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DigitalTutors - Match Moving and Compositing Pipeline in Maya 2011 and Nuke 6

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icoDigitalTutors - Match Moving and Compositing Pipeline in Maya 2011 and Nuke 6
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파일명 용량 확장자 재생시간 해상도
1. Introduction and Project Overview.flv 11 M FLV - -
1.jpg 52.1 K JPG - -
10. Continuing to integrate our shots together in Maya.flv 30.7 M FLV - -
11. Creating low-quality previews in Composite for use in Maya.flv 30 M FLV - -
12. Offsetting our cameras and image planes to play correctly.flv 23.7 M FLV - -
13. Hand-matching a camera inside Maya.flv 54.9 M FLV - -
14. Matching the table orientation on shot 1 cam.flv 60.3 M FLV - -
15. Constraining a preview camera to move with our shots.flv 38.2 M FLV - -
16. Testing our matchmove inside Maya and fixing any issues.flv 55.2 M FLV - -
17. Modeling the pyramid asset.flv 48.8 M FLV - -
18. Extruding and Beveling our pyramid.flv 49.8 M FLV - -
19. Modeling the interior of the pyramid.flv 55.7 M FLV - -
2. Examining the shots and the footage.flv 25.7 M FLV - -
20. Animating the first shot - Pyramid sliding across the table.flv 72.1 M FLV - -
21. Animating the second shot - Pyramid opens.flv 69.2 M FLV - -
22. Creating emitters for our nParticles.flv 50.5 M FLV - -
23. Animating the emitters in sync with the doors opening.flv 27.3 M FLV - -
24. Adding Newton and Drag forces to draw our particles into the air.flv 32 M FLV - -
25. Keeping our nParticles in the pyramid and creating a vortex.flv 33.1 M FLV - -
26. Creating the goal models for our particles.flv 46.9 M FLV - -
27. Animating the goals on and off to create the transitions.flv 49 M FLV - -
28. Using a Gravity force to create falling particles.flv 32.2 M FLV - -
29. Caching our particles and instancing geometry.flv 43.3 M FLV - -
3. Creating a plan to keep our shots consistent for Maya.flv 25.8 M FLV - -
30. Bringing in our HDR image for indirect lighting.flv 31.6 M FLV - -
31. Adding direct lighting sources.flv 27.7 M FLV - -
32. Creating a material for our pyramid.flv 45.4 M FLV - -
33. Using projection techniques to vary particle color by distance.flv 49.8 M FLV - -
34. Animating the particle projection to stay with our particles.flv 35.9 M FLV - -
35. Animating the particle ramp and beginning our table shader.flv 21.3 M FLV - -
36. Creating a clean plate and reflection map for shot 1.flv 35.3 M FLV - -
37. Projecting our reflection map onto our geometry.flv 29.5 M FLV - -
38. Setting up basic render passes and layers.flv 14.6 M FLV - -
39. Changing our Ambient Occlusion pass for the best results.flv 24.4 M FLV - -
4. Manually tracking shot two.flv 47.6 M FLV - -
40. Choosing the file type and frame buffer for compositing.flv 21.2 M FLV - -
41. Rendering with multiple cameras and fixing the preview cam.flv 20.2 M FLV - -
42. Overriding render layers to render each camera separately.flv 22.6 M FLV - -
43. Creating a layer to output a particle matte pass.flv 17.5 M FLV - -
44. Creating the reflection height shader and pass.flv 35.9 M FLV - -
45. Doing final checks on render settings and batch rendering.flv 23.5 M FLV - -
46. Dealing with mental ray® 'out of memory' errors.flv 12.1 M FLV - -
47. Color correcting our shots for consistency in Nuke.flv 41.4 M FLV - -
48. Using a ColorLookup and ColorCorrect to push our footage.flv 31.8 M FLV - -
49. Fixing shot 3 with color correction and Keyer nodes.flv 46.8 M FLV - -
5. Manually tracking shot three.flv 30.2 M FLV - -
50. Reusing color correction nodes to save time on shot 4.flv 32.3 M FLV - -
51. Using a luma keyer to darken our scene in shot 5.flv 37.9 M FLV - -
52. Tracking the table and combining keys to finish shot 5.flv 46.8 M FLV - -
53. Breaking apart our EXR into passes and setting the colorspace.flv 26.1 M FLV - -
54. Combining our basic color passes and specularity.flv 27 M FLV - -
55. Combining passes to create a proper foreground alpha.flv 22.9 M FLV - -
56. Using our Clean Plate to fix shot 1.flv 31.8 M FLV - -
57. Adding DOF and dilating our pass to fix edge issues.flv 36.8 M FLV - -
58. Adding motion blur using our motion vector pass.flv 36.5 M FLV - -
59. Lightwrapping and blurring to composite with background.flv 27.8 M FLV - -
6. Manually tracking shot four.flv 44.9 M FLV - -
60. Adding the reflection to our background.flv 53.5 M FLV - -
61. Tweaking the reflection and adding AO to the background.flv 36.7 M FLV - -
62. Using Keying techniques to fix depth in shot 2.flv 46.1 M FLV - -
63. Creating an expansive ground shadow using existing images.flv 45.9 M FLV - -
64. Blurring our Depth and Motion Vectors for a soft look.flv 30.6 M FLV - -
65. Painting out the visible markers using RotoPaint.flv 25.4 M FLV - -
66. Using the particle matte to color correct our particles.flv 18 M FLV - -
67. Converting Shot 2 to Shot 3 and editing the read nodes and blurs.flv 34.4 M FLV - -
68. Adding larger ground ambient occluion.flv 36.9 M FLV - -
69. RotoPainting markers out of the background.flv 26.3 M FLV - -
7. Creating the coordinate system for shot four.flv 16.4 M FLV - -
70. Converting Shot 3 to Shot 4 and making color tweaks.flv 27.6 M FLV - -
71. Using RotoPaint to fix background errors.flv 52.7 M FLV - -
72. Converting shot 4 to shot 5 and fixing alpha issues.flv 35.6 M FLV - -
73. Animating the particle color correction during the fall.flv 45.7 M FLV - -
74. RotoPainting markers and viewing the final shots.flv 23.6 M FLV - -
8. Manually tracking shot five.flv 51.3 M FLV - -
9. Integrating our various matchmoves into one scene.flv 38.5 M FLV - -
project_files.zip 904.7 M ZIP - -

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