Blender 3.0 for Production - 2D & 3D Tracking Workflow - 05 Advanced Tracking Settings

Let’s look into the advanced settings of the Blender 2D-Tracking system.My next tutorial of my “Blender for Production” tutorial series is online. Have fun with it! YouTube:👉

This tutorial is an answer to a pixeltrain Patreon question: It shows the roundtrip of a stabilized shot from Blender’s Tracking system to NUKE (or any other Compositing package like Fusion or AfterEffects) and how to use Rotoscoping data from there back in Blender. If you want to join my Patreon community, you can find it here: These topics are covered in this tutorial: Writing out a stabilized shotRead More

Blender 3.0 for Production - 2D & 3D Tracking Workflow - 04 2D-Stabilization & Compositing Workflow

Here’s the next lesson of our Blender 2D- & 3D-Tracking tutorials. After laying the fundamentals in the last tutorials we will now take a look into the first use of our tracking knowledge for making stabilizations. We use two examples for that and we also use the Blender Compositor. I hope you like it. 👉 YouTube: More tutorials of this series will follow shortly. Have a great holiday season 🌲Read More

Last week we started the new “Blender 3.0 for Production” series about 2D- & 3D Tracking in Blender. After preparing the footage and an overview of the Movie clip editor in the first two episodes we now dive into the fundamentals of 2D tracking. Many more episodes will follow 😉 Have fun! 😊 👉 YouTube: If you want to support these kinds of videos, you can become a pixeltrain PatreonRead More

Blender 3.0 for Production - Tracking

Here we go – today I’ve started the next free tutorial series “Blender 3.0 for Production”. The topic this time is “2D- & 3D-Tracking Workflows in Blender”.  So, if you ever wanted to learn Camera-Tracking, Matchmoving, and Object-Tracking inside of Blender and also get a deep dive into techniques and workflows for exchanging these data with the Compositor and also external applications like Houdini, Maya, Cinema 4D, or NUKE, thenRead More

My new tutorial is out – Blender 3.0 to NUKE Workflow – 04 Cryptomatte Fix, CyclesX & Build Export Nodes Add-on In this tutorial, we will talk about the changes in Blender 3.0 and NUKE 13.0v5 and fix the Cryptomatte problems some of you have been fighting with. Also I go though the process of exporting Multilayer EXRs from Blender to NUKE again and show how to make EXR sequencesRead More

*** It’s finally done! Helge and his team worked for more than a year on this epic publication and are happy and proud to be finally able to tell you all about it. So here are the details about the contents of this video-tutorial: This publication “pixeltrain – Houdini FX Fundamentals >> Fast Forward“ by experienced trainer Helge Maus is a complete Introduction to Houdini FX. In 117 lessons withRead More

FREE Video-Tutorial >> Houdini MoGraph – Trails & Plexus   Hier nun die zweite Tutorial-Serie zu HOUDINI FX für Motion Graphics. Helge hat diese Filme auch wieder auf Englisch aufgenommen. Wir hoffen, dass Euch die Filme gefallen und Euch viel neues Wissen geben. Viele Grüße Helge und sein Team   In this series, 3D- & VFX-Trainer Helge Maus ( demonstrates, how the procedural approach of Houdini FX can help theRead More

  In dieser Tutorial-Reihe beschäftigt sich Helge Maus mit Workflows zur Erstellung digitaler Landschaften mit einer großen Anzahl an Bäumen, Vegetation, aber auch anderen Elementen. Zentral dabei ist die Arbeit mit Laubwerk-Bäumen in MAXON CINEMA 4D, die Arbeit mit ARNOLD als Render-Engine und die Erzeugung von animierten Procedurals für animierte Baumbewegungen. Auch wird das Platzieren von Instanzen mit verschiedenen Techniken wie Partikeln und SurfaceSpread demonstriert. Ziel der Reihe sind hierbeiRead More

CINEMA 4D R18 - New Features Preview - MoGraph Kloner Verbesserungen

In diesem CINEMA 4D R18 Preview Tutorial zeigt Helge Maus einige der kleinen, aber extrem nützlichen Verbesserungen innerhalb des MoGraph Kloners. Neben dem neuen Waben-Modus (Honeycomb) können jetzt auch Gitter in Objekt-Form erzeugt werden, Klone auch über ihren Abstand definiert werden und vieles mehr.     00:00 – Vergleich C4D R17 vs. R18 Kloner 00:50 – Neue Optionen im Gitter Modus (Grid) 01:00 – Endpunkt vs. Pro Schritt Anordnung 02:50Read More