Blender for Production - Blender to NUKE Workflow - 03 World Position Passes for NUKE & Customs AVOs

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  • Опубликовано: 25 дек 2024

Комментарии • 31

  • @chanofeles
    @chanofeles 2 года назад +1

    It's sad that I can not like this video twice!! Thanks a lot for this content.

  • @Wintermute95
    @Wintermute95 2 года назад +1

    Insane ! i finally understand how to make custom AOV and how to configure a 3D scene in nuke... In the SAME VIDEO ! ur my hero of the day

  • @kartikeye
    @kartikeye 3 года назад +3

    Thank you so much for this. Please make more Nuke and BlendertoNuke tutorials. These are great help.

  • @ppsystems4317
    @ppsystems4317 3 года назад +1

    Thanks for this great tutorial. it is really the best one who explained very well the World Postion Pass. Keep the great work

  • @InLightVFX
    @InLightVFX 3 года назад +4

    Yes, this is sooo helpful! Thanks so much.

  • @salvadorjimenez51
    @salvadorjimenez51 3 года назад +1

    The best!! Thank you very much!

  • @turjoturjo7422
    @turjoturjo7422 3 года назад +1

    Thank you so much for this tutorial ❤️
    Keep it up!

  • @barracodigital
    @barracodigital 3 года назад +1

    Thank You Man! Amazing tutorial.

  • @AnnisNaeemOfficial
    @AnnisNaeemOfficial 3 года назад +3

    THANK YOU SO MUCH!!!

  • @nitinkadam20
    @nitinkadam20 2 года назад +1

    Awesome..

  • @MateoMunton
    @MateoMunton Год назад +1

    Great video, would turining on the normal and position passes and then placing a separate and a combine xyz nodes to reshuffle the channels between the renderpass and the file output do the trick?? I feel its quicker and this would eliminate the need for a separate render layer.

    • @pixeltrain3d
      @pixeltrain3d  Год назад

      There was no position pass when I captured this tutorial. I think, today I would do it maybe different :-)
      Your solution sounds plausible :-)

  • @final.pictures
    @final.pictures 2 года назад +1

    Most informative tutorial about the topic I've ever seen. But I was shocked at how the blender's utility passes are not optimized for nuke. Maybe there is some way to change the coordinate system in nuke to get the correct import from blender right away?

    • @pixeltrain3d
      @pixeltrain3d  2 года назад +1

      Qhy should they be? Every DCC has it's own ideas of coordinate systems, depthpasses, etc . It's all over the pipeline. So it's very common do deal with that. Hope it will get better in the future ...

  • @plvg_design
    @plvg_design 2 года назад +1

    just finished #2 ... wow so good I went from being confused to being able to make my blender renders look even better in nuke.
    I am curious, is ist just multiply to add Shadow / AO?

    • @pixeltrain3d
      @pixeltrain3d  2 года назад

      Yes, Shadows are multiplied. You can change the amout through the opacity. If you what a Color tint in it or you need more texture, I somethines use the shadows as Masks for graded footage ...

  • @ppsystems4317
    @ppsystems4317 3 года назад +1

    Hello Helge, I have a strange question. When I import the position plate(wpp.001.exr) with "PositiontoPoints"- Node in Nuke I have a thickness for the floor. I have sent you an e-mail with the picture to clarify. I did the same instructions as in your video. I work with Nuke V13.0v1. Thanks a lot for the great work

    • @pixeltrain3d
      @pixeltrain3d  3 года назад

      Hi, thanks for bringing that up. I have written you an email.
      Here are the steps for all of you:
      Yes, the problem is, that NUKE 13.1 now uses hydra (Storm) as the 3D-Viewport renderer. So the points are now much thicker than before. The data is still lthe same.
      You can do the following options:
      1. change the Viewport settings
      For this hover over the Viewport, press the S-Key. In the Viewport properties in Tab „3D“ change the renderer to „Nuke“
      2. reduze the points size
      For this go into the settings in the PositionToPoints node and change there the points size to 0.1 or so.

  • @turjoturjo7422
    @turjoturjo7422 2 года назад +1

    Hi.
    How can i get volume z-depth from blender to nuke?
    I want to get z-depth data for Volumes (smoke, fire etc)
    Plz help
    Is it possible to use custom AOV for it?

    • @pixeltrain3d
      @pixeltrain3d  2 года назад +1

      You mean deep data for Volumes? No, that's not possible with Cycles yet. But if you really need them for NUKE Deep Compositing you can use Renderman for Blender. Have tested it and it works.

  • @imleozx2808
    @imleozx2808 Год назад

    can you make a tutorial on objects space pass ?

  • @SishirBhandari
    @SishirBhandari 3 года назад

    super helpful. :) but i cant make the motion vectors work. can you make one including vector blur.

  • @VisualistAyush07
    @VisualistAyush07 2 года назад +1

    This is great.I want to learn nuke can you please suggest me some of our tutorial

    • @pixeltrain3d
      @pixeltrain3d  2 года назад +1

      Hi,
      I don't have a full list of NUKE learning tutorials at the moment. But you can start with this short series: ruclips.net/video/Z3uShFcV6io/видео.html
      Have fun!

    • @VisualistAyush07
      @VisualistAyush07 2 года назад +1

      @@pixeltrain3d thank you 😄

  • @___x__x_r___xa__x_____f______
    @___x__x_r___xa__x_____f______ 3 года назад

    does anyone know where Helge talks about color management, ie what color space to export CG in Aces to Nuke?

  • @turjoturjo7422
    @turjoturjo7422 3 года назад +1

    How can we get lightgroups?
    I want to change the intensity and color of lights in nuke after render is complete

    • @pixeltrain3d
      @pixeltrain3d  3 года назад +1

      Hi, Lightgroups are not supported in standard cycles at the moment. There is a patch for that. If you want to try that, download the Blender Bonestudio build (search for it on GraphicAll).

  • @RahulVenugopal
    @RahulVenugopal Год назад

    Nice one, anyone able to do Projection based on Pworld from Blender?

  • @iryna_perepichay
    @iryna_perepichay 3 года назад +1

    Senks