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Nuke New Features Consolidated

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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

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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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