top of page

Nuke 3d and Camera Projection

We started our first lesson back exploring the 3D side of Nuke. We brought in a cylinder node and a cube node added an image to it, then connected them both with the scene node. Then we added a camera node and a scanline render node so it's possible to see both objects in the 2D viewport. We also animated the camera to give it a bit of movement.

For the second part of the lesson, we projected imagery onto cards to build up a scene. 

Nuke 3D Tracking

In this lesson we learnt how to track in Nuke. We learnt about the camera tracker node and then applied a card on a builder with the information provided by the tracker node.

3D Equaliser

In this lesson, we discovered 3DEqualiser. We learnt about the interface and where to put information about the camera. We also learnt how to track and put locators and a model. 

3DE Lenses and Cameras

For this lesson, we brought in the footage provided to us in 3DE. The footage was filmed with a freemove camera and on a 35mm lens. I made sure to update this in lenses settings. We then started tracking and looked at it through the  3D view  and brought in locators and a 3D model to make sure the footage was properly tracked.

Assignment 1

For this assignment, I first checked the survey data to have a look at any information that might be needed to track. I then brought my data into 3DE by double clicking the camera in the top left panel. I then changed the lens information (filmback width to 2.23 cm and the focal length to 24mm, as the footage was shot on a Canon7D 24mm). I started tracking my 40 points making sure there was some across the scene to get a good track. I then wanted to make sure that all the points were under 1 (which they were) and i wanted to make sure that I had calculated the trackers properly by clicking ALT+C, i then needed to check the distortion and quantic distortion and do a calculation of the trackers in parameter adjustment tab (I left focal length, distortion and quantic distortion and pressed adjust and then ALT+C again. I then added locators and a 3D cube to the scene. baked everthing and exported the files out to their designated folders to import into Nuke. 

In Nuke I imported the original scene and then imported the files which turned into nodes. I then brought in a backoutside node and copied my lens distortion node underneath and added a reformat node. I then started my clean up on the emergency exit sign. I did this by bringing in a Framehold node and set it at 1035, a copy node, roto node and then a roto paint node. I then added a premult node. I then wanted to start projecting everything by using a card node to project the clean up patch and i brought in my camera. Then I made sure everything sat nicely in the 3D world.  I also added my locators and cube to the scene. I made sure that everything settled nicely into the scene with using the reformat node. I also made sure everything was connected where it needed to be and tidied up my node tree. I then used the write node to render out the footage.

Distortion with Grid

Dynamic Lenses

Assessment 2

Final Render: (Please put sound on)

For my second assessment, I decided to go with a space hanger but as if you were looking at it through a Iron man helmet. I started tracking the footage in 3DE so I could bring it into Maya, where I would import a 3D model of a spaceship. Once everything was good with the track and model, I brought everything into Nuke where I started compositing. 
I started it off with checking how the 3D model looked in nuke then hid it so I could project imagery onto the screen of the TV. I did this by using a camera tracker node and cornerpin node and a lot of patience. Once I was happy with that I graded, saturated and defocused the image. I then moved on to the markers in the background. I didn't mind the ones on the floor as a space hanger could have them. So I used the frame hold node on the hero frame, rotopainted and rotoscoped the area and used a cormerpin again. I also had to go through the frames to makes sure the rotoscope covered the markers properly. I then keyed the background and used a black constant node. I then brought back the 3D model and and added them imagery of what you would see through the helmet. I then graded it, rendered it and then brought it into Adobe Premiere Pro where I added some space hanger ambiance music provided by Youtube.

I would like to say a big thank you to Pierre Cormier who odeled and textured the spaceship (original design by @Spacegooose)

bottom of page