We all have watched and read about linear workflow dozens of times. We’re not talking about linear workflow again, this time we will see how to convert your default sRGB textures to linear inside Photoshop, and understand how Photoshop deals with color profiles. This video is part of the CG Generalist Course.
Tag Archives: nuke
If you shooting for texture reference or lighting acquisition (hdri), you may want to keep your images as “raw” as possible. This means keeping your images linear and the colors/exposure correct. In this post we discuss a basic workflow for calibrating raw images with colorchecker reference, using Nuke.
So I am working on this floor texture using a tileable texture as a base. The problem with tileables in this case is that you will get a lot of repetition. My idea was to paint over some patches in mari to break that pattern. I thought that would be a good idea to import the floor geometry and camera to nuke and check where I needed to paint those patches, using the nuke’s scanline render for quick feedback. Since I was using multi tile uv’s I was not sure how to setup the textures and uv space inside nuke, but it’s very easy as you will see in this post.
Extractions are all about the edges, and when you are trying to recover that edge detail that was lost or you have those bright edges around your subject, a usefull trick is to extend the pixels to “fake” edge detail. In this tutorial i am going to show you how you can use the iDistort and matrix nodes to extend the edges of your images.
Deep compositing is one of the most wanted features of the EXR 2.0 integration with major render packages. Rendering deep image data is currently supported only by renderman and mantra. Arnold render has also the ability to render deep data but it’s not avaliable yet. In other hand, vray has a “deep pixels” plugin that is capable of writing this type of data for maya and 3ds max, and also a “deep reader” plugin for nuke. In this tutorial I am going to show you how you can write deep images with maya/3ds max and vray.