Hi,
I have been battling with exporting a vrscene file from Nuke to render standalone vid Deadline. After several hours of debugging I found the following and thought I'd share to save others the pain.
Note that this is with Nuke 10.5 and VRay 3.60.05, so some of this may already be fixed (waiting for a project that finally justified me upgrading).
When exporting a vrscene file:
Cheers,
frank
I have been battling with exporting a vrscene file from Nuke to render standalone vid Deadline. After several hours of debugging I found the following and thought I'd share to save others the pain.
Note that this is with Nuke 10.5 and VRay 3.60.05, so some of this may already be fixed (waiting for a project that finally justified me upgrading).
When exporting a vrscene file:
- ...VRayMtl2Sided nodes must have both "front" and "back" pipe connected, otherwise the resulting vrscene file might have some corrupt value for the input paramter causing the vrscene import to fail.
- When using a VRayCamera's "read from nuke camera" option, the resulting vrscene will have the default values instead of those from the respective Nuke camera.
- If a light's intensity or colour parameter is animated (even a single key frame), it will produce the wrong exposure in the vrscene file. Looks like the only workaround is to leave the light's exposure static and instead render a flicker texture to project.
- Deadline issue: Deadline's path swapping does not affect texture paths in the vrscene file. Fair enough I gvuess, but I have logged a feature request to parse ascii vrscene files and save a temp version with the applied path swapping and pass that to VRay for a soncistent workflow. In the meantime I have set up Switch nodes in Nuke to switch between VRayTexBitmap nodes with the required file paths (one for interactive, one for rendering). I cloned the Switch node anywhere I use textures, then I added a pre-render callback to the VRayTranslator node that flicks the Switch node(s) to the render path input. Another post-render callback switches them back to the correct path for my interactive session (e.g.: nuke.toNode('FOR_VRSCENE_EXPORT')['which'].setValue(1) where "FOR_VRSCENE_EXPORT" is the cloned Switch node)
Cheers,
frank
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