filetch-Moving-and-Compositi-22NR

tch Moving and Compositing Pipeline Maya 2011 and Nuke
  • ZIPproject_files.zip904.72MB
  • FLV20. Aniting the first shot - Pyramid sliding across the table.flv72.08MB
  • FLV21. Aniting the second shot - Pyramid opens.flv69.22MB
  • FLV14. tching the table orientation on shot 1 cam.flv60.30MB
  • FLV19. Modeling the interior of the pyramid.flv55.68MB
  • FLV16. Testing our tchmove inside Maya and fixing any issues.flv55.18MB
  • FLV13. Hand-tching a camera inside Maya.flv54.94MB
  • FLV60. Adding the reflection to our background.flv53.49MB
  • FLV71. Using Roaint to fix background errors.flv52.74MB
  • FLV8. nually tracking shot five.flv51.28MB
  • FLV22. Creating emitters for our nParticles.flv50.53MB
  • FLV33. Using projection techniques to vary particle color by distance.flv49.79MB
  • FLV18. Extruding and Beveling our pyramid.flv49.78MB
  • FLV27. Aniting the goals on and off to create the transitions.flv48.98MB
  • FLV17. Modeling the pyramid asset.flv48.82MB
  • FLV4. nually tracking shot two.flv47.57MB
  • FLV26. Creating the goal models for our particles.flv46.87MB
  • FLV49. Fixing shot 3 with color correction and Keyer nodes.flv46.82MB
  • FLV52. Tracking the table and combining keys to finish shot 5.flv46.81MB
  • FLV62. Using Keying techniques to fix depth in shot 2.flv46.07MB
  • FLV63. Creating an expansive ground shadow using existing iges.flv45.90MB
  • FLV73. Aniting the particle color correction during the fall.flv45.72MB
  • FLV32. Creating a terial for our pyramid.flv45.38MB
  • FLV6. nually tracking shot four.flv44.91MB
  • FLV29. Caching our particles and instancing geometry.flv43.29MB
  • FLV47. Color correcting our shots for consistency in Nuke.flv41.37MB
  • FLV9. Integrating our various tchmoves into one scene.flv38.47MB
  • FLV15. Constraining a preview camera to move with our shots.flv38.17MB
  • FLV51. Using a lu keyer to darken our scene in shot 5.flv37.94MB
  • FLV68. Adding larger ground ambient occluion.flv36.94MB
  • FLV57. Adding DOF and dilating our pass to fix edge issues.flv36.76MB
  • FLV61. Tweaking the reflection and adding AO to the background.flv36.72MB
  • FLV58. Adding motion blur using our motion vector pass.flv36.47MB
  • FLV44. Creating the reflection height shader and pass.flv35.94MB
  • FLV34. Aniting the particle projection to stay with our particles.flv35.93MB
  • FLV72. Converting shot 4 to shot 5 and fixing alpha issues.flv35.60MB
  • FLV36. Creating a clean plate and reflection p for shot 1.flv35.29MB
  • FLV67. Converting Shot 2 to Shot 3 and editing the read nodes and blurs.flv34.44MB
  • FLV25. Keeping our nParticles in the pyramid and creating a vortex.flv33.06MB
  • FLV50. Reusing color correction nodes to se time on shot 4.flv32.27MB
  • FLV28. Using a Grity force to create falling particles.flv32.18MB
  • FLV24. Adding Newton and Drag forces to draw our particles into the air.flv31.97MB
  • FLV56. Using our Clean Plate to fix shot 1.flv31.84MB
  • FLV48. Using a ColorLookup and ColorCorrect to push our footage.flv31.84MB
  • FLV30. Bringing in our HDR ige for indirect lighting.flv31.56MB
  • FLV10. Continuing to integrate our shots together in ya.flv30.69MB
  • FLV. Blurring our Depth and Motion Vectors for a soft look.flv30.64MB
  • FLV5. nually tracking shot three.flv30.24MB
  • FLV11. Creating low-quality previews in Composite for use in ya.flv29.95MB
  • FLV37. Projecting our reflection p onto our geometry.flv29.50MB
  • FLV59. Lightwrapping and blurring to composite with background.flv27.82MB
  • FLV31. Adding direct lighting sources.flv27.67MB
  • FLV70. Converting Shot 3 to Shot 4 and king color tweaks.flv27.57MB
  • FLV23. Aniting the emitters in sync with the doors opening.flv27.33MB
  • FLV54. Combining our basic color passes and specularity.flv27.01MB
  • FLV69. Roainting rkers out of the background.flv26.27MB
  • FLV53. Breaking apart our EXR into passes and setting the colorspace.flv26.13MB
  • FLV3. Creating a plan to keep our shots consistent for ya.flv25.79MB
  • FLV2. Examining the shots and the footage.flv25.67MB
  • FLV65. Painting out the visible rkers using Roaint.flv25.38MB
  • FLV39. Changing our Ambient Occlusion pass for the best results.flv24.42MB
  • FLV12. Offsetting our cameras and ige planes to play correctly.flv23.68MB
  • FLV74. Roainting rkers and viewing the final shots.flv23.58MB
  • FLV45. Doing final checks on render settings and batch rendering.flv23.51MB
  • FLV55. Combining passes to create a proper foreground alpha.flv22.86MB
  • FLV42. Overriding render layers to render each camera separately.flv22.60MB
  • FLV35. Aniting the particle ramp and beginning our table shader.flv21.27MB
  • FLV40. Choosing the file type and frame buffer for compositing.flv21.19MB
  • FLV41. Rendering with multiple cameras and fixing the preview cam.flv20.21MB
  • FLV66. Using the particle tte to color correct our particles.flv17.99MB
  • FLV43. Creating a layer to output a particle tte pass.flv17.46MB
  • FLV7. Creating the coordinate system for shot four.flv16.36MB
  • FLV38. Setting up basic render passes and layers.flv14.63MB
  • FLV46. Dealing with mental ray® 'out of memory' errors.flv12.13MB
  • FLV1. Introduction and Project Overview.flv10.99MB
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