NUKE Plugin - progress update

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NUKE Plugin - progress update

Postby win » Thu Sep 18, 2014 2:27 am

win Thu Sep 18, 2014 2:27 am
NUKE plugin - progress update with video

The OctaneRender for Nuke plugin is well progressed, so we have posted a video showing the work to date (please excuse the sound quality).



The main features of the plugin are:

- Rendering of an imported OCS or ORBX file exported from one of the other Octane plugins, or from Octane Standalone. This includes rendering of the correct form from the ORBX/OCS (where there is an alembic animation in the ORBX/OCS).

- Rendering of all the passes available in Octane 2.10. These passes can be used as you would use any pass from a multi-layer EXR/PNG in Nuke. Info passes are rendered prior to beauty passes.

- Rendering of the Nuke 3d scene (ie. replacement of the Nuke Scanline renderer node). There is an addition Nuke node for Octane materials, which can be plugged into the Nuke 3d scene object so that the Octane material for that geometry can be assigned. Geometry can be subdivided using the existing Octane subd features.

- Tracking of the Nuke camera - plug the Nuke camera node into the Octane Render node, and the Octane camera position will be synchronized to the Nuke camera (incl for animations)

- Rendering animations - this is still be to worked out, since each frame of the animation will need to be rendered in the Octane node to when the Max Samples are reached. Most probably this will be implemented by having the Octane node manage the rendering of the animation, rather than using the Nuke "Render All" function.

- There may be an option to edit the Octane materials from an imported OCS/ORBX, and in particular assign a Nuke image sequence to an Octane Image node. The viability of this is still to be determined.

- There will be a limit of one OctaneRender node in Nuke at any one time, since having multiple Octane scenes rendering simultaneous may cause issues.

- A python interface is being considered, so that Octane nodes from the imported OCS/ORBX can be queried and edited via python. The viability of this is still to be determined.

We welcome feedback for other features that will be useful additions to the plugin.
win
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Re: NUKE Plugin - progress update

Postby bepeg4d » Thu Sep 18, 2014 6:51 am

bepeg4d Thu Sep 18, 2014 6:51 am
hi,
Very interesting preview, thanks for sharing win ;)
ciao beppe
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Re: NUKE Plugin - progress update

Postby ten » Fri Sep 19, 2014 9:13 am

ten Fri Sep 19, 2014 9:13 am
Looking good, Paul.

Will there be a way to link direct from 3d app with octane to nuke without exporting first? So I have c4d running with Octane and open same file in nuke, and I can make changes in c4d that are updated in nuke? Kind of like the c4d > ae cineware.

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Re: NUKE Plugin - progress update

Postby face_off » Fri Sep 19, 2014 9:13 pm

face_off Fri Sep 19, 2014 9:13 pm
Will there be a way to link direct from 3d app with octane to nuke without exporting first? So I have c4d running with Octane and open same file in nuke, and I can make changes in c4d that are updated in nuke? Kind of like the c4d > ae cineware.
Is it not currently possible - but a great idea. I will investigate.

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Re: NUKE Plugin - progress update

Postby nuverian » Sun Oct 12, 2014 2:09 pm

nuverian Sun Oct 12, 2014 2:09 pm
Look great. It will be awesome :)
Also the feature requested above (cineware like) would be great, considering there is nothing else "like" cineware for those who prefer Nuke over AE and truth be told, it's a great workflow.
Regardless, can't wait for it. Keep us posted!

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Re: NUKE Plugin - progress update

Postby virtualzapp » Thu Dec 04, 2014 3:31 am

virtualzapp Thu Dec 04, 2014 3:31 am
Very very promising.
Hopefully a Mac version will be available ;o)



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Re: NUKE Plugin - progress update

Postby face_off » Tue Jan 13, 2015 3:36 am

face_off Tue Jan 13, 2015 3:36 am
Below is a video showing the current version of the plugin in action...



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Re: NUKE Plugin - progress update

Postby face_off » Sat Jan 31, 2015 6:12 am

face_off Sat Jan 31, 2015 6:12 am
Another video showing the plugin in action - this one detailing how the scanline render placement works.

[vimeo]http://www.vimeo.com/118302642[/vimeo]
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Re: NUKE Plugin - progress update

Postby face_off » Thu Feb 19, 2015 11:23 am

face_off Thu Feb 19, 2015 11:23 am
Another plugin update....

[vimeo]http://www.vimeo.com/120023763[/vimeo]
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
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Re: NUKE Plugin - progress update

Postby abstrax » Thu Feb 19, 2015 10:48 pm

abstrax Thu Feb 19, 2015 10:48 pm
face_off wrote:Another plugin update....

Looks pretty good to me. Thanks a lot for your work!
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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