What's New in Nuke, Nuke Studio, and Hiero 16.0

Multishot

  • We have developed a native variable-enabled workflow that supports Multishot compositing, adding ways to make workflows more efficient, reliable and scalable.

    Note:  See Working with Variables.

    Graph Scope Variables

    • Graph Scope Variables (GSVs) are the backbone that enables a native Multishot compositing workflow in Nuke. GSVs allow you to define, store and access the data required for multiple contexts or scopes in a single Nuke script.

      The workflow, however, becomes more powerful when combined with Group nodes. A Group node defines the “Scope” part of the Graph Scope Variables feature and introduces the ability to inherit and override variables.

    • Note:  See Using Variables in a Multishot Context.

    Variable Nodes

    • We have added a new VariableSwitch node, to allow users to switch between different shots or scopes using variables. The new VariableSwitch node works similarly to the Switch node but enables you to create “split and join” workflows based on the variables set for your Multishot workflow.

      Note:  See VariableSwitch Node in a Multishot Context, VariableSwitch.

    • We have also added a new VariableGroup node, to allow users to define variables or scopes. This works similarly to the regular Group node, but for every new VariableGroup created, a corresponding VariableGroup item is created in the Variables tab in the Project Settings. Inside the VariableGroup node, the Variables tab contains a single GsvKnob, which allows the user to create, edit and remove variables and variable sets.

    • Note:  See Using the VariableGroup Node, VariableGroup.

    Variables Panel

    • To easily interact with the available Variables in a script, we have added a Variables Panel.

      To be able to switch between the different values, first set the Variables you wish to expose in the Variables tab in the Project Settings. Once the visibility is On (eye icon in the Variables tab) the Variable will appear in the Variable Panel.

    • Note:  See Configuring Visibility with the Variables Panel.

    GSV in LiveGroups

    • LiveGroups now allow the user to define local variables on the LiveGroup itself, much like the VariableGroup. On publish these variables are written into the LiveGroup .nk script and will be loaded as local variables for LiveGroup instances which use that same .nk script.

    • Note:  See Using Variables with LiveGroups.

    GSV Command Line Render

    • We have extended the command line interface to include support for specifying Graph Scope Variables so that scripts can be rendered using the correct shot context as shown below:

      ./Nuke16.0 --var <variable1>:<value1> -F <framerange> -X Write1 <path_to_your_nuke_script>

      If you wish to specify multiple Variables, you can do this using a “,” separated list as shown below:

      ./Nuke16.0 --var <variable1>:<value1>,<variable2>:<value2> -F <framerange> -X Write1 <path_to_your_nuke_script>

      As a sequence example you could use variables like the one below in your Write nodes:

      /project/%{seq}/%{shot}_key.####.exr

      And render using the next command line:

      ./Nuke16.0 --var seq:seq030,shot:Sh100 -F 1101-1105 -X Write1 <path_to_your_nuke_script>

    • Note:  See Specifying Variables for Command Line Render.

    GroupView

    • The new Group View feature gives artists a convenient way to see inside and edit the contents of multiple Group nodes, without having to jump to different tabs, making it faster and easier to adjust your comp in multiple different groups at the same time.

      Group nodes are also an integral part of the new multishot and Graph Scope Variables feature, providing a way to organise and manage multiple scopes, so being able to see inside those Groups from the main DAG is really useful in those workflows.

    • Note:  See Viewing Grouped Nodes with Group View.

    Link Nodes

    • We've introduced a brand new type of node: Link Nodes. Link nodes allow you to make a linked copy of a node, and have changes updated in both nodes, whilst optionally being able to override any of the knobs. UI indications show which knobs are overridden from the original node, and there's a link arrow between the nodes to show the original node and the new linked nodes.

    • Note:  See Using Link Nodes.

Roto Performance

  • We have made significant improvements to Roto's performance, targeting specific key workflow pain points: Caching, Playback, Interactivity, and Motion Blur.

Quick Export

  • A new way to perform compressed video file exports of sequences in Nuke Studio and Hiero.

    Based on Nuke Studios real time playback engine, the new render engine enables you to perform accelerated exports to ProRes, DNxHD, DNxHR, as well as H264 movies with an average 12 fold increase in performance relative to the existing export mechanism. This means you are likely to see multi-real time performance in most cases, depending on your source and destination formats.

  • Note:  See Exporting Sequences with Quick Export, Introduction to the Export Dialog.

Multichannel Soft Effects

  • Introducing Multichannel Soft Effects in Hiero and Nuke Studio.

    Multilayer EXRs are now visible and can be modified within the timeline.

    Streamline workflows:

    • VFX Supervisors can provide more accurate, sophisticated feedback by crafting sample frames without leaving the timeline, and then save as Nuke nodes.
    • VFX Editors can now do layer transformations in the timeline, which means less time wasted on slapcomps and more efficient script-building.

    Use channels creatively:

    • Mask a color soft effect via a non-rgba layer such as depth or mattes
    • Adjust non-RGB Channels (e.g. Blur a lighting pass) then apply as a creative effect on RGB.

    Send to Nuke as Creative Intent:

    • Optimised for multipart EXR, this new feature provides seamless integration between the timeline and the nodegraph.
    • New and existing nodes can now be applied to or masked by specified layers, such as AOVs.
  • Note:  See Using Multichannel Soft Effects.

Contact Sheet

  • The Contact Sheet feature in Nuke Studio & Hiero offers a new way to review and compare shots in the editorial timeline environment.

    Like its counterpart in Nuke Flowgraph, this new type of Contact Sheet allows the user to quickly load multiple shots, but from a sequence, for artistic, comparison and review purposes.

    Contact Sheet in Nuke Studio & Hiero is designed to offer a fluid and dynamic user experience. In this initial release we have focussed on bringing the essentials to be able to add and filter shots in the viewport

    Current Contact Sheet feature highlights:
    • New multi shot capable viewport
    • User defined shot order selection to populate Contact Sheet
    • Tag Filtering shot selection *
    • Dynamic Soft FX preview in Contact Sheet
    • * Not available in Hiero Player, Nuke Indie and Nuke Non Commercial
  • Note:  See Contact Sheet in Nuke Studio.

BlinkScript

  • BlinkScript Editor Updates

    The built in BlinkScript editor has been updated to support common IDE functionality. Making the day-to-day creation of BlinkScript effects in Nuke, seamless and intuitive for both new and existing users.

    The following behaviours have been added:

    • Find and Replace
    • A new Tab Menu provides both autofill suggestions and context specific documentation for Blink language information
    • Improvements to the Error messaging mean that cyclable error messages can now be viewed in the in editor Error Accordion
    • Text and type behaviours like autoindent, indent guides and bracket autoclose behaviours have been added to make writing code more intuitive.

    Note:  See Using and Writing Kernels, Baking and Protecting Your Kernels, BlinkScript.

  • Library Files

    The addition of Library Files allows users to share common functions and code snippets across multiple kernels and projects. Previously the same functions would need to be rewritten for every single kernel, wasting effort and introducing possible errors in the process. With Library Files, these common functions or libraries can be reused and centrally updated across a studio's blink effects. This means that common classes only need to be written once, and you can now add your own inbuilt functions.

  • Note:  See Loading Library Files.

  • Safety Rails

    BlinkScripts are a powerful tool, and the editor gives you the complete control to make and break things. The introduction of Safety Rails makes it simpler to catch problems when prototyping new BlinkScripts and makes it less dramatic when mistakes happen. Combined with the addition of the println() function you are now also able to troubleshoot out-of-bounds pixel accesses. Information and any errors this might catch are now logged directly in the terminal.

  • Note:  See Safety Rails.

3D

  • ScanlineRender2 - Motion blur and AOV output improvements

    ScanlineRender2 has been progressing significantly as we have been building the new 3D system. With this release we have focused on giving artists greater control over how they render out of Nuke, with new workflows around motion blur, aov outputs and much more.

    We have also started the building blocks for ray tracing, with ScanlineRender2 now being a ray traced architecture by default and controls for the ray depth bounce available. Please note though that this work is still ongoing as shader support for lights and materials will need to be fully implemented to support rendering your imported stages.

    This ray traced architecture is targeting for compositors needs, so shouldn't be thought of as a replacement to large scale scene renders. Instead this is all about expanding a compositors toolset to get render passes they need at a late stage in production and allow them to create more complex renders from Nuke when adding in composited elements.

  • Note:  See ScanlineRender2, Render the Scene from 3D to 2D.

  • Core node improvements

    With the new 3D system continuing its development journey we wanted to take some time to make sure the nodes you work use most frequently were being updated based on user feedback and to introduce some new features and workflows with them.

    Within this first batch of core node improvements we have updates to the GeoCard, GeoCube, GeoSphere and GeoCylinder nodes which improve UI layout, tooltips, path defaults and more. The GeoTransform node sees an updated UI for commonly used masking and an updated snap menu that allows you to snap to vertex points just like you always could, but also introduces new workflows that allow you to snap to a prims bounding box, which is useful when you want to quickly bring your transform jack set at the origin to a prim elsewhere in your scene.

    The GeoMerge and GeoScene node, have the A pipe appearing by default now which means you can drag these nodes into pipes and have them connect irrespective of if it's connecting to a B or A input (previously would only connect to a B pipe) and a new option called 'Isolate Prims From' makes merging isolated or pruned pipes more intuitive, where you see the result of both pruned pipes combined, unlike the Deisolate workflow which allows you to work on isolated prims, but when merging will reactivate the entire stage.

    All geo modifier nodes have had their defaults set to 'All' rather than lastModified. This change as many others is thanks to user feedback and now when using the new nodes the behaviour will be more akin to the classic system and changing node graph topology won't be prone to changing the output of the script as could happen with LastModified as the default. A note to artists though, with All being the default please be mindful of what you are going to modify if working in large stages.

  • Note:  See GeoCylinder, GeoSphere, GeoTransform, Using Paths and Masks to Control the Scene, USD Transformations in 3D Scenes.

  • USD Version 24.05

    Each release we are dedicated to providing users an up to date version of USD, so for this release we have also updated to USD version 24.05, giving access to all the bug fixes and features included in this version.

  • GeoXformPrim node

    We have introduced a new GeoXformPrim node, with the ability to switch between Create and Edit modes, so that you can now create xforms inside your scene graph for better scene graph management and the ability to edit pre-existing ones.

  • Note:  See GeoXformPrim.

  • GeoConstrain node

    We have introduced a new GeoConstrain node, to give artists the ability to constrain one prim to another via multiple different constrain types, such as LookAt, Transformation and Parent. Artists can also offset this constraint in space and time, allowing for even greater control.

  • Note:  See GeoConstrain.

VFX Reference Platform CY2024

  • Ensure your pipeline runs smoothly with Nuke 16.0's full support for VFX Reference Platform 2024, bringing full compatibility and seamless integration with the rest of your updated software packages.

  • Note:  See Third-Party Libraries and Fonts.

FoundryGL

  • FoundryGL

    On macOS, Nuke is no longer using Apple's system OpenGL library and instead is using Foundry's alternative, FoundryGL. The reason for this change is that Apple has deprecated OpenGL and may remove it in future macOS versions.

    While this change should have no impact for users per se, some external dependencies, such as third party plugins and user-provided libraries, may need to be modified and/or rebuilt.

    Documentation for FoundryGL is provided in Appendix A of the NDK Dev Guide.

    NOTE: Windows and Linux versions will continue to use the system OpenGL and are unaffected by FoundryGL.

  • Note:  See Third-Party Libraries and Fonts.

OpenAssetIO

  • In 16.0 we continue improving Nuke’s OpenAssetIO integration to support larger, more flexible pipelines. This release includes updates to the OpenAssetIO libraries and OpenAssetIO-MediaCreation, adding support for C++ and hybrid Python/C++ manager plugins, allowing hot code paths (such as resolve) to be written in fast C++, whilst the remainder of a plugin is written in Python.

    OpenAssetIO library updates:

    • openassetio V1.0.0-rc.1.0
    • openassetio-mediacreation V1.0.0-alpha.10

    Note:  See Third-Party Libraries and Fonts, OpenAssetIO.