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Compositing a 3D Ogre into a Live Action Scene in NUKE and Houdini
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Released Mar 9, 2014
Matt Skonicki

Guest Tutor

Matt Skonicki
Throughout these tutorials we will be learning the pipeline workflow for live action/CG incorporation using NUKE and Houdini.

We'll start by creating the matchmove camera track from our footage and from there move into Houdini for setup. We will then animate, light, and render an ogre gone amuck in Chicago. Moving back into NUKE, we'll composite multiple passes to give us the final shot.

By the end of this training, you'll learn how to make both applications work in harmony to create your own visual effects piece.
Introduction and project overview
1

Introduction and project overview

 
01:10
Removing distortion from the plate shot
2

Removing distortion from the plate shot

 
11:14
Preparing the footage for tracking using roto masks
3

Preparing the footage for tracking using roto masks

 
08:04
Tracking the footage
4

Tracking the footage

 
09:54
Solving the tracks for a camera
5

Solving the tracks for a camera

 
09:30
Refining the solve
6

Refining the solve

 
06:31
Orienting our scene
7

Orienting our scene

 
14:09
Setting our scene scale using constraints
8

Setting our scene scale using constraints

 
11:47
Building out scene geometry
9

Building out scene geometry

 
08:08
Continuing to build geometry
10

Continuing to build geometry

 
07:59
Exporting the scene to Houdini
11

Exporting the scene to Houdini

 
04:41
Introduction to the ogre
12

Introduction to the ogre

 
13:08
Merging the scene with the ogre
13

Merging the scene with the ogre

 
16:52
Posing the character for animation
14

Posing the character for animation

 
08:56
Setting up a preview render
15

Setting up a preview render

 
10:55
Lighting the scene
16

Lighting the scene

 
10:55
Reviewing the animation pass
17

Reviewing the animation pass

 
03:52
Estimating a safe overscan resolution
18

Estimating a safe overscan resolution

 
03:56
Creating overscan to the camera using expressions
19

Creating overscan to the camera using expressions

 
06:23
Continuing to use scripting
20

Continuing to use scripting

 
10:01
Fixing geometry overlap using Visibility nodes
21

Fixing geometry overlap using Visibility nodes

 
12:24
Checking the geometry on the ogre
22

Checking the geometry on the ogre

 
13:20
Setting up image planes in the Mantra Render node
23

Setting up image planes in the Mantra Render node

 
11:56
Creating the ground shadow pass
24

Creating the ground shadow pass

 
06:23
Creating the color mask pass
25

Creating the color mask pass

 
11:13
Adding lens distortion to our Houdini renders
26

Adding lens distortion to our Houdini renders

 
07:27
Adding the ground shadow pass
27

Adding the ground shadow pass

 
05:53
Using the position pass to color correct the feet
28

Using the position pass to color correct the feet

 
05:18
Adding in the occlusion shadow pass to the ogre
29

Adding in the occlusion shadow pass to the ogre

 
03:37
Setting up the Color Correction nodes for the ogre
30

Setting up the Color Correction nodes for the ogre

 
04:26
Adding motion blur to the ogre
31

Adding motion blur to the ogre

 
04:53
Adding depth of field blur to the ogre
32

Adding depth of field blur to the ogre

 
06:27
Adding additional blurs for realism
33

Adding additional blurs for realism

 
02:15
Adding grain and fixing alpha render errors
34

Adding grain and fixing alpha render errors

 
03:36
Simulating chromatic aberration
35

Simulating chromatic aberration

 
06:23
Adding ground occlusion at the feet of the ogre
36

Adding ground occlusion at the feet of the ogre

 
08:00
Creating the light wrap
37

Creating the light wrap

 
02:32
Building the cold breath of the ogre
38

Building the cold breath of the ogre

 
05:08
Finishing off the shot with glows and foreground roto
39

Finishing off the shot with glows and foreground roto

 
06:58