FLOW | A Mograph & VFX Process Part 04: Building the Composite in Nuke


FLOW explores a workflow experienced in a real life motion graphics & visual effects project.  Artist Craig Whitaker will guest host this series along with myself and we will discuss both the “how” of getting through a project as well as the often more important, “why”.  We will begin at the early stages of art direction, script review and initial client requests. As we move through the project, various software techniques and choices will be explained and demonstrated – with the focus being on why each step of the project was completed in a certain fashion. Topics will include but are not limited to: art direction, addressing client demands and changes, matchmoving, when to get out of 3D, and much, much more.

Please enjoy Part 4 where Craig will pick up where EJ left off in Part 3 by taking the particle flow animation created in Cinema 4D and bringing the renders into Nuke.  First, we will look at some of the initial look development.  Then we will dive into how we can use fresnel passes as RGB passes to drive color and glow in composite.  We’ll follow that up by discussing how you can build an art direct-able script and we’ll wrap it all up by showing how you can work with tools such as Vector Blur, iDistort, and much more inside of Nuke.

Stay tuned for Part 05 where Craig will cover how he composited animations made in After Effects onto curved 3D panels inside Nuke.

Watch Part 1: The FLOW Project Overview

Watch Part 2: Tracking in Nuke

Watch Part 3: Creating the Particle Flow in Cinema 4D

Part 4:

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