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DW// Tutorial 03: Nuke - Camera Projection Set (Custom Scripts)

DW// Tutorial 03: Nuke - Camera Projection Set (Custom Scripts) from David Windhorst on Vimeo.

DW// Tutorial by David Windhorst - Learn how to use the 'Camera Projection Set' custom scripts for quickly creating camera projections. Set contains two Python scripts for creating a new camera based off of a selected source camera at the current Viewer frame. The scripts work based on the current selection in the DAG: 1 'Camera' node (required) and 1 'img' input node (optional).

Tutorial covers the typical, manual way of creating a camera projection from an existing camera as well as the custom scripts now available.

Python scripts used can be found at the DW Website

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Lens Distortion Workflow (Follow Up)

This is a lens distortion workflow specifically for VFX productions using NukeX By David Cattermole.
This is a follow up to a previous tutorial: vimeo.com/31406858
The Undistortion gizmo (and python scripts): Download Link
UPDATE:
David Cattermole have found and fixed the "node not connecting when it's created" bug,  He used 'nuke.nodes.Undistortion()', when He should have used 'nuke.createNodes("Undistortion")' in the menu.py file.
The updated package is here: Download Link

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Export Maya camera to Nuke : Tutorial By Murohazzard

In this tutorial Murohazzard show you how to export Maya camaras using the maya2Nuke python command. Personally, He find it better than the traditional FBX format export as it seems to be a bit buggy. 
Anyways, He hope you find this tutorial insightfil to you in some way. Here are the links to D/L the script:
the link for Maya2Nuke: 
Note: Please read the instructions carefully on how to install the script in the maya folder (found in the creative crash D/L)

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Python Scripting : autoComper - Nuke (Free Script)

 

This Python-Script for Nuke written by Jan Oberhauser allows to make a basic-comp on the push of a button. It does not matter if it is a MultiChannel-EXR, One-Channel-EXR or any other File with just one-channel like TGA, TIF, JPEG, ...
The Script starts to look for the Channel-Names and if the file just has the 'rgba'-Channel it checks the file-names. Then it orders the Nodes, comps them with the nodes defined and also creates additional nodes. 
Example: It looks for the depth-Channel, then adds a Grade-Node, copies the channel into the depth-Channel of the main-tree and adds a zBlur-Node afterwards.
This is just a Basic-Setup. But it can get easily get changed and expended much more just for every need with changing a few variables. For example different setups for background. creatures, effects, ....
Download this script here:

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