Instead of doing a video copilot tutorial on the blemish removal, I noticed Andrew’s was a little out of date, and an overall sub-par example, as the girl in the video looked good from the start.I did find a great tutorial on beauty work in nuke by Stephan Fleet here:
I especially liked this tutorial because it was organized, had great techniques, like the erode in then erode out to fill in colors, and also because he quickly goes through a little Mocha technique which I thought was intriguing and made me want to learn mocha further to help me out with roto/planar tracking in the future.
So please check that out as it is a much more thorough tutorial than I’d be able to produce!Also check out Stephan Fleet’s site for more of his tuts here:
Hopefully I’ll be moving on to more tutorials soon. I’ve been getting into some python scripting and menu customization and will be coming out with a Compositing Guru Toolkit soon. So stay tuned for that and much more.
Here I reproduce video-copilots “3d compositing” tutorial # 6 in nuke. I am using card3d’s instead of regular cards. Here are some Spark Notes on the video:
Recap, Things to Remember
1.) use card3d instead of card where you can – renders a lot faster (no scanline renderer)
2.) The uniform scale of the card expression is:
.49152*-translate.z
3.) use an axis node to control the cameras pivot
4.) premult the depth from the card3d by the alpha
5.) set merges to “also merge” the depth channel, to layer the depths
6.) us the focal plane setup in the zblur and animate the focus plane,
depth of field and maximum for a shift focus
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In the “Uniform Scale” of Card or Card3d:
Type this Expression:
(Camera1.haperture/Camera1.focal)*-translate.z
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The Default Settings of a camera in Nuke are always the same,
even when the project settings global format changes.
The cameras h-aperture and focal length are always:
h-aperture: 24.576
focal lenght: 50
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The first part of the equation gets simplified by us since it is
always the default and only changes if we import the camera
or change it ourselves. Therefore the new equation is:
0.49152*-translate.z
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Took a little bit to figure some of this out, I can probably say it’s easier to do this tut in AE, but then again there is a lot of power coming out of the card system in nuke. At least you can reproduce the results! To each his own. I really hope you guys can use this info, especially the equation!
Demonstrating how to do camera shake inside of Nuke, as well as Introducing my Motion Tile Gizmo. I really enjoyed making this one because of the problem with having no motion tile option in nuke, then problem solving the best way I could. I think that this tutorial is a great example of why I started this series, to bridge the gap between AE and Nuke and to come up with clever solutions to problems like missing tools.