The Foundry Nuke: Gizmo Creation – Tips and Tricks

Hi everyone,

The Foundry has recently published a video I created for them earlier this year, Gizmo Creation: Tips and Tricks. Let me know if you found them useful, hopefully there will be more parts in the future. Thanks!

I will just grab the great description from the video the Foundry has provided:

Gizmos are user-created super-tools in Nuke, which are an easy way to package up parts of your node graph into a single group – or Gizmo – so that it can be shared across projects, teams, and Nuke Scripts.

In this video, Tony Lyons gives an insight into how he creates Gizmos in Nuke.

He starts with the User Knob Interface and how it’s been revamped, making Gizmo creation more straightforward and faster than ever before.

Tony then looks at how we can elevate the flexibility and versatility of our Gizmos by adding multiple inputs and a switch node so you can switch between inputs easily.

He also touches on how parameters from nodes within your Gizmos can be added to the Gizmo itself, allowing you to adjust things from the node graph without needing to dive into your tools to find a specific knob tweak.

Want to know more about Gizmos? Check out

https://learn.foundry.com/course/1023…
https://learn.foundry.com/course/6585…

Want to see more of Tony Lyons? Check out https://www.creativelyons.com/

Interested in Nuke? Try it for free here! https://www.foundry.com/products/nuke…

Chapters 0:00
Introduction 0:31
User Knob Editing Toolbar 1:29
Linking Parameters Between Nodes 3:27
Changing Knob Properties 4:28
Speed Up Gizmo Creation 5:13
Customising Input Names 8:01
Changing the Default Input 10:50
Switching Between Multiple Inputs 14:52
Adding Mix and Mask Options 20:13
Adding Channel Options

About Us: We are the creators of industry-standard visual effects, computer graphics and 3D design software for the Digital Design, Media and Entertainment industries. Since 1996, Foundry has strived to bring artists and studios the best tools for their workflows so they can battle industry constraints whilst staying creative. Subscribe to our channel and get the latest news, tutorials, webinars and updates from the Foundry team.

Nuke Survival Toolkit Release v1.0.0

I’m happy to bring you a side project I’ve been working on for awhile,
The Nuke Survival Toolkit!

The Nuke Survival Toolkit is a portable tool menu for the Foundry’s Nuke with a hand-picked selection of nuke gizmos collected from all over the web, organized into 1 easy-to-install toolbar.

Link to the Github Release page:
https://github.com/CreativeLyons/NukeSurvivalToolkit_publicRelease/releases

Link to the Online Google Documentation for full res images and gifs, as well as a nice navigation panel to help search for tools:
https://docs.google.com/document/d/1s9KoiO7MpaLZfKsgIhVnzzpSrdVpTuUhpf-DaOWHWq0/edit?usp=sharing

Many thanks to all the tool contributors out there who made this tool menu possible.

Special thanks and shout-out to Adrian Pueyo for the inspiration and guidance to be able to finish this project. This toolkit contains exclusive AP tools from Adrian and myself that have not been release publicly until now! Make sure to check out all tools with an AP or TL tag at the end.

Any feedback is welcome,
Best,
Tony

DirectionalBlur

Directional Blur

Select the rotation angle and size of the blur. Choose between blur and defocus. Has a perpendicular blur that blurs in the perpendicular direction to the angle chosen.

Some helpful options for managing your BBox.

Has channels, mask, mix, etc

View the demo here on youtube:
https://www.youtube.com/watch?v=BrioyN9YMA8&feature=youtu.be

Or on vimeo:
https://vimeo.com/348730566

Download the tool on Nukepedia:
http://www.nukepedia.com/gizmos/filter/directionalblur

Download at my github where you can find a repository of all my tools in one place:
https://github.com/CreativeLyons/Lyons_Tools_Public/blob/master/06_Filter/DirectionalBlur.nk

Enjoy!

BinaryAlpha

BinaryAlpha_SplashPage_v01.jpg

Binary Alpha is a very simple, yet super convenient expression that I use all the time, and decided to turn into a quick gizmo.

It analyzes a choice of the RGB, RGBA, or Alpha input and outputs an Alpha Channel (or RGBA result) that is Binary, 0 or 1.  Any Pixels that are not 0 will be turned into 1 (negative numbers also), and 0 will remain 0.  

This is perfect for those “blur, unpremult, set alpha, blur” for tricks extending colors, or if you need a quick matte for finding any rgb color above or below 0, in a CG render passes for example.

The good ol’ blur/unpremult/blur ❤ :

BinaryAlphaExample_v03_copy_2.gif

Basic properties:

binaryAlphaSettings_jpg.jpg

The literal tcl expression is just:

r!=0 || g!=0 || b!=0 || a! = 0 ? 1 : 0

Which in english, translates to something like: 
“if red is not 0, or green is not 0, or blue is not 0, or alpha is not 0, then be 1, or else, be 0”
So it will include negative pixels as an output as 1 as well.

Super simple but hopefully a time saver if you are like me and hate remembering expressions.

Find the tool on nukepedia here:
http://www.nukepedia.com/gizmos/channel/binaryalpha

You can also download this tool at my github, where you’ll find all my public tools in one place:
https://github.com/CreativeLyons/Lyons_Tools_Public/blob/master/04_Channel/BinaryAlpha.nk

Enjoy

GradMagic Tool

GradMagic is an interactive 4 point gradient tool, which can link to cornerpin nodes, and can toggle between live sampling from the plate or baking the color values of the corners.

Can be used for various tasks in prep and DMP,or if you just need a quick 4 point gradient map.

GradMagic_Properties_Screenshot.png

Quick Overview of the properties:

It’s pretty straight forward, heres some basic written steps:
1.) Set your cornerpoints manually or by pressing one of the ‘snap to’ buttons.  Or alternatively you can link or bake your cornerpoints to an existing cornerpin node (or any node with 4 “to” knobs).

2.) If you need to adjust the points once they are baked/linked/ in place, then show the adjust knobs, set the reference frame to snap the adjust points near the main points, and you can then move each cornerpoint while it still retains its animation path.

3.) You can either keep the node live, bake the corner colors on a single frame, or bake the colors over a framerange.  once baked you can adjust the cornerpoints further if you need to cover up more area.  You can adjust the ‘sample size’ at the top if you want to average more colors under each corner point.

4.) Finally you can apply a blur to the edges to help with transition, and you can select the output at the top, whether to show the gradient over the BG input, or just the gradient itself.

Hope you find it useful

A full tutorial video on how to use the tool can be found here on youtube:
https://youtu.be/oge8jMR0LRw

Or here on vimeo:
https://vimeo.com/341514150

Download the tool from nukepedia with this link:
http://www.nukepedia.com/gizmos/draw/gradmagic

You can also download GradMagic from my github link:
https://github.com/CreativeLyons/Lyons_Tools_Public/blob/master/02_Draw/GradMagic.nk

Stay tuned for more tools and tutorials.

Advanced Keying Breakdown: ALPHA 1.4 – IBK Stacked Technique

Sorry for not posting in a couple months, I have been traveling and working.  But I am ready to finish off this series.  I think you guys will like this one because I go over some techniques on the IBK workflow.  The first part of the video I show you a comparison between how I usually see IBK being used and the IBK stacked technique.  There are 4 examples (a greenscreen, a bluescreen, a hair problem, and a shadow problem) that I go over and explain the concept of what the IBK is doing, and the importance of the IBK Color, or cleanplate.

Next I give you a step by step breakdown of how to setup this IBK stacked techniques by building these 4 examples from scratch.  If you are already familiar with IBK and want to jump into the step by step process of this stacked technique, you can just to 7:09 (Step by Step process, example 1 greenscreen).

0:00 Intro
0:45 Comparison 1 greenscreen example
3:54 Comparison 2 bluescreen example
4:31 Comparison 3 hair example
5:53 Comparison 4 shadows and markers example

7:09 Step by Step process, example 1 greenscreen
17:12 step by step example 2 bluescreen
22:15 step by step example 3 hair and assisted eroding
27:37 step by step example 4 shadows / cleanplate customization
37:12 Outro

At one point, my cursor disappears in the recording.  Something must have gone wrong during the recording process, but you should still be able to see me clicking and marquee-ing stuff.

I’m glad to be moving onto the despill section, as I think it usually is overlooked.  In reality it’s just as important as the alpha, if not MORE important.

Cheers,

Tony