Compositing a 3D Ogre into a Live Action Scene in NUKE and Houdini
Throughout these tutorials, we will be learning the pipeline workflow for live action/CG incorporation using NUKE and Houdini. Software required: NUKE 8 and Houdini 14.
What you'll learn
Throughout these tutorials, we will be learning the pipeline workflow for live action/CG incorporation using NUKE and Houdini. We'll start by creating the matchmove camera track from our footage and from there move into Houdini for setup. We will then animate, light, and render an ogre gone amuck in Chicago. Moving back into NUKE, we'll composite multiple passes to give us the final shot. By the end of this training, you'll learn how to make both applications work in harmony to create your own visual effects piece. Software required: NUKE 8 and Houdini 14.
Table of contents
- Removing Distortion from the Plate Shot 11m
- Preparing the Footage for Tracking Using Roto Masks 8m
- Tracking the Footage 10m
- Solving the Tracks for a Camera 9m
- Refining the Solve 6m
- Orienting Our Scene 14m
- Setting Our Scene Scale Using Constraints 12m
- Building Out Scene Geometry 8m
- Continuing to Build Geometry 8m
- Exporting the Scene to Houdini 5m
- Introduction to the Ogre 13m
- Merging the Scene with the Ogre 17m
- Posing the Character for Animation 9m
- Setting up a Preview Render 11m
- Lighting the Scene 11m
- Reviewing the Animation Pass 4m
- Estimating a Safe Overscan Resolution 4m
- Creating Overscan to the Camera Using Expressions 6m
- Continuing to Use Scripting 10m
- Fixing Geometry Overlap Using Visibility Nodes 12m
- Checking the Geometry on the Ogre 13m
- Setting up Image Planes in the Mantra Render Node 12m
- Creating the Ground Shadow Pass 6m
- Creating the Color Mask Pass 11m
- Adding Lens Distortion to Our Houdini Renders 7m
- Adding the Ground Shadow Pass 6m
- Using the Position Pass to Color Correct the Feet 5m
- Adding in the Occlusion Shadow Pass to the Ogre 3m
- Setting up the Color Correction Nodes for the Ogre 4m
- Adding Motion Blur to the Ogre 5m
- Adding Depth of Field Blur to the Ogre 6m
- Adding Additional Blurs for Realism 2m
- Adding Grain and Fixing Alpha Render Errors 3m
- Simulating Chromatic Aberration 6m
- Adding Ground Occlusion at the Feet of the Ogre 8m
- Creating the Light Wrap 2m
- Building the Cold Breath of the Ogre 5m
- Finishing Off the Shot with Glows and Foreground Roto 7m