<?xml version="1.0" encoding="UTF-8"?>
<!-- generator="FeedCreator 1.7.3" -->
<rss version="2.0">
	<channel>
		<title>Tutorials</title>
		<description></description>
		<link><![CDATA[http://www.nukepedia.com/index.php?option=com_content&task=section&id=8]]></link>
		<lastBuildDate>Wed, 22 Feb 2012 14:47:13 +0100</lastBuildDate>
        <generator>FeedCreator 1.7.3</generator>
		<item>
			<title>New Nuke teaching Wiki</title>
			<link>http://www.nukepedia.com/written-tutorials/new-nuke-teaching-wiki/</link>
			<description>&lt;p&gt;Dear all,&lt;/p&gt;
&lt;p&gt;Here is a Wiki I have written for my compositing students here in Sonagpore's Nanyang Technological University. It is not as advanced as these esteemed pages, being more intended for young students with very little experaince, but usefull to some here perhaps. Feedback welcome.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;http://opticalenquiry.com/nuke/&lt;/p&gt;</description>
			<category>Tutorials</category>
			<pubDate>Sun, 12 Feb 2012 04:50:16 +0100</pubDate>
		</item>
		<item>
			<title>The lens distortion model in the Card node explained</title>
			<link>http://www.nukepedia.com/written-tutorials/the-lens-distortion-model-in-the-card-node-explained/</link>
			<description>&lt;p&gt;(The following information comes courtesy of one of the research engineers at the Foundry).&lt;/p&gt;
&lt;p&gt;The Card node implements the PtGUI lens model.&lt;br /&gt; &lt;br /&gt; The formula used by the Card node is:&lt;br /&gt; &lt;br /&gt; r_src = a*r^4 + b*r^3 + c*r^2 + (1-a-b-c)*r&lt;br /&gt; * r_src is the radius between the source pixel and the center of the image&lt;br /&gt; * and r is the output radius from the center of the image&lt;br /&gt; * where the radius is scaled so that width/2 is 1&lt;br /&gt; (unless you toggle &quot;lock to vertical&quot; where height/2 is 1)&lt;br /&gt; &lt;br /&gt; So the parameters should map *unle...</description>
			<category>Tutorials</category>
			<pubDate>Tue, 10 Jan 2012 23:30:12 +0100</pubDate>
		</item>
		<item>
			<title>Create Deep Images for Nuke in Maya/Prman</title>
			<link>http://www.nukepedia.com/written-tutorials/create-deep-images-for-nuke-in-maya/prman/</link>
			<description>&lt;div class=&quot;LessonHeader&quot; style=&quot;font-weight: normal; font-style: normal; font-size: 14px; font-family: 'Lucida Grande',Lucida,Verdana,sans-serif; vertical-align: baseline; color: #333333; font-variant: normal; letter-spacing: normal; line-height: 21px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; padding: 0px; margin: 0px;&quot;&gt;
&lt;h1 class=&quot;LessonTitle&quot; style=&quot;margin: 0px 0px 0.5em; font-weight: normal; font-style: inherit; font-size: 2.5em; font-family: inherit; vertical-align: baseline; color: #222222; line-height: 1; padding: 0px;&quot;&gt;&lt;span style=&quot;color: #ffffff;&quot;&gt;Create Deep Images for Nuke in Maya/Prman&lt;/span&gt;&lt;/h1&gt;
&lt;/div&gt;
&lt;div class=&quot;summary&quot; style=&quot;font-weight: normal; font-style: normal; font-size: 14px; font-family: 'Lucida Grande',Lucida,Verdana,sans-serif; vertical-align: baseline; color: #333333; font-variant: normal; letter-spacing: normal; line-height: 21px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; padding: 0px; margin: 0px;&quot;&gt;
&lt;p style=&quot;margin: 0px 0px 1.5em; font-weight: inherit; font-style: inherit; font-size: 14px; font-family: inherit; vertical-align: baseline; padding: 0px;&quot;&gt;&lt;span style=&quot;color: #ffffff;&quot;&gt;Nuke's deep implementation can currently only uses .dtex files rendered out of Prman 15.2 or newer. In this example I will show you how to generate them out of Maya &amp; Renderman Studio.&lt;/span&gt;&lt;/p&gt;
&lt;/div&gt;
&lt;div id=&quot;step_1&quot; class=&quot;lessonStep top&quot; style=&quot;font-weight: normal; font-style: normal; font-size: 14px; font-family: 'Lucida Grande',Lucida,Verdana,sans-serif; vertical-align: baseline; clear: left; color: #333333; font-variant: normal; letter-spacing: normal; line-height: 21px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; padding: 0px; margin: 0px;&quot;&gt;
&lt;h2 class=&quot;StepTitle&quot; style=&quot;margin: 0px 0px 0.75em; border-width: 0px 0px 3px; font-weight: normal; font-style: inherit; font-size: 1.5em; font-family: Georgia,'Times New Roman',Times,serif; vertical-align: baseline; color: #222222; border-bottom: 3px solid #cccccc; padding: 0px;&quot;&gt;&lt;span style=&quot;color: #ffffff;&quot;&gt;Here is my scene full of 3d geometry Spheres&lt;/span&gt;&lt;/h2&gt;
&lt;div class=&quot;image&quot; style=&quot;margin: 0px 0px 1em; font-weight: inherit; font-style: inherit; font-size: 14px; font-family: inherit; vertical-align: baseline; float: left; position: relative; padding: 5px; border: 1px solid #cccccc;&quot;&gt;&lt;span style=&quot;color: #ffffff;&quot;&gt;&lt;img style=&quot;font-weight: inherit; font-style: inherit; font-size: 14px; font-family: inherit; padding: 0px; margin: 0px;&quot; src=&quot;images/users/dekekincaid/3dCameraSpheres.png&quot; alt=&quot;3dCameraSpheres&quot; width=&quot;560&quot; height=&quot;314&quot; /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;/div&gt;
&lt;div id=&quot;step_2&quot; class=&quot;lessonStep top&quot; style=&quot;font-weight: normal; font-style: normal; font-size: 14px; font-family: 'Lucida Grande',Lucida,Verdana,sans-serif; vertical-align: baseline; clear: left; color: #333333; font-variant: normal; letter-spacing: normal; line-height: 21px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; padding: 0px; margin: 0px;&quot;&gt;
&lt;h2 class=&quot;StepTitle&quot; style=&quot;margin: 0px 0px 0.75em; border-width: 0px 0px 3px; font-weight: normal; font-style: inherit; font-size: 1.5em; font-family: Georgia,'Times New Roman',Times,serif; vertical-align: baseline; color: #222222; border-bottom: 3px solid #cccccc; padding: 0px;&quot;&gt;&lt;span style=&quot;color: #ffffff;&quot;&gt;Render Settings&lt;/span&gt;&lt;/h2&gt;
&lt;div class=&quot;image&quot; style=&quot;margin: 0px 0px 1em; font-weight: inherit; font-style: inherit; font-size: 14px; font-family: inherit; vertical-align: baseline; float: left; position: relative; padding: 5px; border: 1px solid #cccccc;&quot;&gt;&lt;span style=&quot;color: #ffffff;&quot;&gt;&lt;img style=&quot;font-weight: inherit; font-style: inherit; font-size: 14px; font-family: inherit; padding: 0px; margin: 0px;&quot; src=&quot;images/users/dekekincaid/RenderSettings01.png&quot; alt=&quot;RenderSettings01&quot; width=&quot;386&quot; height=&quot;680&quot; /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;instructions&quot; style=&quot;font-weight: inherit; font-style: inherit; font-size: 14px; font-family: inherit; vertical-align: baseline; text-align: left; clear: left; padding: 0px; margin: 0px;&quot;&gt;
&lt;p style=&quot;margin: 0px 0px 1.5em; font-weight: inherit; font-style: inherit; font-size: 14px; font-family: inherit; vertical-align: baseline; padding: 0px;&quot;&gt;&lt;span style=&quot;color: #ffffff;&quot;&gt;1. Goto your &quot;Render Settings&quot; in Maya&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;color: #ffffff;&quot;&gt;2. Change the &quot;Render Using &quot; option to &quot;RenderMan&quot;&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;color: #ffffff;&quot;&gt;3. Change the &quot;Image Format&quot; to &quot;EXR&quot; (not required but a good idea when working with Nuke)&lt;/span&gt;&lt;/p&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;div id=&quot;step_3&quot; class=&quot;lessonStep top&quot; style=&quot;font-weight: normal; font-style: normal; font-size: 14px; font-family: 'Lucida Grande',Lucida,Verdana,sans-serif; vertical-align: baseline; clear: left; color: #333333; font-variant: normal; letter-spacing: normal; line-height: 21px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; padding: 0px; margin: 0px;&quot;&gt;
&lt;h2 class=&quot;StepTitle&quot; style=&quot;margin: 0px 0px 0.75em; border-width: 0px 0px 3px; font-weight: normal; font-style: inherit; font-size: 1.5em; font-family: Georgia,'Times New Roman',Times,serif; vertical-align: baseline; color: #222222; border-bottom: 3px solid #cccccc; padding: 0px;&quot;&gt;&lt;span style=&quot;color: #ffffff;&quot;&gt;A...</description>
			<category>Tutorials</category>
			<pubDate>Mon, 12 Dec 2011 01:25:06 +0100</pubDate>
		</item>
		<item>
			<title>Animating a sky in Nuke based on luminance</title>
			<link>http://www.nukepedia.com/written-tutorials/animating-a-sky-in-nuke-based-on-luminance/</link>
			<description>&lt;p&gt;This is a little trick which I’ve been using for a few years. The aim is to quickly add a sense of depth and motion to a sky matte-painting or photograph.&amp;nbsp;When I first developed this technique I was using 3d Studio Max and its volume select modifier, for this example I’ll be using geo displacement in Nuke.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;This is an example using this technique with some extra lighting effects added&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://vimeo.com/33310960&quot;&gt;http://vimeo.com/33310960&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Step 1: &lt;/strong&gt;Choose the sky plate. This technique works best on a cloudy sk...</description>
			<category>Tutorials</category>
			<pubDate>Wed, 07 Dec 2011 23:44:20 +0100</pubDate>
		</item>
		<item>
			<title>Rescuing Broken Nuke Scripts</title>
			<link>http://www.nukepedia.com/written-tutorials/rescuing-broken-nuke-scripts/</link>
			<description>&lt;p&gt;Especially when using the Roto/Paint nodes it sometimes happens that scripts get broken. You then get messages like: &quot;Missing close brace&quot; or &quot;Variable XY not defined&quot; when opening files. There are some general things you can do about this:&lt;/p&gt;
&lt;p&gt;* Save lots of versions&lt;/p&gt;
&lt;p&gt;* use my &lt;a href=&quot;gizmos/python-scripts/misc/autosave-backup/&quot;&gt;autosave backup&lt;/a&gt; script&lt;/p&gt;
&lt;p&gt;* use a version tracking software like Subversion, Mercurial or GIT and commit often&lt;/p&gt;
&lt;p&gt;What you will always need for a rescue trip is a good text editor with TCL support, because .nk is essentially TCL....</description>
			<category>Tutorials</category>
			<pubDate>Thu, 21 Apr 2011 10:21:26 +0100</pubDate>
		</item>
		<item>
			<title>Measuring Plugin Speed</title>
			<link>http://www.nukepedia.com/written-tutorials/measuring-plugin-speed/</link>
			<description>&lt;p&gt;This was recently discussed on the nuke-dev mailing list and some approaches were new to me, so I thought I would add all answers here:&lt;/p&gt;
&lt;p&gt;* Use the -P switch to pute nuke into performance mode&lt;/p&gt;
&lt;p&gt;* Have a test .nk (e.g Read-&amp;gt;MyNode-&amp;gt;Write) and compare times how long it takes to render on the command line with &quot;nuke -x&quot;&lt;br /&gt;&lt;br /&gt;* set the number of threads to 1 (nuke.env['threads']=1 or -m switch) and put print statements in the engine function, with timing info (e.g time elapsed from start of method to ...</description>
			<category>Tutorials</category>
			<pubDate>Thu, 21 Apr 2011 10:00:47 +0100</pubDate>
		</item>
		<item>
			<title>Setting up Prman for Nuke 6.2 launched from the shell in OSX/Linux</title>
			<link>http://www.nukepedia.com/written-tutorials/setting-up-prman-for-nuke-62-launched-from-the-shell-in-osx/linux/</link>
			<description>&lt;div class=&quot;summary&quot;&gt;
&lt;p&gt;Lots of people are having issues getting Prman working with Nuke  6.2.  So this is a basic tutorial on setting up the proper environment  variables you need for launching Nuke from the shell under osx &amp; linux.&lt;/p&gt;
&lt;/div&gt;
&lt;div id=&quot;step_1&quot; class=&quot;lessonStep top&quot;&gt;
&lt;h1 class=&quot;StepTitle&quot;&gt;Bash Shell setup&lt;/h1&gt;
&lt;div class=&quot;instructions&quot;&gt;
&lt;p&gt;In a text editor create the file &quot;.bash_profile&quot; in your $HOME  directory (/Users/yourUserName under osx or /home/yourUserName under  linux)&lt;/p&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;div id=&quot;step_2&quot; class=&quot;lessonStep top&quot;&gt;
&lt;h2 class=&quot;StepTitle&quot;&gt;1. Add the following to your bash_profile:&lt;/h2&gt;
&lt;div class=&quot;instructions&quot;&gt;
&lt;p&gt;Osx:&lt;br /&gt; export RMANTREE=/Applications/Pixar/RenderMan.app/Versions/Render...</description>
			<category>Tutorials</category>
			<pubDate>Sat, 01 Jan 2011 00:21:55 +0100</pubDate>
		</item>
		<item>
			<title>Setting up Prman for Nuke 6.2 launched from the gui in OSX</title>
			<link>http://www.nukepedia.com/written-tutorials/setting-up-prman-for-nuke-62-launched-from-the-gui-in-osx/</link>
			<description>&lt;div id=&quot;wrapper&quot;&gt;
&lt;div id=&quot;LessonContent&quot;&gt;
&lt;div class=&quot;LessonHeader&quot;&gt;
&lt;p class=&quot;LessonTitle&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;Some people are having issues getting Prman working with Nuke  6.2.  So this is a basic tutorial on setting up the proper environment  variables you need.&amp;nbsp; This only works when Nuke is launced from the gui under osx.&amp;nbsp; I have a separate tutorial for getting it to work when you launch Nuke from the shell.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;/div&gt;
&lt;div id=&quot;step_1&quot; class=&quot;lessonStep top&quot;&gt;
&lt;h2 class=&quot;StepTitle&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;1. Download the system preference pane called RCEnvironment and install it. &lt;/span&gt;&lt;/h2&gt;
&lt;p class=&quot;StepTitle&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;This prefpane is for creating an environment.plist file which osx needs for setting environment v...</description>
			<category>Tutorials</category>
			<pubDate>Fri, 31 Dec 2010 11:47:08 +0100</pubDate>
		</item>
		<item>
			<title>How to build an automatic Write node</title>
			<link>http://www.nukepedia.com/written-tutorials/how-to-build-an-automatic-write-node/</link>
			<description>&lt;h1&gt;How to build an Automatic Write node.&lt;/h1&gt;
&lt;p&gt;Generally, most of the information needed for the output of a Nuke script is contained in it's name. We can reduce manual name-changing on behalf of comp artists and simultaneously increase consistency by creating a Write node that creates (and updates) it's own output path by parsing the script's name. I call a Write node that's customized in this way an AutoWrite node. We're only adding a little functionality to a Write node, so instead of wrapping it in a...</description>
			<category>Tutorials</category>
			<pubDate>Wed, 24 Nov 2010 02:39:20 +0100</pubDate>
		</item>
		<item>
			<title>Launching Nuke from the command line</title>
			<link>http://www.nukepedia.com/written-tutorials/launching-nuke-from-the-command-line/</link>
			<description>&lt;p&gt;I decided to write this simple and quick tutorial on how to Launch  NukeX from the terminal since it took me a while to figure it out. &amp;nbsp;I am  not very good with command-lines which is why it took my some time to  figure this out. hopefully this will save you a lot of time.&lt;/p&gt;
&lt;p&gt;Open terminal and type: sudo nano /etc/profile&lt;/p&gt;
&lt;p&gt;(Might ask for a password)&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://kenfisk.squarespace.com/storage/Screen%20shot%202010-09-15%20at%202.18.10%20PM.png?__SQUARESPACE_CACHEVERSION=1284585513998&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;
&lt;p&gt;After you type the above, a new screen will pop up that looks like this&lt;/p&gt;
&lt;p&gt;&lt;img style=&quot;width: 450px;&quot; src=&quot;http://kenfisk.squarespace.com/storage/Screen%20shot%202010-09-15%20at%202.01.46%20PM.png?__SQUARESPACE_CACHEVERSION=1284585449841&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;Under &lt;strong&gt;&lt;em&gt;# System-wide&lt;/em&gt;&lt;/strong&gt;... is where I put my alias, Here is what I t...</description>
			<category>Tutorials</category>
			<pubDate>Tue, 26 Oct 2010 21:40:37 +0100</pubDate>
		</item>
		<item>
			<title>Render Manager - Deadline</title>
			<link>http://www.nukepedia.com/written-tutorials/render-manager-deadline/</link>
			<description>&lt;p&gt;&lt;img src=&quot;images/users/mikeowen/Deadline_Banner.jpg&quot; alt=&quot;Deadline_Banner&quot; width=&quot;855&quot; height=&quot;91&quot; /&gt;&lt;/p&gt;
&lt;p&gt;Written by Mike Owen, Senior TD, Burrows Nvisage -&amp;nbsp;&lt;a style=&quot;text-decoration: none; color: #c74f24;&quot; href=&quot;http://www.burrows.info&quot;&gt;www.burrows.info&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;In this tutorial, I'll show you how to submit Nuke jobs to the Prime Focus (aka Frantic Films VFX) render management software known as &quot;Deadline&quot;. &amp;nbsp;I will assume that you already have a running PF Deadline installation (runs on ALL OS platforms) and that Nuke is already deployed to your pipeline. (If not, see the following links to download Deadline for eval (your first 2 render slave licences are FREE! and the numbe...</description>
			<category>Tutorials</category>
			<pubDate>Tue, 05 Oct 2010 15:04:24 +0100</pubDate>
		</item>
		<item>
			<title>Using the nuke.math Python module to do Vector and Matrix operations</title>
			<link>http://www.nukepedia.com/written-tutorials/using-the-nukemath-python-module-to-do-vector-and-matrix-operations/</link>
			<description>&lt;p&gt;Nuke has its own python math module (nuke.math) that provides support for Matrix, Vector, and Quaternion classes, and useful functions to operate with them.  If you need to do any maths involving vector operations in Nuke (like adding or substracting vectors, transforming vectors with transformation matrices, calculating vector reflections, inverse-projecting a 3d vector into 2d screen coordinates, etc), then the nuke.math module can be of great help.&lt;/p&gt;
&lt;p&gt;Unfortunately, at this time there is no ...</description>
			<category>Tutorials</category>
			<pubDate>Tue, 14 Sep 2010 11:00:26 +0100</pubDate>
		</item>
		<item>
			<title>Shake to Nuke, a transition guide - Part IV: Operators (nodes)</title>
			<link>http://www.nukepedia.com/written-tutorials/shake-to-nuke-a-transition-guide-part-iv-operators-nodes/</link>
			<description>&lt;h1&gt;4. OPERATORS (nodes)&lt;/h1&gt;
&lt;p&gt;In this last part of the Shake to Nuke  transition, I'll go through the different categories of nodes in Nuke,  and outline some of the biggest differences you may find coming from  Shake.&lt;/p&gt;
&lt;p&gt;For a full description of the available  operators/nodes available in Nuke, the user manual is the best reference  available. If you come from Shake, there's a useful table of  equivalences between Shake and Nuke operators in Appendix C of the user  manual (p. 1101). You can always check ...</description>
			<category>Tutorials</category>
			<pubDate>Mon, 23 Aug 2010 09:22:12 +0100</pubDate>
		</item>
		<item>
			<title>Shake to Nuke, a transition guide - Part III: Data Flow</title>
			<link>http://www.nukepedia.com/written-tutorials/shake-to-nuke-a-transition-guide-part-iii-data-flow/</link>
			<description>&lt;h1&gt;3. Data flow&lt;/h1&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h4&gt;Visual indicators:&lt;/h4&gt;
&lt;p&gt;Both Shake and Nuke are  node-based  compositing packages, so if you're used to working with  Shake, you  won't have too much trouble building and interpreting a  script in Nuke.  However, Nuke does provide a few more visual cues than  Shake as to  what's happening on each node. Here's a sample of the  different node  indicators you may find in Nuke:&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p style=&quot;text-align: center;&quot;&gt;&lt;img style=&quot;display: block; margin-left: auto; margin-right: auto;&quot; src=&quot;images/users/ivabusquets/nodeIndicators2.png&quot; alt=&quot;nodeIndicators2&quot; width=&quot;714&quot; height=&quot;582&quot; /&gt;&lt;em&gt; &lt;/em&gt;&lt;/p&gt;
&lt;h4&gt;Layers/Channels:&lt;/h4&gt;
&lt;p&gt;Apart from learning to read the node   indicators, a key factor to understanding Nuk...</description>
			<category>Tutorials</category>
			<pubDate>Sun, 22 Aug 2010 04:28:02 +0100</pubDate>
		</item>
		<item>
			<title>Shake to Nuke, a transition guide - Part II: Color Management</title>
			<link>http://www.nukepedia.com/written-tutorials/shake-to-nuke-a-transition-guide-part-ii-color-management/</link>
			<description>&lt;h1&gt;2. Color management in Nuke&lt;/h1&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;In  compositing, we often need to combine multiple elements from different  sources (film scans, digital photographs, CG renders, digital video…).  It is likely that we'll need to use materials that are encoded in  different colorspaces, so it is vital that we have the means to bring  them all into the same colorspace so we know our color correction tools,  filters, etc will behave consistently with all of them.&lt;/p&gt;
&lt;p&gt;Shake  is colorspace agnostic, and leaves it up t...</description>
			<category>Tutorials</category>
			<pubDate>Thu, 19 Aug 2010 08:51:29 +0100</pubDate>
		</item>
		<item>
			<title>Shake to Nuke node guide</title>
			<link>http://www.nukepedia.com/written-tutorials/shake-to-nuke-node-guide/</link>
			<description>&lt;p&gt;This is a reference guide that I wrote in late 2007, and then posted on VFXTalk in about November of that year. As such, it's more based around Nuke 4.8, and I'm sure there's a good amount that probably should be updated.&lt;/p&gt;
&lt;p&gt;It is all, obviously, only my opinion, and it was also written by me at a time when I had very little Nuke experience...&lt;/p&gt;
&lt;p&gt;For now, though, I just wanted to put it up on here as-is, and then I'll go through updating it as things crop up.&lt;/p&gt;
&lt;p&gt;Any Nuke node that begins with &quot;N_&quot; is p...</description>
			<category>Tutorials</category>
			<pubDate>Wed, 18 Aug 2010 16:17:29 +0100</pubDate>
		</item>
		<item>
			<title>Creating a 3D image plane</title>
			<link>http://www.nukepedia.com/written-tutorials/creating-a-3d-image-plane/</link>
			<description>&lt;p&gt;Many people wonder how to line up a 3D Card in &amp;nbsp;away that it fits the render camera's frustum perfectly and thus it's texture is unaltered in the render. In other words: How to create an image plane in Nuke?&lt;/p&gt;
&lt;p&gt;First make sure that the texture you will be using on the card has the same exact aspect (width / height) as the render camera's film back (haperture / vaperture). This is important because by default the card will adjust itself to the incoming texture's aspect in order to distort it. A...</description>
			<category>Tutorials</category>
			<pubDate>Tue, 17 Aug 2010 23:24:36 +0100</pubDate>
		</item>
		<item>
			<title>Understanding UVMaps - Warping with STMap - Pt. 2</title>
			<link>http://www.nukepedia.com/written-tutorials/understanding-uvmaps-warping-with-stmap-pt-2/</link>
			<description>&lt;p style=&quot;text-align: justify;&quot;&gt;Following the first tutorial for STMaps this second tutorial should give you some idea what else appart from recreating precise lens distortion warps you can do in Nuke using the same set of tools.&lt;/p&gt;
&lt;p style=&quot;text-align: justify;&quot;&gt;Assuming you have a 3D scene set up, doesn't matter if it's a Nuke 3D scene or a scene in Maya or Max, it can be a very time consuming task to fix renderings, to apply selective color corrections to a shot with moving camera or to switch a texture on an object. In any case - there is never a way aroun...</description>
			<category>Tutorials</category>
			<pubDate>Mon, 16 Aug 2010 17:06:29 +0100</pubDate>
		</item>
		<item>
			<title>Shake to Nuke, a transition guide  -  Part I: The Interface</title>
			<link>http://www.nukepedia.com/written-tutorials/shake-to-nuke-a-transition-guide-part-i-the-interface/</link>
			<description>&lt;p&gt;Changing a piece of software you work with on a daily basis can be a   frustrating experience at first. If you come from a Shake background  and  have decided it's time to dive into Nuke, here's a small guide that   will hopefully help you quickly get past some of the differences  between  the two softwares, and start benefiting from the multiple  advantages  Nuke has over Shake.&lt;br /&gt;&lt;br /&gt;Please note thet this guide is  just a  compilation of information I consider useful for people who are  making  the sw...</description>
			<category>Tutorials</category>
			<pubDate>Mon, 09 Aug 2010 08:35:36 +0100</pubDate>
		</item>
		<item>
			<title>Additive Keyer</title>
			<link>http://www.nukepedia.com/written-tutorials/additive-keyer/</link>
			<description>&lt;h2 id=&quot;Intro&quot; class=&quot;showhide_heading&quot;&gt;Intro&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;This is not a keyer, as it does not create a matte that is of  use. It is more of a 'relative mixer' or image blending tool. It is very good for separating  translucent fine details (such as motion blur, dust or hair) that a  keyers with mattes might have difficulties extracting. &lt;/li&gt;
&lt;li&gt;To get it to work requires a lot of prep work on the screen and reference to work with uneven screens. &lt;/li&gt;
&lt;li&gt;It is used in combination with normal keyer that provides the  main core of the comp and the additive ke...</description>
			<category>Tutorials</category>
			<pubDate>Sat, 31 Jul 2010 11:58:25 +0100</pubDate>
		</item>
		<item>
			<title>RenderManager - Qube!</title>
			<link>http://www.nukepedia.com/written-tutorials/rendermanager-qube/</link>
			<description>&lt;p&gt;In this short tutorial, I'll show you how to talk to the Qube! API within the Nuke interface for job submission. I will assume that you already have a running Qube! installation and that it is already capable of rendering Nuke jobs.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;First, download the qubeSubmitter.py file from Nukepedia&lt;/p&gt;
&lt;p&gt;1) Talking to the API&lt;/p&gt;
&lt;p&gt;First, you need to tell nuke where to look for the API. It should be installed in your Qube installation folder. For exemple, under OSX, it is located under &quot;/Applications/pfx/qube/a...</description>
			<category>Tutorials</category>
			<pubDate>Wed, 21 Jul 2010 11:40:13 +0100</pubDate>
		</item>
		<item>
			<title>Understanding UVMaps - Warping with STMap - Pt. 1</title>
			<link>http://www.nukepedia.com/written-tutorials/understanding-uvmaps-warping-with-stmap-pt-1/</link>
			<description>&lt;p style=&quot;text-align: justify;&quot;&gt;Here at RISE we started using UVMaps to apply camera lens distortion to matte paintings, cg renders and all sorts of footage when there was no (or at least no cheap) way to get the lens distortion value from your favourite 3D tracking application into Nuke. In this first example I'm going to show how to do this - although now there are plenty of ways to get i.e. Syntheyes' or PFtrack's lens distortion values into Nuke - or to use the Nuke tracker right away for undistorting and redistorting.&lt;/p&gt;
&lt;p style=&quot;text-align: justify;&quot;&gt;Usu...</description>
			<category>Tutorials</category>
			<pubDate>Wed, 14 Jul 2010 18:22:58 +0100</pubDate>
		</item>
		<item>
			<title>Developing Nuke Plugins on Windows</title>
			<link>http://www.nukepedia.com/written-tutorials/developing-nuke-plugins-on-windows/</link>
			<description>Now that the Nuke distributions come with a standard Visual Studio solution to be used as a template for your own Plugins, it has become quite easy to set up your dev environment.&lt;br /&gt;
&lt;h2&gt;1) Prequisites&lt;/h2&gt;
You need a copy of Nuke version 6+ (no PLE) and a copy of Visual Studio 2005 (you can possibly use the 2008 version, but that is not officially supported). Express versions will work, but you cannot build x64 plugins.&lt;br /&gt;
&lt;h2&gt;2) Using the sample project&lt;/h2&gt;
&lt;p&gt;Navigate to your NDK development directory (C:\Program F...</description>
			<category>Tutorials</category>
			<pubDate>Sat, 10 Jul 2010 10:54:51 +0100</pubDate>
		</item>
		<item>
			<title>Render Manager - Alfred</title>
			<link>http://www.nukepedia.com/written-tutorials/render-manager-alfred/</link>
			<description>&lt;div&gt;
&lt;div&gt;&lt;span style=&quot;color: #ee8410;&quot;&gt;&lt;strong&gt;INTRO&lt;/strong&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;color: #808080;&quot;&gt;You’ll find in this article the general method we have been using at Mikros Image to tie Alfred (1) with Nuke (2). &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;color: #ee8410;&quot;&gt;&lt;strong&gt;ALFRED&lt;/strong&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;color: #808080;&quot;&gt;Let’s start by the end.... To work, eg launch Nuke render jobs, Alfred needs to deal with some particular TCL script (alfredscript) describing a subset of commands with reserved and specific keywords. This script is ran by Alfred and the different commands are sent to different render boxes. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;color: #808080;&quot;&gt;We are using python commands in the alfredscript. These python commands are ...</description>
			<category>Tutorials</category>
			<pubDate>Thu, 08 Jul 2010 14:52:21 +0100</pubDate>
		</item>
		<item>
			<title>RenderManager - RenderPal</title>
			<link>http://www.nukepedia.com/written-tutorials/rendermanager-renderpal/</link>
			<description>&lt;p&gt;Setting up RenderPal to work with Nuke to build your farm without much trouble.&lt;/p&gt;
</description>
			<category>Tutorials</category>
			<pubDate>Thu, 01 Jul 2010 09:32:06 +0100</pubDate>
		</item>
		<item>
			<title>RenderManager - BackBurner</title>
			<link>http://www.nukepedia.com/written-tutorials/rendermanager-backburner/</link>
			<description>&lt;p&gt;Use Backburner to render your Nuke scripts with nuke2backburner.&lt;/p&gt;
</description>
			<category>Tutorials</category>
			<pubDate>Wed, 30 Jun 2010 09:54:55 +0100</pubDate>
		</item>
		<item>
			<title>10 tips to optimising Nuke and creating efficient workflows</title>
			<link>http://www.nukepedia.com/written-tutorials/10-tips-to-optimising-nuke-and-creating-efficient-workflows/</link>
			<description>&lt;div&gt;Speed matters, 10 tips to make your scripts fly.&lt;/div&gt;
</description>
			<category>Tutorials</category>
			<pubDate>Tue, 29 Jun 2010 02:55:39 +0100</pubDate>
		</item>
		<item>
			<title>Understanding Nuke's unique Layer and Channel system (including the Shuffle Nodes)</title>
			<link>http://www.nukepedia.com/written-tutorials/understanding-nukes-unique-layer-and-channel-system-including-the-shuffle-nodes/</link>
			<description>&lt;p&gt;Understanding Nuke's layers and channels.&lt;/p&gt;
</description>
			<category>Tutorials</category>
			<pubDate>Tue, 22 Jun 2010 16:01:22 +0100</pubDate>
		</item>
		<item>
			<title>Camera Trigonometry</title>
			<link>http://www.nukepedia.com/written-tutorials/camera-trigonometry/</link>
			<description>&lt;p&gt;Ever wondered about camera trigonometry?&lt;/p&gt;
</description>
			<category>Tutorials</category>
			<pubDate>Thu, 17 Jun 2010 04:59:01 +0100</pubDate>
		</item>
		<item>
			<title>Working with Pipe Numbers</title>
			<link>http://www.nukepedia.com/written-tutorials/working-with-pipe-numbers/</link>
			<description>&lt;p&gt;Understand pipe numbers and their order when creating groups and custom tools.&lt;/p&gt;
</description>
			<category>Tutorials</category>
			<pubDate>Tue, 15 Jun 2010 03:26:08 +0100</pubDate>
		</item>
		<item>
			<title>Noise Curve</title>
			<link>http://www.nukepedia.com/written-tutorials/noise-curve/</link>
			<description>&lt;p&gt;Learn how to randomize your curves using expressions controlled by knobs&lt;/p&gt;
</description>
			<category>Tutorials</category>
			<pubDate>Wed, 09 Jun 2010 12:15:24 +0100</pubDate>
		</item>
		<item>
			<title>Using Eclipse with Nuke</title>
			<link>http://www.nukepedia.com/written-tutorials/using-eclipse-with-nuke/</link>
			<description>&lt;p&gt;Setting up the Eclipse editor to work as your NUKE IDE&lt;/p&gt;
&lt;p&gt;
</description>
			<category>Tutorials</category>
			<pubDate>Mon, 07 Jun 2010 15:09:31 +0100</pubDate>
		</item>
	</channel>
</rss>

