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.
All right, welcome back everybody. And in this lesson, we're going to prepare for our destruction on the building, going to show you how to create it, and we are going to some debris beyond our smoke. So first, let's just load up our debris. So in your assets folder, you can find [? 002debris ?]. I've got this from Google. Put your colors base to linear so we can see all of our details. And I'm going load up [INAUDIBLE], which I already have for you guys. And this is going to give you a nice, clean alpha for the part we're going to use. So let's pre-multiply this. And we have our nice debris. So what we are going to do now is we are going to grate it down a little bit. First, let's just put in the back of our fire and smoke. So back to our merge. We know where this is, so what we're going to do is we're going to create its card and just duplicate it. So now we have our card in the right space. Of course is below the ground. I don't think so actually. It's looking nice. So what I'm going to do for just one is I'm going to plug this in [? my merge geo. ?] And do this. So put this a little bit in the back, move it to the middle, and we have our debris in the back. Look at it. Still looks below the ground, so we're going to our merge geo. Go to our card and move it up a little bit. Something like this. And we're going to scale it down. All right. And now we've got our debris. We've got our debris, and it looks like something's on fire. So let's grate it a little bit so it integrates better in the shot. So I'm just going to lift it a little bit up. As you can see, if we lift it up, we get this weird square. So how to get rid of that is [INAUDIBLE] alpha. So I'm just going to put something like this, and I'm going to gain it down. And I'm going to go gamma it up. I think it's too much. [INAUDIBLE PHRASE]. So now we've got our nice debris. Of course I'm going to put an edge blur because it's way too sharp. I'm going to blur it by something like 10. All right. And I'm going to get rid of this bluish. So what I'm going to do, I'm going to [? my grate, ?] going to my gain, and go to my TMI, and put it a little bit to that. So it looks like the fire is giving a really orange feel. So before and after, and it looks already more integrated in the shot. All right. So we've got our big debris and our smoke, and now we are going to make it smoke a little bit more. So in my smoke, I can grate my alpha channel and my smoke becomes darker. And that's exactly what we want. All right. This looks nice how we've got our big smoke and our fire. So I'm going to use my same debris and put it in the back of this one. So, easy stuff again. We don't have to copy the whole thing again. We can just copy our card. That's this one. Plus it in and merge it through into your merge geo, and it should be-- yeah, there it this. Of course we have to reposition it. Go to your merge geo. Go to your card and put it a little bit in the back, and we can just scale it down a lot and put it in here. And if you don't want to have the same look, you can just scale it minus one, and now it's rotated or mirrored. And we've got our debris, so we know something is on fire. We have this weird stuff over here. So what we can do, we'll just select your card, go to your Y, and just move it up. I think it's too much, so we'll move just a little bit up. All right. And if you look at it, it's really blurry, so what are we going to do? We're going to blur it ourselves. Put it into focus in between our card and put my default at something like three. And as you can see, there's no difference. Why is there no difference? I'm going to figure it out. What if we just bump it up? It's taking a long time, but here it is. Now it's doing stuff. So we have to put it to something like 15. And now we've got our fire that is blurry, integrates much better in the background. And what's also great, if we look at our light grab, all of our objects have light grab. So it really helps to integrate our fire and smoke in the debris. All right. We're going to prepare for our destruction on the building. So what we're going to do is we go into our camera tracker, view our plate, and we're going to select all of these points because we know that this is in the right 3d space. Right, select Create a Cylinder. Why not a card? Because the object is a cylinder and we don't want to have a card that's floating around and doing all create stuff. So we're going to create a cylinder. All right. In the cylinder selected, I'm going to create a checkerboard. I'm going to plug it in, and I'm going to plug it in my scene. And let's see what happens if we look at our merge. As you can see, our card is going to be under the ground, but I think it's just too big. It is a little bit under the ground, but it's way too big. So what I'm going to do, I'm just going scale it down, look at my points. As you can see, all of our points are there. So you notice if we go to our top view, this is one, this is one, and this is one. So I'm going to move it a little bit to the back. You don't have to be really accurate. As long as it works, you're OK. So we're going to test it out right now. It's going to load really long, so I'm going in my proxy mode. That's better. And I'm going to my merge to 1.5. It's going to affect these too, but no worse because we're going to use another scanline render and rerender the whole thing with destruction on the building, and then we're going to put out for [INAUDIBLE] smoke. After that's all done, we're going to render it again because we want to work fast. We're going to put our robot, now foreground smoke. So that's how I usually work. I'm going to work on my far background, I'm going to work on my background, my midground, and then my foreground. All right. So we've got our building over here in our cylinder, and I'm going to move it up a little bit so it fits in the right space. And now I'm going to move it a little bit down. So as you can see, we have our cylinder moving nicely with our background, our building. So we can just project a lot of stuff on here. We can put a logo, we can destroy where we're going to do, and do a lot of stuff with it. All right. So in this lesson, we created our debris and put it in the right 3d space, and that helped with integration. And we prepared for our cylinder, our building. And in the next lesson, we're going work on the destruction of it. All right. And in between lessons, I will work more on the fire. It's just the same stuff we did. So in the next, you'll see more fire, and then we're going to work out destruction on the building. All right. I'll see you in the next lesson.