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Trixter Film
Germany
Приєднався 13 тра 2016
We are one of Germany’s leading VFX studios for feature film and television. Founded 25 years ago, we provide high-end services ranging from initial concept art via stunning character animation to explosive VFX.
Depth of Field
In this workshop, Tony will cover the basics of camera depth of field, explain what a depth pass is, and demonstrate how it all comes together in Nuke. He'll also walk us through how to implement it properly in our comps, offering tips and highlighting common issues we might encounter.
Presenter: Tony Lyons
00:00 What is a Depth Channel in CG
06:30 Camera and Lens - the ways to affect DOF
22:30 pgBokeh overview
31:40 Expand Depth Importance
39:20 Combining Different depths
44:40 How to use Deep with pgBokeh for better results
51:20 Combine few images with depth in 2d (not deep)
52:20 Bloom and Bokeh
58:00 Defocus additional channels
Presenter: Tony Lyons
00:00 What is a Depth Channel in CG
06:30 Camera and Lens - the ways to affect DOF
22:30 pgBokeh overview
31:40 Expand Depth Importance
39:20 Combining Different depths
44:40 How to use Deep with pgBokeh for better results
51:20 Combine few images with depth in 2d (not deep)
52:20 Bloom and Bokeh
58:00 Defocus additional channels
Переглядів: 632
Відео
Advanced Projection (Part 02)
Переглядів 74914 днів тому
00:00 Tpose basics and stabilize setup overview 07:20 UV's and UDIMS 16:24 Tpose UV project sticker 22:20 Use Pref to stick the texture 41:10 Multiple geometries issues
Advanced Projection (Part 01)
Переглядів 1,8 тис.14 днів тому
00:00 Introduction 03:00 Ways to Apply Material onto Geometry 11:30 Stabilize and Match Move it back 14:50 Matrices tools 26:30 Practical Example of stabilization :) 30:00 Real World example - head replacement 44:00 Q&A Deep Recolor Matte gizmo, available from the Nuke Survival Toolkit: github.com/CreativeLyons/NukeSurvivalToolkit_publicRelease/blob/master/NukeSurvivalToolkit/gizmos/NST_DeepRec...
TRIXTER VFX | The Marvels | Goose Showreel
Переглядів 560Місяць тому
TRIXTER VFX | The Marvels | Goose Showreel
Compositing of Water
Переглядів 1,8 тис.2 місяці тому
Join us for our next hands-on workshop, where we'll dive into the properties of yet another substance and explore different ways to reproduce them! We’ll kick things off with a bit of theory, and then jump right into applying that knowledge through a practical example. This time, it’s all about water and its fascinating characteristics. Presenter: Alexey Kuchinski 00:00 Introduction 02:40 Exter...
Rigging in VFX
Переглядів 6292 місяці тому
What is rigging? Why do we need rigs, and how does the rigging department create rigs for objects, creatures, and more? In this workshop, Ruth invites us into the world of riggers and sheds light on one of the most sophisticated and yet invisible departments within a VFX facility. Presenter: Ruth Wiegand
Katana OpScripts for Artists
Переглядів 4463 місяці тому
A session on OpScripts for Artists by our Lighting Team (from 2022) 00:00:00 Different Types of Scripting 00:06:25 Attributes 00:14:40 Lua Introduction 00:33:35 Annotating Lights 00:42:20 Relative Exposure Adjustment 00:52:50 Shader Overrides
Gaffer Training - Intermediate
Переглядів 8413 місяці тому
As part of our internal onboarding, this is a series of videos showcasing more advanced features of Gaffers for Lighting & LookDev tasks. 00:00:00 Contexts 00:24:14 Spreadsheets 00:46:17 Box Nodes & Expressions
Gaffer Training - The Basics
Переглядів 1,4 тис.3 місяці тому
As part of our internal onboarding, this is a series of videos showcasing some of the basic features of Gaffer for new users who have never used the software before. 00:00:00 First Steps 00:14:18 Assignments & Filters 00:31:53 3D & 2D Viewer Controls
Python For Dummies from a Dummy (Part 3)
Переглядів 4783 місяці тому
Continuing with basic Python in Nuke, this time we will try to populate our 3D space with a group of people using loops and the random function. Presenter: Alexey Kuchinski 00:00 Reminding what we did last week 09:40 Let's build an army using if and for loops 23:00 Random functions
Python For Dummies from a Dummy (Part 2)
Переглядів 5213 місяці тому
Today we will explore how can we use the dry knowledge from the first workshop inside of Nuke. 00:00 Reiteration of last week workshop 19:00 Playing with a node, first loops examples
On A Movie Set (Part 1)
Переглядів 7133 місяці тому
00:00 Introduction 02:30 Before shooting steps 15:00 Crew memebers and their equipment 16:00 Director 19:00 First AD - (assistant director) 21:00 Director of Photography 28:00 Camera operator 44:34 Second Assistant Camera 46:30 Gaffer
Python For Dummies from a Dummy (Part 1)
Переглядів 1,7 тис.3 місяці тому
In the first part of our Python studies series I will try to convince you to start learning this beautiful and powerful language. We will learn the very basics of Python and, even within half an hour, will be able to implement our knowledge. The most important point to take away is not to be intimidated and to give it a try! Presenter: Alexey Kuchinski 00:00 Introduction 05:00 Why should I lear...
Python For Dummies from a Dummy (Part 5)
Переглядів 3413 місяці тому
In the final workshop of the series, we will cover the use of the If statement, creating GIF files from Nuke, and learning how to create Python buttons. The main goal is to reinforce our previous knowledge by applying it to simple tasks. Presenter: Alexey Kuchinski 00:00 - Conditioning in Python: If statement 11:00 - Practical example 30:00 - Try and Except 33:00 - Creating a GIF file with basi...
Python For Dummies from a Dummy (Part 4)
Переглядів 2213 місяці тому
Today we will create our own menu.py and init.py. Presenter: Alexey Kuchinski 00:00 Introduction 01:30 User Folder 05:30 How to save user data in different folders 06:00 Menu.py and Init.py
Intro to Houdini for non Houdini artists Part 1
Переглядів 2,4 тис.5 місяців тому
Intro to Houdini for non Houdini artists Part 1
Intro to Houdini for non Houdini artists Part 2
Переглядів 5665 місяців тому
Intro to Houdini for non Houdini artists Part 2
Intro to Houdini for non Houdini artists Part 3
Переглядів 4185 місяців тому
Intro to Houdini for non Houdini artists Part 3
Intro to Houdini for non Houdini artists Part 4
Переглядів 4605 місяців тому
Intro to Houdini for non Houdini artists Part 4
Reconcile3D in a Nutshell (Part 1)
Переглядів 1,7 тис.6 місяців тому
Reconcile3D in a Nutshell (Part 1)
another amazing video! I must say thanks for the answer about the missing extra channels when using kernels, I was running by the same problem and couldn’t figure it out, thank you so much for sharing this!
amazing video thanks for sharing!
Thank you too!
I would like to know how to create a render pass for Arnold using opscript,please
Thank you, very good tutorial
Nice, I didn't know about the scale to focal length relationship.
Superb videos from Trixter, thank you very much guys.
Our pleasure!
Thanks Trixter and Tony for this useful tutorial with good explanation. Happy Holydays to all Trixter team and Marry Christmas.!
Merry Christmas and Happy Holidays to you too! 🎄
thx
What shortcut is that you were using for the dot node to make it organized.
Look for Dots on nukepedia.
Wait so which one was the original audio the french or the english
Thank you! The trick with the card is just awesome! We, actually, used "render to uv" is the very similar case and encountered exactly the drawbacks you are talking about :)
It looks amazing. Unfortunately it is not easy to follow like this. Could you please re do this exercise?
Have a nice day, is the “CsArnoldRenderPreview” node available in a Gaffer version or is it only for your exclusive use? Regards
Hi, The CsArnoldRenderPreview is a CS-internal node. It's nothing too fancy - basically a wrapper that includes some convenience options (standardoptions, arnoldoptions, interactive render and catalogue) Hope that helps. Best, Julius
Guys why is the viewport blurred - copyright related?
obviously
she kinda looks like Megan the stallion , probably some new project that isnt out yet
Thanks guys! I
Nice tutorial. Not enough training focuses on the basics of inverse transformations and matrices. Things to note, matrices are used to prevent filter hits due to concatenation, this extends to color matrices. I would also explore the STmap approach instead of the texture. It can be challenging to setup, but gives a lot more flexibility. And finally, in this specific shot, I would have considered Splinewarps (and Smart Vectors for details) to match the faces with no requirement for rotomation, modelling, UVing, and/or Facetracker (even though I am a big fan of Keentools).
Awesome workshops and extremely valuable information. Thank you.
Our pleasure!
That shot of Samuel L Jackson…it’s a blue screen in the background… 😉. I know, I worked on those shots at Method.
thank you for your efforts 🙂love from India
That was actually a very solid tutorial. An interesting extension would be using matrices to to the projections as well. But you may have to build a more complete scanline renderer than nuke's default.
This is really great. I should have look at this before. I would have help me and my team for contact shadow.
the csArnoldRenderPreview is avilable in github or somewhere?
Hi, Awesome workshop as always! Could you please tell me what you have in lens group\gizmo and why the cam input is needed? Thanks!
Hi Andy. Thank you! It's just a lens distortion node. Cheers!
Awesome workshop, and I love the trick with animating a card so that it follows an object. Also helped me when I had to do some rotos on a moving car, that was a huge time saver! 🙂
Hey Jakob!!! Good to hear from you! Thank you!
Wow, riggers are like programmers in disguise! I wonder what's happening in the FX department. They must have the most fun there!
brilliant thanks Alexey🙏
what a great find, so many handy techniques in this. Also, anyone know the hotkey he was using to switch the Merge node operations?
Thank you! No shortcut for that, it is personal Alexey's shortcuts. You can easily design ones for yourself. For Alexey's the logic is simple Alt + Ctrl + O - over (under) P - plus (from) M - multiply (divide) I - mask (stencil) If you add a shift to a combination it will do the opposite of each one. More simple way is to install the hotbox and customize it for your needs
@@TrixterFilm wow thank you for the detailed reply that's so helpful. This channels is a treasure trove I've been browsing through all the videos really great stuff
That -1 scale inverted camera trick is brilliant. Thanks!
That's how the puddles in the Hell's Gate sequence of the first Avatar movie were created in 2009 - also works in stereo.
@@michaelralla9646 framestore did that sequence right? Awesome to know, thank you.
Fantastic video. Thank you for sharing this. That answered so many questions for me. Would be great if you could also cover: how to publish the box so it appears in tab menu, and how to recreate your layer selector. Also what would be the best way to create something similar to Katana's Variable Enabled Group?
Hi, Thanks for the kind words! Boxes can be published as references. It's not quite straight forward to add them to the tab menu from what I recall. There's a thread on the gaffer-dev google group that outlines the process. The layer selector is currently a CS-internal feature but was recently announced to be in an upcoming version of Gaffer 1.5 There are a few ways to recreate Katana's VariableEnabledGroups. One way would be for example to hook up the `Enabled` plug of a box to a Spreadsheet. You can then use the spreadsheet to control when the box should be active or not. Hopefully this answers your questions! cheers, Julius
Extremly helpful! thank you very much
This is amazing content for everyone in the industry. I recently found your channel, and the content you post deserves very much appreciation. Thank you!
No comp department??
Why are you teaching basics using stamps instead of just using Nuke traditional nodes so that those that are still learning can understand how nuke really works?
I am not trying to teach how nuke works. I do expect you already know how nuke works when you watch this workshop.
Hey, on a previous workshop you said that it was better to add only one Glow at the end because it is a lens effect and that it can increase values pretty fastly, but in this one you added various glows during the relight phase. How do you justify this? thanks!
Hi Victor. I did not rewatch it now. Just opened in the middle around 12:00. I used glow there just because it gives better falloff than blur for later relight of the surface. It is not used as a glow lens effect. Could you point me please to a specific timecode you feel is questionable use of glow?
@@lamakaha1 Understood, and it indeed looks very good! it was just that in this workshop: ua-cam.com/video/DNq3VrtC5rE/v-deo.html at 43:00 you were saying that glow was a lens effect and that using it too much could quickly increase values, but yes based on this comp I guess it depends of the context! thank you for the quick response!!
Nice to see some love for gaffer...
one question to the YCbCr Edge Despill section: why do we need this Merge(Over) operation before Coping edge extended chroma components back to the image? I recreated this setup but introduced more semi-transparency in the alpha of the Checkeboard and accually plugging the EdgeExtend output straight into the Copy node gave me better results. Also I'm using Nuke's default's Edge Extend here. By the way, do you know where to find an Edge Extend similar to the group you use here in this example? It seems lighter/simpler than the default one.
amazing!
That's amazing content, thank you for that. I have a question, what do you consider to be a new version of the script? What makes you save a new comp version? It is a new day of work, changes from client, new interations.... I've got curios about your "rule" to save a new version.
Thank you Gabriel! Rule of thumb - any significant change you will want to save a new version: - change in script (look, structure, speed) - change in time (end of day) - change of artist. ...etc
Amazing. Thank you!
Our pleasure!
Alexey is a fabulous teacher! Thanks for sharing these resources.
As you (Alexey) said in the beginning, smoke is a product of combustion, which will include a slight amount of heat and that will cause heat distortion, so blurring or even distorting the background before merging the smoke over would be probably physically correct.
If you are close to the heat emitter then yes. Smoke itself I do not think so. Steam from the other hand does carry plenty of heat as it is hot water particles. I am usually very careful with blurring BG behind smoke/dust. But never say never, if it helps it helps. 🙂.
Thank you!
You're welcome!
I want to thank you for all these tutorials you guys are putting out <3 Hello from Vancouver!
Our pleasure! Thank you!
Great stuff!! I know this is not a related question, but I'm obsessed with your shortcut to break the wires with dot with the merges, how do you do it?
Thanks! www.nukepedia.com/python/nodegraph/dots
Thanks! It's called Dots. You can find it on nukepedia 🙂
this is gold!
thx,! but why low quality 720p?
Amazing! I thought I was the only FX artist into astrophotography!
So Cool thanks for sharing!
Our pleasure!
2nd part?
Blocked for some reason, will bring it online after sorted out, thank you for flagging
MORE MORE MORE !! learning so much from these