“Decisive moments” is a short film of the student Vitor Teixeira in the specialization of Computer Animation, Master degree in Som e Imagem of the Escola das Artes. This animation is based on the visual aesthetics that call for meticulous observation of forms of beauty manifested in our day to day. Their non-verbal narrative, no plot and absent of any actor or argument, consists of a series of fleeting images of nature, water and fire, in a unique perspective, photographically appealing to many defining moments, where the clash occurs and the exhibition forms .

For reasons related with the University I can’t show my final video during some months. I’m still talking with them about it but it seams I don’t have all the rights on it. It was today the final presentation of an adventure that started in the last July. I just wanted to say that when I started in the last July I had never worked on fluids before. It has been an huge and fantastic adventure that ended in an amazing night for me. My dream is to work in the cinema, I really hope that I can get there some day but in this moment for now I just want to became a professional effects artist.

The software used in this work was Realflow, Maya fluids, Mental Ray, FumeFx, Particle flow, Nuke and After Effects.

I’ve uploaded some still frames of the video. Really hope you all like.


Adobe CS5 Trial Version Available

Much awaited Adove CS5 Trial version is available for Mac and Windows download. Now try your hands on the new features.div class=”feedflare”
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Blast Wave

Hi, I have a scene in where an explosion goes off and I was wondering if there are any techniques or plugin effects that I could use to achieve a blast wave within Nuke.


Showreel – Jeff Dotson

Projects I’ve worked on in the past couple years doing camera tracking, stereographic camera tracking, matchmoving, modeling, visual effects and directing.

About expression

How to do The animation

Write an expression about Square scroll In a plane

use adobe after effects

Attached Thumbnails

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Explain relighting without the rocket science

Hi all,
I understand that if you take your 3d model and render out an image into nuke. You can "relight" or move the position of the light, thus eliminating going back into Maya to re-position the lights.

This sounds as eventful as the invention of the Internet.
However, I have yet been able to recreate this in nuke. I have watched the foundrys 2.5 relighting.
5 minutes into that video and I was as lost as a flea in space.

From what I understand, (and that’s not much) is that you render out a position pass in a 3d app and somehow when you move nukes light around, the "Image" relights?

I found a vray tutorial about a point cloud node & sampler infotex which created a point cloud of your image?

So confused, so:
1. Do you need to make your image into a point cloud (2.5 D ) to relight it?
2. If not, does anyone know of a good (EASY) tutorial that walks you thru to relight your model?


Ocula 2.0v2 released

The Foundry is pleased to announce that Ocula 2.0v2 has been released adding Nuke 6.0 support.

Ocula 2.0v2

This is a maintenance release of Ocula.

Release Date
30 April 2010


  1. Nuke 5.2v2 (or higher) on Windows XP SP2, XP64; Mac OS X 10.5 "Leopard" and 10.6 "Snow Leopard"; Linux CentOS 4.5 (32-bit and 64-bit).
  2. Foundry FLEXlm Tools (FFT) (5.0v1 or later) for floating license support.

New Features
There are no new features in this release.

There are no improvements to existing features in this release.

Fixed Bugs

  1. BUG ID 8222 – Ocula didn’t obey requests to force the use of interactive licenses in render mode, that is, when Nuke is run with "-xi".
  2. BUG ID 9122 – Disparity channel was corrupt showing vertical striping.
  3. BUG ID 9165 – Disparity maps could look different on Windows XP compared to other platforms.
  4. BUG ID 9170 – Disparity channel was corrupt on the first frame.
  5. BUG ID 9960 – Ocula licenses (ocula_nuke_i) were not returned until the Nuke session was closed.
  6. BUG ID 10230 – O_Solver was very unstable.
  7. BUG ID 10565 – There was an intermittently inconsistent result from O_Solver, related to viewer framing.

Known Bugs and Workarounds

  1. BUG ID 2349 – Add a standard plug-in path for Nuke plug-ins. Later releases of Nuke will pick up the Ocula plug-ins automatically. In the meantime, you will need to set your NUKE_PATH environment variable to (replace x.x with the version of Nuke you’re using, for example 5.2 or 6.0):
    • On Windows: C:\Program Files\Common Files\Nuke\5.x\plugins\Ocula\2.0
    • On Mac OS X: /Library/Application Support/Nuke/5.x/plugins/Ocula/2.0
    • On Linux: /usr/local/Nuke/5.x/plugins/Ocula/2.0
  2. BUG ID 9188 – O_ColourMatcher: In block-based matching mode, colour fringing can occur where there are high-contrast regions in the input images.

Product Website

Credit Where Credit Is Due

When we see something great here at Motionographer HQ, we really like to know who’s behind it. We want to know who it was made by. And we like to find more of that person’s work, and delve deeper into what they do. This post is a bit of housekeeping for us, but we think it’s an important point that we’d like to see become an official policy for everyone in this field.

It’s pretty simple. When you post work on your site – include credits. That means that each and every person’s name and their role involved in the production of a particular piece should be listed along with the work. This should also include a link to each person’s personal URL so that other people can find them.

Ideally, our entire industry and the individuals in it would adopt this as a standard practice. We do try to ask studios for full credit lists on pieces that we post in the main column here, and we applaud all the companies that include them on their sites. And we think everyone should do it.

If everyone did, when you saw a particular piece on a company site, you could also find out who art directed it and who composed the music. And when you saw the same spot on a freelance 3D artist’s site, you could check that she did rigging and modeling on it. I know this might get a bit political when agencies, studios, and individual artists are all involved, each trying to get recognition for their part of the process.And some folks may not always want to acknowledge their partners at all. But, it would be great if we could all agree that we’ll all include each other on a comprehensive and all-inclusive list. We think the fair thing is to be transparent and attribute everyone involved so that there aren’t any mistakes, omissions or illusions. This is also to prevent anyone from claiming more credit than they’re due or trying to create the appearance that they are the sole entity responsible for a piece of work. We all know that most pieces of work in Motion Design and Animation involve lots of people and it’s nice to be able to see who they are and how many folks worked on a given project.

So, please agencies, studios and PR folks, send us complete and correct lists of credits for the spots you submit. They should probably include all the agency credits (which you’ve checked and gotten approval on), your own studio’s credits – including each individual artist (staff and freelance) who worked on the spot and also anyone else who worked on music, sound design, matte painting, rotoscoping, etc. And please, staff artists, individuals, freelancers and students – include credits with your own work on your own site as well. Those should also include everyone involved, and you should clearly state your role in each piece you present. Don’t post work that is not yours or pass off finished boards or comps as your own if you were only involved in one part of the process.

I’ve been doing this on my own site and with PSST! for years. It’s pretty simple to credit every one involved and it really creates good will. Being generous with proper recognition and with links is really the least we can do.


Posted on Motionographer

Samsung 3D

We just launched a site for Samsung 3D LED TV, featuring Dreamworks© Monsters vs. Aliens in 3D.

Does Adobe Illustrator files work in Nuke

I have a vector file a friend made in AI is their an import tool out thier that im missing im using nuke 6.0v5 or is thier a format that i must save in AI export?