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This is a really useful feature! More than 4 years have passed but I cannot find anything related to it on the internet. The original link (on the first post) is currently broken [edited: sorry, link it working, but versions inside are really outdated] and there are no other information available about this.
Anyone involved in this can share thoughts? Maybe point directions on how to develop a tool similar to this? Details on how to implement NukeBuffer.dll would be great!
Well, that would change workflow a lot. Artists work on Maya but would be great to see comped results instantaneously on Nuke, like shader and light modifications.
Well, that would change workflow a lot. Artists work on Maya but would be great to see comped results instantaneously on Nuke, like shader and light modifications.
actually, there wont be any change, the only difference would be just the fact you can Control camera and aov in nuke render setting all that up in maya. also you get time offset control . i think ill make a video to show.
I don't see Nuke as a lighting and shading tool, like Maya. That's why The Foundry has introduced Katana. I see how we would switch from Maya to Katana, but not from Maya to Nuke to do lighting and shading. What do you mean when you say there won't be any change to the workflow? I see a complete change.
I don't see Nuke as a lighting and shading tool, like Maya. That's why The Foundry has introduced Katana. I see how we would switch from Maya to Katana, but not from Maya to Nuke to do lighting and shading. What do you mean when you say there won't be any change to the workflow? I see a complete change.
Okey going to rolling up my slive here.
So Start with this on “I don't see Nuke as a lighting and shading tool”
V-ray for nuke is for VFX. It there to bridge the Gap Between Lighting and Compositing, A Tool For DMP artist and A small studio all in one solution of dose CG shot that are just to expensive to have 2 pepole to work on.
For DMP:
just watch this videos as I cover the DMP workFlow for V-nuke.
The L-dev workflow stayed exactly the same as it always did! The shot was Animated, Lighted, and Shaded in Maya with V-ray.
Instead of Rendering and handing it to compositing!
We exported the scenes out as 2 VRscene (one for Lighting and other for set and Cars) and a Camera exported as a FBX and handed over to comp.
In the case of this film Compositors choices what AOV and ids they where after, and any lighting changes where updated just importing the new VR scene with the lighting, comp also did final tweaking to any missing lights, refecltion or masked the the VFX sup and Director asked for.
In compositing where able to make tweeks to cg update camera tracks all in close to real time.
When it came to rendering there was 3 option, preview for desk work flow, VFX approve and Final Aproved. (this was befor the days of auto sample)
Desk preview was for working in nuke.
VFX approve had AAA switch one and was for daily.
Final approve was for Directors review.
The end benchmark showed that we incress are farm capacity 2 to 3 times. Because we alimented test render and Dailies render for lighting to be approve so it can be handed over to comp.
Are Disk capacity increased because we where not rendering useless passes and test renders. The only render was just to finals.
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