FXPHD – NUK234 Immersive VR Compositing in Nuke

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在本课程中,您将了解令人兴奋的沉浸式娱乐世界。从 LBE(基于位置的娱乐)场所到新兴的 VR 世界,我们将结合使用复杂的视图相关技术来创建旨在投影在平面上但看起来是三维的并且从视角具有视差的图像观察者。这些技术用于主题公园的多媒体游乐设施、建筑投影和 VR 技术。

本课程将以 NUKE 为中心,但也会涉及其他软件,例如 Maya、Modo 和 Mari。我们将了解这项令人兴奋的技术的设计和基础知识。然后我们将为我们的体验设计路径并预览镜头。设置立体摄像机和渲染层。使用 NUKE 将镜头合成在一起,并深入了解 3D 投影的使用。然后,我们将进行最后的拍摄,并通过在纬度空间中合成并创建可以在 GearVR、Google cardboard 或 Oculus Rift 平台上观看的 360 度视频来创建体验模型。

Daniel Smith 是一位视觉效果主管和教师,在流程的各个方面拥有超过 24 年的制作经验。他是 The Foundry® 的官方认证培训师。他在佛罗里达州奥兰多市的数字动画和视觉效果学校担任 VFX Nuke 讲师已经六年了。他是包括 VR 在内的立体技术方面的专家,曾参与过几部使用这些移动视角的故事片、电视节目和特殊场地景点的制作。

课程大纲

第1课 简介和核心概念和历史。我们深入研究了这项技术的历史,它的使用地点以及这些知识如何塑造我们的进攻计划。
第2课 POV 预失真。我们设置并了解了一些实用的和基于 CG 的 POV 扭曲,以进一步了解规划或拍摄的光学。使用 NUKE 和 Maya 以及​​实用的照片拍摄。
第3课 我们为我们的镜头设计和构建一条路径,并为其在 3D 空间中移动的方式设置动画。我们着眼于围绕相机对齐和创建视图相关图像的问题。
第4课 我们专注于森林集并准备好渲染环境。我们将拍摄 IBL 风格的背景,设计投影穹顶,设置纹理,使用硬件 2.0 测试和原型渲染,然后回到 NUKE 设置我们的 slap comp 以准备最终渲染。
第5课 核弹comp。我们设置了一个立体渲染相机并将通行证带入 nuke。我们使用美容图层和非彩色数据通道来构建我们的森林环境。学习有效地打包文件以及如何使用位置通道来获得更有效的深度和创意照明。
第6课 Nuke comp 第二部分。我们设置并获取巨魔的渲染层并构建复合材料。向图像流中注入新的通道,我们了解如何使用不同的分辨率为我们的“英雄”提供更多的最终格式像素。
第7课 Nuke comp 第三部分。我们在图层中添加了一些 Paint FX 草和岩石。用一些运动模糊来完成我们的镜头,用 Nuke 计算出一些灰尘颗粒,然后渲染最终放入我们的 VR 骑行屏幕。
第8课 Nuke – 设置最终项目,第一部分。我们拍摄最终镜头,将其放入基于位置的场地,并将其构建到我们自己的 VR 场地中。我们将构建一些基于 VR 的模拟器和“实用”设置元素。我们还将为骑行模拟器制作动画。
第9课 Nuke 设置最终预测 第二部分。我们设置了一个 360 度摄像机装置来重新渲染我们合成的镜头的 VR 体验,并将其投射到我们的 VR 体验中。我们修复了镜头中的一些问题并更新了运动基础纹理。
第10课 我们结束课程,拍摄最终视频,并准备好在 GearVR、Google Cardboard 和 Oculus Rift 上体验。

10 Classes Project Files Included MP4

Title: FXPHD – NUK234 Immersive VR Compositing in Nuke

Info:
In this course you will learn about the exciting world of Immersive Entertainment. From LBE (Location Based Entertainment) venues to the emerging world of VR we will employ a combination of complex view dependent techniques to create imagery that is meant to be projected on a flat surface but look three dimensional and have parallax from the point of view of the observer. These techniques are used for multimedia rides at theme parks, building projections, and VR technologies.

This course will be NUKE centric but will also jump into other software such as Maya, Modo, and Mari. We will learn about the design and fundamentals of this exciting technique. Then we will design the path for our experience and previz the shot. Setup stereo cameras and render layers. Composite the shot together using NUKE and diving into its use of 3D projections. Then we will be taking the final shot and creating a mock up of the experience by compositing it in lat long space and creating a 360 degree video that can be viewed on GearVR, Google cardboard or the Oculus Rift platform.

Daniel Smith is a visual effects supervisor and teacher with over 24 years of production experience in every facet of the pipeline. He is an Official Certified Trainer by The Foundry®. He has been the VFX Nuke Instructor at the Digital Animation and Visual Effects School in Orlando Florida for six years. He is an expert on Stereoscopic technologies including VR and has worked on several feature films, television shows, and special venue attractions that used these moving points of view.
course syllabus
CLASS 1
Introduction and core concepts and history. We dive into the history of this technique, where it is used and how this knowledge shapes our plan of attack for our shot.
CLASS 2
POV Pre Distortions. We set up and understand some practical and CG based POV distortions to further understand the optics that go into planning or shot. Using NUKE and Maya as well as a practical photoshoot.
CLASS 3
We design and build a path for our shot and animate how it will move though 3D space. We look at issues surrounding camera alignment and creation of View Dependent Imagery.
CLASS 4
We focus on the forest set and get the environment ready for rendering. We will shoot an IBL style background, design a projection dome, setup textures, test and prototype the renders using Hardware 2.0, and go back into NUKE to set up our slap comp to prepare for final renders.
CLASS 5
Nuke comp. We set up a stereoscopic render camera and bring the passes into nuke. We build up our forest environment using beauty layers and Non Color Data Passes. Learn to pack files efficiently and how to use position passes for more effective depth and creative lighting.
CLASS 6
Nuke comp part two. We set up and take render layers of the troll and build up the composite. Injecting new passes into the image stream and we learn about using a different resolutions to give our “hero” more pixels in the end format.
CLASS 7
Nuke comp part three. We add in some Paint FX grass and rocks into our layers. Finish our shot with some motion blur, work out some dust particles with Nuke and render the final to be put in our VR ride screen.
CLASS 8
Nuke – Setting up the final project, Part one. We take our final shot that would be put into a location based venue and build it into our own VR venue. We will build out some VR based simulator and ìPracticalî set elements. We will also Animate the Ride simulator.
CLASS 9
Nuke Setting up the final projections Part two. We setup a 360 camera rig to re-render our VR experience of the shot we composited projecting into our VR experience. We fix some of the issues we had in the shot and update the motion base textures.
CLASS 10
We wrap up the course, take the final video, and get it ready to experience on GearVR, Google Cardboard, and the Oculus Rift.

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