great, few tutorials are good, but yours is great because it is not only about how it is done, but also why it is done that way👍
@corenettechukgraphicdesignАй бұрын
Thank this is real helpful to beginners. appreciate 👌👌🤘
@christianthea1059 Жыл бұрын
thanks you so much sir, this is awesome. I've been searching this for soooo long
@andreasnoutschmidt99643 жыл бұрын
This series (as well as your whole channel) is a true gift. Thank you!
@pixeltrain3d3 жыл бұрын
Thanks a lot, Andreas :-)
@chanofeles2 жыл бұрын
Very grateful for all the knowledge shared in all this series of tutorials. True legend!.
@Robinbobin2 жыл бұрын
Thank you very much for creating this tutorial, it helps me out a lot 🌟
@maelernst16692 жыл бұрын
Thanks a lot, was really usefull for me!
@rummel72 жыл бұрын
Thank you so much for this tutorial series Helge! Your tutorials are some of the best you can find on the web. I have one note about the alpha-channel handling in this tutorial. If you set in all the shuffle nodes the output layer to rgb instead of rgba you can keep the original alpha from the beauty-pass. And if you set in the plus- and multiply-nodes the A,B and Output channels to rgb instead of rgba as well, you can keep the original alpha channel throughout the whole nodetree. So you don't need the workaround with the additional Copy-nodes. Peter
@pixeltrain3d2 жыл бұрын
Thanks, Peter. Yes, I know but I was lazzy and I don't wanted to discuss that topic in this tutorial. But you are right, this is the more elegant way and it prevents errors. Also it is important to check, that the Alpha is not over 1, which sometimes happens if we forget that in Plus operations. So thanks to bring this topic up here, so that viewers can check their Alphas and Nodes.
@arjunanaaghavan39793 жыл бұрын
Really amazing please do continuesly
@nandu.design88033 жыл бұрын
The Tutorials are so on point and indepth and btw i joined your patreon, you sir are heavily underrated.
@danilodelucio2 жыл бұрын
Amazing video man, your didactic is awesome! 👏👏 Just for a good practice, I recommend do not rename the nodes. Depending on you are working, some pipelines has your own automation and the node name can help us as a "ID". For example, if for some reason your script crash, inside of Nuke prompt, you can easily find the problem. In this case, I would suggest to go to the "Node" tab (all nodes have it), and place a TCL expression to show the name you want in your node label. If you are using the legacy Shuffle: [value in] If you are using the new Shuffle: [value in1] If you want to put any name in any node, just type your text.
@DavidRodriguezb3d Жыл бұрын
this video is pure gold
@pixeltrain3d Жыл бұрын
Thanks :-)
@suryaprasad65492 жыл бұрын
Thank you for this video bro
@pixeltrain3d2 жыл бұрын
You are welcome :-)
@rorymayne21903 жыл бұрын
Thank you for this awesome information!
@smoothprox3 жыл бұрын
Lots of great tips. I've been using a Maya/Vray/Nuke pipeline for years at work but I been steadily moving my 3D work to Blender (post 2.8) over the past year. Thanks for sharing.
@pixeltrain3d3 жыл бұрын
That's cool. Looking forward to your experience with that shift.
@smoothprox3 жыл бұрын
@@pixeltrain3d I'll keep you posted. Are you planning any videos on Color space/Linear workflows? Pardon me if you've already done so.
@pixeltrain3d3 жыл бұрын
@smothprox Look here, is it that you are looking for? kzbin.info/www/bejne/i6XRhZqjacusrtU Blender Beauty is normaly saved with a Filmic profil, but not the EXRs. They are linear.
@smoothprox3 жыл бұрын
@@pixeltrain3d The best explanation of Nuke's color space I've seen. Bravo. As for Cycles 32bit EXR output, Blender automatically adjusts Gamma curves for sRGB image files used in shaders as part of the linear conversion during rendering? Thank you!
@pixeltrain3d3 жыл бұрын
Thanks. In Shader Context you use Image Nodes for loading your textures. In these you have a dropdown to select if you texture is sRGB (Gamma 2.2) or non-color / raw (Gamma 1.0). If you select sRGB, the Gamma from the texture is removed by Gamma 0.454, which results in a linear image. So the Shader Editor of Blender works in Gamma 1. Hope, that helps.
@alimoworld82953 жыл бұрын
Great .Thank you.
@chrisalldridge12352 жыл бұрын
Hi! Love this course and love all the appends in the download files! The Standard_EXR & the NUKE compositor nodes are such a time saver :). One question: In the blender compositor, I'm running the rgba image (beauty) through a mix with denoise when plugging it into the relevant standard EXR socket... The trouble is, when I break all the layers apart in Nuke using the script you kindly built, the denoise data is lost when I merge it all back together. This naturally causes some problematic fireflies. Do you know how to fix this/ how to get that denoise data that was mixed into the RGBA pass back into the final build? I'd have thought I need to do some shuffling but I can't work out what exactly! Thanks again for an amazing course!
@UzairFareedFX3 жыл бұрын
Great dear.
@leeuum7643 жыл бұрын
Great video, just one question though, in your nodes the shadow and AO dont lead anywhere. Could you show how someone would integrate those? Doesn't really seem like they're needed but if thats the case what are they for?
@poopiecon14893 жыл бұрын
u are doing something amazing with these tutorials
@robertYoutub3 жыл бұрын
Thanks again. The different thing on Blender is the color output… in my experience I like to combine more layers before writing them to exr. Simple reason are file size. Especially with EXR in HD you will want to bring it down to like 6 outputs only. Maybe I worked to long Vray too.. but just wanted to note that. PS As I also use Fusion, side note for the alpha handling in Fusion, you need to use the burn in option, to not screw up the alpha.
@pixeltrain3d3 жыл бұрын
Hi Robert, Thanks for your input. Yeah, Multilayer EXRs with many layers are often the bottleneck in production. I tend to write bigger projects out as single EXRs because I found that NUKE is much better in caching the trees with that. In may last tutorial of this series I explained how to do that. Thanks for the input, again! Love it :-)
@Kryptonian00243 жыл бұрын
Thank you
@pixeltrain3d3 жыл бұрын
You're welcome
@michelf76003 жыл бұрын
Thanks for this video, it has amazing information! Not sure you'll ever see this but I have a DENOISER question. I'm using Blender 3 and Nuke 12. I am extracting the diff passes from the EXR with shuffle nodes then adding/multiplying them as instructed to get the reassembled beauty. The issue for me is that the reassembled image is a bit more noisy then the original EXR which is very clean. I wonder if this has anything to do with any additional denoising settings in Blender or in Nuke that I'm missing?
@Alerazius3 жыл бұрын
Ok, it has been INSANELY useful, thank you so much for this serie :) I was wondering how do you deal with the denoising ? For exemple i've just rebuilt a Blender scene using your template and between the original beauty pass with optix denoising in Blender and the beauty pass reconstructed in Nuke, the difference in noise is brutal. I can't find a way to reach a result in Nuke as good as what optix gave in Blender. Is there a way to use optix data infos from Blender to Nuke ? Thank you again for this very precious gift :)
@TechFilmsTechnology2 жыл бұрын
Hello i have one question. Blend passes is full noise so we must put denoiser all of them in blender ? ( Node Denoiser ) ? because i think we cant work with noise passes because will look bad right ?
@pixeltrain3d2 жыл бұрын
Yes, you should denoise it while outputing from Blender. But be aware, that denoising datapasses is a bad idea, because the stored data are "distored". So better increase the samples first and take you time for production rendering.
@TechFilmsTechnology2 жыл бұрын
@@pixeltrain3d So i must Render at maximum as posible samples and denoise passes separately?
@charlesbrain55353 жыл бұрын
thanks can you give us the gizmo or whatever you use for the cycle export beauty passes
@pixeltrain3d3 жыл бұрын
Do you mean the NUKE Preset for combining?
@charlesbrain55353 жыл бұрын
@@pixeltrain3d yes sir, the passes for cycle. i will love to have it, thanks once again for you quick reply.
@charlesbrain55353 жыл бұрын
@@pixeltrain3d ok i watched it till the end i got it thanks.
@pixeltrain3d3 жыл бұрын
Great :-)
@kidofdisgust3 жыл бұрын
I see someone else has also asked this question, but I'll give it a shot. Regarding the Shadow Pass and the Env pass, I can't seem to get them to work. I got the AO pass to work by multiplying it over in the end and using the mix slider in the merge node to get more pronounced AO shadows, but I can't for the life of me figure out how to use the Shadow pass or the Env pass. Is this something that is easily explained and can be fixed quickly? I tried inverting the Shadow pass and merge it over with a plus before the AO pass which gave me something, I can brighten the shadows, but I don't know if that is the correct way to go about it. Thanks! Edit: So I talked with a bunch of different people, and they say that Merging the Shadow pass with a plus over the B-pipe is the correct thing to do. The reason why was if they wanted more information in the shadows, instead of lifting the shadows (introducing noise) they could just plus the shadow and lift them that way (without getting noise). Hope this helps!
@capricalee2 жыл бұрын
So, what about affter using denoise in blender? How can I rebuild the layer in NUKE?
@vietanhnguyen58283 жыл бұрын
Hi I have a problem using the "File Output" node to rename the patches you mentioned in the previous video. It works really well with rendering an image but if I use render animation it all seems to be back to the default patch name Composite_Combined instead of RGBA. Thank you for your help
@pixeltrain3d3 жыл бұрын
Hi, I've answered you on the first video.
@AboghnimaCGI Жыл бұрын
thanks, I get files from Gumroad it really awesome for save time, I follow you but why after combine passes it looks noisy but the beauty is denoised, Thanks