How to create a column of smoke in Foundry's Nuke using particles
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- เผยแพร่เมื่อ 17 ธ.ค. 2019
- In the final #WorkflowWednesday of 2019, our Creative Specialist, Terry Riyasat, shows you how to create a column of smoke in Nuke using the particle system.
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This is such a solid tutorial. Not too long, not too brief. End result looks great and useable -- all done without propriety footage / plugins. Perfectly detailed and not slowing down to explain what a 'merge' node is. Love it. Foundy should have this dude doing ALL of their tuts -- and often.
This is the best Nuke tutorial I have seen so far! Really well done!
Thanks so much 4 this tutorial Foundry
Good tutorial brother.💛
Amazing! Thanks
I love it!
Excellent and really helpful
brilliant
Good one
how would i go about placing this within a scene? Everytime I try to render this(outside of the 3d view) through a scene node, it crashes my program. I have a 2070 and i7 10700. Could my system really just not handle this?
Excelente
thanks
HI, Can I ask you if you can export the result to Maya? I have a cloud system I want to bring into Maya. Is it possible? I try writegeo fbx, alembic, obj, nothing works. I am using also some clouds images as particles. Or can i export it as an image sequence? thanks
Please, why can't I use Particle Emiter.
If I open this function, the whole dialog will remain dark - inactive
well thank you
Good tutorial, bu i think that its need a random rotation per particle like Particular in after effects. Too many steps to create a smooke column. How we can do this?
How do I connect it to my scene's pipeline?!!
Somehow my RGB and A values in the curve don't do anything. Tried it several times but no result, what could be the problem? Thanks in advance,
Did you applied a material to the particle?
@@ChaosVFX I got it, the trick was to have the materialblend set to modular. Otherwise it wouldn't do anything
The color change in the particleCurve doesn't do anything for me...? Nothing is changing.
how to use scanlinrender done it
Hi.
It looks like the BlendMat modulate does not work in NukeX 12.2v3. Is there a work around with this?
Hi all, so it's something to do with the image I have used for the sprit. Does the image have to be a certain format with an alpha and does the image need to be a certain bit depth?
@@Kegsie200 Did you solve it? I'm having the same problem
@@user-mj6zg8hh9h try switching your renderer to "nuke" instead of hydra in pref, then restart. But it's just for scene view purposes. render stays the same
@@Lumicphotography THIS!
@@Lumicphotography thank you!!!
Cool tut, except that my reasonably powerful machine was utterly killed by the scanline render. Even if I reduced the particle count from 350 to 100, it was murderous to cache.