2h 48m
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Software used
NUKEX 6.3v2, Maya 2011, V-Ray 2.0
What you will learn
In this tutorial we will learn how to create a post-apocalyptic scene using the powerful 3D space and projection techniques in NUKEX.
Throughout these lessons we will go over how to composite elements such as fire and smoke, and make them as real as possible. We will be using the powerful 3D system in NUKE to position these elements properly. We are going to create a whole new environment within our scene. We will then export our camera to Maya and set up our scene and effects. You will learn new techniques in this course, as well as the skills it takes to work faster as a compositor.
Note: Due to both licensing restrictions and the advanced nature of Creative Development tutorials, the project files for this tutorial may not contain every single file that was used by the artist.
Welcome back, everybody, and in this lesson, we're going to refine our track, and we are going to place our current plane, and our make it ready to place our geometry. In between lessons, I just created a keyer for you guys. If you don't have that, I just have the keyer over here, so you can use it as your mask for your camera tracker. And if we look at our solve, it's very good. If we go to our Refine tab, we see a solve error of 0.7, which is great. We can bump it down a little bit, but it's going to reject some points if you go down. As you can see, it's going to reject a lot of points. And we don't want that because we really need all the information we have on the ground and the buildings to place our smoke, fire, and all the fun stuff. So we're going to put it back to 2.9, where it was. And then we see only one red dot, which is not going to harm our solve. What I'm always doing when I'm doing a solve, I'm going to my solver tab and putting my keyframe accuracy to high. And then I'm going to my refine tab again and recalculating my solve. It's recalculating, and it's solved. And it's not a lot of difference, but I know it helps a lot. So put your keyframe to high. So back to our solve. Let's just bring it down to 2.7. And delete the unsolved, and it rejected. And then we are going to calculate our solve. And still at the same level, but this is great. This is a great start. So we can always refine it, but if you have something like this, it's always great. And we have all the points. You can see all the information we have on the ground. It's really nice. So we are going to create our scene. So when you create your scene, you get your camera, which I always name Cam Anim. You get your point cloud, all the points in your 3d scene, and your scene, of course. If you look at our scene, just press one on your scene, you can see our ground, and you can see our buildings. You can really see, like, this is the first one, and it's really great. So what we're going to do now is we go in to set our ground length. So in our camera trigger, you can just select some points. Because it's not a set ground, so what I'm going to do, I'm just going to pick some points in space One in the foreground, midground. And I'm going to put a right click, go to my ground plane and set to select. It will get pink dots. That means this is set to your ground plane So if you go back to our scene, you can really see that our ground plane is flat on the ground. And that is great. You can see our buildings in the background, and some points, I think this is these points in here. I think they are in the back. I think they are here. So this is [INAUDIBLE]. You can really see this is going to work, because we have our ground. We can put out fire. We've got a lot of points in the foreground, and this is very good for us all. So now if you're going to put our scan line render, and this is our object and our camera, and if we're going to view this and I'm going to press tab, these are our points. And so if you look close, you really can see that these are the, buildings and these points are grounds. So in these lessons, we did a little bit of a refinement. There was not a lot to do because it was a great solve. Create our scene. We set our points to the ground, and in the next lesson, we're going to start putting our geometry in a 3D space. All right. I'll see you in the next lesson.