Home » 2010»November»25 » Digital-Tutors : Introduction to 2.5D ReLighting in Nuke
08:28
Digital-Tutors : Introduction to 2.5D ReLighting in Nuke
Digital Tutors - Introduction to 2.5D ReLighting in Nuke+ Project files
English | VP6F 782x646 | MP3 96 kbps | 531 MB
In this series of lessons we'll learn how to do 2.5D relighting in Nuke.
2.5D relighting allows us to place lights in Nuke's 3d space and have
them cast light on our images in a realistic fashion, using only image
passes, no geometry. This is an incredibly powerful tool to change our
3d renders inside Nuke
We'll begin this project by learning what 2.5D relighting is,
how we need a normals and point position pass from our 3d application,
and the limitations of relighting in Nuke. We'll then learn how to use
the un-supported ReLight node available in newer versions of Nuke, and
how to connect all the passes together to make it work. We'll then learn
a few techniques to get the most out of the relight node and how to use
multiple relight nodes together. We will finish by taking a look at
various methods of getting our image passes out of Maya and Softimage.
By the end of this course, you should be able to begin experimenting
with relighting in Nuke using your own projects.
1. Introduction and Project Overview
3. Basics of using the Relight node inside of Nuke
5. Using a Matrix to create an anti-aliasing filter
7. Using multiple Relight nodes to fully change a scene
9. Outputting our images using Render Passes and Custom Buffers
11. Outputting passes from Softimage using framebuffers and channels
2. Understanding 2.5D Relighting
4. Creating a Rim Light and combining it with our original render
6. Using a PointToPosition to place a spot light and see our geo
8. Outputting our passes from Maya using Render Layers
10. Outputting passes from Softimage using material partitions