Corso di Nuke


Nuovi posti disponibili per il corso più importante sugli effetti speciali del cinema, tenuto da Victor Perez con “The Foundry Certified NUKE Traning Center”. Il primo corso di Nuke in italia by Victor Perez certificato “The Foundry”.

Corso di Nuke Certificato The Foundry

Il Visual Forum X data l’importanza dell’evento ha messo a disposizione altri posti disponibili, dando la possibilità di prolungare la chiusura delle iscrizioni.
Quindi non fatevi scappare questa opportunità unica nel suo genere.


Per tutte le info ed iscrizioni


vigamus_3dart

Inoltre la Nuke Masterclass mette a disposizione la possibilità di pagare il corso “prima fila” a 2.500 euro (che prevede la Certificazione NUKE/Victor Perez ed un anno di licenza del software NUKE) il Visual Forum X ti consente un pagamento rateizzato: una prima rata subito al momento dell’iscrizione e l’altra entro il 11 Novembre giorno di apertura del Nuke Masterclass.


Victor Perez, che ricordiamo è Senior Digital Compositing Artist e 2D Technical Director, collaboratore di Nukepedia e membro della prestigiosa Visual Effects Society, Victor ha lavorato e ricercato con studi vincitori di Oscars come Double Negative o Cinesite. I suoi crediti includono: Il Cavaliere Oscuro – Il Ritorno, Les Miserables, Harry Potter e I Doni della Morte, Pirati dei Caraibi, The Bourne Legacy, John Carter…


Corso-master-nuke_Tour-Roma

 

In questo master training, Victor Perez dedicherà 6 settimane di approfondimento nell’arte del compositing in Nuke e della creazione degli visual effects per la prima volta in Italia in lingua italiana.

 

 


Andiamo a vedere il programma del corso di Nuke che si terrà al Vigamus:

Programma del corso di nuke

Nuke Certified Master Training by Victor Perez

Lesson Plan
Digital Image Fundamentals

• Bayer Pattern
• White Balance
• Color Compression
• Luminance vs Chromaticism
• Cheaper is more compressed (aka 4:2:0, 4:1:1, 4:2:2)
• Uncompressed Color 4:4:4. The standard for VFX
• Comparison Between 4:4:4 and 4:2:0 plates
• Links & Bibliography for this Chapter
• Color Bit Depth
• 8-Bit, Float and Half-Float
• Cartesian Axis Representation: Lookup Tables
• Normalized Values
• Monitoring Superwhites / Superblacks
• Linear vs Log
• Nuke™ 32-Bit per Channel Linear Workspace (Read Node Setup)
• Color Space Standards
• sRGB Images and Gamma
• The Problem of Old TV: Gamma Compensation
• Gamma Function
• LUTs : Monitor, TV, Projectors… Same Color, Different Representation
• Input Process
• Reference Out Monitor
• Color Temperature / Tint: Kelvin Scale
• CIE Standard Illuminant D65

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• Color Analysis Instruments
• Color Picker
• Sampler Node
• Zebra/Clip Check
• Viewer Gamma
• Viewer Exposition
• Wipe/Compare Views (Referencing)
• Histogram
• Slice Tool
• Vectorscope
• Parade
• Difference Between Film and Broadcast
• High Dynamic Range for Cinema
• Calibration and Color Sync
• Color Correction Maths
• Grading Premultiplied and Unpremultiplied Images
• Using Premult / Unpremult Nodes
• (Un)Premult Operations Inside Color Nodes
• Exploring Nuclear Operators
• Add
• Split Channels in All Color Manipulator Knobs
• Understanding the Color Wheel/Cube and TMI, HSV, RGB Sliders
• Multiply
• Gamma
• Saturation
• Clamp
• Invert
• Grade
• The Order of Operations in Color Tools
• Grading tools
• Black Point
• White Point
• Lift
• Gain
• Multiply
• Offset (= Add)
• Gamma
• Reverse
• Black & White Clamp Checkboxes
• Mix Knob
• Color Correction Tools
• Ranges (Shadows, Midtones, Hightlights)
• Maths by Knobs
• Master and Ranges
• Saturation
• Contrast
• Gamma
• Gain
• Offset
• ColorLookup
• Understanding the Curve Base Manipulations
• Color Matching by Curves

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• HueCorrect
• Modifying Isolated Colors (Secondary Color Corrections)
• Despill and Color Suppresions
• HueShift
• Exposure (Analogical Simulator)
• Lesson Plan! Victor Perez
• Color Master Class for Nuke™ Compositors! 5
• Stops
• Cineon
• Log2Lin (and PLogtoLin)
• SoftClip
• Colorspace
• Other Nodes
• HSVTool
• Color Transfers Nodes
• ColorTransfer
• MatchGrade
• Crosstralk
• Toe
• MinColor
• Posterize
• RolloffContrast
• LUT Tools
• Truelight
• CMSTestPattern
• GenerateLUT
• VectorField
• Concatenation
• Merge Node for Color Operations
• Plus (Vs. Screen)
• Minus (and Difference)
• Multiply
• Divide
• Max
• Min
• Average
• Geometric
• Soft Light
• Hard Light
• Color Burn
• Color Dodge
• Hypot

Digital Compositing Basics

• Introduction
• Layer Maths
• Animation
• Masks
• Unpremultiplied Images

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• Keying, The Alpha Channel and The Greenscreen Plate
• Keying Models:Using 1 Keyer
• Matte Density:Using 2 Keyers
• Boolean Logic: Using Multiple Keyers
• Post-Processing: Enhancing the Matte
• The VKeyer® and Other Advanced Greenscreen & Keying Techniques
• The VKeyer® Demystified
• Foreground Key Luminance Compensation
• Prekeying: Luminance and Despill Map Through the Multichannel Stream
• Despill Operation Based on Background Map
• Relight Foreground
• VKeyer® Case Study: “Lamborghini Car” and “Epic 5K Greenscreen”
• Advance Keying
• The High/Low Frequency Filter (Kernel Convolution)
• The Difference Keyer Model Manual Setup (Keylight™ Fundamentals)
• Additive Keyer Manual Setup (vs Additive Keyer Gizmos You Can Find Online)
• The Subtractive Model
• The Dividend Model

Rotoscoping and The Foreground Plate

• Introducing Rotoscoping
• Checking the Matt
• Tracking and Motion Blur

Camera, Photogrammetry & Camera Mapping

• Analyzing the Camera and Lens attributes
• (2D) Point Tracking
• Planar Tracking
• 3D Camera Tracking

Paint, Rig-Removal and The Back Plate

• Working with the Backplate
• Fitting Clean Plates
• Creating Clean Frames
• Temporal Offsets
• Spatial Offsets

Lighting and Effects

• Lighting Effects
• Isolating Lighting Qualities
• Simulating Lighting Effects
• The Absence of Light
• Compositing Live Action Elements/Motion Graphics

CG Light, Beauty and Arbitrary Output Vectors

• Arbitrary Output Vectors
• Per Object Multipass
• Per Light Multipass

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• Understanding 3D Passes

CGI 3D Relighting Techniques

• Understanding the Normal and the Point Position passes
• 3D Relighting Nodes Setup in Nuke™
• Applying the Relight Pass to the Beauty: Light Fusion Methodology
• Quality of Surfaces for Relighting: Nuke™ Shading Techniques (General and Isolated)

Warping and Morphing, Gizmos and Pipeline

• Warping
• Morphing
• Expressions
• Gizmos
• Plugins
• Introduction to Python
• The Post House Data Pipeline
• The Film Pipeline
• Video Data Streams Pipeline: Formats & Codecs
• The 2D Pipeline
• FIlm Out > Rendering/Compression Ratio’s

3DS (Stereo) Compositing Using Ocula™

• Stereoscopy Fundamentals: Parallel vs. Convergent
• Stereo Fixes in Ocula™: Understanding the Problems of Comping in Stereo
• Ocula™ Core Nodes: Solver, Alignment & Color Match

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