ToDoList

Frank Rueter: 

The ToDoList panel is a simple widget that helps organise your work on a nuke script.

 

Tab -> j

If you make use of backdrops in nuke you should be using "J". Try it ,I'll wait. Got it. Ok so those who are reading this away from any install of nuke. When hitting "j" you get the same node search dialog but for parts of your scripts.

Another reason to stay organized.

Many great tips on Nukepedia.com. Have a look for yourself.

NUKE 8 is coming: here’s what you need to know

By Mike Seymour: 

A new version of The Foundry’s flagship product will be shipping in 2013, with the company announcing at IBC that NUKE 8 is set for launch later this year. The Foundry’s timeline tool for NUKE, HIERO, will also be upgraded to version 1.8 this year.

 

Missed this in the video

Deep Output to the Scanline Renderer – part of the Deep Compositing workflow.

This sounds great:

Developer tools – developers will be able to write their own image processing operations inside of NUKE using the new Blink Script node, which utilizes the GPU. Developers will also be able to rely on the new Import NUKE function to use NUKE as a module in any Python interpreter, and developers of C++ plugins will be able to output planar data via the new Planar Rendering Framework.

NUKE 8.0 is coming | The Foundry

We've been working hard on our most anticipated product release this year, and we're very excited to be able to share the news that NUKE 8.0 is coming later this year.

 

It's s always exciting when the software you use everyday gets an update

Sneak Peek - NUKE 8.0

The Foundry: 

NUKE product manager, Jon Wadelton, goes through his favorite new and enhanced features in NUKE 8.0

 

Regrain blend on semi-transparent areas

Magno Borgo: 

Removal area/clean plate, regrained to match the background plate. It has an alpha channel, blurred to smooth transition. But when its composited Over the original plate (heavy grain), on the semi-transparent alpha region the grain is faint because of the blending.

 

This is a question that I have had asked to me many times. It's a very tricky question. I have heard lots of different ideas on how to solve the problem. Seeing that this question came from a nuke trainer, this is a problem for a lot of artist. Have a read.

RotoPaint Problems

One the main things items that are searched on this blog is RotoPaint problems.

In Nuke 6.3 the RotoPaint is painfully slow.

Here are 3 tips that will make Paint work much, much better.

  • Paint on 1 frame then frame hold that frame. Setting it this way Nuke has to only render one frame of paint instead of all.

  • Limit the amount of brush strokes to 100. When you get to one hundred start a new RotoPaint node. This will also keep you from losing less if a paint node goes belly up.

  • Place a shuffle before your RotoPaint node And set the alpha to 1[White]. This will help make he onion skinning work.

Remember the RotoPaint node is very very temperamental. Stay calm.

I'd like to be clear. I did not figure any of this out. These were told to me by other compositors.

Nuke 7.0v1

When the first beta of Nuke 7 was available I was excited to have a look. I was hoping for some very basic fixes. I have never liked the tracker. The tracker in Nuke has always felt half baked. The RotoPaint node has huge problems. If it weren't for paint being universally horrible in compositing packages, the foundry would field a huge amount of support email.

The Foundry has done a lot to address these very problems.

The tracker really seems to be reworked. Even the math the tracks use to find the pixels from the last frame seems different. The one feature that is really great is how most of the controls are in the viewer now. You dont have to float the properties panel over the viewer. Shake had a tracker that did this and this makes tracking so much easier when there was a lot of tracking to do. You can have as many trackers as you want, adding them til you have your whole scene tracked. A really great feature. You can average tracks as well which is really handy if you have high frequency jitter in a plate. You can also start your track by hand, tracking the points you need. Then have Nuke track within those key frames. You then can go thru and fix the sections were there are problems. It's also very handy, and implemented very well. The Foundry has also added the ability to create transforms and cornerpins right from the tracker. No more dragging and making cornerpins. I wont miss doing that at all. The Nuke Tracker is now really good.

Rotopaint is looking better. The RotoPaint feels less buggy. I'll explain. RotoPaint has always felt broken and by using it you were headed down a path that might not have a end. Sure it was fine for painting a quick clean plate or touching up some hair in the few frames for a challenging greenscreen comp. But anymore that you where headed into a world of hurt. To many times I have or someone I know has been burned by the RotoPaint Node. I have watch an artist get up and walk because the only paint we have is Nuke. The best painters I know have always hated the paint in Nuke. It's getting better. The onionskin still doesn't have the option to invert your overlay. A must have for low contrast painting.

Framehold and Timeoffset for the 3D system. I'll say it again "Framehold and Timeoffset for the 3D system".

The modeler has been reworked. Building out scenes is quicker, easier and much more fun. The new geo nodes that allow for Extrusion and Bevel are great. I can't wait for Modo to start working its way into Nuke.

Here are some additional links for more information.

The Foundry

Power and Performance

File Formats

I am looking forward to diving more into Nuke 7 and using it in a real world environment.