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 create our geometry and put it in the right space. We already saw our camera point cloud, all these little squares, and we're going to measure it over our footage. You can always plug your background into it, which gives you the same result. But I usually do just a merge over because it has an alpha and you can just merge it over. And for me it's much better because in the end I'm also going to just merge it over my shot. So, if we look at all of these points, you can really see that it is tracking really nicely. So what I'm going to right now, I'm going to place my first geometry. And going through my camera trigger will give me all of these points, and I can create any geometry from all of these points. So what I'm going to do, I'm going to pick a point which has the error of less than 0.5. And here it is, RMS error 0.4. So I'm going to create a card. And I'm going to plug it in my scene, and I'm also going to put in a checkerboard. A checkerboard's always great to check if something is working because it never lies. It has all of these points, and you really know if something is off or not. So what I'm going to do right now is I'm going to view my scanline renderer and see if it works. As you can see, the card is-- I think it's going up. Yeah. So what I'm going to do right now is I'm going to select my card and I'm going to set my rotation to default. So now it doesn't have any rotation and we really want it to lay on the ground. So I'm going to put my orientations to Zed X, and now it's flat on the ground. I'm going to position it because I know all of these points is a ground plane, so I'm going to scale it up the way it covers the whole ground. So I'm going to bump up my scale, uniform scale, and move it forward, and I'm going to increase my set scale and a little bit of my X. So now we know that these are the buildings, and this is the ground plane, and we can put whatever you want with it. So I'm going to call this ground plane reference. All right. So now if you are going to view our scanline renderer for tap, we can see that this is laying flat on the ground. So we're going to deselect our camera points and view our merge. And as you can see, we have our ground plane, which is awesome. And if you want to view it better, we are going to put our merge operation to plus and just put a grate in between. This is just to visible. We're going to call this visible. And we're going to made it an ugly color. Something like purple. So we know we have to deselect it when we're going to render. So I'm going to gamma down and multiply up so I can really see if something is off or not. So what I'm going to do right now, I'm going to flip book it using Alt+F and see if it's good enough for the track. So I'm going to pause it and be right back. All right, we're back and the frame cycle is almost done. And after we're done with placing our geometry, we're going to do a sky replacement in the next lesson. But first, let's check if everything's fine. So let's just wait until the frame cycle is done. And here we go. I'm just going to press minus on my keyboard. And let's just check if everything looks fine. And from my point of view, everything's really nice. It's staying on the ground, it knows where the ground plane is, and the shake is really good. So I'm very happy with this result, and we are going to place the geometry for our main building. We'll call this my hero building because this building is going to be destroyed, and we all love destruction. So what we're going to do is back to our camera tracker, and we're going to select all of these points. We're going to create a cylinder, because that's what it is, right? Where are you? Oh, there it is. So, we're going to plug this also in our checkerboard, and I'm going to plug in a merge geo. We're just going to merge the geometry, because I don't want to have lines all over the place. I want to keep my node tree clean for you guys to see. All right. So if we go to our scene, this should be in the right space, so I'm going to view my merge. And it should be, but I think it's too big. So what I'm going to do is I'm going to put my uniform scale to 0.7. And that's a little bit too small, so we'll go to 0.75. And I'm going to move it a little bit. And this should be on the ground, so what I'm going to do, I'm going to my scene, and press it and press F. And I'm going to move it down. And you can also adjust your height like this. And a little bit in the ground. So that's fine. And now I'm going to view my merge again. And now this should be staying there. And it is. So this is great. So now we can do whatever we want with this building. We can just make it another color, we can just paint something in Photoshop and project it. And this is really great. We can do whatever we want. So in this lesson, we learned how to place our geometry in the right 3D space and also see if everything's working. And in the next lesson, we're going to start creating our sky replacement and mountains. So, see you next lesson.