From the course: Nuke New Features Consolidated
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Shadow casting: Basic setup - Nuke Tutorial
From the course: Nuke New Features Consolidated
Shadow casting: Basic setup
- [Instructor] Shadow casting has been in Nuke for a while now, but Nuke7 added a couple of new features that we'll talk a look at here. In addition to that, there are a couple of issues you need to know about to avoid problems. I'm using the ShadowCasting Nuke script that you'll find in the Exercise Files to help speed things along. First thing to know is that a shader is absolutely required in order to do any shadow casting. So let's open up the spot light and switch to the shadow tab. The first thing you have to do is, of course, turn on shadow casting. Now one of the new features in Nuke7 is that each piece of geometry has a shadow cast and a shadow receive control. So let's go to the card and open that up. And right here, you'll find the cast shadow and receive shadow controls. Cast shadow means it does not cast a shadow on anything. Receive is it doesn't receive a shadow, and, oops, our shadow went away, so for the card, you want to leave receive shadow on. For the sphere, same…
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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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