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Lele, have u asked for it already? It looks like u wonĀ“t be able to download it until August, 31 unless you email them. I think it's unlikely that they send the version to small fishes...some time ago I applied for a demo version and never got a response.
demo lics have been quite a problem to get in the past (as well as retail lics, btw :P ) There were pretty long delays...it has gotten better, but it aint really good either...hope they are changing that.
demo lics have been quite a problem to get in the past (as well as retail lics, btw :P ) There were pretty long delays...it has gotten better, but it aint really good either...hope they are changing that.
Thorsten
I guess if you were WETA or ILM and asked for a license, they would fly to get u up and running ASAP.
Venice, CA. July 28, 2006 ā At SIGGRAPH 2006, D2 Software, Inc., a subsidiary of Digital Domain, Inc., is announcing that it will make a free non-commercial version of its NUKE compositing software available for download on August 31, 2006 from www.d2software.com. The new version is designed to enable artists, students, and graphics professionals to learn and experiment with the high-end NUKE toolset used by 40 visual effects companies on films such as Titanic, I, Robot, My Super Ex-Girlfriend, The Ant Bully, King Kong, The Wild, and many other film, commercial, and animation projects.
I take it this won't need a license.
In fact last time i saw nuke in the flesh and bits, it was in London, and i was no small fish
We had a guy come down to demo it properly for half a day...
That's why i thought it were news...
But man, you iced me cold now
Why arent u using nuke or shake or even digital fusion? Combustion is the slowest and most cumbersome of them all...Im looking forward to Combustion 5, but frankly im not expecting much...The only thing that makes us stick to combustion is the rpf channels support and the integration with autodesk pipeline, aka backburner...BTW what the hell has happened to toxic? Is it alive?
In production i used both shake and fusion, but i stick to combustion for the EXACT same reasons you do.
I love pure node based compositing (and texturing, for that matter) as i love to be able to use logical building blocks to spell out a result (no more no less than what we humans *usually* do with language).
Of course, now doing archviz, i need little more than RPF channels and straightforward CCing.
As for toxic, who knows.
When discreet became media and entertainment i lost the plot a bit...
What do u think the import *.OBJ files feature into NUKE 3d environment would be useful for?
Being able to use the channels embedded in OpenEXR files with NUKE could make me reconsider the whole workflow though. Nothing wrong with rpfs but ill be the first to test the nuke demo when it comes out just for that. Rendering all in openexr with all the gbuffers inside there would be an advantage, because currently, my workmates who work with photoshop canĀ“t open RPFS.
Photoshop support for openexr channels would be great too, but my expectations for photoshop are pretty low at the moment.
Im sorry but i dont seem to see whats going on in the pic. Where is the obj file there? It all looks like 3d planes here and there. And whats the benefit of using it instead of rendering it from vray? I know obj can contain materials, but is nuke able to shade and render them? Or will it look like max viewport display?
I can see a potential use when used as geometry in which u could camera map some real footage, but still....
it's not any usefull for the usual archvis job...it's rather a vfx thing currently. It's great to have baked stuff for backgrounds, set-extensions or set-replacements, cameramapped stuff to tweak movements etc etc.
Considering the pic, that is taken from aeon flux, you see a foreground that has been shot against greenscreen. And the white lines are a wireframe view of the city beneath the observer. The city is modeled, lighting and textures are backed, and the rest can be done inside nuke. So it keeps up flexibility to change things longer. Easier then having to re-render everything. That wont work for a hi-res archmodel that needs crazy reflections, changing lighting etc of course.
I'd have to agree.
RPF technology is WAY old (i think it extended from the rla format) and it's starting to show its age.
But in a workflow that considers max as a main platform for image rendering, and combustion as the post-processor, having a fixed set of channels, instead of arbitray ones, makes things a lot faster, especially with the generally tight deadlines and low budgets.
The workflow is there from max 2, when combustion was still 2 different apps, paint* and effect*, and back then it was really over the top compared to what was available to the average person.
As for combustion 5, i would be REALLY satisfied if they just fixed the annoying bugs, like the clamping with premult alphas, and just a few fine tweaks to some operators (again, i think of the stuff that's doable in shake very easily, and becomes problematic with combustion: reusing footage in a few places as instanced is a tedious process in combustion, it's a natural thing to do in shake, and so on)
Of course, should they add in the moduar keyer of flame, or some nice 3d deformable control grid, a lot of effects would become a breeze.
Not like i'd need any in archviz, mind you, but the joy of remembering my vfx times would surely take over and demand for some weird action to be taken
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