Categories
Advanced & Experimental Nuke

Using Green Screens and Tools in Nuke

Original Version
Treated Version

For this task we were asked to remove the green screen from the actor plate, as well as any film noise or green despill. We were shown several ways to accomplish this in Nuke, including KeyMix, Primatte, Ultimatte, and by using gizmo nodes.

Categories
Advanced & Experimental Nuke

CG and Compositing

For this weeks Nuke project, we were tasked with compositing a rendered car plate onto our choice of three environments. We also had to colour match several different channels to incorporate the car further, trying to match the tone and colour scheme set by the surroundings.

This task was interesting as lighting and colour grading are some of the processes which I most enjoy working with in composition, so the tools in Nuke were quite impactful when editing a scene with ability to match white and black points, grading each individual channel, and balancing shadows, as well as much more.

Categories
Advanced & Experimental Nuke

3D Matchmove in NukeX

For this weeks Nuke task, we were given a short video plate with tracker points, and our job was to track the scene using 3D Camera Tracking using Nuke’s 3D toolset. We learned how to import geometry and work in Nuke’s 3D editor using Cards, Axis’, and setting origins by selecting Camera Track Points to identify ground planes and setting grids. We also used the LensDistort node to correct distortion between the camera and plate sequence. I also wanted to try importing 3D geometry into the scene, so I exported a base model from Zbrush and imported the model into the script.

For the next part of this task, we were asked to remove the trackers in the clip with the use of Rotopaint, Roto, and 3D Camera Tracking.

Rotoscoping the Edges of the First Room
Categories
Advanced & Experimental Maya

Rube – Goldberg Machine

For this task we created “Rube-Goldberg machines” in Maya. We learned how to use the ‘Bullet’ dynamics system in Maya, setting Active and Passive Rigid Bodies, and setting constraints such as hinges and sliders. For the theme of this project I wanted to create a ‘Workshop’ type setting, with associated assets such as spanners, saws, hammers, and nails. I also wanted to add some particle effects such as sparks which start when the saw-blade is lowered.

Design & Layout for Rube – Goldberg Machine
Low-Res Playblast
Final Rendered Sequence

For the final rendered sequence, I finished texturing and adding wear and scratches to the materials to fit the aesthetic of a busy workshop. Though the simulation was quite ‘simple’, I wanted to add some environmental interest to the scene and have the composition work within a conceptual space.