New course: Intermediate Nuke, Part 2

This Nuke course builds on the knowledge artists have learned in our NUK151NUK152 and NUK251 courses. Christoph Zapletal continues the series, teaching well-established compositing techniques in a production-orientated setting. NUK252 focuses on a single shot of a castle which will be match-moved and cleaned up inside of Nuke. Later both digital matte painting and CG assets will be used to turn a ruin into a medieval castle.

Christoph Zapletal is a Freelance Flame and Nuke Artist and has been working in the industry for close to 25 years, working on both commercial and feature projects. Beyond that, he is a frequent contributor to Digital Production Magazine, as well as an Instructor at the HFF in Munich, Germany.

This an over 300 other courses are available as part of an fxphd membership. Find out more about the membership on our overview page and see the other visual effects courses on our course listing page.

Class Listing

Class 1: Matchmoving

We explore the Camera Tracker of Nuke X. Discussing important parameters such as lens distortion and sensor size, we then also see how we can integrate 2D Trackers into our track. Finally, we start to align our shot inside the scene.

Class 2: Scene Orientation and Track Verification

Picking up our matchmove from class one, we refine the orientation of the scene and also adjust the size of our scene by using Scene Constraints. After our scene is properly orientated we start to quality-check our track. Once we know the track is solid, we generate a dense point cloud for easier navigation and start to place our first geometry. We finish of the class by exporting our track to CG.

Class 3: Projections

To covert all the basics we need for our castle shot, we take a little detour. We explore both texturing our geometry as well as some basics projection techniques and learn how essential properly placed geometry is for a convincing result.

Class 4: UV Unwrap

In this continuation of our detour we supercharge the concept of projections with UV Unwrap. After the advanced features of the Point Cloud Generator help us in aligning our geometry, we then extract the UVs of our geometry to paint on a stabilised and perspectively aligned image. Along the way we discuss various techniques for advanced object removal.

Class 5: DMP Setup

We return to our castle shots with some great DMP assets. We talk about how STMaps can help us in applying Lens Undistortion to larger assets put our ssets into place. In the process we identify challenges the further integration will present us.

Class 6: DMP Integration

After a rough layout we now bring everything into it’s proper place. Using the DMP as a base we quickly produce our own additional assets to put into the scene. Using both the point cloud as well as our base geometry we fine-tune our projection setup and create a more believable ledge on the tower of our castle.

Class 7: Matte Generation

After a quick projection setup for removing the drone pilot we start to generate some mattes to integrate our matte painting into our shot. In the process we utilise our matchmove to the fullest, modifying our point cloud to produce a proper holdout matte as well as deforming our cards to better mimic the actual structure.

Class 8: CG Integration

To spruce up our Matte Painting, we are going to integrate some CG elements. After a proper shader Rrebuild we take a good look at really matching the original plate on also analyse problems when up- and downrezzing images.

Class 9: Distortion and Relighting

To add to the CG, we introduce a coat of arms on one of the castle buildings. Build solely in Nuke, we explore the relighting options as well as deforming our geometry to give the illusion of subtle movement.

Class 10: Particles

To finish of this shot, we introduce a small flock of birds around our castle, aided by Nuke’s particle system.