If you haven’t seen clips of Prometheus yet, or even the film itself, then you are either living under a rock or from Germany (release date is August 8th apparently – unlucky).
Want to introduce yourself to some of the fundamental techniques of compositing? Well now you can. The lovely Simon Richardson, compositing escapee and one of our esteemed Studio Assistants here at Escape, has put together a free NUKE tutorial that will demonstrate exactly that. This short video will walk you through a basic CG rebuild inside NUKE, using Maya’s Mental Ray passes. For anyone starting out using this software, it’s a great insight into the processes behind building a shot ready for edit.
Welcome back everyone!! I hope you all had a cracking weekend. Right now we are going to pick up where we left off on Friday with FG Maps.
Ladies and gents, welcome to another Studios Assistant blog. Today's topic: Final Gather Maps.
So it’s almost bank holiday weekend and your old pal Ash is gonna give you another one of his awesome tips before you spend the next three days drinking your body weight in alcohol and watching The Avengers… seriously, how awesome is that film?!
The Foundry returned triumphant from this year’s NAB show in Las Vegas. For them, this was by far their biggest and most successful NAB, as they exhibited their most advanced portfolio yet. Showcasing the latest versions of NUKE, NUKEX, HIERO, KATANA and MARI they had crowds gathering throughout the event to check out live demos of all these products, as well as the incredible line-up of speakers invited to share their experiences using each of the products above.
It's important to only isolate three separate elements per ID pass, or the technique becomes redundant. For example, if I had made both the windows and door red in the image for Part One of this blog, then any colour correction I applied to the red channel in NUKE would affect them both. You've already seen a broad example, but there's no reason you can’t use ID passes to focus on more specific areas of your render. The image above shows an example of an ID pass refined to specialise in the windows only. This kind of pass would be useful if the texture I added to the window transoms (red bits) had rendered far too dark, but everything else rendered correctly, as I would be able to adjust them without damaging the rest of my render.
For any 3D system to work efficiently, a sufficient camera solve is essential. This is a virtual representation of the real-world camera move shot on scene. After downloading the assets, I attempted to follow the tutorial video only using the track pad. Regardless of the system, as a NUKE user, the Wacom pen and pad have become second nature when navigating the interface. As anticipated, it was straight away confirmed that the lack of a Wacom pen and tablet made the task extremely awkward and I've found myself falling behind. Therefore, plugging in an external to my Air has been far easier than being constrained to a track pad. Connecting the tablet allowed me to finish the task efficiently, even ahead of the tutorial.
Following on from yesterday’s post, I want to continue the discussion of why NUKE has revolutionised the industry and is an incredible asset to any compositor. The popularity of NUKE is largely down to its advancements in 3D integration, not only with its own user interface (UI), but also its ability to communicate with other packages such as MARI and AtomKraft. Being acutely punned as NUKE's 2.5D space, the 3D system has sped up the conventional 2D workflow in areas such as paint and roto, as well as depth compositing. This 2.5D space allows users to build rudimentary geometries, which can then be projected on, textured, lit, shaded and rendered as complimentary 3D assets or as part of a standard 2D workflow.
A compositing tutor who previously taught here at Escape Studios, Klaudija Cermak, has just published a great little book all about the post production industry. It's called “How to get into and survive Film, Advertising and TV post-production.” Rather impressively it made the Kindle Art and Reference bestseller list on Amazon within 24 hours.
Wednesday 29th of February marks the official release of HIERO, a VFX tool we’ve been lusting over for the past 6 months. Following rigorous beta testing this product is now ready for integration with VFX pipelines around the globe. To give this product the welcome it deserves, The Foundry are hosting launch events in LA, Toronto, Vancouver, New York, London, Paris, Hamburg, Munich and Sydney. Escape Studios are teaming up with The Foundry for the launch in London, an event we hope you can all attend. The event is on Tuesday, 6th March at the VUE Leicester Square, running from 7-9pm, followed by drinks. Registrations will start at 6:15pm so try to get there early to avoid queues.
Flipbook, the Manchester based animation and VFX boutique studio, are celebrating a second year in business this week. Quite literally two years ago to the date (February 8th 2010) they took on their very first job. Since then Flipbook have grown from strength to strength, and look forward to a prosperous future as they make some significant upgrades in the company’s workflow.