Nuke Tree Tool Gadget for Randomizing Tree Cards

LEVEL: ADVANCED

Here is a very useful gadget I created for making tree cards in Nuke. I adapted something similar to this to use on “X-Men: First Class”. I love the idea of tree cards in Nuke so I just created this gadget from the bottom up with a lot of really cool features. It works well but it is what I would call “beta” because I have not used it on a actual show yet. So I guess you could say it is not “production tested”. Download the gadget and tell me what you think.

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Basic Nuke Multi Projection Setup for Matte Painting

LEVEL: BASIC

This is a basic multi projection matte painting setup for Nuke. There are 4 projections that make up this animated camera move of this column. I added a animated spec pass for some moving shine just for fun.

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Nuke/MARI Bridge: Multi UDIM Gadget

LEVEL: ADVANCED

[dropcap cap="N"]uke does not natively recognise more then one UDIM or in other words, any UV groupings outside of 0 to 1. This is kind of a limitation of the Nuke Mari work flow since MARI’s power comes from using multiple UDIMs. This tool I created enables Nuke to recognise and map an obj with more then one UDIM correctly. I have limited the tool to 10 UDIMs (1-10). Not sure why you would want more then that. You can specify the size of your textures and you can toggle to see all of your textures at once . I would assume that at some point The Foundry will make this work natively without the workaround.[/dropcap]

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Nuke/MARI Bridge for Matte Painting Demo

ADVANCED

This demo shows how to integrate what comes out of MARI into your nuke projections. The Nuke/MARI Bridge is still kind of new and I think people are not sure really how to utilize it yet. To my knowledge, there is nothing like this article out there that explains how to integrate MARI into Nuke from a matte painting point of view. All that I have posted here are things that I have explored and developed myself--I think this is cutting edge of matte painting right now.

In the below image, on the left, is a pillar that is comprised of 4 projections setup in Nuke. On the right is the MARI paint (not the best example of what MARI can do--you can take it a lot farther and do a lot trickier stuff but it was fast to do).

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How to Make 2D Tree Cards Work in 3D Films

LEVEL: ADVANCED

 

 2D Tree cards have been a long time solution for trees in prelaxing matte shots. When stereo (3D) films came around it seemed that the 2D card gag would not hold up because 2D cards have no demention. It is true that you cannot use them totally like they used to be used but they still can be used in 3D films. Let me show you how.

treeIntro

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How to Create Animated Signs in Nuke for Matte Painting

Here is a little trick for doing Animated signs in Nuke for city matte paintings at night. It is very easy. You can bash out a bunch of different signs and get them animated in Nuke very quickly.

signOpenGL

This is what your animated sign cards look like in Nuke after you are all done.

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Getting Multi Patch OBJs Working in Nuke for MARI

I made a post named "Nuke/MARI Bridge Multi Patch Gadget" a while ago. In that post I did not give a real indepth explanation how the multi patches or the gadget works and how to use it. So I wanted to make this follow up post and video more fully cover the subject. I often use multi patch (or UDIMS) in Nuke for Matte Painting. It is also the workflow I use when working with MARI. I believe that the Foundry

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Animated Cars in Nuke for Matte Paintings

LEVEL: ADVANCED

This is just a neat trick to bring a little life into urban night matte paintings. I think this highlights how things can be way over thought and often the more simple solution is often the more elegant one. So if it ever comes up "how are we going to do cars." and their solution is "let's get our high res cars in there and light them, and do a overnight render." You can say "there is a better way!"

carMayaFront

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