Release date:2019, January 18

Duration:07 h 25 m

Author:Steve Wright

Skill level:Intermediate

Language:English

Exercise files:Yes

Learn how to work faster and smarter with Nuke, the Foundry’s flagship compositing app. In this course, VFX guru Steve Wright helps you get up to speed with the most helpful new features and enhancements introduced in Nuke 6, 6.3, 7, 8, 9, and 10. Steve goes over the most relevant additions in each release, from how to leverage the RayRender node—which adds ray tracing to Nuke—to how to work with the ParticleCache node. Plus, learn how to leverage the SplineWarp node, the Pixel Analyzer, and much more.

Topics include:

RayRender workflow

Creating a flipbook

Adding drop shadows to text

New EXR 2 file features

Assessing the context-sensitive help

Creating a morph

Working with audio tracks

Refining the key

Multipass keying

Converting a group to a gizmo

01 New features consolidated 02 RayRender – Basic setup 03 RayRender – Working with AOVs 04 RayRender – Workflow 05 SmartVector toolset – Basic setup 06 SmartVector toolset – Paint workflow 07 SmartVector toolset – Working with multiple segments 08 Chromakeyer node – Basic setup 09 Chromakeyer node – Refining the key 10 Chromakeyer node – Spill suppression 11 Creating a flipbook 12 Capturing the viewer contents 13 Adding drop shadows to text 14 Using the Look feature 15 The Node tab features 16 The new motion estimation 17 The Pixel Analyzer 18 Adding text 19 Using the color picker 20 The new EXR 2 file features 21 About filters 22 The Maintain Luminance feature 23 Accessing the context-sensitive help 24 Using the ParticleCache node 25 How to do wireframe renders 26 MatchGrade node – Extracting grade information 27 MatchGrade node – Matching two clips 28 CameraTracker – Solving still photos 29 CameraTracker – Cleaning up the solve 30 Editing geometry with the EditGeo node 31 ZDefocus – Setting the depth of field 32 ZDefocus – Adding a bokeh 33 ZDefocus – Changing the bokeh appearance 34 ZDefocus – Adding filter inputs 35 SplineWarp – Drawing and connecting splines 36 SplineWarp – Creating a warp 37 SplineWarp – Setting boundary splines 38 SplineWarp – Creating a morph 39 SplineWarp – Refining the morph animation 40 Deep compositing – Introduction to deep compositing 41 Deep compositing – Editing deep images 42 Deep compositing – Deep compositing nodes 43 How to generate motion vectors 44 Editing clips together with the TimeClip node 45 Alembic geometry – Importing Alembic geometry 46 Alembic geometry – Selecting geometry with the Scenegraph 47 Alembic geometry – Exporting Alembic geometry 48 PointCloudGenerator – Creating dense point clouds 49 PointCloudGenerator – Setting keyframes 50 PointCloudGenerator – Post-filtering and grouping 51 DepthGenerator – Creating depth passes 52 DepthGenerator – Refining the depth data 53 DepthToPoints – Creating a point cloud from a depth channel 54 DepthToPosition – Creating a position pass from a depth channel 55 Converting a point in screen space to a 3D point 56 Displacement node – Basic workflow 57 Displacement node – Adjusting tessellation 58 Shifting the timing of an entire node tree 59 Shadow casting – Basic setup 60 Shadow casting – Semitransparent shadows 61 Relighting a CGI render with the normal pass 62 Particle system – Creating particles 63 Reconcile3D node – Basic setup 64 Reconcile3D node – Camera tracking 65 PointsTo3D node – Corner pin 66 PointsTo3D node – Demo 67 PointsTo3D node – Using the PointsTo3D node 68 Working with the GeoSelect node 69 Working with the AudioRead node 70 Particles – Emitter node 71 Particles – Creating particles 72 Particles – Adding emitters 73 Particles – Influencing particles with forces 74 Particles – Making particles bounce 75 Particles – Affecting the appearance of particles 76 Particles – Adding streaks with the ParticleSpawn node 77 Particles – Setting streak attributes 78 Particles – New ParticleBounce feature 79 Keylight – A basic key and composite 80 Keylight – Refining the key 81 Keylight – Screen matte controls 82 Keylight – Cropping the backing region 83 Keylight – Holdout mattes and garbage mattes 84 Keylight – Adjusting the Tuning menu 85 Keylight – Adjusting alpha and despill bias 86 Keylight – Refining edge despill 87 Keylight – Multipass keying 88 Keylight – Color correcting the foreground 89 Utlimatte – A basic key and composite 90 Utlimatte – Refining the key 91 Utlimatte – Adjusting density and shadows 92 Utlimatte – Spill suppression 93 Creating groups 94 Converting a group to a gizmo 95 Next steps Nuke New Features Consolidated Ex Files.zip

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