Great video, would turining on the normal and position passes and then placing a separate and a combine xyz nodes to reshuffle the channels between the renderpass and the file output do the trick?? I feel its quicker and this would eliminate the need for a separate render layer.
Most informative tutorial about the topic I've ever seen. But I was shocked at how the blender's utility passes are not optimized for nuke. Maybe there is some way to change the coordinate system in nuke to get the correct import from blender right away?
Qhy should they be? Every DCC has it's own ideas of coordinate systems, depthpasses, etc . It's all over the pipeline. So it's very common do deal with that. Hope it will get better in the future ...
just finished #2 ... wow so good I went from being confused to being able to make my blender renders look even better in nuke. I am curious, is ist just multiply to add Shadow / AO?
Yes, Shadows are multiplied. You can change the amout through the opacity. If you what a Color tint in it or you need more texture, I somethines use the shadows as Masks for graded footage ...
Hello Helge, I have a strange question. When I import the position plate(wpp.001.exr) with "PositiontoPoints"- Node in Nuke I have a thickness for the floor. I have sent you an e-mail with the picture to clarify. I did the same instructions as in your video. I work with Nuke V13.0v1. Thanks a lot for the great work
Hi, thanks for bringing that up. I have written you an email. Here are the steps for all of you: Yes, the problem is, that NUKE 13.1 now uses hydra (Storm) as the 3D-Viewport renderer. So the points are now much thicker than before. The data is still lthe same. You can do the following options: 1. change the Viewport settings For this hover over the Viewport, press the S-Key. In the Viewport properties in Tab „3D“ change the renderer to „Nuke“ 2. reduze the points size For this go into the settings in the PositionToPoints node and change there the points size to 0.1 or so.
Hi. How can i get volume z-depth from blender to nuke? I want to get z-depth data for Volumes (smoke, fire etc) Plz help Is it possible to use custom AOV for it?
You mean deep data for Volumes? No, that's not possible with Cycles yet. But if you really need them for NUKE Deep Compositing you can use Renderman for Blender. Have tested it and it works.
Hi, I don't have a full list of NUKE learning tutorials at the moment. But you can start with this short series: ruclips.net/video/Z3uShFcV6io/видео.html Have fun!
Hi, Lightgroups are not supported in standard cycles at the moment. There is a patch for that. If you want to try that, download the Blender Bonestudio build (search for it on GraphicAll).
It's sad that I can not like this video twice!! Thanks a lot for this content.
Insane ! i finally understand how to make custom AOV and how to configure a 3D scene in nuke... In the SAME VIDEO ! ur my hero of the day
Thank you so much for this. Please make more Nuke and BlendertoNuke tutorials. These are great help.
Thanks for this great tutorial. it is really the best one who explained very well the World Postion Pass. Keep the great work
Yes, this is sooo helpful! Thanks so much.
The best!! Thank you very much!
Thank you so much for this tutorial ❤️
Keep it up!
Thank You Man! Amazing tutorial.
THANK YOU SO MUCH!!!
Awesome..
Great video, would turining on the normal and position passes and then placing a separate and a combine xyz nodes to reshuffle the channels between the renderpass and the file output do the trick?? I feel its quicker and this would eliminate the need for a separate render layer.
There was no position pass when I captured this tutorial. I think, today I would do it maybe different :-)
Your solution sounds plausible :-)
Most informative tutorial about the topic I've ever seen. But I was shocked at how the blender's utility passes are not optimized for nuke. Maybe there is some way to change the coordinate system in nuke to get the correct import from blender right away?
Qhy should they be? Every DCC has it's own ideas of coordinate systems, depthpasses, etc . It's all over the pipeline. So it's very common do deal with that. Hope it will get better in the future ...
just finished #2 ... wow so good I went from being confused to being able to make my blender renders look even better in nuke.
I am curious, is ist just multiply to add Shadow / AO?
Yes, Shadows are multiplied. You can change the amout through the opacity. If you what a Color tint in it or you need more texture, I somethines use the shadows as Masks for graded footage ...
Hello Helge, I have a strange question. When I import the position plate(wpp.001.exr) with "PositiontoPoints"- Node in Nuke I have a thickness for the floor. I have sent you an e-mail with the picture to clarify. I did the same instructions as in your video. I work with Nuke V13.0v1. Thanks a lot for the great work
Hi, thanks for bringing that up. I have written you an email.
Here are the steps for all of you:
Yes, the problem is, that NUKE 13.1 now uses hydra (Storm) as the 3D-Viewport renderer. So the points are now much thicker than before. The data is still lthe same.
You can do the following options:
1. change the Viewport settings
For this hover over the Viewport, press the S-Key. In the Viewport properties in Tab „3D“ change the renderer to „Nuke“
2. reduze the points size
For this go into the settings in the PositionToPoints node and change there the points size to 0.1 or so.
Hi.
How can i get volume z-depth from blender to nuke?
I want to get z-depth data for Volumes (smoke, fire etc)
Plz help
Is it possible to use custom AOV for it?
You mean deep data for Volumes? No, that's not possible with Cycles yet. But if you really need them for NUKE Deep Compositing you can use Renderman for Blender. Have tested it and it works.
can you make a tutorial on objects space pass ?
super helpful. :) but i cant make the motion vectors work. can you make one including vector blur.
This is great.I want to learn nuke can you please suggest me some of our tutorial
Hi,
I don't have a full list of NUKE learning tutorials at the moment. But you can start with this short series: ruclips.net/video/Z3uShFcV6io/видео.html
Have fun!
@@pixeltrain3d thank you 😄
does anyone know where Helge talks about color management, ie what color space to export CG in Aces to Nuke?
How can we get lightgroups?
I want to change the intensity and color of lights in nuke after render is complete
Hi, Lightgroups are not supported in standard cycles at the moment. There is a patch for that. If you want to try that, download the Blender Bonestudio build (search for it on GraphicAll).
Nice one, anyone able to do Projection based on Pworld from Blender?
Senks