Incredibly complete tuto, thank you for taking the time to make it and sharing it with us! It now seem kind'a obvious but making output groups with correct settings and naming conventions for appending to any new projects was a great idea. Thanks again!
Hi dear thank you very much for starting this series (Blender to nuke). I also requested you in comments section under a previous video for making detailed classes on blender to nuke workflow. And you did this. Thanks again for making this.
This is awsome ! Thank you sooo much mate. one thing.... isnt it faster if you setup your node group and safe it as you start up file ? So you dont have to append them ? Just wondering
Great time saver. Works with Nuke 13 native Cryptomatte. Had an issue with the old init.py and menu.py after install. Bypassed them and it's working fine. Thanks!
Awesome tutorial. I just want to ask how do you denoise all the render passes because when I see the render passes they are all noisy except the for the combined? Thank you
AWSOME tutorial. Thanks man. I wonder How can I change easly the output names in all outputs for versioning? Is there any way in the Blender or must I have use an external manager?
No, it doesn't. If you really need DeepEXRs for comping them in NUKEX in a Deep Workflow you can use RenderMan for Blender. You can use the NC version to see how it works. But to be honest, I had only a handful clients in the past who really understood what Deep Workflow means, and how to use it correctly in their pipeline. The files are so large ;-)
Hi Lars, Blender is able to render photorealistic or NPR with all finess. NUKE's Renderer is Scanline and is onl used to add simple elements to comp into the whole composition. So the normal workflow is, that you use your 3d application with it's render engine to render your cg plates and then finish it by compositing in NUKE. It's a hand-in-hand process.
Extremely helpful video. Thanks for posting. I have a question about Cryptomattes in Nuke. I've tried saving mlEXR from the Output tab in Blender but Nuke 12.2v5 with Cryptomatte version 1.2.8 but it wasn't seeing the metadata. The files work with Cryptomatte in Natron just fine but Nuke isn't liking them. I was excited to see you working in the Compositor as that's my preferred way to output. However I still can't get Cryptomattes out of Blender and into Nuke. I've set things up exactly as you have. Any ideas as to what might be going wrong? Also, which version of the psyop plugin are you using?
Okay! I got it to work. Turns out it's Blender. Or more specifically, Blender 2.91.2. I take the same scene into 2.92 and it works flawlessly. So for anyone else struggling with this, make sure you're using 2.92, as 2.91 is jacked up for cryptomattes and Nuke.
One sidenote to that - if you add a Metadata node in NUKE you can look into these. I remember, that Blender's export didn't export the layer names correct in that. I have fixed that in that version by adjusting the names in the Metadata. Great that you found a working workflow :-) Works in 2.92 flawless as you said.
Render passes are used to create a realistic effect on static objects or images.But how to use render passes on moving character or and object. (maya, nuke)
Wooowwww... U r so much helpful! Thank u so much!! Many of my problems are solved: E.g. - compositing nodes from one blend file to another - cryptomatte from blender to nuke I'm waiting for- 1. How to connect all those lines to file output node at once... 2. How to export light passes, i mean- separate lights in separate layers, just like maya/c4d, so that i can change the color and intensity of each lights in nuke. (but not using viewlayers because it will increase render time, 5 different lights will need setting up 5 viewlayers and rendering 5 times.)
Hello, for an animation I just need to do this for the first frame and use ".####.exr" in the Path-naming convention and it wil do the same for all other frames? kr
my question will sound stupid but why use composition software like nuke etc or even why use composition in general? not to make your scene, to play with the colors textures and effects, to light with arnold or cycles then to make an animated film simply?
One problem I have come across when working with multi layer EXR passes in Nuke is that when I have a scene with a shallow depth of field and run all the render passes through denoising in Blender my denoised beauty and my splitout AOVs in Nuke won't match 100% in the out of focus parts of the image. Do you have any idea how to get around that? Greets from Germany :)
i set the resolution 4k, one mutiexr file is 200m, i check the file in nuke,it has three denoise channel and one rgba one viewlayer_combined, my blender file output only image connect, how to remove the denoise pass,i just want rgba and mist pass
nvm, i made a mistake, the two output dir name is same , so the one blender auto output overwrite the one i wanted, so i changed the output dir , so i get two .exr file, one 173m , one 24m ,so i set the 173m one to a low size .jpeg, solved it, my bad!
Just two things: I have no idea why I always get an extra alpha on each output, even if I choose exr output to rgb only.. and that alpha is always empty. I run into an issue, that I did nit get an alpha at all before. Took me a while to find out Cycles has a film option, where you need to enable it. No idea why this is off by default.
Hi Robert, the first post of the RenderLayers deliver 4 Channels. I think that's the reason why we get 2 alphas. Yes, the transparent film option is a catch. I think, I've talked about that in the tutorials. Sometimes you will build everything in 3D for animation for example. So you want to see the background. If you want to compose later, you want to get rig of rid. I still sometimes forget to tick ;-)
Hi I have a problem using the "File Output" node to rename the patches. It works really well with rendering an image but if I use render animation it all seems to be back to the default patch name Composite_Combined instead of RGBA. Thank you for your help
Hi, tested it with animation again. For me, it works like expected. Are you sure that you open the frame sequence which was outputed from you file output node? And that the compositor is working (use nodes is on)?
Oh, I know that feeling. Would you like to send me your problem file (if it's not to big) as a link? Please write me to my email, you find it on my pixeltrain.net page.
@@pixeltrain3d really thanks, actually i created my own gizmo on nuke to rename the pass from blender for reuse. Anyway thanks for the help. I will research and message again when I find the error
Hi this is amazing, unfortunately I am unable to render from the file output node.. it keeps rendering from the properties panel. Any ideas? Already checked on Compositing under Post Processing :(
Thanks for the reply.. yup got that checked on, I realised it’s rendering the scene twice.. one from the properties panel and the other from the file output! Is yours acting the same way too?
so, if i render my open exr file secuense , with out the node groups, how can i work with the files if i dont use the nodes?. . . . :/ , i just use the out put config. . . :/
Then you have to shuffle your beauty inside of NUKE to the main RGBA Layer. Blender tens to name all the layers as a combination of View-Layer and Component, which is really anoying.
Setting up for blenders composiror evereytime: ruclips.net/video/nUxRwOUw85Q/видео.html Oh my goodness! Tthis video just goes to show how human I really am. How is it that I have never thought of this. hahhaah. Well done on the tut.
This is one of the gem tutorial for Nuke compers!
Incredibly complete tuto, thank you for taking the time to make it and sharing it with us! It now seem kind'a obvious but making output groups with correct settings and naming conventions for appending to any new projects was a great idea. Thanks again!
Thank you so much! This was exactly the problem I was having with EXR in nuke, your video helped a lot!
Hi dear thank you very much for starting this series (Blender to nuke).
I also requested you in comments section under a previous video for making detailed classes on blender to nuke workflow.
And you did this.
Thanks again for making this.
Yes, more will come in the next weeks. I've already captured another one, hope it will be ready Friday :-)
@@pixeltrain3d Thank U very much dear for your efforts
@@pixeltrain3d thank you so much for the classes ❤️ from India 🇮🇳
This is awsome ! Thank you sooo much mate.
one thing.... isnt it faster if you setup your node group and safe it as you start up file ? So you dont have to append them ? Just wondering
Great thank you sir. can i use denoiser for each pass?
Sure, you can.
Great time saver. Works with Nuke 13 native Cryptomatte. Had an issue with the old init.py and menu.py after install. Bypassed them and it's working fine. Thanks!
Cool, have to install NUKE 13 next week ;-) This week was too busy.
Awesome tutorial. I just want to ask how do you denoise all the render passes because when I see the render passes they are all noisy except the for the combined? Thank you
gracias maestro!
very profound thank you
amazing, thank you very much!
Thank you so much🤩
AWSOME tutorial. Thanks man. I wonder How can I change easly the output names in all outputs for versioning? Is there any way in the Blender or must I have use an external manager?
Nice to see your new content.
Thank you so much... Can I export light groups to nuke?
thank so much, wonderful tutorials! I just run into an issue… somehow the layer wanted name is longer then Blender allows me.
Very nice. Now I just need to find out how to make a position pass AOV.
Watch the third video of this series ... ;-)
This is just adorable. Do cycles even support deep?
No, it doesn't. If you really need DeepEXRs for comping them in NUKEX in a Deep Workflow you can use RenderMan for Blender. You can use the NC version to see how it works. But to be honest, I had only a handful clients in the past who really understood what Deep Workflow means, and how to use it correctly in their pipeline. The files are so large ;-)
Can I ask - what's the difference between rendering with Nuke vs. using Blender's rendering tools?
Hi Lars, Blender is able to render photorealistic or NPR with all finess. NUKE's Renderer is Scanline and is onl used to add simple elements to comp into the whole composition. So the normal workflow is, that you use your 3d application with it's render engine to render your cg plates and then finish it by compositing in NUKE. It's a hand-in-hand process.
Thank you
Very helpful. Thank you.
Hi. Do you know any easy way in the Blender to change file output (and folder) version number?
Hm, no, there is no version numer variable option yet. maybe with a python externsion, but haven't tested it.
Maybe someone knows?
Extremely helpful video. Thanks for posting. I have a question about Cryptomattes in Nuke. I've tried saving mlEXR from the Output tab in Blender but Nuke 12.2v5 with Cryptomatte version 1.2.8 but it wasn't seeing the metadata. The files work with Cryptomatte in Natron just fine but Nuke isn't liking them. I was excited to see you working in the Compositor as that's my preferred way to output. However I still can't get Cryptomattes out of Blender and into Nuke. I've set things up exactly as you have. Any ideas as to what might be going wrong? Also, which version of the psyop plugin are you using?
Okay! I got it to work. Turns out it's Blender. Or more specifically, Blender 2.91.2. I take the same scene into 2.92 and it works flawlessly. So for anyone else struggling with this, make sure you're using 2.92, as 2.91 is jacked up for cryptomattes and Nuke.
One sidenote to that - if you add a Metadata node in NUKE you can look into these. I remember, that Blender's export didn't export the layer names correct in that. I have fixed that in that version by adjusting the names in the Metadata.
Great that you found a working workflow :-) Works in 2.92 flawless as you said.
Render passes are used to create a realistic effect on static objects or images.But how to use render passes on moving character or and object. (maya, nuke)
Renderpasses are used for stills and also for animations. Even more in animation :-) Same technique as described.
Great
Wooowwww... U r so much helpful!
Thank u so much!!
Many of my problems are solved:
E.g.
- compositing nodes from one blend file to another
- cryptomatte from blender to nuke
I'm waiting for-
1. How to connect all those lines to file output node at once...
2. How to export light passes, i mean- separate lights in separate layers, just like maya/c4d, so that i can change the color and intensity of each lights in nuke. (but not using viewlayers because it will increase render time, 5 different lights will need setting up 5 viewlayers and rendering 5 times.)
Hi, great to hear.
Yes, great additions for the next two parts.
@@pixeltrain3d I'm so much excited about your next part!!! ❤️
Another addition needed: how to properly use "vector" and "Depth" passes..
Which one to combine first nd etc...
Thank you!!
You're welcome!
Hello, for an animation I just need to do this for the first frame and use ".####.exr" in the Path-naming convention and it wil do the same for all other frames?
kr
my question will sound stupid but why use composition software like nuke etc or even why use composition in general? not to make your scene, to play with the colors textures and effects, to light with arnold or cycles then to make an animated film simply?
One problem I have come across when working with multi layer EXR passes in Nuke is that when I have a scene with a shallow depth of field and run all the render passes through denoising in Blender my denoised beauty and my splitout AOVs in Nuke won't match 100% in the out of focus parts of the image. Do you have any idea how to get around that? Greets from Germany :)
Blender fans wait part 2
i set the resolution 4k, one mutiexr file is 200m, i check the file in nuke,it has three denoise channel and one rgba one viewlayer_combined, my blender file output only image connect, how to remove the denoise pass,i just want rgba and mist pass
btw i use the denoise node for rgba output
nvm, i made a mistake, the two output dir name is same , so the one blender auto output overwrite the one i wanted, so i changed the output dir , so i get two .exr file, one 173m , one 24m ,so i set the 173m one to a low size .jpeg, solved it, my bad!
oh nice! very handy!
Just two things: I have no idea why I always get an extra alpha on each output, even if I choose exr output to rgb only.. and that alpha is always empty.
I run into an issue, that I did nit get an alpha at all before. Took me a while to find out Cycles has a film option, where you need to enable it. No idea why this is off by default.
Hi Robert,
the first post of the RenderLayers deliver 4 Channels. I think that's the reason why we get 2 alphas.
Yes, the transparent film option is a catch. I think, I've talked about that in the tutorials. Sometimes you will build everything in 3D for animation for example. So you want to see the background. If you want to compose later, you want to get rig of rid. I still sometimes forget to tick ;-)
Hi
I have a problem using the "File Output" node to rename the patches. It works really well with rendering an image but if I use render animation it all seems to be back to the default patch name Composite_Combined instead of RGBA.
Thank you for your help
Hi,
tested it with animation again. For me, it works like expected. Are you sure that you open the frame sequence which was outputed from you file output node? And that the compositor is working (use nodes is on)?
@@pixeltrain3d Everything is correct, sir, I have been digging up the internet for 2 days and still have no answer 0:(
Oh, I know that feeling. Would you like to send me your problem file (if it's not to big) as a link? Please write me to my email, you find it on my pixeltrain.net page.
@@pixeltrain3d really thanks, actually i created my own gizmo on nuke to rename the pass from blender for reuse. Anyway thanks for the help. I will research and message again when I find the error
Perfect
whats the script you use or do you have a tutorial?
I tried this process for after effects but it doesn't work this way
Hi this is amazing, unfortunately I am unable to render from the file output node.. it keeps rendering from the properties panel. Any ideas? Already checked on Compositing under Post Processing :(
Do you have activated "use Nodes" in the compositor Editor?
Thanks for the reply.. yup got that checked on, I realised it’s rendering the scene twice.. one from the properties panel and the other from the file output! Is yours acting the same way too?
Yes, the Compositing Node will output the Beauty Pass and the File Output Nodes will then output your manipulated outputs you decide.
Oh damn.. there's no way to not render 2 times?
It doesn't render 2 times. It's only outputing the Composite Node output and the File-Node Output.
so, if i render my open exr file secuense , with out the node groups, how can i work with the files if i dont use the nodes?. . . . :/ , i just use the out put config. . . :/
Then you have to shuffle your beauty inside of NUKE to the main RGBA Layer. Blender tens to name all the layers as a combination of View-Layer and Component, which is really anoying.
@@pixeltrain3d cool thanks
Finally
Setting up for blenders composiror evereytime: ruclips.net/video/nUxRwOUw85Q/видео.html
Oh my goodness!
Tthis video just goes to show how human I really am.
How is it that I have never thought of this. hahhaah.
Well done on the tut.
I am also a youtuber we make vfx short films .
also do freelancing.