Get up to speed with the most helpful new features and enhancements introduced in Nuke 6, 6.3, 7, 8, 9, and 10.
Overview
Syllabus
Introduction
- New features consolidated
- RayRender: Basic setup
- RayRender: Working with AOVs
- RayRender: Workflow
- SmartVector toolset: Basic setup
- SmartVector toolset: Paint workflow
- SmartVector toolset: Working with multiple segments
- Chromakeyer node: Basic setup
- Chromakeyer node: Refining the key
- Chromakeyer node: Spill suppression
- Creating a flipbook
- Capturing the viewer contents
- Adding drop shadows to text
- Using the Look feature
- The Node tab features
- The new motion estimation
- The Pixel Analyzer
- Adding text
- Using the color picker
- The new EXR 2 file features
- About filters
- The Maintain Luminance feature
- Accessing the context-sensitive help
- Using the ParticleCache node
- How to do wireframe renders
- MatchGrade node: Extracting grade information
- MatchGrade node: Matching two clips
- CameraTracker: Solving still photos
- CameraTracker: Cleaning up the solve
- Editing geometry with the EditGeo node
- ZDefocus: Setting the depth of field
- ZDefocus: Adding a bokeh
- ZDefocus: Changing the bokeh appearance
- ZDefocus: Adding filter inputs
- SplineWarp: Drawing and connecting splines
- SplineWarp: Creating a warp
- SplineWarp: Setting boundary splines
- SplineWarp: Creating a morph
- SplineWarp: Refining the morph animation
- Deep compositing: Introduction to deep compositing
- Deep compositing: Editing deep images
- Deep compositing: Deep compositing nodes
- How to generate motion vectors
- Editing clips together with the TimeClip node
- Alembic geometry: Importing Alembic geometry
- Alembic geometry: Selecting geometry with the Scenegraph
- Alembic geometry: Exporting Alembic geometry
- PointCloudGenerator: Creating dense point clouds
- PointCloudGenerator: Setting keyframes
- PointCloudGenerator: Post-filtering and grouping
- DepthGenerator: Creating depth passes
- DepthGenerator: Refining the depth data
- DepthToPoints: Creating a point cloud from a depth channel
- DepthToPosition: Creating a position pass from a depth channel
- Converting a point in screen space to a 3D point
- Displacement node: Basic workflow
- Displacement node: Adjusting tessellation
- Shifting the timing of an entire node tree
- Shadow casting: Basic setup
- Shadow casting: Semitransparent shadows
- Relighting a CGI render with the normal pass
- Particle system: Creating particles
- Reconcile3D node: Basic setup
- Reconcile3D node: Camera tracking
- PointsTo3D node: Corner pin
- PointsTo3D node: Demo
- PointsTo3D node: Using the PointsTo3D node
- Working with the GeoSelect node
- Working with the AudioRead node
- Particles: Emitter node
- Particles: Creating particles
- Particles: Adding emitters
- Particles: Influencing particles with forces
- Particles: Making particles bounce
- Particles: Affecting the appearance of particles
- Particles: Adding streaks with the ParticleSpawn node
- Particles: Setting streak attributes
- Particles: New ParticleBounce feature
- Keylight: A basic key and composite
- Keylight: Refining the key
- Keylight: Screen matte controls
- Keylight: Cropping the backing region
- Keylight: Holdout mattes and garbage mattes
- Keylight: Adjusting the Tuning menu
- Keylight: Adjusting alpha and despill bias
- Keylight: Refining edge despill
- Keylight: Multipass keying
- Keylight: Color correcting the foreground
- Utlimatte: A basic key and composite
- Utlimatte: Refining the key
- Utlimatte: Adjusting density and shadows
- Utlimatte: Spill suppression
- Creating groups
- Converting a group to a gizmo
- Next steps
Taught by
Steve Wright