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Week 1: Nuke 3d and Camera Projection

With Mr. Angus Luscombe MA, BSc (Hons), FHEA

Course Leader BA (Hons) VFX and

James Taylor

Nuke - 3D System basics overview 

This week the lesson starts on how to navigate the 3D system in Nuke. Using all the commands of the keyboard simple as press tab in the viewer, to go to 3D view or the drop menu to access and perform all the commands needed (navigating using all the commands).  3D Mode means the perspective from the cameras in the scene as 2D Mode shows the rendered scene space.

3D Viewer navigation commands :

Tab: Press Tab in the viewer to access  3D or to switch back to 2D view.

Dolly in and out: Press Alt and middle-mouse-button drag.

Pan left and right: Press Alt and left-mouse-button drag.

Tilt: Press Ctrl/Cmd and left-mouse-button drag.

Spin: Press Ctrl/Cmd and left-mouse-button drag.

Roll: Press Ctrl/Cmd+Shift and left-mouse-button drag

Look through the camera: Select a camera object, press H.

Fit the scene: Press F to fit the entire 3D scene within the Viewer.

Rotate the object: Press Ctrl and left-mouse-button drag.

Scale the object: Press Shift/Ctrl and left-mouse-button drag.

Translate the object: Press Shift and left-mouse-button drag.

1b The command can be performed manually or in the Properties panel (2).png
2. Bringing the CollorBarNode to see the textures in the Cylinder, if the collor do not ap

First lesson 

1. Bringing the CollorBarNode to see the textures in the Cylinder, if the color does not appear in the Cylinder, check the PropertiesPanel the Display and Render set to Texture mode.

Commands can be performed manually or in the Properties panel.

Screenshot 2022-03-20 09-37-22 (2).png
Screenshot 2022-03-20 09-36-12 (2).png

Switching to the 3D Viewer - With the Viewer opened press Tab or V to switch in between the 2D and 3D modes - or select the view you want from the dropdown menu at the top right corner of the Viewer window as it shows the left screenshot just above. 

Different perspectives on 3D scenes “built-in” views.

Pressing the keyboard shortcuts allows fast access to different view modes.

d1 - X Right view .png
d2. Shift x Left viewScreenshot 2022-03-20 10-10-41.png
d3 top view c.png

X: Right view

Shift+X: Left view

C: Top view

d4. bottom view Shift C.png
d5. Front view z.png
d6 Shift Z Backview .png
d7. three quarter perspective V.png

Shift+C: Bottom view

Z: Front view

Shift+Z: Back view

V: Three-quarter perspective

2.png
2a.png

2. Bringing a SceneNode that acts as the same as the MergeNode in the 2D world. Next, it was added a CubeNode and a CheckerBoard to apply some texture in it. 

2a. Bringing a CameraNode to be able to see the scene throughout camera view 

To Look Through a Camera

Press V to make sure you are looking through the 3D perspective view, and not one of the orthographic views.

From the 3D Viewer window, select the camera from the dropdown menu in the top right corner.

If the Camera does not appear in the DropdownMenu, just double click in the CameraNode to open the PropertiesPanel and it will be added to the menu. But, the camera normally cameras that are in the current data stream are supposed to appear automatically.

2b. .png
2b,, (2).png
2b.png

2b. Bringing a ScanlineRenderNode After connecting the CameraNode to the SceneNode, was added the ScanlineRenderNode to be able to visualize the objects in the scene at the 2D world. Next, some camera movements will be added. 

b.png

Blackboard - 3D Scene layout Exemple.

2c. Animating the Camera with the CameraNode selected, SetKey frame at the PropertiesPanel, automatically a key will be set at the current frame where the TimelineCursor is located, and then, just move the TimeLine cursor around to animate in the desired way.

Screenshot 2022-03-20 12-42-11.png

 

1_Nuke_3D_Space_Basic_3D_Navigation - Lesson 1 final result

 

Nuke - Camera projection overview 

Following the week we learned how to project a 2D still image onto a geometric object, for example as a cylinder dropped to the scene. Nuke software a projection camera receives camera data tracked from the original shot to set up a projection that is match-moved to another source.

Aldwych-15.jpg

Second lesson - Camera Projection Method 1 and 2

1. Performing Camera projection to the tunnel image. Using the RenderCameraNode already animated in the project, provided and downloaded from the Blackboard. It was dragged the tunnel image direct from the window folder,  drop the Project3D to the NodeGraph, connect it to the Image, Bring Cylinder3D, SceneNode, and a ScanlineRender, connecting the meddle pipe (obj scn), to the SceneNode and to the RenderCameraNode (Cam). 

1.png
1a.  (2).png

2. Select the Cylinder and In PropertiesPanel Rotate x to 9, Scale y to 5, and then review it at the 2D world (tab). The next step will fix the stretching lines projected to the Cylinder.

2.png
2 a. - Copy (2).png
2b. .png

Camera Projection - Method 1 (Coping the RenderCameraNode):

3. Coping the RenderCamNode and changing the name to Project_Cam  This camera is set to be able to project the image, projecting the tunnel once connected to the ProjectNode. It will move after hitting the play but to create realistic movement going throughout the tunnel need to create a Static frame.  

4. Static frame Creating a static frame (1001) in the    PropertiesPanel Turn off the animation for Translate and Rotate.

4. Static frame Creating a static frame (1001) in the    PropertiesPanel Turn off the anim

Camera Projection - Method 2 (With the FrameHoldNode): 

5. The second method is very similar to the first one, it was copied the same script as the first method, and then, it was deleted Project_CamNode replacing it with FrameHoldNode, which was connected by the top pipe to the RenderCamera first, then to the Project3DNode and last add the number of the frame (1001, in this case), in the PropertiesPanel/Framehold/FirstFremae:1001. 

 

5.png

6. For both methods, at the PropertiesPanel, with the CylinderNode selected, It was Scaled Y to 100 and Rotate Y to -1, for a longer tunnel. 

6 (2).png

7. The two methods had the same final results.

7 The same methods had the same final results with a small diference in the script..png

 

Tunnel_cam_projection_RodrigoFinal_v001_01 - The two methods had the same final results. 

Week 2: Nuke 3D Tracking

With Mr. Angus Luscombe MA, BSc (Hons), FHEA

Course Leader BA (Hons) VFX and

James Taylor

 

Lesson 1

Final result 

1.png

 

Lesson 2 basic ...

Final result 

2.png

Week 3: 3D Equalizer

With Mr. Angus Luscombe MA, BSc (Hons), FHEA

Course Leader BA (Hons) VFX and

James Taylor

 

Lesson 1

Week 9: Lens Distortion and Grids

With Mr. Angus Luscombe MA, BSc (Hons), FHEA

Course Leader BA (Hons) VFX and

James Taylor

1. Tracked 23 points

2. Alt + C and then use the result

1.png
2.png
3.png

3. As Nodol Camera It need to constrain the Camera. Lenses to open the AtributeEditor, in Camera, change to FixedCameraPositionConstraint in Camera Constraints. 

4. Alt + C use the changed results. 

4.png

5. in focal Lenght Change to adjust.

5.png
5.png

6. Remove the others and in focal Lenght Adjust. BruteForce.

6.png
6b.png
6c.png

7. Changed the LensDistortionModel to 3DE Classic LD Model, manually adjusting the distortion to get a better result.

7.png

8. Changed back from 3DE Classic LD Model to 3DE4 Radial -Standard.Degree 4

Screen Shot 2022-04-20 at 15.28.12.png

9. Then, In Distortion Grid...

Screen Shot 2022-04-20 at 15.29.26.png

10. Bring in a new ReferenceCamera

Screen Shot 2022-04-20 at 15.30.19.png
Screen Shot 2022-04-20 at 15.30.19 (2).png

11. Double Click in it and Browse the Grid image.

Screen Shot 2022-04-20 at 15.32.20.png

12. Fixe the Grid into the Image and in Edit Expand the Points and click in Snap.

Screen Shot 2022-04-20 at 15.34.32.png
Screen Shot 2022-04-20 at 15.35.35.png
Screen Shot 2022-04-20 at 15.34.32.png

13. And then Calc.

Screen Shot 2022-04-20 at 15.38.13.png

14. Set back to Camera

Screen Shot 2022-04-20 at 15.39.47.png

LinUp Control to check the results. Alt + C to Calc and Apply results.

Screen Shot 2022-04-20 at 15.41.56.png
Screen Shot 2022-04-20 at 15.41.02.png

Assignment 2

Working in Progress after the assignemnt

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