Space Series - Asteroids 1

Space Series - Asteroids 1


Creating an asteroid field in space!

This video shows you how to make use of particles and other techniques to quickly make a space flight through asteroids. This video covers 3D basics in nuke like particles, sprites and rendering.

The different things covered in this video include
• Planning the shot & collecting resources
• Blocking out the shot in Nuke
• Setting up the particle emitter
• Creating the asteroid particles & assigning textures
• Create channels that drive particle properties
• Dust cloud using particles, modulating the color and other properties using textures
• Rendering techniques for similar shots.

The particle fundamentals video by The Foundry
• Part1: http://youtu.be/sOaZKVCmGgg
• Part2: http://youtu.be/fAi7PtvcwDw

The resources used in the video:
• Starfield: http://goo.gl/QmIFf4
• Asteroid pack: http://goo.gl/ycIZJG

For other tutorials and any requests ask them here fb.com/groups/359017267486301/
Closed Caption:

holiday and welcome to do sakura this
video is a part of the space series and
in this one I'm going to show you how to
create a flight through an asteroid belt
so the main things you're going to find
in this video is how to work with
particles how to emit from different
objects how to control the particles
using the smaller objects a couple of
techniques on animation and rendering
particles so let's get started
ok guys so I'm going to first start by
creating go off storyboard explaining my
shot
I want to start with the complete star
filled with absolutely no other 3d
elements and then the camera starts to
tilt up there for you can see the
starfield moving downwards now when the
camera tilts up i want an asteroid field
to come into view from the top
next the camera starts to dolly inwards
and once it's door . lead in words you
can see that the entire asteroid field
has filled in the entire shot so
basically this is the entire shop which
I want to work on in nuke and now let me
go ahead and break this down and show
the different elements in world now let
me just say that I'm looking at the
entire shot from the side view
so in that case if my camera is here for
in one section the star field is going
to be on the opposite side and asteroids
is going to be exactly in the center of
the shot now first off the camera is
going to start by looking downwards so
therefore my camera is going to start
somewhere in this angle where it's
looking only at the star field and not
at the asteroids so now the camera is
going to first start moving upwards and
then it's going to move forwards so when
it's going to rotate or move upwards
it's going to take the asteroids
interview and then it moves in words or
dollies in is going to pass through the
asteroids
so pretty much does the entire shot now
the different elements involved our
first the image or the starfield feature
image i'm going to use the backdrop and
also all the asteroid images which
i'm going to use the sprites in the
entire thing so let me just show you
where I'm going to get these images from
and how I are processed all of them now
coming to the different external
resources to have used the first one is
the star feed by butch right knee on
deviantart and the second one is the
asteroid back by hamid on deviantart now
both of these resources are completely
free and you can go ahead and download
them without any memberships you can
find the links for these pages in the
description of the video or on the
website now after you have downloaded
them the only change that had to be made
was that this asteroid back which I
obtained was basically in one huge
single file so therefore each and every
particular asteroid had to be broken
apart into its own separate file so
therefore i went ahead I took this file
into Photoshop and i created this image
sequence of it all of these asteroids
individually in their own PNG files now
the reason I did this is because it's
easier to load in all these images as a
single image sequence rather than
breaking them apart with Anouk right so
basically these are all the resources
from external sites that i'm using now
we can go ahead and get started in Nuuk
now coming to New to follow along with
this tutorial you should be running new
X because this tutorial makes heavy use
of particle systems so once you have it
running
that's going to project settings and set
a few things up i already have our
particular name and location set up for
this so I'll go ahead and add in these
values and I want the center more seen
to be the shot to be about 10 seconds to
240 frames the resolution is going to be
HD and also i want a proxy scale to be
one-fourth so that I doesn't hang up and
I'm trying to record now the basic scene
is set up i can go ahead and start
blocking out the entire shot now the
main thing I want to do is block out the
entire really seen so let me go ahead
and start my career
go see no I connected it to my viewer
first create a camera now with a camera
there i create a card for the actual
background image which is a staff it so
this car i can use eval you to push it
back so it's in the background using the
z-value now i'll read in the star field
image which i already have so that was
pretty much done now i need to create
another card which is going to be the
immature for the asteroid and right now
or just as a place hold up i'm going to
create our simple spiel so i can see
exactly where each other's case over the
spirit i can move to the side
I'll scale it up
ok I can scale it down as such
ok so as you can see are the cameras
there my asteroid field is there and is
my image plane of the back so this
pretty much does might really seem
completely now the next step of the
blocking process is to animate the
camera and have the basic camera
animation are two ready from the this
point onwards itself so to create this
let me go and select the camera i'll set
the translate and rotate keys now i can
switch over to the camera in the viewer
and ctrl-click in the camera icon to be
make a dr view I can go ahead and start
setting this up the way I want
ok so the camera initial frame set up
around 53
I wonder asteroid field to be visible so
I'll tell the camera parts
ok now with a camera rotated there i can
go to the 248 frame and Dolly inwards so
I'm going towards the asteroid field
ok now just because i'm not able to see
exactly what's happening on the viewer i
can press s and brings out the viewer
properties here in 3d i can tell
headlamp so i can see a bit more 3d then
i can by default so this gives me this
result so this is the animation i have
now what i can do is select the camera
going to the curve editor as you can see
these other elements i have here so
invitation i have this very harsh
rotations going on right now so let me
go ahead and edit them also them out
here and horizontal on translates set
them to cubic so I have a very smooth
transition to different elements and at
the end i want them to be slow in the
beginning to wonder fast so yeah perfect
ok so now I basically had this how
smooth movement towards the asteroid
field but in the beginning I had this
zooming out of fact I created that by
mistake so i don't really want that so
to remove that i can already take the
camera is the z axis movement which
gives you that in and out moment so i
can go ahead and added that quite easily
here
ok done so now i should not have any
other z moment
perfect now one thing to note here as
you can see there is this plane which is
being blocked out at the bottom are
completely plane so i can go take the
card and hopefully translate works
yes I can translate it down because of
the top anyway it's not going to be with
the ball after this plane after this or
stuffing
okay perfect so minor blocking is done
so this is how my cameras and my
animation should be looking like this
ok as I look at this one thing I can see
is that the camera just stills upwards
and it just keeps going straight instead
let's say I want to change that I want
the camera to actually go and look at
the asteroids from about so let me
select the camera and on the 398 frame
while actually move it up and I'll
rotate the camera downloads is so it
around 58 frame it's going to be looking
up
so what you know how is the camera which
is going to turn up move forward and
then going down right so in the end
frame i want the camera to become static
against so done and the curve editor i'm
just going to look at the rotation
curves once more I'll just go ad them or
put them all on cubic so let's see what
that gives me
okay done
perfect so this ain't a scene set up
animated and ready to go now the next
step is are going ahead and creating the
asteroids here and this region near the
spear now to create these asteroids just
go ahead and do more small example here
on the side before I put them in the
scene itself so asteroids are going to
can use a particle limited to create
them so let me go ahead and put that in
the scene so as you can see the
particles are being emitted from a
single point so they're just from this
long street here so if i wanted them to
be emitted from a single plane or any
other object I can go ahead and take a
3d object
and use that as the input so now i can
see the particles are being emitted from
this plane right now let me go ahead and
put that as a flat plane and scale it up
and increase the number of particles so
i can show you what's happening now
ok now once have increased you can see
that the particles are being emitted at
particular points which are the vertices
so that really is too uniform and that's
not going to look we need so that so I'm
going to go into particle emitter i'm
going to tell i want the particles
emitted not from points but faces
randomly so i don't have to do that you
can see creates an intact lot of
particles for me
also you can see all the particles are
right now just moving upwards so that is
not really what I want I want to moving
in random directions so i can tell on
the direction to be randomized so
therefore they're going to be random
limited from that object without taking
any normal into consideration only
outward direction now once I have this
setup as you can see if it with the
particle keep going off as such I need a
drag field or something as such to make
sure they maintain a particular distance
or direction and such but that's going
to get too tedious so instead what I'm
going to do is use a frame hold option
which is basically i believe hear your
frame hold i can use this connected into
my a meter and if i look at this by
setting into any particular frame my
particles are frozen on that frame i can
move through the timeline and the
particles do not get updated so this is
how I'm going to basically set but we
freeze all the particles in any location
which I want them now let me go back
into the immature i'll reduce the number
of particles there are several options
here which I have to work with the
number using particle so first thing I'm
going to increase the velocity range so
i have a bit more randomness so they
don't look all master in one particular
location i'll reduce the velocity so
they are much closer
ok now i want to have
if I want these particles to have any
particular shape or so any kind of
detail i can go ahead and add them as
the particle input so as you can see
there's a particle in protecting the
patent so let me go ahead and take our
color bars and put that in as particle
so you can see the loads of color bars
everywhere in the scene now the problem
with Gus's let me resize it's easier to
observe ok
not this might look quite neat but the
problem with this is that if your camera
actually rotates as you can see here
when it rotates does not actually look
quite really it looks kind of gives you
a headache after you look at it for a
while so you can't really use it on
large majors so you have to make sure
you know exactly what is happening so
these are nothing but sprites now for
more information please look at the
video which are mentioned in the
comments section it's from the foundry
they explain more about particles now
instead of color bars i could have
picked any major want so let's say one
is following us and i'm going to pick
another one which is a choker book i'm
going to connect this as another
particle and when i do that you can see
randomly these two have been assigned to
this so this is how i can use the same
particle immature and connect to
different inputs and use them as objects
here so this is what i'm going to do
with the asteroids but the problem with
creating an asteroid plane using this
method as I can't really read in 50
different files at once so instead i'm
going to read them as a sequence so I'm
going to bring in the asteroid made
sequence opened Alan so if i do that in
a viewer you see that i have different
sizes of asteroids 253 frame and then it
stops
so basically what i want the computer to
do is go ahead and use each and every
one of these are different trains so i
can connect this Reno to the particle
and offer come back to the frame all you
can see that this particles have been
applied but the problem with this are
right now is that the pre multiplication
so i can go ahead
just apply promote and that should take
care of all these particles you know now
if you can observe that there are not a
lot of variations in the particles
pretty much all of them look exactly the
same so the reason for that is there a
few options I can tweak on the particle
emitter the way the particles are going
to go get assigned with this asteroid is
that each particle has a drawer number a
particular name is assigned to it and
that is basically here at the bottom so
now first thing is telling us the input
or is going to select the ID number
randomly meaning the object is going to
be assigned it randomly and it's going
to start at the first frame whereas I
don't want it to start at the first
frame and randomly keep assigning them i
wanted to set randomly so therefore each
particle is going to get a random frame
throughout so that one is set now the
next thing is when the particles are
advancing I don't want them to advance
and steps i don't want idea to keep
changing
I didn't I want them to stay constant
because of the frame holding an unable
to see what the result is going to be
but this is what you have to set if your
particle know are changing the different
or whatever images are saying to them
over time so you can just set this and
as you can see i have an easy asteroid
field which is created
now a few things to note here we are
looking at this field all these images
are aligned exactly the way you had set
them up so if you want to rotate one
particular image you can go ahead and
rotate the original source file itself
and will be rotated here so let me just
show you what i mean i'll just go ahead
take the asteroid PNG file i'll apply
translate can transform and with the
strands for madden i can go ahead and
rotate this and you can see all the
asteroids stock getting rotated as easy
as that
so I and obviously the center portion of
this is not set so therefore there are
also clipping in
so this is how i'm going to start
creating the asteroids know to create
the entire asteroid belt let me go ahead
and put this entire scene or the center
section into the final scene here so
i'll connect down here now if I go look
at my scene can see the cameras there
my spirit is there the placeholder and
asteroids over here now i really want
the asteroids over there in that
location so i can really go ahead to the
card more to that location i can make
sure i'm only looking at the card I can
scale it up
ok I'll disable the spirit so I can see
what's happening so you can see the
camera is actually moving through an
asteroid field this time do be able to
see it properly let me go to the
particle emitter and increase the scale
the particle the size of the particle so
those can be seen i'll go into the
camera view and back play so the
asteroids come into view and i'm flying
through them now first thing I notice is
that there are too few number of
asteroids and one more i can go to the
particle emitter and increase emission
rate or i can go to the particle frame
hold and increase it to anywhere between
the particle life sort n so it gives me
more particles no okay
ok now for the next step if I come out
of the three seen you can see that all
the particles are evenly distributed the
size does not vary a lot it does vary
but to the sizes are pretty constant
what I want is the particles which are
very close to the camera to be smaller
and particles further away from the
camera to just vary in size I want
majority of the larger wants to be
exactly in the center so if I want to do
any of that I need to be able to map all
those properties onto the card the
actual college is a meeting all of these
so we go and create mission map to go
ahead and create these properties so
i'll come back i'll create a constant I
look at a constant i was actually said
to the root format right now so let me
go ahead and set it to a 1k resolution
texture so right now it's a black
constant i'll go ahead and apply a radio
to this so this radio is exactly the
center right now so let me go ahead and
push it across completely so it's a pure
radial map going from the edge to the
center i'll go ahead and put this in as
an image on the card
so now my card has this radial map
applied throughout and I come back to my
3d scene you can see that the particles
are just being emitted as normal but now
if i go ahead and tell i want to scale
or the size of the particles to change
according to anyone of these properties
like red color immediately the image
property the plane property is being
considered because red color is varying
from the center to the edge the
particles are also going to make use of
the same property so like this i can go
ahead and start changing different
values and get different results
so similarly I can don't need to only I
don't have the only change scale i can
change any value so i can even change
rate so only in the center i have
majority of the particles and the edges
I have
less so now i can change the emission
rate so I get more number of particles
and most of those small ones are towards
the edges so now my camera animation is
going to go two words the center
ok so let's go into the camera lock it
in and see the results as you can see
the scale is a bit too high i can't
really see what is at the back so i'm
going to reduce the scale of the
particles ok also to add more randomness
i can increase the scale variants even
here so my skills change there too
ok
now to actually see the result which I
get after rendering let me go ahead and
use a scanline when you're not so i'll
take the scanline renderer it goes into
the scene and the camera gets connected
to the camera and if I view this I had
this result so i can play through this
and as you can see it's quite fast i can
set it to proxy after saving it once so
you can see it's quite fast moving
through the asteroid field
ok now let's say that I have this but i
want to change any particular property
or let's say I wanted a bit more
variation or I wanted a dust cloud
around these asteroids because it is
there are going to have a lot of tiny
particles that you can't really see
through the camp so it should look like
dust so i can use particles once more to
go ahead and admit any kind of dust i
want so let me go ahead and show you how
I can make use of that and just
reorganizing a little bit so it becomes
easier now i'm going to go ahead and
create new particle emitter and this
particle emitter obviously is going to
make use of the same garden or that you
have previously and if i go look through
it you'll see that it's emitting as
default like previously with the same
settings so i can go ahead and tell i
wanted to use faces and I wanted to be
randomized direction and i can go ahead
reduce the velocity a bit increase the
variations so it creates a bit more
variety increase emission rate South
loads of particles but obviously I want
the scale to be changed according to one
of the colors they're so this is what I
have solos of these particles which are
coming in now to create the actual dust
system or
the dust what I'm going to do is
basically apply map with a lot of noise
inside it so the computer actually was
going to use a lot of sprites so let's
go ahead and create another constant for
this and I can set this back to lower s
so on this constant i'll just change the
color so it's somewhere in the white
Range a loud noise also the noise to
only give me RGB and the color is going
to be black ninja couple couple of
properties adding variation I'll a radio
if I got the alpha channel on radio you
can see that is visible there i'll go
change this so let's give me an entire
radio system there and now I can go up
like a pretty much ok done so i
basically have this map which is going
to be applied on all particles now so
coming back to the particle so i can set
this is my particle note oops
ok so now the particles are a bit too
small so i have to increase the size so
I'll go set the size scale to around ten
let's say you can see loads of particles
have come in now there are few things
that you can do to edit the transparency
of these i can go into the radio this is
the one that is giving the alpha channel
i can reduce the opacity of this video
to make them transparent so I'll set
this to 0 . let's say 05 so it's a huge
cloud of dust basically so now if i come
back to my scene and connect the
Scimitar into the scene you can see it's
a huge desktop obviously it does not
have a frame hold right now so i'll just
go ahead i'll all to get basically to
create a duplicate so i have a frame
hold applied into the scene now this i
can go ahead and change the colors on
this if i want to let me go to the
scanline renderer and check out what the
result
looks like you can see it's basically
has a lot of dust around the asteroids
know if I want to actually change the
color of the asteroids i can go to
constant and change the color but if i
want to do it interactively in the
emitter itself right here
what i can do is go ahead and use a
blend Matt you know again this is
explained in the boundaries particle
video you can go through that to
understand what's happening i'll set the
surface blend mode to modulate you can
just hover over the surface plan option
to see that modulate what does it
multiplies texture with the vertex color
itself so now coming to the particle
system i can go choose any color I want
and all the dust gets that color
multiplied on top of it so that's the
reason I kept the constant white so that
i can actually add any color I want
right here so i just set it to blue
obviously my favorite color is blue so
local a dust so that is set as you can
see it looks like there is some fog and
asteroids actually do fade of going
through it now let us say that these
asteroids which are there in the
beginning are not actually fading a lot
so I want to go ahead and edit those
okay here we are
ok there are a lot of asteroids here in
the front which are not actually fading
so I want to go ahead and added those
two so the where I can do that is if I
come back here I'll just go change the
alfond this so i can actually see it you
can see that all the particles in the
front here are too small because of
which the dust is not able to cover the
asteroids so i can't really make you the
same red color which have used in the
previous particle emitter here at the
bottom in the scale parameter so instead
what i would do is back in the radial
system this radio I'll tell that i only
wanted to give me a red color so it's
going to give me only read absolutely no
other channels
add a new radio and this radial now is
going to give me green so let me just
default this out
oops ok so this one I wanted to give me
on the green color so by going by the
combination of red and green we're
getting yellow what I will tell is that
I want to be very harsh towards the
edges now I have a red channel which is
very soft and have a green channel which
is shoppable so with this if i come back
to the scene in the particle emitter for
the dust i can go ahead and tell them
sort of red use the green channel and as
you can see it creates a much more
elaborate dust cloud
so if i want to change it i can come
back into the channel so just sit RGB
and only green i can go ahead and change
this value till I get something which I
like
so let's say like this i can also use
perpetually linear and then change this
to a higher value or so just make sure
it looks good to you right
ok so i have this if i come back to my
scanline renderer the result is going to
be too harsh because the dust cloud is
visible too much so back in the opacity
parameter i'm going to set it to a very
low value as you can see it has created
my dust cloud now the only other thing i
want to do is because it looks like a
straight line
I don't really want a camera to have
that straight look so back in the camera
on let's say the 50th frame where I have
this rotations happening
I just go ahead and add about a few
degrees to the camera C axis this blog
going and let's see about too well
ok now similarly if i come to somewhere
here as you can see it takes a bit of
time to render so i can go ahead and
turn off this dust because that is a
long it takes the maximum time to render
that and hit play here to see exactly
what's going on
as you can see that no entire asteroid
belt comes in at tilt and there's an
issue because the plane is no longer
covering the entire section so I come
back to the plane and I'll increase the
size by a few units just still want 34 k
asteroids are coming in
our thing to note here as you can see
there is this asteroid which is very
low-res I can see it's pixelated too
much compared to anything else here you
are the one here at the back is
pixelated too much the reason for this
is the asteroid map which are created i
have even low-resolution images in there
so because nucleus assigning them
randomly even small images get scared
too much so that's when you get this
issue you have to go through all of your
majors once more to see whether or not
you have such problems when i turn off
proxy obviously the quality will
increase so you don't have to worry
about it too much
so let's go play it once completely ok
ok the last frame as you can see i don't
really like this composite I wanted to
be a bit different so I come to the
frame which actually has a key frame on
the last
ok the rotate our key frame and they're
properly and translates have it in the
wrong frame
I'm just moving the translate kids to
the proper 248 frame so i can edit only
one location so here i can go ahead
change values to see which would look
better okay i really like this asteroid
here on the side so I'm going to keep
this as my final frame let's go and say
once and put this in here
okay beautiful
now as you can see the entire dust cloud
hood doesn't really look like it has a
lot of variation so to get a lot of
variations what you can do is mr. proxy
it's too slow so to get to a lot of
variations what you can do is back into
the noise not for the texture here you
can increase a game amount and make it a
harsher noise so you can see a little
bit more variations and that also
turbulence gives you good values you can
see it looks better
you can go ahead to make this however
you want till you see what you like
ok so basically now the entire three
system setup now the next thing is i'm
going to just go ahead and do a simple
grade and finally render this out now
because you already know that I like
blue color a lot i'll be making sure
that it looks blue in the end so let me
go ahead and add a great note here i'll
connect that high definitely don't want
to be working the proxy footage when i'm
trying to great here how in this
instance so in this great first thing
I'll turn on the zebra striping for any
out of government pixels and I hear the
great notice arranged perfectly for
status of the
black . and the white . and you do the
left the gain and do follow through the
whole process so first step with the
black . i'll go changes are to a
negative value till I get any zebra
stripe in here and as you can see it's
trying to redo the entire image once
more
which is not exactly what i want so let
me actually go ahead i love how big this
image outright it out and again
rewritten or i can just cash it so I'm
gonna node and cash it so on the great i
can go chat and start changing this I
need to make sure black clamp is off or
else i will not be able to see the
results so because you can see as soon
as I increase the black . it's going off
here on the sides i definitely don't
want pitch black pixels on any of mine
puts so what i will do is on the
asteroid is coming in i'll apply a great
note here and i'll increase our here the
one thing how to notice left and gain
the left works on the black values and
gain works on the white so I want to
lift the blacks by let's say . 01 value
so all of these become slightly light in
color so therefore there is no pitch
black lines anywhere i think that's a
bit too much so let me degrees that
ok so as you can see you can still make
out a lot of details so perfect so how's
that great added in there now coming
back to the old grade now if I tweaked
it should not go and clamp so easily
it should give me some values ok that is
done now for the white . i need to
brighten it up so that I can have some
hot spots so when I changes as you can
see there are some hot pots being
created here so I'm just going to change
it a little bit ok so black-and-white
are set now i can use a lift and gain to
add in some kind of effect to the shot
so I want the shadows to be slightly on
the bluish side so let me go to the left
our city to bluish tone and increase it
a little bit saturated more
ok i'm looking at a particular color so
basically what i did is wrong there
ok so let me set it somewhere here I'll
desaturate it
ok so it's dark bluish in color there
and I want the highlights to be warmer
so and the gain i'm going to set this to
a bit reddish tone but not too much now
that it's done
no overall I wanted to be bluish in tone
so this dust cloud which i have i'm
going to give it a much saturated blue
so everything has that tone in there it
done now this is pretty much done i can
go ahead and start rendering this out if
I want one thing I can do is go ahead
and add an extra level of particles
small dust d'bries which are going to
make it look much better
so let me actually go ahead and do that
I'll set this back to proxy and i'm
going to go ahead and create a new
particle emitter ok and let's go look at
this and its really seen as you can see
it's a single straight line still I want
to use the same old amateur which we had
from the last time so let me go ahead
oops i'll use that as a mature and as
you can see particles are being emitted
from here
I don't want to make use of any let's
say emission rate changes over here with
this I wanted to be randomized I wanted
to use faces
okay i'm going to increase the emission
rate to let's say a thousand so have
loads of particles and now I can go use
frame hold and I'm going to hold it on
let's say the 10th frame so this is the
particle which i'm going to be making
use of how just change the velocity
range
too high so you can see it's distributed
a bit more you only now these particles
I want them to be are basically a
fill-in particle it just gives you a bit
more traditional look so to get that
looking right i'll just create another
constant let's go into the view i'll
create the smaller size 256 actually I
can go smaller than 256 for this so
let's go create a new one
I'll call those about 32 32 cross 32
pixels so it's a very small constant
I'll go play a radio default time to go
00 32 32
so if i turn off proxy you can see
there's the actual object i have right
now so okay so this one is done and if i
come connected two particles in the
particle limiter and look at them here
zoom in you can see that these are
basically small little Spears going
spirits which are visible now i'll go
into the particle limiter i'll change
the range for scale to be about five so
very large ones are very small ones
let's look at exactly what's happening
with these in the scene by removing the
rest because rest are going to take a
little bit of time to render ok so let's
go to the scanline renderer and render
this out as you can see the particles a
bit too large for my taste so i'll go to
use a scale for these so these are very
small and i'm going to increase the
number of particles again
so basically have a huge dust cloud of
all these okay also I don't want them to
invisible too much I wanted to be a bit
more transparent so in the radio I'm
going to reduce opacity okay perfect so
now that I have this i can go ahead
connect all the rest
ok so as soon as I connected it then you
just crashed on me so should be a little
bit more careful okay so let me just go
past us or connect qualities
say that and unpause this and as you can
see your loads of particles lots of dust
all the asteroids everything's in the
scene and it's purely animated it's
completely 3d inside new and you can
pretty much do anything you want with it
last thing I'm going to do this
particles are bit too bright so i can go
ahead and reduce this capacity of them a
little bit more so they're just going to
add a slide 3 element to the scene
ok so now one last step after i have
actually graded it with the proper
black-and-white values i can add a color
correct on top and here i can treat the
shadows and highlights the way I want so
let me go ahead and again redo a little
bit of the work so the shadow region
I wanted to be saturated bluish-green
desaturate the rest first
the mid-tones i want to add a bit more
karma with a bluish tint ok ok now one
last step for those of you who had asked
me last time the stars which we are
being used which we are using basically
a maximum of value 14 the Stars they
don't go beyond that whereas in real
life the stars are actually pretty
bright
so if you want to get that kind of
detail what you can do is add in our
color lookup and what I like doing is in
the master view I can go ahead take the
brightest values and pump them up to
around five or six or even higher
depends on the look you're going for
so I kept the one value at ten and now i
can go ahead and clamp the rest okay
so now basically what happened is this
star field in which there are stars
which are brighter than white so when I
go on top of them
you should be able to see some points
which are actually brighter than white
here are the bottom which I values more
than one so when you have motion blur
they're going to give it some real nice
motion blur and also those stars will be
visible through the dust cloud more
easily than the rest
so pretty much this is that let me go
ahead take a flipbook of this and i'll
show you the animation so I'm done with
the creating the flipbook so let's see
the actual animation you should be able
to see that dust clouds and asteroids
and the star fields are all working
pretty well together but there is there
are couple of issues like a few
asteroids are very low rest so therefore
when you actually come very close to
them you can see that they're all
pixelated which really can't be helped
currently because i actually use a stock
footage if you want good quality it's
better to go ahead and classify all your
particles into different sections and
have low quality ones always be small in
size so pretty much I have this entire
scene set up now one thing you might
notice is that the playback is a bit
choppy there are two main reasons for
that the Fosters there is no motion blur
in the shot and second i'm recording the
video at 15 frames per second whereas a
video is playing back at 24 so both
these reasons will give you a choppy
foot so let me just go back into nuke
summarize everything that we are done
till now and then i'll show you how you
can get rid of the choppiness about to
sew back in New York this is our final
comp I have so let me summarize all the
different elements we have here we have
a 3d scene that we set up to begin with
we had to seen the camera and the
scanline renderer we went ahead and
animated this camera we have a card
which has this simple starfield apply to
it as an image are there is absolutely
no shading in the intestine so if you
have a light or anything as such setup
you need to make sure that God is
everything all the properties next are
here i have another card which are a
couple of ramps
this is basically my starter object for
all the particle systems so therefore it
is the one which is being feeling all
the other objects i have a particle
system which is making use of the
asteroid meet sequence which are created
then how other procedural a strong dust
clouds which i created using completely
using just nuke now all these are just
going in and using scanline renderer to
render them out and i'm just doing some
simple color Corrections now
yeah I was showing you the choppiness of
the video
the main reason for the choppiness is
that there is no motion blur so let me
just show you how you can get a bit
better motion blur remove all the
objects which are going to take a bit
more time to render let me add asteroids
ok so now when you have a lot of
movement in the camera how you need to
get motion blur to have a good looking
smooth footage so to get this motion
blur instead of adding vector blur you
have to be using multisample the reason
you have to use multisample is because
if you're going to use vector because of
the transparency information present in
the particles it might give you some odd
results so just for that it's better to
have multisample take care of that
rather than doing it yourself
so now if you see there is going to be a
lot of motion blur we're about the
camera movement is high and is going to
give you much better results
so pretty much that's it you can
increase the sample level and try to get
better results
so that's pretty much it for the entire
video what i have shown you in this
video is basically how to create
different particle instances using meet
sequences or any kind of transparent
particle systems the sprite completely
within nuke and how to render it out so
i hope you found this use video useful
and i'll see you in the next one

Video Length: 49:05
Uploaded By: eosacro
View Count: 11,352

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