Jul 18, 2010

Heavy nuke scenes 2

In quite a complex scene, that I mentioned in previous post, where environment is fully built from mattepaints, in around 60-70 layer, and a number of these is 6000*8000 or higher in resolution, memory handling is quite crucial. And the more effect, correction, masking is made on these big mattepaints, the memory quickly can go up high. So what I did is after getting good feedback (from sup) on these big layers, I always saved them with all color corrections, and masking to a new exr file (with autocrop if which is a nice thing). But left the replaced branch of nodes in the script, if later have to change it. Of course you can't save animated nodes to a single exr, but that's life.

Jul 16, 2010

Heavy nuke scenes 1

Few words about heavy scene management.
Working on Going Postal I had the opportunity to work with very large scenes, especially the opening sequence.
The main experience: if possible, break up shots/scenes into smaller pieces! In this movie I wanted to see in some aspects the boundaries of 3d in nuke, so I decided to handle my quite complicated shot in one nuke scene. It involved a three matchmoved greenscreen shot, and a matte painted multiple projected full city establisher, connected with a quick moving cameras (and those motion's blended seamlessly) above a large scale terrain, with constantly changing lighting condition, from daylight to sunset, in a multiple piece 3d projected environment.
Ok, it sounds bad, and it was bad. The result... not so bad, but could have been better :) But it was a really great experience with nuke. Of course, it could have been done in 3d, but the 3d department was full of work, so I did it completely in nuke (not counting of course the mattepaints, and matchmoves)
I don't want to write a whole essay about it, so I just write my thought as quick tips, or guidelines.