Overview of Nuke
This week an overview of Nuke where introduced, the basics of the viewer window, time line including in and out points, the projects settings information’s in the viewer (Bottom), Gama and Gain control de exposure of the image (top viewer). Also, showing the Node Graphs and adding more nodes to the project.
Setting project directory
Each section, the projects will be at the desktop. A folder called Nuke_Overview where downloaded from blackboard to the desktop.
Now with my Nuke 13.0v1 open and before bring any Nuke Comp script, Press S in the Keyboard to set up the project settings. Pressing the `Script Directory` folder in project settings box and search to Nuke_Overview folder saved to the desktop and press open not going in to any of the folders. With the project directory set which is very similar to Maya, to have it all in specific folders, to be a where when to move files around, and then, go to Files, Insert Comp Nodes, navigates to the Nuke_Overview folder saved to the desktop once again, click in the nuke_scripts, and choose the folder, and click open.
To view the image on the viewer window click and press 1 in the keyboard.
Overview of Nuke
This week an overview of Nuke where introduced, the basics of the viewer window, time line including in and out points, the projects settings information’s in the viewer (Bottom), Gama and Gain control de exposure of the image (top viewer). Also, showing the Node Graphs and adding more nodes to the project.
Setting project directory
Each section, the projects will be at the desktop. A folder called Nuke_Overview where downloaded from blackboard to the desktop.
Now with my Nuke 13.0v1 open and before bring any Nuke Comp script, Press S in the Keyboard to set up the project settings. Pressing the `Script Directory` folder in project settings box and search to Nuke_Overview folder saved to the desktop and press open not going in to any of the folders. With the project directory set which is very similar to Maya, to have it all in specific folders, to be a where when to move files around, and then, go to Files, Insert Comp Nodes, navigates to the Nuke_Overview folder saved to the desktop once again, click in the nuke_scripts, and choose the folder, and click open.
To view the image on the viewer window click and press 1 in the keyboard.
Rodrigo Rodrigues
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.
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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.
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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.



X: Right view
Shift+X: Left view
C: Top view




Shift+C: Bottom view
Z: Front view
Shift+Z: Back view
V: Three-quarter perspective


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.

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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.

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.

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.

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).

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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.

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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.
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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.

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.
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7. The two methods had the same final results.

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

Lesson 2 basic ...
Final result

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



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.

5. in focal Lenght Change to adjust.


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



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

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

9. Then, In Distortion Grid...

10. Bring in a new ReferenceCamera

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

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



13. And then Calc.

14. Set back to Camera

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


Assignment 2
Working in Progress after the assignemnt