pass render setup and look development layering approach. Scene Lighting setup and advanced light features. Scene de-aging tips and software specific solutions. Projection based texturing method and tips.įull asset Baking techniques and common issues.įast asset iteration scene example building. Diffuse, Bump, Specular, Reflection, Transparency and Dirt Maps. ![]() Layout versioning renders checking script methodology.Ĭinema 4D shading model and custom channel setup. Mono and Stereo tracking and stereo nuke rendering.Ĭlassic scene geometry checking in-nuke tracking.ĭense Point Cloud Generator and Poison Mesh.Ĭamera projections setup for concept checking. (Re-lighting, Re-texturing, Volumetric/Position Matts, Channel based Color Correction )įor further and detailed description go to cmiVFX website: Multi-pass contribution-like layer for advanced compositing. Look Development Nuke script methodology for Digital Compositors. A deep look at scene-geo extraction with Model Builder.Ĭhapter 2: Layout Design and Asset building. Data acquisition with Dense point Cloud generator. Exploring all the popular techniques like, camera projections, re-texturing and re-lighting, cgi and live action integration, pMats, in-comp asset rendering, complex custom channel acquisition, deep data, and everyday nuke related topics.Ĭhapter 1: Concept Design, and data acquisition. Developing a script for every multi-pass render done with the additive contribution layers methodology. Getting and combining all the correct channels for our Cinema 4D shaders. Tracking the shot, extracting all the data we can get to send it to layout. This video tutorial is dedicated to the art and craft of design and build a VFX shot using standard tools and specific techniques that can give you the ability to create your own digital environments.įrom the first steps of conceptualizing the shot to building 3D assets for later comping in a big tree. ![]()
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