Thread: Shake to Nuke transition guide

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  1. #46  
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    going to take a print out of it

    thanks for it
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  2. #47  
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    I'm a student compositor who mostly uses shake. I'm trying to learn nuke on the side as well. I'm having a problem finding where a lot of the "n_-----" nodes are. (ex: n_mult, n_clamp, etc...)
    Would anyone be able to tell me where I can find them?
    Thanks.
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  3. #48  
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    thats because they arent there:P

    Any Nuke node that begins with "N_" is part of the NFX Plugins bundle which is a free external plugin suite.

    http://www.nfxplugins.com/downloads.html
    ↑ ↑ ↓ ↓ ← → ← → B A
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  4. #49  
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    makes sense. Thank you
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  5. #50  
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    Could an experienced Shake AND Nuke user comment about which software would be easier to learn for myself who's got a MacBook Pro & Final Cut Studio, but no compositing experience, and I want to work with 1080P ProRes files.
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  6. #51  
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    Quote Originally Posted by backline101 View Post
    Could an experienced Shake AND Nuke user comment about which software would be easier to learn for myself who's got a MacBook Pro & Final Cut Studio, but no compositing experience, and I want to work with 1080P ProRes files.
    Search the forums, this is covered quite a few times.

    Back on topic : Hugh - Is Smoothcam replaced in Nuke by tracker with 'remove jitter' transform? MatchMove is a transform inside the tracker node too.

    -Matt
    Last edited by Matt P; January 20th, 2009 at 07:12 PM.
    Feel free to add me on Twitter : MattWBP
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  7. #52  
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    Quote Originally Posted by backline101 View Post
    Could an experienced Shake AND Nuke user comment about which software would be easier to learn for myself who's got a MacBook Pro & Final Cut Studio, but no compositing experience, and I want to work with 1080P ProRes files.
    please start a new thread rather then going off topic on a sticky.
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  8. #53 test 
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    test
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  9. #54  
    Huge Once again this list is awesome, thanks

    michaelb
    With some loud music + a friend to chat nearby you can get alot done. - but jezz, I'd avoid it if I had the choice---- If only real people came with Alpha Channels.......
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  10. #55  
    This is the single greatest forum thread I have ever seen on the internet... Hugh I could hug you man.

    One thing though, it might need an update since Nuke6 with the RotoPaint node and the rest.
    Last edited by Brokenanimator; April 6th, 2010 at 07:45 PM.
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  11. #56  
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    I'm glad you like it! I may give it an update soon... I wrote the original one while bored one week a couple of years back... Should be easy enough to update, though...
    Hugh Macdonald
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  12. #57  
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    Guys does nuke have mask connection for every single node...( small m next to every singe node in shake ) just curious.
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  13. #58  
    Quote Originally Posted by Hugh View Post
    Warper -> SplineWarp (+) with "mapping" on
    I'm curious as to why you think that Nuke's warp is better - I tried to use it just now, and found it very cumbersome and difficult to use.

    A simple warp that would have been easy in Shake is now taking more steps, and giving less good results.

    The lack of boundary shapes is a big problem (yes, I know you can set the first shape to limit the warp, but that is way less useful than an arbitrary number of boundary shapes added at any point in the process).

    Am I missing something?
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  14. #59  
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    Quote Originally Posted by cran View Post
    Guys does nuke have mask connection for every single node...( small m next to every singe node in shake ) just curious.
    Negative. Most nodes in Nuke do have a mask input, however there are a few nodes that have no use for an alpha and as such don't have a mask input. An example of this would be the 2D tracker.

    Quote Originally Posted by Charles Angus View Post
    I'm curious as to why you think that Nuke's warp is better - I tried to use it just now, and found it very cumbersome and difficult to use.

    A simple warp that would have been easy in Shake is now taking more steps, and giving less good results.

    The lack of boundary shapes is a big problem (yes, I know you can set the first shape to limit the warp, but that is way less useful than an arbitrary number of boundary shapes added at any point in the process).

    Am I missing something?
    I'm not sure if this helps, but is important to note that Nuke has 2 warpers. The Gridwarp and Splinewarp. The splinewarp can be more cumbersome to initially setup, but offers more control for more irregular warping. The gridwarp tends to be much faster / simpler to setup, but is not well equipped to handle irregular warps (warps that don't fit into a type of grid pattern). For example, for more general warping I'll modify the grid (you can quickly add / remove bounding splines from the grid very quickly, however you can't have open splines and your grid has to connect no matter how you modify it). If I was warping something that requires open splines or more rounded splines, I would then use the splinewarp. While grid warp can add arbitrary bounding splines quickly and painlessly, the splinewarper cannot.
    Last edited by Midnight; June 21st, 2010 at 11:40 AM.
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  15. #60  
    Hey there,
    Was wondering what the Nuke equivalent of "ctrl-shift-v", or "paste linked" would be in Nuke. Making a clone seems to make another instance of the node where each controls both (if that makes sense). I want to paste a node that has all of its knobs expressioned to all of its parent's knobs.

    Thanks,
    Charles
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