Create Particle Brushstrokes using Nuke's Blinkscript with Scholar
HTML-код
- Опубликовано: 3 авг 2024
- Join Matt LaVoy, Compositing Supervisor at Scholar, for a step-by-step tutorial about how to make a particle-based paint stroke effect using Nuke’s BlinkScript. Learn how the effect is used to create a trailing after image on 3D objects by utilizing an open-source code to produce uniquely-generated animations. Watch the tutorial and use the scripts available on Nukepedia www.nukepedia.com/blink/draw/p... to try the effect for yourself.
0:00 Process Overview
01:23 Let’s open up Nuke
02:16 World positioning of AOV and checks
03:21 Convert World Position to Particles Using BlinkScript
07:00 Insert noise with 3D position tool and add a noise expression
08:35 Load all the individual brush strokes and set them up
11:32 Sidebar - Explanation of the effect in depth
14:35 Back to our scene
15:03 Add more details and finishing touches
16:36 Outro
Follow Scholar
Instagram: / helloscholar
Twitter: / hello_scholar
Facebook: / heyscholar
LinkedIn: / helloscholar
Behance: www.behance.net/hello_scholar
Learn more about Nuke 13.2 here: hubs.la/Q017_8yp0
As the industry-standard compositing tool, Nuke gives artists everything they need to tackle diverse compositing challenges at any scale and resolution.
About Us:
We are the creators of industry-standard visual effects, computer graphics and 3D design software for the Digital Design, Media and Entertainment industries. Since 1996, Foundry has strived to bring artists and studios the best tools for their workflows so they can battle industry constraints whilst staying creative.
Subscribe to our channel and get the latest news, tutorials, webinars and updates from the Foundry team.
Follow Us:
/ thefoundryteam
/ foundryteam
/ thefoundryteam
/ foundryteam - Кино
we need more of these type of videos. Really informative !
Matt is the best!
This is excellent stuff!
This is a super awesome effect and so well-explained. Thanks so much for this tutorial, Matt!
get back to work!
@@JadanDuffin127 But I thought watching Nuke tutorials was work...?
Great tips and tricks! Thanks!
Super Impressive!
Amazing and really well explained. I've been avoiding some of the more maths heavy operations like matrices but having watched this really want to take a deep dive into them
Thanks !
awesome!
Really great tutorial! And even more awesome that you shared the resource! I built something like this without blink a while back now. I didn't do the vector rotation method you used, I used a Normal pass and the Camera to make a Camera Normal pass, which will also give you depth information. Side note you can also do a similar approach with a just a few ST maps and a bit of comp-fu.
Added bonus, you can rotate the vectors by just multiply by -1 and using a shuffle to swap the red and green channels.
hey do u have any more info on how u did this ? i would appreciate it a lot. ty
@@gracenemanic5277 What additional information do you need?
do you mind sharing how this set up works with Pref - it does work with P but i dont get updates motion of the first Blink script in your set up
Yes!
anybody knows how to generate a camera from exr file
what about arnold render? does it only work for vray and redshift? thank you
This is great, thank you for sharing. I was trying to to get it to work with a Pref pass and I'm having trouble generating a particle cloud. has any one mannaged to do this? Do I have to add any extra nodes etc... to get it to work? Thanks.
Depending on how you setup your Pref, it might not be positioned within view of your render camera? you might have a texture reference object at your asset origin? Try setting up a position to points in nuke to see where the Pref is positioned in relation to your camera. You might need to offset the Pref values somehow so they align with the world position values, then the points should stick with your animation and deformations. Also check that you have an alpha value.
@@mattlavoy2671 Thanks for the reply, I'll give it a go.
Great effect! Can this script work with Position passes from other render engine? (Arnold etc?) The Blink Script doesn't seem to work with an non-filtered P pass from Arnold
Yes, will work from any renderer. Make sure the alpha channel is coming thru correctly and that the Z position isn't being negated like the redshift example I demonstrated.
@@mattlavoy2671 I am currently trying to use this script using unreal engine 5 worldposition but it indeed doesn't seem to work. I am unable to display the particles using the expression (rint). Leading to nothing to display using the blinkscript.
same
@@thomasbonte2914
This is incredible! Thanks! Everything is working as it should in my script. The only thing that I'd like to change is the flickering. Many of the points from the world position pass are flickering, which is then driving the brush strokes to flicker. Is there a way to stabilize the world position points so that there is no flickering, and the brush strokes remain relatively stable throughout the sequence?
@@awaken-oo3dj not yet, sorry.
@@kid113 anything new on this? still having the same issue :(
Can I ask how you make the first script (position to particle) work? THANK YOU!!
Have you solved it? I have the same problem.
Is there a way to not have the brushstrokes continuously recalculate their rotation per frame? Once a brushstroke is created, can we have it just stay at the same angle? How would we do this?
Not really, the blinkscripts dont allow for storing any values from other timesteps, so you’d have to find a way to cheat the static rotation frame values into your data input. You could try frame holding the read inputs and keep the camera animating. Or you could try frameblending over a long duration to mitigate the change in rotation values. Or you could try adding a copy of the first blinkscript and editing it to output static rotation values instead of position values and refactoring that into the data input.
Can I make him stop flickering?
Create a cam from metadata doesn''t work for me... We tried with a physical cam with Vray
My brain hurts