Pacific88 wrote:nuke cooperated with modo and his render engine..
so stupid step for foundry.
the best way for nuke is integration with Octane..
this makes nuke god..
but they don't know about it
sleg wrote:Hi. I'm a happy owner of Octane standalone and Octane for Maya. I'm currently using Octane for Maya on Linux. I have to agree wholeheartedly with the idea of bringing Octane to Nuke. Nuke's current scanline renderer is very slow and of poor quality. People have attempted to bring other renderers to it in the past, such as 3Delight or even Houdini's Mantra renderer.
I have asked the Foundry multiple times on whether or not they were planning on scrapping scanline and replacing it with the Modo renderer. The only answer I got was that they were planning on "improving the Nuke renderer". Which is a nice way to say, "we're not telling you".
Anyway. I work at a large VFX studio by day and mess around with short films at night. At home I certainly do not have the kind of render power I'm used to at work. Which is why I turned to Octane. Last year I was working on a project that needed a rather complex landscape. Initially I approached it the way I would at work, which was to render everything straight out of Mantra. I simply couldn't do that at home on my single workstation. So I decided to render a few frames of my landscape and project them in Nuke and render it that way. Sure I was going to lose a bit of quality (and I had to render high spec surfaces separately anyway) but I still hoping to gain speed. I was wrong. The scanline renderer is so bad that it was taking almost the same time for it to render a single projection object with a flat shader than Mantra did calculating indirect and rendering the full thing. Weak...
So I would like to post this as my plea to you guys to bring your kick-ass renderer to Nuke, because the Foundry sure as hell isn't doing it for now.
After the annoucement of Nuke-Studio, it makes even more sense. Along with Octane as a renderer, it will be a Freelancer's dream.
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