- [Instructor] As we saw in the 2D compositing
portion of this course, Nuke's viewer is very powerful,
here we'll explore the 3D viewers
full range of capabilities.
Now to switch between the 2D and the 3D viewer,
we have a little pop up menu feature here,
so it goes right to 3D and back to 2D.
Of course, you're going to want to use
the keyboard shortcut which is the tab key,
so tab 3D, tab back to 2D.
Okay so let's tab back to 3D
and take a look at the navigation for the 3D viewer.
If we want to dolly in and out,
Alt + Middle mouse button, drag left and right.
If you'd like to pan left and right,
Alt + Left mouse button, pan left and right.
If you'd like to spin,
Command or Control + Left mouse button,
and around and around we go.
Now the 3D grid here can be turned on and off
with this little menu button right there.
Okay now let's talk about object visibility,
how do 3D objects show up in the viewer or not?
Well one way to make it appear, is to select it
and open the property panel,
here cube, and there it is.
If I clear it out of the property panel, it's gone.
Another way is to connect the viewer to it,
so if I connect the viewer
to my 3D object here, there it is,
if I disconnect, it disappears.
I can even connect the viewer to a camera,
and now that camera is visible.
If I want to see everything in the scene,
connect the viewer either to the scene node,
or to the scan line render node.
The strategy is that everything that is up stream
of where you're connected will show up in the viewer.
Okay let me de-select that,
and just hook up to my 3D character,
we'll push in on him in order to show you
what they call the headlight, this little guy right here.
What this does is basically
it puts a spotlight into the scene from your point of view
to illuminate the geometry
in the event you don't have any lights.
So if I turn it on,
you can see suddenly I've got some shading,
now that might not seem terribly helpful
but if you don't yet
have anything attached to your geometry,
see I've got absolutely no geometry detail,
the headlight kind of shows me what I've got, okay?
So there's the headlight,
let me turn that texture map back on.
Okay now let's talk about the viewer focus,
that is what is the viewer looking at.
Let me go down here and turn on
the object visibility for everything, we'll pull out,
so here's the way it works,
if I select a piece of geometry,
and then I hit with the cursor in the viewer,
I hit the F key,
that puts that piece of geometry right in your face.
Another example, de-select that,
let's say I select the sphere,
I want to de-select the other guy,
so I'll select just the sphere,
and again cursor in the viewer,
type the F key and that object is centered in frame.
If you have more than one thing selected,
so let's say we have the sphere and the cube,
and if I hit the F key, they're both centered in frame.
I will click to de-select,
now if I want to have the entire thing in frame,
with the cursor in the viewer and nothing selected,
hit the F key and the entire 3D scene is in frame.
Again this depends on you having the viewer hooked up,
okay, so that it knows
what geometry we want to be looking at.
Okay let's look at the ortho or the orthogonal views,
the top down, the front view, the side view,
okay those are right here,
and of course we have some hot keys.
The side view is the X key,
'cause that means we're looking down the X-axis,
'course down here in this corner, you have your coordinates,
if I switch back to a perspective view
you can see it right here, X, Y, and Z,
and of course as I change my point of view,
those axes are rotating around to match.
So if we want to see a top view,
that, you would think would be Y,
but that's really a C, top view,
we're looking down the Y-axis,
we can't use Y because Y is already taken.
And of course, the front view,
and the hot key for that is Z,
we're looking down the Z-axis,
and again you can tell right here, I see Y and X,
so Z must be right straight down the middle.
Okay, the perspective or the normal view
is the V key, type V for your normal default view.
All right let's look at the camera controls,
the cameras are all listed right here in this pop up,
so you can pick a camera to look through,
however you need to understand
what makes them show up in the list.
Let me disconnect my viewer,
there's nobody there.
If I open up one camera property panel,
it does show up,
or if I've connected up to the lot,
all the cameras will now show up in the list.
So if I select a camera,
I am looking through that camera,
I'll select camera two, I'm looking through that camera,
now one important thing is
you want to be able to lock the aperture
or lock the camera view.
Now I'm looking through camera one, right?
So I'll pull back, in fact look at this,
I'm still able to move around
even though I said I am looking through camera one.
Well this little guy right here,
you click that and turn it red,
and that locks the aperture.
Okay you see there is my aperture right here,
and now the viewer is locked to the camera aperture.
I can, you know, pan around, I can zoom in or out,
but I cannot get away
from looking through the camera's aperture.
So click on that to turn it off,
type V to see a perspective view,
got to be in default, though, okay?
Got to be in default and then type V
to get your perspective view, okay.
Now here's a nifty feature,
the interactive camera view,
so I've selected a camera, and I go hmm,
I really would like to change this,
well I could put up the property panel
and start rolling these numbers,
or switch to another view and try to dial it in,
but check this out, looking through a camera,
Command or Control + click on the camera icon
and turn it green,
now I'm going to move the camera,
and you can see over here in the property panel
all of my transformations will be updated automatically
so let's zoom out, oh, oh,
let's raise it up,
let's orbit, and look for a better framing.
So all of these were automatically updated,
but here's the key, when you're done,
don't forget to turn it off.
Otherwise your next stroke you make in your viewer
is going to mess up your camera position.
Okay so that's the interactive camera view,
now let's say we're in our default
and we're cruising around and we're looking for things,
and we're pushing around and we go
oh, gee, I like this camera view here.
So from the default viewer
you can turn that into
a new camera by saying create camera,
and here it is, camera three.
I'll hook that up to my scene node,
okay now I can go to camera one,
camera two, and now my new camera three, back to default.
One more thing you'll want to know about the 3D viewer
are the preferences.
The first thing I do with Nuke
is I change the preference for the viewer tab control.
See it up here if I click on this
it's going to close this viewer tab,
the default behavior is
when I do that, it'll also delete my viewer node,
I don't like that, so,
I go into Nuke, preferences,
behavior nodes, and I turn this off,
by default it'll be on, so that means
if you delete the viewer tab, your viewer node goes away,
so I turn that off, it's the first thing I do
when I get a new release of Nuke.
One more real important feature is
the gimbaling order of all your 3D controls
in the viewer, rotate, and volley, and pan.
Some people are familiar with other apps,
so Nuke allows you to change to other 3D apps
that you're more familiar with,
and that would be in the panels,
viewer handles, right here, 3D control type.
So you can set those viewer controls
to Maya, Houdini, Lightwave, or Modo,
whatever 3D app you're most familiar with.
Nuke's awesome 3D viewer can even superimpose
wire frame geometry over a live-action plate,
but we'll have to wait until we've learned more 3D Nuke
to see how to set that one up.