Vector Tools for Nuke : Part 2: Tutorial
To complement last article about the Vector tools, I’m going to post 4 mini-tutorials to inspire possible uses for these Tools. […]
To complement last article about the Vector tools, I’m going to post 4 mini-tutorials to inspire possible uses for these Tools. […]
I just published a suite of Vector tools on Nukepedia (Download and Quick description here). In this post I will to run the more nerdy of you through the math involved, in part 2 I will include mini-tutorials of example usage of these tools. […]
People getting started with Nuke, even experienced Compositors coming from other software, often seem confused about the Shuffle Node. Prerequisite knowledge The first thing to understand, is that in Nuke you're not limited by 1 RGBA layer. You will sometime see the word Channel and Layer used interchangeably (example: Multichannel EXR), I prefer to use Channel [...]
I was reading the excellent blog DoingThatWrong by Dan Sturm (who I don’t personally know) and saw his article about Rounded Rectangles. As I was reading the article and downloaded the tool, I wondered how I would have made a similar tool, and how to get around the limitations Dan is pointing out in his article. My [...]
Last week I wrote about how to make your first little plugin for Nuke using Python. It was a good start but it was missing a few functions to be fully done. The biggest issue was that once a preset is created, you had no way to edit or delete it, without going to change [...]
We’ve looked at a few examples of Nuke code in my previous posts, and hopefully, you’re starting to get around to reading Python code. Today I’d like to take you through the whole process of making a small python plug-in. We will start by defining the project, think about different solutions, define the main structure [...]
In my previous article, Getting Started with python for Nuke, I threw a link to the official nuke python API reference at the end, without much explanation. In this article, I’ll try to give you a bit of guidance on HOW to use that incredibly useful documentation. […]
(Edited 2021: Starting with Nuke 13, and VFXplatform 2020, Python 3 is now the standard! This article has been edited to reflect that new standard while trying to keep the original content from 2015. The code examples will be updated to be compatible with both Python 2 and 3, and I'll be putting a few [...]