Стаж: 2 года 4 мес.
| The Foundry NUKE STUDIO 10.0v4 + HIERO 10.0v4 [En]
Версия программы: 10.0v4
Официальный сайт: ссылка
Язык интерфейса: Английский
Лечение: в комплекте
Тип лекарства: другое
Операционная система: Windows 7 64-bit и Windows 8 64-bit
Процессор: x86-64 начиная от Intel Core 2 Duo и далее
Место на диске: 5 GB
Оперативная память: минимум 8 GB
Видеокарта с 512 MB видео памяти и с поддержкой OpenGL 2.0
Nuke Studio — мощнейший пакет для композитинга, обеспечивающий пользователей высочайшей скоростью и набором первоклассных функций, не имеющий себе равных на рынке настольных систем. Решение является проверенным в производстве инструментом для создания визуальных эффектов, которое придаст скорости, функциональности и гибкости вашему VFX-конвейеру. Hiero, позволяет создавать единый производственный процесс, объединяя потоки данных из различных источников. Пакет обладает возможностью стыковки материалов с различных этапов создания на единой временной шкале, что позволяет очень быстро оценить создаваемый проект в соответствии со сценарием и этапами создания. Автоматизация многих функций избавит от сложных ручных процессов.
3D Camera Tracker
NUKE STUDIO and NUKEX's 3D Camera Tracker integrates directly into the 2D/3D image processing environment to analyze 2D image sequences and reconstruct the 3D camera with unknown/approximate/known and constant/varying constraints. Including automatic track selection and distribution controls, tools to add user-generated track data, flexible options for creating reference geometry, ability to track and solve from reference stills as well as a locator system to simplify manual solves, the Camera Tracker improves efficiency and accuracy of common compositing tasks.
3D Particle System
Available in NUKE STUDIO and NUKEX, the 3D Particle System makes it quick and easy to emit, manipulate and create a range of advanced particle effects - such as breaking windows, dust, fire and rain - without the need to go back and forth from external applications.
Combine live action 2D and 3D elements quickly and seamlessly with NUKE's integrated 3D environment. You can create cards, extended bicubics, bilinear meshes and standard geometric primitives and also import pre-constructed meshes and cameras. NUKE gives you extra control and flexibility with functionality that includes a 3D environment that offers displacement, 3D alpha shadows and stochastic samples control for motion blur.
NUKE STUDIO and NUKEX's Model Builder provides an easy way to create 3D models and add them to your image sequences in realistic positions directly in NUKE, using a tracked camera and an input image sequence for visual reference. You can also use other 3D geometry and point clouds as a reference if you already have these for your scene. UV creation within NUKE's Model Builder lets you create seams, or 'unwrap marks' on models as well as use the UV window to refine unwrapped UV's live and in context.
Point Cloud and Depth Generation
NUKE STUDIO and NUKEX's powerful Point Cloud and Depth Generation tools help take the grind out of day-to-day compositing tasks. The Point Cloud Generator uses pre-tracked camera and image data to create a 3D point cloud of your scene, which can be used as a reference for positioning lights and 3D objects. The Depth Generator node creates a depth-pass sequence of your scene for use in grading, displacements and other common compositing tasks.
Using NUKE’s UDIM import you can pull in a set of texture patches that follow the UDIM numbering scheme and quickly apply them to the surface of a 3D object. This feature makes it simple to work in conjunction with our 3D paint tool MARI and other compatible applications.
NUKE's 2D Tracker lets you track and correct difficult objects with ease and accuracy, giving you fast and powerful control over core tracking functionality. The unique keyframe tracking functionality allows you to tackle difficult occlusion problems quickly and easily. With NUKE’s 2D Tracker, it is simple to average multiple tracks, deal with luminance variations, assist rotoscoping and work in stereo.
32-bit floating point color channels
Powerful and highly scalable, NUKE's resolution-independent, multi-channel pipeline allows you to read and output at any image size and manage over 1,000 user-definable 32-bit floating point color channels. Even processing super-high resolution footage at the highest 32-bit floating point precision on modest hardware gives rapid feedback and accurate results with NUKE's multi-threaded, scanline-based rendering engine.
NUKE's Curve Editor allows you to see and manipulate animation data. Once a node panel with animation data is opened, the animation curves of that data are visible within the Curve Editor. This makes it easy to look at all animated curves within a certain node, or at individual curves of different nodes. You can modify any animation by moving or adding keyframes, adjusting animation curves, retiming, or changing curve interpolation.
Deep Image Compositing
Deep Compositing tools allow artists to work with 'deep images' containing multiple opacity and color samples per pixel. These enable you to render CG elements without the need for predetermined holdout mattes, so there's no need to re-render when content changes. Deep Compositing can also be used to create new volumetric effects and merge 3D images with reduced-edge artifacts.
The Denoise node enables you to create cleaner images with less grain. NUKE’s powerful wavelet-based noise removal tool enables the quick and effective reduction of image noise and grain, giving you clearer and more visually pleasing results with fewer artifacts.
Providing an easy way to see and move keys around in time, NUKE’S Dope Sheet makes working with scripts that involve time manipulation simple. Connect the viewer to different parts of the node graph, with keys updating automatically and view multiple paths through the viewer to show how key frames alter along each path. With an enhanced view of shots and frame ranges, the read node and all time nodes appear as bars in the time context of the viewer and can be dragged and resized, whilst automatically adjusting affected key frame positions.
Full HDRI support
The entire NUKE range fully supports HDRI formats to ensure you are always working with final shot quality imagery. NUKE’s high dynamic range floating point processing pipeline ensures any edits or changes you make are done non-destructivly, without compromising quality. And thanks to NUKE’s powerful color management system, you can even review on low dynamic range monitors when working on the original high resolution version.
NUKE STUDIO and NUKEX come pre-packed with a select number of plugins taken from our award-winning FURNACE toolset, designed to reduce the hard grind of day-to-day compositing. The seven plugins that come out of the box with NUKEX include tools for shot clean up and restoration, noise and grain management and shot stablization and alignment.
NUKE provides a wide range of keyers to assist in the extraction of mattes from images. This includes industry standard keyers such as Primatte, Ultimatte and NUKE's own IBK, as well as The Foundry's KEYLIGHT, an award-winning, production-proven blue and green screen keyer. KEYLIGHT is particularly good at working with reflections and keying around semi-transparent areas and hair.
Exclusive to NUKE STUDIO and NUKEX, KRONOS offers high quality GPU accelerated retiming, useful when you have to make something fit an allotted time segment or want to creatively move in "super slow-motion". Based on our Academy Award®-winning FURNACE algorithms and OCULA research, KRONOS offers the choice of multiple algorythms for retiming and includes matte inputs for highest quality results when retiming, speed-ramping, time-remapping, adding slow-motion effects and realistic motion blur.
Available in NUKE STUDIO and NUKEX, the Lens Distortion tool integrates directly into NUKE's 2D image processing environment and supports advanced lens modeling to let you add, remove or adjust lens distortion in image sequences. It allows you to use image, grid or line analysis to calculate the lens distortion on the input, and then sets the appropriate values. You can also calculate the lens distortion on one image and apply that distortion to another with the help of an STMap node.
Exclusive to NUKE STUDIO and NUKEX, the Match Grade node automatically modifies the color histogram of an image to match a reference, making grading simple and fast. The node can be used to extract a baked-in grade and match it to the target image when frames are the same across both images. It can also match grades between completely different shots or match elements between source and target shots such as grass areas and face regions within shots.
NUKE's robust multi-channel workflow makes for more efficient compositing by allowing you to manage multi-pass renders in a single stream, separate out individual passes for manipulation and work natively with high dynamic range imagery (HDRI). Multi-channel, multi-view and high dynamic range compositing are part and parcel of the NUKE toolset, meaning increased productivity and better data management.
With over 200 creative nodes at your disposal, NUKE provides all the tools you need to tackle the diverse challenges of CG compositing. These include all the industry standard keyers (Ultimatte, Primatte, KEYLIGHT), together with rotoscope and vector paint tools, time manipulators and multiple color correction approaches, to name just a few.
NUKE’s OFlow tool, based on KRONOS technology, offers high quality GPU accelerated retiming across the NUKE range. This functionality is useful for any artists working with retiming, speed-ramping, time-remapping, slow-motion effects and motion blur.
Optical Flow based Motion Blur
Optical Flow based Motion Blur, available in NUKE STUDIO and NUKEX, lets you manage motion blur with ease, taking the headache out of shot retiming. It generates high quality GPU accelerated motion vectors, enabling you to add realistic blur to clips based on the movement of objects within it and vastly speeding up the compositing process.
NUKE's Pixel Analyzer gives you easy access to a wide variety of image color values through intuitive in-viewer scrubbing or region box selection tools. Sampling multiple pixels from a specific channel layer with the Pixel Analyzer, you can clearly see live variants between images and elements - a useful tool when color correcting.
NUKE STUDIO and NUKEX’s Planar Tracker allows you to track areas in your image sequence that lie on a plane, letting you easily place new 2D elements on a flat surface, such as the face of a building, the floor or the side of a car, and then automatically animate with correct perspective as required. It dramatically speeds up common compositing tasks like sign replacement, element inserts and clean plate generation.
NUKE’s Relight node makes it possible to relight renders in the comp environment, without having to use other packages for quick fixes and adjustments. You can also create point clouds quickly and easily using the ‘Position to Points’ tool to see your relighting results in the 3D environment.
Rotoscoping in NUKE is done natively thanks to the integrated Roto node that includes bezier curves, b splines and open splines to which per shape or global motion blur and per point feathering can be applied. All accessible within an intuitive fold-down layer system, NUKE’s Roto node gives precise control over even the most complicated rotoscope work.
Scopes in NUKE are designed to give you access to detailed levels of color data on images displayed in the viewer and include standard scopes such as histogram, waveform and vectorscope. Scopes provide plotted information on tonal and hue values within each channel and help to determine whether an image is under or over saturated, what the contrast is, and whether there is any color imbalance. They also give you access to a mode where channels can be displayed individually, analyzed in greater detail and luminance levels can be set.
Save time with NUKE’s stereoscopic workflow by keeping your stereo footage as one image stream, separating left and right streams only when you need to. NUKE supports any number of image streams, making it simple to work with multiple camera views. Whatever your preferred technique, NUKE has everything you need to tackle 2D to 3D conversion work, from simple pixel displacement to complex 3D match-moved geometry, with a ‘displacement shader’ tool to help achieve higher quality stereoscopic conversion.
With the Text node in NUKE, you can enter text directly into the viewer and edit, modify or animate on a per-character basis, with all the standard word processing and editing features you would expect, such as block selection, copy, cut and paste. Enter or select text simply by clicking anywhere in the viewer and starting to type or dragging to select. NUKE's virtual slider knob gives you easy and detailed control over adjustments with a simple click and drag solution and the shadow tab adds drop shadows and outlines to text.
Vector Generators, available in NUKE STUDIO and NUKEX, produce high quality, GPU accelerated motion vector renders for use in other nodes. They can be used in optical flow retimes or for adding motion blur to your shots.
Warp Effects within NUKE allow you to transform or morph images within parameters set by you. You can choose to warp images based on either grids, splines or vectors depending on how you work. The Spline Warp node is also linked to the Roto tools, meaning splines can be copied between nodes.
GPU accelerated and available within NUKE STUDIO and NUKEX, the ZDefocus node has the ability to create camera defocusing based on a depth pass. Using this node, you can choose a focus point on camera and blur an image according to the depth map channel to create a depth of field effect.
2D format support
NUKE supports a wide range of 2D formats, both for for reading and writing. The range includes standard image formats such as DPX, EXR, JPEG, MXF and Quicktime and support for RAW camera formats such as RED raw, ARRI raw, Sony Raw and more.
3D format support
NUKE supports a range of 3D file formats, including Alembic, FBX and OBJ, that allow you to read and write geometry and cameras. This allows easy exchange of 3D content between different platforms and applications.
Use annotations to clearly and easily provide feedback on shots, add artistic direction or comp notes, and communicate your ideas visually to others. Useful during review sessions or when working as part of a team, annotations let you draw or write directly in the NUKE STUDIO viewer on a shot-by-shot basis and then share those comments within the script with the artist working on the shot.
Digital ingest in NUKE STUDIO lets you bring in any media from your project either from the file browser or via drag and drop directly into the media bin. Supporting a full range of both 2D and 3D formats, you’ll have the confidence that everything you need for your project is stored and organised in one place.
NUKE STUDIO’s powerful export structure provides an organized foundation for both individual and collaborative work. Acting as a simple shot management tool, the structure automates the creation of shared directories and naming conventions to make sharing shots with other VFX artists and managing multiple deliveries fast and simple. The tools even let you force transcode media during the export process by creating a simple copy of it, or by creating quick and light symbolic links back to the original files to save export time and disk space.
Enjoy real-time playback in NUKE and NUKEX's native Flipbook panel, and the NUKE STUDIO timeline. Playback features include audio support, along with stack, horizontal and vertical views, blending modes, color sample tools, split wipe tool, gamma and gain sliders, and multi-channel support to give precise control. You can even playback stereo imagery from multi-view Stereo EXRs, while NUKE STUDIO also offers the ability to use a stereo monitor for viewing through SDI-out.
NUKE Assist gives you access to two extra NUKE licenses with a core set of nodes for performing the everyday tasks of paint, roto, 2D and planar tracking. It lets you share out essential tasks and scale up and down according to workload and deadlines at no additional cost. NUKE Assist comes free with valid maintenance with NUKE STUDIO and NUKEX.
OpenColorIO color management
With OpenColorIO (OCIO), the open source color management solution from Sony Picture Imageworks, NUKE can handle color transform and image display across multiple applications by setting up a single profile to provide consistent colors across all compatible applications. A key tool in simplifying the color management process, OCIO is suitable for both visual effects work and animated features and is specifically geared towards post-production work.
Review & playback
Review and real-time playback provide a seamless workflow between timeline and effects in NUKE STUDIO thanks to core viewer functionality that compares clips, sequences, tracks and versions directly in the A/B viewer. This includes stack, horizontal and vertical views, blending modes, color sample tools, split wipe tool, gamma and gain sliders, and multi-channel support to give precise control. In addition, histogram, waveform and vectorscope tools allow you to analyze the image information in each shot in detail.
User presets & node toolsets
NUKE’s user presets enable you to set tailored node parameters for effects and save these for use across multiple projects or shots to save time and ensure consistent results. Node toolsets in NUKE let you automate your workflow by creating grouped configurations of nodes for specific tasks. These can then be re-used at a studio, job, shot or individual artist level, saving you time and effort.
NUKE STUDIO’s powerful versioning functionality allows you to bring new versions of shots into the timeline and switch between them quickly and easily. Capable of handling multiple versions, this functionality makes review sessions and client attend simple. You can even jump straight into the comp of any version directly from the timeline - whether it was done by you personally or another NUKE artist - and make any tweaks or updates on demand.
Import .WAV or .AIFF files into your projects and play them back to ensure audio and video align, and give context to shot review and editorial work. View an audio track’s waveform in the timeline, with separate waveforms displayed for stereo audio files. With NUKE STUDIO, you can easily adjust audio tracks directly in the timeline with the ability to apply cross-fades, fades-in and fades-out, and edit them using handles.
Comp containers within NUKE STUDIO allow you to jump into a compositing shot directly from the timeline. They 'wrap up' a NUKE script and allow it to be played back, versioned and edited on the timeline in the same way as image clip media. You can create a comp from one piece of footage, even include Soft Effects, or leverage shot names and the clips position in time to combine multiple footage elements into one script for work in the node-graph. And with the power of the export presets, you can even distribute these scripts to other NUKE artists or bring in external comps to review and modify directly on NUKE STUDIO’s timeline.
The editorial tools within NUKE STUDIO provide easy to use, familiar functionality for artists accustomed to standard editorial packages - all accessible on the timeline. Editorial tools at your disposal include select track, slip & slide, roll & ripple, retime, razor, razor all and join. Accessible as either individual tools on the timeline or through a unique multi-tool with NUKE STUDIO, VFX editorial is made fast and simple.
In-timeline Soft Effects
Add powerful GPU-accelerated effects right on the timeline, in real time. Whether you’re working alone or in client-attended review session, in-timeline soft effects let you quickly and easily get shots set up, experiment with ideas and interactively refine your work. Appearing as a layer above shots on the timeline, soft effects can be applied, stacked, cloned and copied on a per-shot basis, across an entire track or to each separate video track layer.
Media bins within NUKE STUDIO allow for easy access to all shots and media relating to the project, making it fast and easy for you to find relevant content for a project. These bins are easily searchable and allow tagging and grouping, with content able to be added via the file browser or dragged and dropped.
Multi-track editorial timeline
NUKE STUDIO comes complete with a multi-track editorial timeline that lets you playback, review and edit multi-layered sequences containing a mixture of video and audio tracks. You can stack unlimited tracks containing as many clips as you need, even at variable speeds. You can even create timeline effects, flip them into the node graph, as well as edit and render composites in the timeline. Support for multiple overlay tracks lets you quickly and easily create editorial effects requiring overlays, such as insets, product logos and multi-window setups.
Non-linear retiming is available as a Soft Effect directly on the timeline of NUKE STUDIO, enabling you to animate your retimes throughout the length of the clip in real-time. Removing the need to jump into the compositing workspace, this functionality makes it fast and easy to match retimes against an offline, gives extra power to the editorial process and enhances creative retime decisions.
Onlining & conform
Alongside all the standard editing features, NUKE STUDIO conforms AAFs, EDLs and XMLs into a multi-resolution, multi-track timeline complete with audio, helping to take the pain out of the conform process. Soft effects—including animated nonlinear retiming, transforms and crops—in imported XML files are retained and automatically recreated in NUKE STUDIO. With NUKE STUDIO, you can get your project set up without the hassle of roundtripping to other applications.
SDI broadcast monitor support
The NUKE range provides SDI broadcast monitor support on compatible AJA and Blackmagic SDI-out hardware. With this support, you can accurately check color space and aspect ratios on broadcast content during the review process.
The timeline in NUKE STUDIO provides a familiar editorial layout, giving you the ability to insert and overwrite clips from the source view directly into the timeline, through the use of standard 3-point editing techniques.
The sophisticated spreadsheet view within NUKE STUDIO provides a breakdown of every timeline item's source and destination, both for visual feedback and modification. Items selected in the timeline link to selections in the spreadsheet and vice versa. This can be called upon at any time to give a side-by-side comparison of the timeline against an offline source. You can click into timecode items and alter them on case by case basis or you can group select and alter by a relative value - all handy for precise control.
The tagging system in NUKE STUDIO allows you to tag shots and media to make them easier to organize and find. NUKE STUDIO's tagging abilities allow the addition of notes and let you create custom tags, as well as store arbitrary metadata on shots and clips in the timeline, viewer and media bin view.
The entire NUKE range has the ability to connect to asset management software, such as ftrack and Shotgun or in-house systems, ensuring smoother collaboration and organization between artists in teams.
NUKE STUDIO offers background rendering of comps or sequences directly from the timeline, allowing you to continue working whilst renders are processed. Built-in render farm functionality automatically uses all available resources to enhance speed and performance, either on a single machine or when connected to multiple.
Blink GPU acceleration
NUKE’s Blink framework is responsible for GPU acceleration inside NUKE, making it possible to harness the power of the GPU and speed up interactive processing when using tools such as Motion Blur, KRONOS, Denoise, OFlow, Vector Generator, Convolve and ZDefocus. If the GPU is unavailable, NUKE will simply revert back to the CPU, with no need for you to adjust any settings.
NUKE's Blink Script node lets you write your own image processing operations inside NUKE. Getting the best possible performance from a team’s hardware, it ensures code can be written once and then run fully optimized on a variety of devices. It can also translate image processing code into standard x86 or SIMD accelerated code to run on the CPU, or OpenCL to run on the GPU. NUKE also includes an API that allows C++ plug-in developers to harness The Foundry's Blink technology, giving the ability to create faster and more complex effects.
There are six built-in workspaces within NUKE STUDIO to cover the compositing, editing, finishing, conforming, reviewing and timeline functions. All of these can be customized and moved around your screen into whatever position suits your workflow best. Personalization and customization means you can set up your toolset in a way that works best for you
NUKE’s intelligent in-context help system provides an easy to use interactive online HTML help that loads in your default browser directly from within NUKE and gives you access to all of the information found in NUKE’s Getting Started Guide, User Guide and Reference Guide, as well as video tutorials and example .nk scripts that will open in your existing session.
Performance metrics in NUKE give accurate and detailed performance information on scripts running across all platforms. Displayed in the node-graph on individual nodes, NUKE’s performance metrics give you color-coded visibility of total processing time spent on each one. NUKE can also be run from the command line to get the full performance profile for a render in XML format. These metrics exist to help you debug slow scripts and give visibility of any bottlenecks to help you make the work you’re doing faster and more effective. In addition, Python calls exist to provide Python access to timing information for individual nodes.
Pixar Renderman Pro Server support
Available in NUKE STUDIO and NUKEX, Pixar RenderMan Pro Server Support adds an alternative to the in-built scanline renderer that aligns rendered scenes with the 3D pipeline. RenderMan Integration seamlessly matches motion blur and depth of field, whilst providing flexible control of new rendering capabilities, such as ray-traced shadows and reflections. You can inject and manipulate RIB files and statements, allowing you to bring in external shaders and RIB sources from your 3D pipeline and render real elements live without going back to 3D.
Python API and PySide
Available across the entire NUKE range and accessible via the script editor or by running scripts on startup, NUKE’s Python API can be used for full pipeline integration and for automating common tasks and procedures. PySide is also included to allow users to build their own custom user interfaces via Python and the Qt frameworks.
Multi-track editorial timeline
HIERO lets you play back and review sequences containing a mixture of video and audio tracks at variable speeds on a familiar multi-track editorial timeline. You can also create and edit new sequences using the standard move, trim, slip, slide, roll and razor timeline editing tools.
Broad format support
HIERO shares image and audio reading functionality with NUKE, so all applications can read the same formats in the same way. Supported formats include: R3D, ARRIRAW, EXR, MOV and DPX.
OpenColorIO color management
HIERO’s unparalleled color management system lets you match color grading from any particular source throughout a sequence. HIERO includes OpenColorIO, the open source color management library backed by Sony Pictures Imageworks, which is consistent across all our products to standardize color space conversions.
HIERO also offers extended export functionality that allow the creation of OpenColorIO colour space nodes in exported NUKE scripts to match the custom OpenColorIO configuration.
Audio import and playback
HIERO lets you easily import WAV files for preview and for addition to existing timelines, giving context to shot review.
Review and playback tools
HIERO gives you the core viewer functionality that you need to compare clips, sequences, tracks and versions in the A/B viewer. This includes stack, horizontal and vertical views, blending modes, colour sample tools, split wipe tool, gamma and gain sliders, and multi-channel support.
The histogram, waveform and vectorscope allow you to analyze the image information in each shot in detail whilst playing back in context. HIERO also provides fast and intuitive control of frame shuttling directly in the viewer through the mouse, for precision playback and review.
SDI broadcast monitor support
You can accurately check color space and aspect ratios on broadcast content during review on compatible Blackmagic and AJA SDI-Out Hardware.
Modal editorial tools
All the familiar editorial functionality is available in HIERO, in the form of individual tools including select track, slip & slide, roll & ripple, retime, razor, razor all and join. These provide the complete set of standard and easy-to-use controls straight on the timeline, as well as in HIERO’s unique multi-tool.
Source / record 2-up viewer layout & 3-point editing
A familiar editorial layout gives you the ability to insert and overwrite clips from the source view directly into the timeline, through the use of standard 3-point editing techniques.
Editorial keyboard interface
HIERO offers in-depth precision clip or edit selection and nudging, as well as playhead shuttling from timecode and extended JKL functionality, to give you advanced control straight from the keyboard.
Import EDL and FCP XML
Alongside all the standard editing features, HIERO conforms EDLs and XMLs into a multi-resolution, multi-track timeline, including audio, helping to take the pain out of the conform process.
Session-wide spreadsheet view
HIERO makes life easy with its sophisticated, session-wide spreadsheet view. This can be called upon at any time to give a side-by-side comparison of the timeline against an offline, and offers extensive metadata for inspection at any point in the conform process.
HIERO allows you to send shots to VFX quickly and simply, whether you want to bake out EDLs or XMLs plus media selects (with handles) from the timeline, or simply bake out the entire timeline as a single clip in the required delivery format. HIERO lets you force transcode media during the export process by creating a simple copy of it, or by creating quick and light symbolic links back to the original files to save export time and disk space.
Color management is easy with HIERO’s extended export options that allow the creation of OpenColorIO colour space nodes in exported NUKE scripts to match the custom OpenColorIO configuration.
HIERO lets you create and share templated NUKE scripts to improve collaboration across VFX departments. Thanks to its tight integration with NUKE, HIERO removes the risk of problems occurring due to mistyped paths and poorly communicated templates.
HIERO gives you the ability to automatically pass back rendered shots from NUKE and other VFX tools into the full timeline. You can also ingest new media from the file browser, or via drag and drop into the project bin view.
HIERO makes it easy to bring in new versions of shots and switch between them in a timeline view, to easily review changes in context. HIERO’s tagging abilities allow the addition of notes and let you store arbitrary metadata on shots and clips in the timeline, viewer and project bin view.
Python API & Pyside
Accessible via the script editor or by running scripts on startup, Python API makes HIERO suitable for full integration with asset management and production tracking systems. PySide is also included to allow you to build your own custom user interfaces via Python and the Qt frameworks.
AMD GPU Support
Similar to the work done for the late 2013 MacPro 6,1, Nuke now supports AMD OpenCL-only GPUs for mid 2015 MacBook Pros 11,5 or later.
The ARRI SDK third-party library has been updated to version 5.1, which adds some new color space options and ADA-5 debayer controls.
Nuke Studio and Hiero's timeline now supports audio scrubbing, allowing you to synchronize audio and video more easily. Audio scrubbing is disabled by default, but you can enable it by right-clicking in the timeline tab and clicking Audio > Audio Scrubbing or by pressing Ctrl/Cmd+Alt+S.
ChromaKeyer is a green and blue screen keyer developed for use as a soft effect in Nuke Studio's timeline environment. It can also take advantage of modern GPUs and multi-core CPUs to accelerate the keying process when used for compositing in Nuke's Node Graph.
Use the screen color selector to choose a color from the Source input to use as the blue/green screen color. To remove blue/green spill from the foreground object, use the despill controls to pick skin tones from the source. Use the matte parameters to improve the matte.
Multi-NVIDIA GPU Support
Nuke now supports multiple identical GPUs on a single machine. For example, if you have two GPUs in your machine that both have the name Quadro K5000, Nuke can use both of them for GPU-accelerated nodes, sharing the work equally between them if enable multi-GPU support is turned on in the Preferences.
Most GPU-accelerated nodes utilize all the identical GPUs that they find, but the following nodes are limited to using no more than two identical GPUs only:
Nuke now ships with another render node, RayRender, a ray-tracing renderer that traces a path from the camera, or virtual eye, to the light source pixel-by-pixel, rather than row-by-row, advancing down the picture like ScanlineRender.
RayRender generally produces very accurate reflections, but at the cost of processing time. You can use RayRender in the same way as ScanlineRender, it has the same inputs and shares some of the same controls as ScanlineRender. RayRender isn’t quite as stable as we would like, but we still want to give you a chance to try it out, so we have included it as an unsupported feature in Nuke 10.0v1. We'll keep working on this feature, so keep an eye out for fixes in an upcoming maintenance release.
Smart Vector Toolset
The Smart Vector Toolset allows you to work on one frame in a sequence and then use motion vector information to accurately propagate the paint throughout the rest of the sequence. The vectors are generated in the SmartVector node and then piped into the VectorDistort node, so you only need to render the motion vectors once.
The basic workflow is as follows:
1. Connect the SmartVector node to your footage and specify a file path in the node's Properties panel.
2. Click Render to generate the necessary motion vectors.
3. Locate a good reference frame in the sequence and add the required paint to the frame.
4. Add a VectorDistort node downstream from your corrections and then connect the SmartVector node to the SmartVector input.
5. Merge the alpha output of the VectorDistort node over the original footage to complete the comp.
Nuke Studio and Hiero now include three new soft effects: BlinkScript, ChromaKeyer, and ColorCorrect. The BlinkScript and ColorCorrect effects work in the same way as the existing Nuke nodes. ChromaKeyer is a new Nuke luminance keyer with GPU acceleration. See ChromaKeyer for more information.
Transcode Performance Improvements
A new option, Read All Lines (Where Possible), has been added to Nuke Studio and Hiero's Export dialog when transcoding from .dpx to ProRes 4444 and 422. The new option, enabled by default for .dpx to ProRes 4444 and 422, can improve performance for I/O heavy exports by reading whole .dpx files in one chunk, rather than line-byline.
The Paint tools in Nuke's RotoPaint node have been improved, including performance in general and iterative optimizations on multiple paint strokes.
Localization System Improvements
Nuke, Nuke Studio, and Hiero now employ the same improved localization workflow, controlled initially from the Performance > Localization preferences and then on a file-by-file basis. Improvements include:
• The localization process has been moved onto a background thread, meaning you can now continue to work while localization carries on in the background.
• When localizing Read nodes, the orange localized indicator bar on the node now updates in real-time, ‘filling up’ as the localization process is carried out.
• The Cache > Localization menu has been rewritten for clarity and now includes the following controls:
• Pause - pauses all localization actions. All currently localized files are used during playback, and any localization actions in progress are paused.
• Always Use Source Files - forces Nuke to use the source file from the original location, regardless of whether the file has been localized or not. All currently localized files remain on disk.
• Force Update > All - forces all localized files to be checked against source files, and (where appropriate) relocalized if the source is newer than the localized versions.
• Force Update > Selected - forces selected localized files to be checked against source files, and (where appropriate) re-localized if the source is newer than the localized versions.
• Delete Unused Local Files - deletes any files from your localization directory that are not being used in the current session, freeing up useful space on disk.
The OpenEXR library that ships with Nuke, Nuke Studio, and Hiero has been updated to version 2.2, which includes the addition of DWAA/DWAB compression.
You can now apply OpenColorIO color transforms directly to Read inputs and before Write outputs, without the need to add OCIOColorspace nodes to your Node Graph. The Color Management options in the Project settings have been updated to govern this functionality. When Nuke is selected, Reads and Writes work the same as in previous versions of Nuke, with no integrated OCIO transforms.
When OCIO is selected:
• Reads and Writes use OCIO transforms, with no Nuke built-in LUTs applied to the image.
• Read and Write colorspace controls are populated with the list of colorspaces defined in your currently selected OCIO config.
• The default LUT settings menus are also populated with the list of colorspaces or display transforms defined in your OCIO config. The default value for each menu matches the defaults in a Nuke Studio project with the same config. These defaults can be overridden by Python callbacks.
• A new working space option has been added to the Project Settings. The working space allows you to change the colorspace that Nuke uses internally for its image processing. This automatically sets the 'in' colorspace of Write nodes and Viewer Processes, and the 'out' colorspace for Read nodes. This defaults to the scene linear role defined in your OCIO config.
• Nuke Studio-created comps no longer include automatically injected OCIOColorspace nodes. Instead, OCIO color management is automatically set in the comp’s Project Settings, and the correct OCIO colorspace is set directly into the Read and Write nodes.
In addition, whether using Nuke or OCIO color management, it’s now possible to override the default colorspace used for any Read or Write node using Python callbacks. See Developer Notes for more information.
Timeline Performance Improvements
Various performance improvements have been made to enhance customer experience when working with Nuke Studio and Hiero's timeline:
• Significant improvements in interactivity when performing edits in large or complex sequences, including major optimizations in the spreadsheet view.
• Improved memory handling, which previously tended to increase in the course of a session when working with large projects.
• The load time of large projects has been reduced.
• Improvements to the stability of playback. These improvements address causes of intermittent drops in performance, some cross-platform and others specific to Linux.
Nuke’s VectorBlur node has been re-implemented to provide GPU acceleration and improved CPU performance. Additionally, improvements have been made to the algorithm to reduce the hard edge artifacts that were common between regions with different motion when using the existing VectorBlur node.
• BUG ID 225172 - Analytics: In an effort to further improve quality and reliability, from this release onward we'll ask you to allow us to collect usage statistics from the machines on which you license Nuke, NukeX, Nuke Studio, Hiero, and HieroPlayer. This usage information also assists our Support team to resolve issues more quickly.
NOTE: The port number used to communicate with The Foundry is 443, the same one used for uploading crash reports.
The first time you start an application, and on every major release, a dialog displays asking for permission for us to collect this information. You can enable or disable collection at any time in the Preferences under Behaviors > Startup.
NOTE: This information is only collected for interactive sessions. Running applications in terminal mode or under render licenses does not upload data to The Foundry.
The following list shows the information we'll collect, if you give us permission to do so:
• Unique session ID • Anonymous user key • Application version string • Application name • Session start time (GMT) • Session duration (in seconds) • If the session exited cleanly • Peak memory usage • Model • Operating system • System OS version • MAC address • CPU Name • CPU Cores • GPU model name • Amount of GPU RAM • OpenGL driver version • GPU driver version • Amount of RAM • Memory speed
• BUG ID 146829/171547 - Preferences: The Panels > Script Editor > clear input window on successful script execution option was missing.
• BUG ID 153082 - Timeline: Exporting offline track items did not create an .nk script.
• BUG ID 158090 - Windows only: Exporting with non-ASCII characters in file paths created incorrectly named folders.
• BUG ID 159236 - BlinkScript: Kernels that don't write to every pixel in the output filled the space with random values.
• BUG ID 161489 - Timeline: Exporting audio with handles did not include the requested frames.
• BUG ID 163989 - MatchGrade: Using Match Graded Source with different source and target resolutions caused Nuke to crash.
• BUG ID 176563 - ReadGeo: UV projection on to .abc geometry did not match projections on to Nuke primitives or .fbx geometry.
• BUG ID 176618 - Disconnecting a Constant node in a customer script caused Nuke to crash.
• BUG ID 177968 - OFlow: Adding animated transforms downstream of OFlow nodes caused Nuke to crash.
• BUG ID 195083 - Tracker: Setting pre-track filter to median caused Nuke to crash during tracking.
• BUG ID 196942 - RayRender: Textures connected to the src input of ModelBuilder were not rendered correctly.
• BUG ID 198422 - BlinkScript: A customer kernel that ran correctly on Windows did not run on Mac OS X.
• BUG ID 199072 - Mac OS X only: The Copy Exporter displayed an error when exporting to server locations.
• BUG ID 199702 - OFX: Undoing the deletion of an OFX plug-in, such as F_RigRemoval, caused Nuke to crash.
• BUG ID 199942 - ReadGeo: Entering a file path in the node properties and then undoing the action caused Nuke to crash.
• BUG ID 201166 - Soft Effects: Adding effects to blend track items that overlapped other track items caused Nuke Studio to crash.
• BUG ID 208346 - Timeline: The Frame Rate setting on an existing sequence was cleared after opening a new sequence.
• BUG ID 209024 - RayRender: Applying high skew values to geometry occasionally produced artifacts or grainy output.
• BUG ID 209025 - Running a customer script on dual-CPU machines with many cores caused Nuke to crash.
• BUG ID 215724 - Localization: Updates to source files were not rendered in the Viewer.
• BUG ID 215773 - Export: Sequence exports did not use the latest Nuke script for comp containers if the updated script had not been rendered to the timeline.
• BUG ID 216811 - Using all available threads on certain machines caused Nuke to become unresponsive or crash.
• BUG ID 217360 - Linux only: Nuke Studio and Hiero could not read a QuickTime ProRes 4444 (XQ) .mov file that loaded into Nuke correctly.
• BUG ID 217830 - RayRender: Certain scripts rendered pixels incorrectly, when compared to ScanlineRender output.
• BUG ID 218208 - Exporting a sequence containing offline clips and selecting Export Offline did not render black for missing frames.
• BUG ID 218238 - Create Comp: Importing a customer project caused Nuke Studio to crash.
• BUG ID 218513 - RayRender: The camera near and far clipping planes caused scaling issues in a customer scene.
• BUG ID 218558 - RayRender: Rendering beauty passes for geometry without UVs produced incorrect output.
• BUG ID 218656 - RayRender: The FillMat node did not produce the same results, when compared to ScanlineRender.
• BUG ID 219579 - RayRender: Adding a TimeOffset node to a scene rendered motion vectors incorrectly for static geometry.
• BUG ID 219582 - Export: Certain .nk scripts created by Process as Sequence did not render correctly in terminal mode.
• BUG ID 219585 - RayRender: Including a Normals node in the node tree produced inconsistent output, when compared to ScanlineRender.
• BUG ID 219912 - RayRender: Output didn't match ScanlineRender motion blur with high shutter values.
• BUG ID 219919 - RayRender: The shutter offset modes did not work as expected when samples was set to 0 or 1.
• BUG ID 221283 - RayRender: Setting projection mode to orthographic did not render as expected.
• BUG ID 221604 - RayRender: Scaling geometry with spherical projection produced artifacts or black pixels.
• BUG ID 221606 - RayRender: Camera scale z controls did not work as expected.
• BUG ID 221915 - RayRender: Using Nuke's default camera with Project3D rendered geometry pink.
• BUG ID 224956 - RayRender: Rendering certain scripts containing overlapping geometry caused Nuke to become unresponsive.
• BUG ID 225006 - RayRender: Cameras set to spherical projection into Project3D nodes differed from ScanlineRender and PrmanRender output.
• BUG ID 225164 - RayRender: Motion blur rendered as if one fewer sample was used, when compared to ScanlineRender.
• BUG ID 225486 - Compositing environment: Nuke could not read file names that included hashes (#) when they were unrelated to frame padding.
• BUG ID 225730 - RayRender: Motion vectors generated from RayRender appeared inverted when the moving object was not clamped against the near plane.
• BUG ID 226856 - RayRender: The depth channel was calculated incorrectly.
• BUG ID 227093 - RayRender: Rendering motion vectors that depend on camera motion produced noise in the output.
• BUG ID 227469 - RayRender: Disabling interpolate animation, with motion blur shutter set to 3 and samples set to 5, removed motion vector information from the output.
• BUG ID 228650 - RayRender: Disabling a FillMat node with a light in the scene caused Nuke to crash.
• BUG ID 228664 - RayRender: Using a FillMat node in combination with a Phong node produced inconsistent output, when compared to ScanlineRender.
Время раздачи: Пн-Пт с 18:00 до 22:00, Сб-Вс с 09:00 до 23:30 (до появления первых 3-5 скачавших)
Стаж: 4 года 9 мес.
не имеющий себе равных на рынке настольных систем
они так уверены..
Стаж: 3 года 7 мес.
|тормознул сначала на 5-м пункте башка не варит, но разобрался после перекура
Стаж: 5 лет 4 мес.
|bolach писал(а): |
не имеющий себе равных на рынке настольных систем
они так уверены..
ну вообще-то по стабильности, производительности и возможностям это правда
Стаж: 1 год 10 мес.
Стаж: 6 лет 3 мес.
|Duskman2014 писал(а): |
В чем отличие от AE?
В том что это конкретно конкурент премьера, однако, основанный на нюке, что позволяет пользоваться последним. А вот нюк уже конкурент АЕ, но конечно, гораздо более мощный. Впрочем, для простых задач АЕ будет намного проще. Я же выбрал бы Нюк, в котором сделал уже массу проектов, невозможных в АЕ.
Стаж: 1 год 10 мес.
|Не удалось установить. Все сделал как написано в лечении. Но при загрузке программы вылетает окно об ошибке лицензии и предложении о покупке и триал версии.