From the course: Nuke New Features Consolidated
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Shadow casting: Semitransparent shadows - Nuke Tutorial
From the course: Nuke New Features Consolidated
Shadow casting: Semitransparent shadows
- [Narrator] The solid shadow works fine for solid geometry, but if you want to cast semitransparent shadows, you have to change the light's shadow mode to use the alpha channel as a transparency mask with a shadow. I'm using the shadowCasting Nuke file, which you'll find in the exercise files folder. Our semitransparent element is this leaf here. And, with the alpha channel, there's our semitransparency. Back to our Scanline render. Let's take a quick look at the 3D setup. So I'll switch to the 3D view. So I have this card floating over the other card. And the top card has the leaf on it. We have our camera and our light. Okay, back to the scanline render node. So we have a Phong shader on top of the card so it'll receive the shadows, and another Phong shader on top of the floating card so it'll cast a shadow. And we've hooked up our leaf to all the inputs. Now here's the big issue you have to keep in mind. It is this unlabeled arrow input here that receives the alpha channel for the…
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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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