Learn Digital Compositing in Nuke - NK101
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Learn Digital Compositing in Nuke - NK101

Learn digital compositing in Nuke. NK101 assumes no previous experience. If you are new to compositing, start here.
4.9 (43 ratings)
Instead of using a simple lifetime average, Udemy calculates a course's star rating by considering a number of different factors such as the number of ratings, the age of ratings, and the likelihood of fraudulent ratings.
225 students enrolled
Created by Aaron Estrada
Last updated 11/2016
English
Price: $195
30-Day Money-Back Guarantee
Includes:
  • 13.5 hours on-demand video
  • 1 Article
  • 9 Supplemental Resources
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
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What Will I Learn?
Understand the fundamentals of Digital Compositing
Use Nuke at an Intermediate level
Pull high-quality mattes from green screen and blue screen plates
Composite Computer Generated (C.G.I.) footage with live action
Understand the fundamentals of Rotoscoping and Paint clean up
View Curriculum
Requirements
  • Students will need a copy of either the Nuke Non-Commercial License or Commercial License installed and running on their machine.
Description

Learn Digital Compositing in Nuke from experienced Hollywood VFX Artist (20 years) and Trainer Aaron Estrada using professional grade media and digital assets.

Compositing is the art and science of combining multiple images into a single seamless result. It a cornerstone of Visual Effects and one of the most important skills every budding Visual Effects artist should get exposure to.

Nuke is arguably the most powerful compositing software package on the market, and the current de-facto industry standard. It's safe to say that if you do not know Nuke, you will have a very difficult time getting a job as a Feature or Television compositing artist.

NK101 is designed to teach students both compositing and Nuke at a high level regardless of previous compositing experience. Using Nuke 9 as our playground for exploration, we start at the beginning and cover every aspect of modern compositing, step by step. If you are new to Nuke or Compositing, this is where you should start.

Each lesson covers practical aspects of Digital Compositing Theory and its application in Nuke. The lesson ends with a practical tutorial / assignment, where students may practice the skills demonstrated in the lecture.

NK101 includes approximately 16 hours of video training. Please also allot 3-4 hours per lesson for completing the assignments.

NukeX is now free for personal, non-commercial work so you may get a license directly from The Foundry for free to use on your assignments.

Who is the target audience?
  • This course is meant for New to Intermediate compositors who want to learn Nuke.
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Curriculum For This Course
Expand All 84 Lectures Collapse All 84 Lectures 13:51:46
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Intro to Digital Compositing and the Nuke UI
13 Lectures 01:38:58

How to succeed in this course:


  • Watch the all the videos for each lesson.
  • Do the recommended reading for each lesson.
  • Complete the assignment for each lesson.


Depending on your experience level, things may seem to start a bit slowly. Some of it may seem like review. But success in composting first and foremost involves mastery of "the basics". More advanced concepts build on the basics, so gaining a firm gasp of the fundamentals will be time well spent.

Please reserve 2-3 hours per lesson to do the assignment. As with any skill, practice makes perfect. Mastering Compositing is no different.

Preview 01:51

In this first video we cover the basics of digital images: What is a Pixel? What properties can it have? What is a digital image? What is Gamma?

Preview 12:56

This video introduces the concept of the matte or alpha channel and the notion of premuliplication by deconstructing an unpremuliplied Over (Aka Matte or KeyMix) operation.

Preview 09:16

This video provides an overview of the Nuke UI and how to customize it.

Preview 07:18

This lecture covers navigating in the Node Graph and manipulating node graphs.

Working with Nodes
07:23

In this video we cover creating Keyframing and editing animation curves in the Curve Editor.

Keyframing and Editing Curves
06:42

Introduction to Clone and Knob Expressions in Nuke.

Clones and Expression Links
09:12

In this video we look at working with the Viewer and the Viewer's controls.

The Viewer
14:52

Quick intro to creating and using mattes made with the Roto Node.

Intro to Roto Node Part 1
08:13

How to use the Roto node to create mattes on moving footage.

Intro to Roto Node Part 2
12:31

How to use the Assignment Template Nuke Scripts, AutoMagic Nodes and Project Directory Structure.

Using the Project Automation and Layout
07:03

A quick run through of expectations for this weeks homework assignment. See the course notes for a detailed explanation of the assignment.

Assignment overview
01:41

Section 1 Course Notes and Assignment. The suggested reading in the course notes will help you master the technical concepts behind composting. I strongly recommend you do the suggested reading.

Section 1 Assignment Notes & Assets
7 pages
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Intro to the types of image manipulations available
11 Lectures 01:28:09

In this lesson, we cover manipulating color.

Color Manipulations Intro
12:53

In this video we explore a practical workflow that exploits reverse color grades.

Color Manipulations - Reverse Outs
08:38

In this video we explore some of the fine points of manipulating channels in the color nodes.

Color Manipulations Notes
06:41

We continue our exploration of the four basic types of image manipulation with Neighborhood Operations (Filters).

Pixel Filters
08:58

We continue our exploration of the four basic types of image manipulation with Merge operations (multi-input operations).

Merge Modes
06:50

We continue our exploration of the four basic types of image manipulation with Pixel Transforms (Transforms and Warps).

Pixel Transforms
06:03

Part 1/3 of a track and corner pin tutorial.

Tutorial: Part 1/3 Corner Pinning
11:07

Part 2/3 of a track and corner pin tutorial.

Tutorial: Part 2/3 Paint Fix
18:46

Part 3/3 of a track and corner pin tutorial.

Tutorial: Part 3/3 Finishing Touches
08:03

Here is what the completed tutorial could look like.

Completed Tutorial Example Output
00:10

Section 2 Course Notes and Assignment. The suggested reading in the course notes will help you master the technical concepts behind composting. I strongly recommend you do the suggested reading.

Section 2 Assignment Notes & Assets
3 pages
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Intro to Roto & Paint. Compositing C.G. passes.
14 Lectures 02:11:36

In this series of videos we dig deeper into the Roto node. Part 1/3

Roto Node Part 1
15:07

Part 2/3 of our Roto node deep dive.

Roto Node Part 2
04:57

Part 2/3 in our exploration of the Roto Node

Roto Node Part 3
11:10

In this series of videos we dig deeper into the RotoPaint node. Part 1/3

RotoPaint Node Part 1
13:15

RotoPaint node deep dive Part 2/3

RotoPaint Node Part 2
05:14

RotoPaint node deep dive Part 3/3

RotoPaint Node Part 3
08:46

We look at keeping composites efficient via proper management of the Bounding Box. Part 1/2

Managing the Bounding Box Part 1
08:26

We look at keeping composites efficient via proper management of the Bounding Box. Part 2/2

Managing the Bounding Box Part 2
09:15

Here we look at a practical example of adding C.G. lighting passes together to create a finished result. This is also this weeks assignment. Part 1/4

Tutorial: Additive Compositing Part 1/4
08:00

Here we look at a practical example of adding C.G. lighting passes together to create a finished result. This is also this weeks assignment. Part 2/4

Tutorial: Additive Compositing Part 2/4
12:59

Here we look at a practical example of adding C.G. lighting passes together to create a finished result. This is also this weeks assignment. Part 3/4

Tutorial: Additive Compositing Part 3/4
08:37

Here we look at a practical example of adding C.G. lighting passes together to create a finished result. This is also this weeks assignment. Part 4/4

Tutorial: Additive Compositing Part 4/4
09:43

Additional Example of Adding together Light AOVs to produce a finished C.G. composite.

Additional... Additive Compositing Example
16:07

Section 3 Course Notes and Assignment. The suggested reading in the course notes will help you master the technical concepts behind composting. I strongly recommend you do the suggested reading.

Section 3 Assignment Notes & Assets
2 pages
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Building hand-rolled Keyers
9 Lectures 01:42:33

In this video we explore creating mattes using the raw color channels of an image.

Hand-rolled Channel Key
18:26

In this video we explore creating mattes using the luminance (brightness value) of the pixels in an image.

Hand-rolled Luma Key
06:35

In this video we explore creating a matte using the difference of the color channels in an image. We also learn how to hand-roll a basic screen suppression algorithm.

Hand-rolled Color Difference Keyer
10:25

In this video we explore creating a matte using the 3D distance between RGB values in pixels as well as learning about User Knobs in the Nuke UI.

Hand-rolled 3D and User Knobs
13:45

In this video we explore the HueKeyer, which allows pulling a matte from the HUE of the pixels in an image. We also explore the HueCorrect node, which leverages an internal hue keyer to do various color manipulations based on the hue of the input pixel.

Hue Keyer and Hue Correct
08:08

Tutorial walking through the creation of a matte and composite using a hand rolled keyer.

In Part 1 we cover creating the beauty matte, core matte and bringing the two together with a matte specifically made for the another part of the plate. We also cover the use of limit by Red / Blue screen suppression.

The expression for a color difference key in Nuke Expression language is: g-max(r,b)

This can be further modified to invert and clamp the matte. Here is the expression including an invert and clamp: clamp(1-(g-max(r,b)))

The expression to limit the green in the screen by the average of the Red and Blue channel is: min(g,((r+b)*0.5))

Assignment: Hand-rolled Matte Comp Part 1
17:21

Tutorial walking through the creation of a matte and composite using a hand rolled keyer.

In Part 2 we cover fine tuning the edges of the comp and adding grain to the BG to make it match the grain in the FG.

Assignment: Hand-rolled Matte Comp Part 2
19:05

Tutorial walking through the creation of a matte and composite using a hand rolled keyer.

In Part 3 we cover matching the FG color to the BG color and final tweaks.

Assignment: Hand-rolled Matte Comp Part 3
08:48

Section 4 Course Notes and Assignment. The suggested reading in the course notes will help you master the technical concepts behind composting. I strongly recommend you do the suggested reading.

Section 4 Assignment Notes & Assets
4 pages
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Making the perfect Matte
8 Lectures 01:38:15

In this series of videos we composite a green screen shot that is typical of a real world green screen plate complexity.

The first concept is that of the Soft Matte (detail preserving) and Hard Matte (core filling)

Soft Matte / Core Matte
16:33

In this video, we build a procedural G-Matte to clean up the area outside out beauty matte.

Procedural G Matte
14:20

In this video we make an additional matte to capture some of the fine detail in the plate.

Detail Mattes
07:35

In this video we tune the screen suppression and despill. We also rouch in the color match of the background.

Despill and BG
20:40

In this video we match the color of the foreground GS plate to the background.

Color Match
16:37

In this video we add edge blur, grain match and subtle light wrap.

Final Touches
22:26

Here is an example of how your assignment should look when completed.

Lesson 5 Example Output
00:04

Section 5 Course Notes and Assignment. The suggested reading in the course notes will help you master the technical concepts behind composting. I strongly recommend you do the suggested reading.

Section 5 Assignment Notes & Assets
2 pages
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Advance Screen Suppression Strategies and 2D Trackers
7 Lectures 01:27:02

In this video we explore an advanced Unspill technique Part 1/2

UberUnspill Part1
09:29

In this video we explore an advanced Unspill technique Part 2/2

UberUnspill Part2
05:22

Intro to the PlanarTracker node

PlanarTracker
10:58

In this Tutorial we explore 2D Tracking, G-Mattes using the Roto node, Expression Linking and basic green screen matte extraction using Primatte. For more tutorials, VFX mentorship and free assets contact us through this channel.

Tutorial: Green Screen, 2D Tracking, G-Mattes & Expression Linking
25:42

In this video we explore how 2D tracked scale and translation can also be used to create a virtual set. Part 1/2

Two Point Tracker Simple Virtual Set Part 1
11:42

In this video we explore how 2D tracked scale and translation can also be used to create a virtual set. Part 2/2

Two Point tracker Simple Virtual Set Part 2
23:49

Section 6 Course Notes and Assignment. The suggested reading in the course notes will help you master the technical concepts behind composting. I strongly recommend you do the suggested reading.

Section 6 Assignment Notes & Assets
3 pages
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Intro to Tile Worlds/Panoramas & Nukes Lens Distortion tools.
10 Lectures 01:09:04

In this video we discuss what panoramas are and other general concepts.

Intro to Tile Worlds and Panoramas
03:59

In this video we discuss the issues of Field of View and Lens distortion and their relevance in producing a tile World successfully.

FOV and Lens Distortion
08:33

In this video we look at using the LensDistortion node to profile and remove lens distortion from photographed images.

Using the LensDistortion Node
09:50

How to use image metadata to determine focal length and camera type.

Getting Lens and Camera Info from Metadata
06:51

Here is a trick for figureing out the FOV of a Camera/Lens combo when you have no metadata or camera log information.

Determining FOV using CameraTracker
06:44

This video introduces 3D navigation in the Nuke Viewer.

3D Navigation in the Viewer
06:56

In this video we explore the creation of Tile World from still images.

Setting up a Tile World
18:54

We walk through a completed Tile World that includes a video tile.

Tile World with Moving Tiles Breakdown
07:01

Tips for Shooting Panoramas
00:16

Section 7 Course Notes and Assignment. The suggested reading in the course notes will help you master the technical concepts behind composting. I strongly recommend you do the suggested reading.

Section 7 Assignment Notes & Assets
3 pages
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Intro to Nukes 3D system
12 Lectures 02:10:11

A quick introduction to the fundamental concepts of reprojection / camera projection.

How Reprojection Works
11:43

In this video we explore creating basic geometric primitives in Nuke.

Create and Edit Geometry
21:08

We explore Nukes 3D shaders, lighting and rendering.

3D Shaders Lighting and ScanlineRender
08:50

In this video we explore the various ways of grouping and transforming 3D geometry in Nuke.

Grouping and Transforming 3D Geo
06:13

In this video we explore the use of the CameraTracker node to match move a camera.

3D Match Moving in CameraTracker
11:56

In this video we check the quality of our match move.

Match Moving Validating the MM
09:32

In this video we explore a technique for projecting footage from a moving camera onto a static set.

3D Match Moving CameraProject and UV Render
11:23

We create a reprojection set up. Part 1/2

Reprojection Setup Part 1
16:43

We create a reprojection set up. Part 2/2

Reprojection Setup Part 2
08:21

Intro to building 3D Models with the Model Builder node. Part 1/2

ModelBuilder Part 1
16:33

Model Builder node. Part 2/2

ModelBuilder Part 2
07:49

Section 8 Course Notes and Assignment. The suggested reading in the course notes will help you master the technical concepts behind composting. I strongly recommend you do the suggested reading.

Section 8 Assignment Notes & Assets
2 pages
About the Instructor
Aaron Estrada
4.9 Average rating
43 Reviews
225 Students
1 Course
VFX Supervisor 20+ Years Experience

Aaron has over 20 years experience in the VFX and animation industry. He started his CG career in video games working on titles for the innovative yet ill fated 3DO Interactive Multiplayer system. While in his 20's, he co-founded and helped manage the computer graphics group at Dreamworks TV Animation where the group pioneered the use of desktop computers for the production of broadcast quality animation. The efficient work-flows he helped develop allowed a modest team averaging 4 artists to produce 60 minutes of computer animation in less than a year.

Aaron's professional resume also includes work as a lead in the computer graphics groups of Sony Development and Nickelodeon and work as a senior level artist at Sony Pictures Imageworks, Rising Sun Pictures, Dreamworks Feature Animation and Rhythm & Hues | BoX. His filmography includes: Ironman 3, The Amazing Spiderman, Kungfu Panda, Men in Black 3, The Green Lantern, Over the Hedge, Flushed Away, Bee Movie, Shark Tale, G-Force, Cats and Dogs 2, Zookeeper, Journey 2: The Mysterious Island and numerous location based films, commercials and TV programs including the Emmy Award winning Earth2 pilot. Aaron has over 2 years executive experience from his stint as CTO at Pivot VFX, where he also served as a VFX and CG supervisor. His area of specialty is Lighting Rendering and Compositing.

One of Aaron's passionate hobbies is HDR panorama photography.