Just before exporting the photoshop file to Nuke however, feedback from the unit tutor highlighted that the high saturation levels made the scene look unrealistically bright. Colour gradingįor colour grading the matte painting, a saturation and level filter were originally used to give a blood red look to the sky, while additional levels were added to the mountain ranges to make them appear darker. For this stage the objective was to improve the footage by applying a camera track, looping the animation and creating a keylight so that the green screen was removed, edge blur was also added to smooth the image. Keying the actorīefore continuing to refine the geometry for the matte painting, a separate stage was done in Nuke for keying the footage. To amend this issue all the elements within the scene were re-exported from the latest Maya development file and linked into each node network separately. When the assets were reimported into Nuke there was an unusual flicker in the geometry for the hills, this was due to incorrect geometry files being used. During this stage within Maya a keyframe animation was produced where the 3D camera moved through the scene over the terrain and towards the city. The geometry within the scene was extruded to give it a 3D appearance and a HDRI was added to provide the lighting for the 3D asset.Ī projection camera was used to project the different elements into the scene as 3D objects and 3D mode was used to determine the position of each element in the scene. A look development file was generated to better visualise what the shot would eventually look like when brought into Nuke for the final composition and render.
![creating a scanline render node in nuke 10 creating a scanline render node in nuke 10](https://benmcewan.com/blog/wp-content/uploads/2018/03/gui4.png)
![creating a scanline render node in nuke 10 creating a scanline render node in nuke 10](https://www.awn.com/sites/default/files/styles/original/public/image/attached/1054127-nuke13overview-1280.jpg)
Maya for PrevisĪfter setting up the scene in Nuke, the next stage was to bring the geometry into Maya so that it could be scaled and reshaped to make it look 3D. Once in Nuke the scene was separated into different node networks representing each layer that was in the original photoshop scene (e.g. psd file was uploaded into Nuke and the breakout layers option was used to produce the information for the geometry. Matte Painting Setup in NukeĪfter making the final updates to the matte painting in Photoshop, the.
![creating a scanline render node in nuke 10 creating a scanline render node in nuke 10](https://i0.wp.com/www.3dart.it/wp-content/uploads/2013/04/NUKE-tutorial-3dart1-1.jpg)
Due to the iterative nature of the post production process for Shot 1 the following sections were grouped logically by activity rather than a step by step sequence of activities.