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Software Proficiency
CA
Lighting and Compositing Artist
Cole Armstrong

Awards/Achievements





Custom Tools and Scripts!

Nuke 12 Multishot Workflow
These multishot workflow tools were designed to replicate the ones found in newer versions of Nuke such as Nuke 16. Unfortunately, not all pipelines have the flexibility to upgrade software as frequently as they like. These tools were built as a solution to that!


I have a set of scripts that accompany these toolsets to help artists manage this new workflow.
Set Shot Script
The "Set Shot" script will allow the artist to tell Nuke which shot they wish to work on. It will ask the user for a shot to input, then update the following.​
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All reads (disabled if not found)
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Cameras
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Locators
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Geometry (disabled if not found)
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Frame Range
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All Variable and MetaVariable Switches updated
Set Original Shot Script
This script works almost exactly the same as the "Set Shot" script except it allows the artist to set back to the original shot that they opened to create the template file. Essentially, this would revert the "set" shot back to the key that the sequence artist originally began working from. ​

Shot Information Added to Menu Bar UI

Render Controller For Sequence Based Lighting
A quick render controller I made with Houdini for a sequence based lighting workflow!
- Shot selection menu items for easy sequence based lighting workflow. This includes render camera and frame range updates.
- Lightrig selection
- Quick Resolution and sample settings buttons for easy IPR workflow
Quick LPE Tagging
Here's a quick script I wrote to make LPE tagging just a little bit easier in Houdini
Automatic Slap Comp
This script uses metadata from render layers to auto organize and label all rendered layers using custom templates and custom name keywords.

This is a tool I made for reading in Renderman renders when relative pathing isn't possible with your folder structure.
The tool features a "Refresh Render Layers" button that looks at your shot render directory and lists the available render layers based off of what has been rendered already. Then the user can choose from the list which layer they would like to read in and press the "Setup Read" button to read in their render.
There is also check boxes to read in separate crypto reads if this metadata is not stored in the merged exr. Lastly the "merge type" adjusts automatically for filtered and unfiltered (denoised and un-denoised) layers.
Nuke PRman Read Node

This is a tool I made for updating team scripts to artist's local menu.py or to easily append new scripts to you existing menu.py file.
Nuke Import Team Scripts

Build Sequence Contact Sheet
This is a python script I made for Nuke to import a contact sheet for each rendered shot. It imports the first frame of each shot and labels them with their shot name. It also dynamically scales based off of the shot count.

Python Tool Demo
​$gui Toggle
This script lets the user highlight a node and press Shift+D to toggle a "$gui" expression to be added to the disable knob of the selected node. This "$gui" expression will disable the node until it's sent to render on the farm.
Quick Label
Allows the user to highlight a node and press Shift+L, prompting the user to type in a label to be appended to the existing one.
Quick Backdrop
Lets the user highlight a cluster of nodes and press Shift+B , prompting the user to type in a custom label for a new backdrop.
Make Nodes Shot Specific
This script lets the user highlight a cluster of nodes and turn them all bright pink (can't miss them) and label them "Please Delete Shot Specific". The intent behind this is to allow artist's setting up parent templates to still be able to add shot specific work without propagating those nodes to child shots.
Delete Shot Specific Nodes
This script finds and deletes all nodes that were previously marked as "Shot Specific".

Here are a couple Nuke relighting tools I've made to help speed up production and achieve fast lighting results when under tight deadlines or when 3D lights simply aren't possible. **Note - These should NOT be used in replacement of physically accurate 3D lights**

Ghost Tool
This is a Ghost FX tool I made for my students.

Rim/CG Re-Light Tool
This is a Fusion Tool I've created to relight a CG character or element in compositing using a normal map.

Edge Extend Tool
This is a Fusion Tool I've created to extend out the edge of an element. This can be used for things like patch work and fixing artifacting on CG DoF.

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