3D Tracking as a Compositor

3D tracking is starting to (if not already) become in high demand as more sets are becoming virtual.

I am a compositor, and as I understand, most studios hire matchmovers for 3D Tracking, but should I learn some 3D Tracking in Nuke? Or should I just hope that the future companies I work for have matchmovers?

I do know how to 2D track, but i don’t want to be hindered employment in the future because I’m not very proficient (not at all) at 3D tracking.

If you do recommend to learn 3D tracking, do you know of any tutorials online for 3D tracking in Nuke?

Thanks in advance for all replies 🙂

NUKE to RV Playback

I was able to setup RV player and get it to open very easily. The DPX’s that I am creating out of Nuke are unable to play in RV as an automatic SEQ, I can frame by frame
them but play functionality does not work with the DPX sequences I am creating. I am not experiencing this with the Vendors DPX’s. Have anybody ever heard of this happening? Are there settings in the write node that would prevent a seq to not play.

PLEASE HELP 😮

2011 NEWPORT BEACH FILM FESTIVAL OPEN FOR SUBMISSIONS!

TAGLINE:
2011 NEWPORT BEACH FILM FESTIVAL OPEN FOR SUBMISSIONS!

MESSAGE:

Celebrating its 12th year, the Newport Beach Film Festival announces its call for entries!

The 2011 Newport Beach Film Festival will spotlight over 300 films from around the world, including feature length narrative, documentary, short, animated and student films that will compete for a series of Jury, Festival Honors and Audience Awards.
In addition to film screenings, the Festival hosts premiere galas, an industry seminar series, and question and answer sessions with filmmakers.

The Newport Beach Film Festival was named one of the “25 Film Festivals Worth the Entry Fee” by Movie Maker Magazine.

The Festival runs from April 28th to May 5th, 2011.

NOW OPEN FOR SUBMISSIONS.
ENTER YOUR FILM NOW AND SAVE!

*Receive a discount when you submit through Withoutabox!

assigning expression to nodes with python

Hi all.

I’m working on a shot setup/update script that essentially creates a noOp node with some knobs, including a maya render dir path, version, first frame, last frame, frame offset etc.
I got it all pretty much working, but the last thing I need to do is to hook all the selected read nodes to the noOp node via expressions controlling their filename (base path), first frame, last frame and frame offset.

Code:

def setup()
  sn = nuke.selectedNodes()
  rn = nuke.selectedNodes('Read')
  first = 1
  last = XXX
  offset = XXX
  ...
  ...
  ...
  for n in sn:
    n.knob("selected").setValue(False)    #deselect all nodes so the noOp gets created as a standalone node, not connected to anything

  sourceNode = nuke.createNode("NoOp", "name asdf", inpanel = True)
  #and then add knobs and assign values from input
 
#I have all my variables and the noOp node gets created with its knobs and values.
#All I need is to do THIS (badly described with pseudo code:

for n in rn:           
    n.['first].setValue(nuke.expression("sourceNode.first"))     
    n.['last].setValue(nuke.expression("sourceNode.last"))
    n['frame_mode'].setValue(2)  #This sets Read node's frame mode to 'Offset'
    n['frame'].setValue(offset)  #This assigns the value from user input


Closing groups within a tab

Hi guys, I have another problem with groups within Tabs created in Python. I can create a group with no problem with

Code:

knob = nuke.Tab_Knob("test", "Test", True)


as I explained in http://www.vfxtalk.com/forum/creatin…on-t26900.html.

The problem is that I cannot close the group. That is, if I add more knobs after that call, all of them are created inside the group *which is good) but I cannot stop it! I mean, I cannot create anything outside the group from now on. I’ve been trying with nuke.EndTagGroup_Knob() and things like this with no luck.

Does anybody know how I could do this?
Many thanks!

WORDS

The folks over at Everynone just released a new addition to their series of shorts in collaboration with NPR & WNYC’s Radiolab – an evocative interpretation of communication which explores the role that language plays in our perception and understanding of the world: WORDS.

As a “bonus video” to reflect Radiolab’s recent subject matter of the same title, Everynone composed an extremely heartfelt visual array…a menagerie of everyday snapshots reflecting the human condition, presented symbiotically through masterful editing and an empathetic score.  Each image runs beautifully into one another creating a warm lyricism that not only pays tribute to the minutia of our daily lives, but weaves together a story that represents our society as a whole, tangential only through our assigned definitions of each part.

Everynone was kind enough to elaborate on their process:

“Our friends at Radiolab were making a show about ‘words’, and they wanted us to make a companion video.  Upon hearing that the subject for the show would be ‘words’, we immediately thought of the big books, the dictionary and thesaurus.  From there, we decided that we’d make some sort of visualizations of these books.  Pretty early on, we knew it’d play quite like a game, you could call it a “game-film”.  Starting with “play”, we simultaneously created and connected the dots, back and forth between dictionary and thesaurus.

It took a good week to write the piece out, and about a month to shoot and edit.  There were a fair amount of changes along the way, but the entire piece existed, for the most part, on paper.  Of course, when working in a realm of “planned non-fiction”, there are surprises everywhere.  Every person in the piece is a non-actor.  We made lots of phone calls and pulled tons of strangers off the street to get the subjects and actions we wanted.

To keep the whole flow fresh, we played with the detail and branches of the word associations, and the transitions between words became our glue.

It was a new way to approach the filmmaking process, and it made the whole thing fun and exciting.  If you listen to Radiolab, you’ll find that sort of curiousity and positive energy is gushing, so it was a breeze for us to play with it.”

Lastly, as you all probably know by now, Radiolab is awesome.  Jad Abumrad & Robert Krulwich (and team) consistently create a beautiful musicality of scientific exploration, unique sound design, and affable storytelling – a program more lucid than most visual media, in my opinion – and their latest presentation doesn’t miss a beat.  It’s an exploration into the role that structured language plays into our perception of ourselves and the world around us.  Be sure to check out Radiolab’s Words following Everynone’s kickass supplement.

Credits:
Made by Everynone
Additional Photography: Julius Metoyer
Supervising Producer: Robert Krulwich
Associate Producer: Larry Cohen
Motion Graphics: Jeff Desom
Original Score: Keith Kenniff

Posted on Motionographer

cmiVFX Releases New BodyPaint UV Layout and Texture Painting Video

cmiVFX Releases New BodyPaint UV Layout and Texture Painting Video
High Definition Training Videos for the Visual Effects Industry

Princeton, NJ (August 18th, 2010) – cmiVFX launches its latest training video for Maxon’s premiere texture painting application named BodyPaint. This package allows for the most complete toolset for creating UV’s and 3d texture painting for the Film, Broadcast and Gaming industries. This training video will guide the project through a clearly defined process. Immediately learn crucial information on specific topics without slowing down your productions and wasting unnecessary time. cmiVFX continues to deliver high level detailed content direct to the topic. cmiPlayer technology was designed to let professionals access information from any computer on the internet. Whether your at work, at home, or some where in between.. cmiVFX will be there for you waiting with the information that you need to know RIGHT NOW! When it comes to high end CG and VFX training, there is only once choice… cmiVFX!

Don’t forget about the cmiSubscription plan! Get one today. cmiVFX launched the most affordable subscription plan in Visual FX Training History for only $299 USD, and if you were a subscriber, this New Training Release would already be in your account. For more information on our subscriptions:

http://www.cmivfx.com/productpages/p…ns_And_Pricing

BodyPaint UV Layout and Texture Painting Techniques
http://www.cmivfx.com/productpages/p…xture_Painting

Introduction
BodyPaint 3D offers complete control over your textures with layers, filters and tablet support while working in 3D. Multichannel stroke support allows for painting across many channels at once while working in the 3D View. Maxon’s RayBrushTM technology lets you view the results of your painting in real-time without ever having to hit the render button.

Projection Painting in BodyPaint 3D allows you to virtually tattoo across UV seams and objects. Laying out UV’s couldn’t be easier in BodyPaint 3D. This software includes three automatic UV unwrapping algorithms, including the new Optimal Cubic Mapping system.

BodyPaint is included in Cinema 4D or as a stand alone application. Either way you use it, it becomes a powerful translator, albeit a bridge, between multiple CG applications. If you haven’t learned how to use BodyPaint, then your only half way there!

Basic Tools
Before you can run, you must walk, before walking you must crawl, so… We take you through the necessary steps through out the video in order to achieve a better final result in your real world project. Whether it’s realistic or cartoon, this video will get you started with the look development that is desperately needed in CG today.

UV Layouts
3D Modeling is certainly not the beginning or end of a film, broadcast or gaming production pipeline. After the character design team creates the look of the character and the modelers create the initial 3d digital asset, it is crucial to layout each polygon for proper projection mapping in a UV set. BodyPaint 3D makes this process extremely easy compared to many CG applications. You can model your geometry in any application like Maya, Houdini, Max, Lightwave, Silo, Modo or anything that you can think of without messing with one UV. Then bring it into BodyPaint for a complete work over. We show you how!

Detailed Modeling From Painted Displacements
Often times in order to keep animators happy, the modeling team will create lower resolution poly models that can be subdivided at render time. BodyPaint allows the use of a HyperNurbs subdivision tool for this exact purpose. You can then create a painted displacement map that deforms this geometry in great detail. This technique has been the industry standard for several years now, and all technology in the near future is leaning on the same principals for detailed and deformed paint weighted geometry. Confused still? Hit the buy now button and lets get into it right now!

Color Texture Map Creation From Displacement Maps
Still reading? Wow your a tough customer! Ok if that wasn’t enough, our next step in the process is to generate our color textures by modifying our displacement maps. This way you get the look of occlusion and natural "dirtying" that occurs in creveces and corners. Use the displacement map layer to help further define color periods in your current UV structure.

Normal Maps and Execution
Normal mapping takes off where displacement mapping stops. Normal mapping can help create post lighting effects in 3rd party compositing applications, and can also help fake displacement mappings in CG renders. We show you a few tricks to keep in mind while using them. (Its a pros and cons kind of thing)

Rendering Notes
Once you have something manageable, you can start doing some render tests. many times people jump into test renders way to soon. Fortunately BodyPaint 3D has RayBrush technology and keeps you current one what it might look like during a final raytracing. We take it one step further by explaining a few tips about rendering and time management.

Final Words
When it comes to texture painting, or any kind of painting, the artist only knows when its truly complete. We work our videos in real time. You see at an accelerated pace that we achieve fantastic results in extremely little time by using proper techniques and the proper software for the task. We encourage you to enjoy this video to its full extent today. Why wait another day?

About the Author
After studying film and sculpture at the San Francisco Art Institute, Greg Kulz began working full-time as an artist in the SF Bay Area. Always interested in experimenting with new techniques and methods, Greg turned to 3D motion graphics as his new medium in 2001. Since that time, he has worked on such projects as the Team America and WWE video games, Ironman, various short films and a number of product modeling contracts for corporate clients including Sony, Panosonic and Frito-Lay. Greg’s first love remains character creation, but he also enjoys working with motion graphics, texturing, and modeling.

This video is available today at the cmiVFX store. http://cmivfx.com/store/Browse.aspx?Category=12

About cmiVFX
cmiVFX is not a conventional training company. We know that a problem can have many solutions and we aim to drive the industry with the latest information available for our user base. Our training is aimed at expanding your marketability so that you can get and maintain a consistent revenue stream. Don’t be fooled by our pretty pictures! We mean business here at cmiVFX. Its one thing to be able to create a pretty image, but its another thing to know how to create it for the proper venue. At cmiVFX, your will learn the difference!

cmiVFX is the leader in High Definition Video Training for the Visual Effects Community. Register for FREE and receive hours of FREE content at cmiVFX: http://www.cmivfx.com/cmi_vod.html For additional information about cmiVFX, visit www.cmivfx.com. © 2010 cmiVFX | cmiStudios. All rights reserved.

convert fumeFX contents to object/editable mesh/poly

Is there any way to convert the contents of a fumeFX grid, ie the fire and smoke to anything else that would be usable by people who don’t have FumeFX? For instance could it become an editable poly?

Zeloot: Illustration

Some fantastic illustration to be seen at www.zeloot.nl, site for the psychedelic vector lover by Dutch illustrator Eline van Dam.

Markus Wagner: Reel 2010

Austria based illustrator/animator Markus Wagner launched a new reel showcasing some great cell animation work done under the VJ-collective LWZ.