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fxphd NUK219 Working with Advanced VFX Tools €20 buy download

2012
FXPHD
Tahl Niran
05:47:11
English
Working in the trenches, artists often find it difficult to keep up with the latest changes in the industry. As part of our on going commitment to provide Core training in visual effects, we have constructed a course which will highlight some of the latest visual effects tools and techniques, enabling artists to use the most up to date software features in both the upcoming Nuke v7, Maya 2013 and the latest crop of renderers.
Go beyond the manuals and pre-canned demos to examine how new tools and technology actually work. Tahl Niran and Matt Leonard are joining forces to create a comprehensive overview of features using practical examples and some complex projects to demonstrate how to make all the applications, formats and tools work together.
This course will feature both breakdowns of the technology of advanced tools AND project based classes in which they will explain how to use these complex tool to produce quality work . A good working knowledge of both Maya and Nuke is essential for people wishing to get the most out of this class.
Class 1: What is openColor IO (OCIO) ? Introduction to the use of OCIO for colour management in Nuke. Overview of OCIO nodes and concepts:linear workflow, scene referred linear, and nuke colour management.
Class 2: OCIO and texture creation. Converting log and scene linear images for text and reference. Linear workflow for IBL, Mental Ray and colour management in Maya 2013. Creating view LUTs, using OCIO CDLs and baking LUTs for Maya and integrating OCIO in Maya 2013 and Nuke.
Class 3: Choosing a render engine. Features, Image quality, and practical output options. How do you choose? We'll cover Pixar's RenderMan, Nvidia's mental ray, Solid Angel's Arnold, and Chaos Group's V-Ray.
Class 4: Render Engines: This class we look at the differences between the four main render engines available for feature film work. RenderMan, mental ray, Arnold and V-Ray. We briefly look at the history of RenderMan and other compliant renders before moving into Maya and looking in more detail at the specific renderers.
Class 5: Render Engines for Maya and Nuke. Comparison of the same scene using Arnold, vary, prman and mental ray. Additive and subtractive compositing approaches.
Class 6: Project 1, cont. Creating 3D assets. We'll use Maya, Mari and our selected renderer to create the 3D assets needed for our Project. Lighting rendering and breaking our 3d work into deliverables for comp
Class 7: Project 1, cont. Compositing CG assets and making it work. Colour matching, optical enhancements and integration using CG data from 3d for complex interaction.
Class 8: Project 2. Our second project is a localized HDRI project utlizing Maya, mental ray, and NUKE. We'll be using projected images and proxy geometry to create a localized HDR Illuminated object integrate into an environment. In part 1, we'll be creating assets for 3D, setting up HDR material for our Image Based Lighting scene. We'll use NUKE to Create virtual sets to aid in lighting and integration.
Class 9: Project 2, Part 2. Creating 3d assets. We'll create an IBL asset in Maya, generate output passes, and include rendering workflow tips and tricks.
Class 10: Project 2, Part 3. Compositing the Project. We'll integrate rendered CG assets back into our scene using previously created Gizmos, use tools to add extra 3D in NUKE, and much more.
http://www.fxphd.com/fxphd/courseDetails.php?idCourse=364

Download File Size:3.64 GB


fxphd NUK219 Working with Advanced VFX Tools
€20
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