From the course: Nuke New Features Consolidated
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Displacement node: Basic workflow - Nuke Tutorial
From the course: Nuke New Features Consolidated
Displacement node: Basic workflow
- [Narrator] The displaced geoNode will displace a polygonal surface but you must first create a lot of polygons which makes it a heavy render. A displacement shader works differently by creating needed polygons on the fly only as they enter the render window. In previous versions of Nuke, the displacement shader was embedded in the ScanLineRender node but in Nuke 7 it's been moved to a separate node, the displacement node. So the images we're using are in the exercise files, you can play along too, put this back where it belongs. Now let's take a look at our 3D set up. We have a card and a camera, so go to our 3D view. So here's our card, and our camera and you'll notice the card only has 4 polygons along here and 4 there for a total of 16 polygons for the whole card, in other words a very low polygon count. Now let's add our 3D shader, we'll select our texture map image, go to 3D, shader, displacement, and nothing happens. The reason is we haven't hooked up any displacement yet to…
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Contents
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ZDefocus: Setting the depth of field5m 27s
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ZDefocus: Adding a bokeh6m 1s
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ZDefocus: Changing the bokeh appearance2m 54s
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ZDefocus: Adding filter inputs3m 45s
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SplineWarp: Drawing and connecting splines6m 56s
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SplineWarp: Creating a warp4m 23s
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SplineWarp: Setting boundary splines3m 37s
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SplineWarp: Creating a morph8m 3s
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SplineWarp: Refining the morph animation4m 59s
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Deep compositing: Introduction to deep compositing5m 51s
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Deep compositing: Editing deep images6m 57s
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Deep compositing: Deep compositing nodes7m 38s
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How to generate motion vectors2m 26s
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Editing clips together with the TimeClip node5m 25s
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Alembic geometry: Importing Alembic geometry6m 1s
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Alembic geometry: Selecting geometry with the Scenegraph4m 46s
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Alembic geometry: Exporting Alembic geometry4m 17s
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PointCloudGenerator: Creating dense point clouds4m 36s
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PointCloudGenerator: Setting keyframes4m 50s
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PointCloudGenerator: Post-filtering and grouping6m 34s
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DepthGenerator: Creating depth passes4m 39s
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DepthGenerator: Refining the depth data3m 52s
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DepthToPoints: Creating a point cloud from a depth channel6m 15s
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DepthToPosition: Creating a position pass from a depth channel5m 30s
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Converting a point in screen space to a 3D point3m 15s
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Displacement node: Basic workflow3m 28s
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Displacement node: Adjusting tessellation5m 25s
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Shifting the timing of an entire node tree2m 3s
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Shadow casting: Basic setup5m 7s
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Shadow casting: Semitransparent shadows2m 54s
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Relighting a CGI render with the normal pass5m 18s
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