The Foundry Nuke Studio 11.2v4
It has inputs for a source and target image and a multi sampler for each one of them. The sampler can easily be corner pinned to a still image of a MacBeth chart and it will sample all of the 24 patches at the same time. Collapse the source or target knob groups depending on what view you are currently in, otherwise you could accidentally move the wrong corner pins. This will show the source values looking through the target patches.
NUKE 8 is coming: here’s what you need to know
But first, just what are the main upgrades in NUKE 8? New Dope Sheet functionality. Dope Sheet – artists will be able to see and move keys around in the context of a timeline style view. They will be able to see the results and each property of a node accurately displayed in context. The Foundry says the new viewing capability will make working with any scripts that involve time manipulation a much more simple process.
New Text node – lets artists compose, edit and animate directly in the viewer. Color grading and correction – the NUKE UI has been updated to include an in-panel color wheel to control hue, saturation and value, with an automatic precision mode or optional absolute mode for finer tweaking.
There’ll also be a new Pixel Analyser and a Match Grade node. New scope tools – can be used to analyse the picture like Waveform, Vectorscope and Histogram viewers. Camera Tracker – this is being updated to add to add to the set solve functionality and will let artists track and solve cameras from reference stills. The Model Builder will also feature UV creation. Camera Tracker. New 3D tools – includes Viewer Capture to allow users to flipbook images from the 2D and 3D Viewer, a new Edit Geo node, a Particle Cache node and the Wireframe Shader node for various visual effects and increased control over projection mapping.
Open source – OpenEXR 2. In-context help system – this is a new feature for NUKE 8. HIERO updates – changes include improved playback performance, color handling controls, and editing audio controls that will give users access to Per Track and Per Item Volume Controls.
The Text node – how far will this go in allowing NUKE a greater role in solving graphic design style projects. Is this a stepping stone or do you believe you have a killer text node now? We are really happy with the capabilities of the new Text tool. We believe it will make most graphic design projects much easier than before. WireFrame node. The issue of colour grading has been a big deal for some time now with the Foundry not having a colour grading option.
NUKE is aimed more at a shot than an entire edit We have been playing around with the idea of the reverse of this which we will be showing in our IBC The Foundry Labs demo this week. As for the updated grading and colour correct tools in NUKE 8, we still see that as something you’d use to match individual elements or plates. We have a much more friendly colour wheel interface for all the colour tools, the new match grade tool, colour analysis scopes and options such as maintain luminance on the hue-correct and more.
The new match grade allows you to analyse a sequence to give you a stable LUT that will grade one plate to match another. This differs to the old match grade that could only generate a grade from one frame.
The new match grade also has options to export to the LUT to a file e. ViewerCapture node. We have discussed accessing more camera metadata with Cooke and some camera manufacturers.
This data could be used to lock off or restrict parameters to improve the camera solve. How much will the Particle Cache node speed up rendering?
Have you benchmarked it? The particle cache can considerably increase render speed and increase interactivity in a heavy script. The node caches out the particle simulation to disk. So once the artist is happy with the simulation it can be committed to disk eliminating the simulation time from overall render time. Depending on how heavy the simulation is, this can save considerable time. It also really helps in the render farm situation where independent render slaves are each rendering a frame each.
Without the cache these slaves would need to ‘run up’ the simulation to the frame that they are rendering, with the cache this is not necessary.
Can you expand on what you can now do in the EditGeo node that you could not do before please? The EditGeo node is a new node that allows you to move vertices and faces of geometry flowing down the node graph. It can save a round trip to a 3D application when your geometry is not quite right. For instance you are doing a projection and the geo and some verts are not quite in the right position. With the EditGeo you can quickly correct this in the comp.
Could you explain for people who don’t know what the Planar Rendering Framework is please? NUKE is a scan-line based render system but not all algorithms fit to this style of rendering. Developers who need to render in tiles or planes can use the API rather than writing their own system to convert from scan-lines to tiles. The advantage for developers is much reduced complexity for implementing tiled rendering along with NUKE taking care of all the memory management.
For the artist this will give them speed increases, reduced memory use, and more stability. Could you discuss the adoption and success for Deep Comp pipelines that has lead to the scan-line Deep Output please? Deep comp is becoming more widely used across film pipelines worldwide especially since more renders are starting to support the Deep EXR 2. That sort of shot would have been very difficult and time consuming without the deep compositing tools at the artist’s disposal.
Part of the feedback we’ve had is that it would be great to integrate NUKE 3D elements into an existing deep scene, whether that be the NUKE particle system or just simple 3D elements to act as holdouts.
That’s what we’ve added in NUKE 8. The NUKE internal scan-line render can now produce deep data directly to integrate with your existing deep elements. How extensive has the beta process been? When can people download NUKE 8?
We have been in closed beta for several months and the feedback has been really positive. We will be opening this up very soon. The Dope Sheet is a great advance – can you discuss the user feedback – from Beta or other – that shaped its development please? NUKE has always had powerful procedural ways of moving and retiming elements around in time.
The feedback we had was that you were very much shooting in the dark as to where all your elements had been moved to, so you could get lost fairly easily. The new dope-sheet solves this by showing all the keys and all the elements at their time shifted locations in a context sensitive way.
So if you view keys before a node that moves them in time, you see them at their original time. If you view after the time manipulation, you also see them where they’ve been shifted too. Thanks so much for reading our article. We’ve been a free service since and now rely on the generous contributions of readers like you.
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