What's New in Nuke, Nuke Studio, and Hiero 16.1

Beta 4

New Features

3D

  • Light like you are on set

    The light updates provide a way to work with lights that connects artists to the workflows and terminology used on set and UI updates to locators and light panels to get access to the light controls you need faster.

    • Light node UI updates
    • New attributes based on real world lighting workflows and terminology
    • New constrain modes via constraint pipe
    • New light locators with in viewer controls
    • Inject lights to your USD stage
    • Connect via GeoScene
    • Directly edit USD lights using new GeoLight nodes (GeoDistantLight, GeoDiskLight, GeoDomeLight, GeoSphereLight)
    • Set an 'Illumination Mask' to define what geometry a light illuminates
    • Set a 'Receive Shadow Mask' to define what geometry will receive shadowing from a light
    • Set a 'Shadows Channels' for rendering or shadows to their own channel

    Note:  See Light Your Scene, Using Nuke Lights, Using USD Lights, Lights and Shadows, Lights in the Viewer, Rendering Lights, GeoEditLight, DirectLight, EnvironmentLight, PointLight, SpotLight, GeoDistantLight, GeoDiskLight, GeoDomeLight, GeoSphereLight.

  • Import with greater control

    Working in the new 3D system gives you access to all new import workflows to help you get to the assets you need most. Whether that's creating a curated selection for just the geometry and cameras you need for your projections, or bringing in highly detailed or complex scenes to place comp elements in, or align with matte paintings.

    • The new import pop-up dialogue allows users to non-destructively customise their scene graph prior to import.

      • Load or unload payloads
      • Activate and deactivate prims
      • Filter by primitive types
      • Set the graph depth of their scene graph in the dialogue to make it easier to review large USD assets prior to import
    • A new Scene Graph tab has also been added to the GeoImport node so users can customise their selection post import.

    Note:  See Importing with GeoImport, GeoImport.

  • Understand your 3D node graph at a glance

    The ability to easily read a node network when zoomed out in the node graph is a really great part of working in Nuke and one where with the new 3D system we really wanted to bring some of the logic of node colours and shapes, or masking workflows into this

    • New 3D node names
    • Updated node colours
    • Mask icon and paths shown on nodes
    • Ability to inject 3D masks down a pipe
    • New GeoMask and GeoClearMask nodes for passing masks down your node graph
    • Scene graph colouring and filtering updates

    Note:  See Using Masks Downstream, GeoMask, GeoClearMask, New 3D Scenes in the Scene Graph.

  • Improved Material Binding when working with USD stages

    Advanced USD settings have been added to The GeoBindMaterial node to allow the users working with complex USD scene to override existing materials on a USD primitive, and have these materials correctly displayed in both the viewer and ScanlineRender2.

    • The GeoBindMaterial Node now includes the following options:

      • Binding Strength - Allows the user to indicate if the material on the path overrides any existing materials in the scene.

        • Stronger than Descendants means that the material will override any existing materials in that mask path.
        • Weaker than Descendants means that materials will only be applied to primitives in the given path when no other materials are set
        • Pass Through does not change any existing bindings on that primitive path.
      • Purpose - Indicates whether a bound material is being used in the viewer, the renderer or both.

    Note:  See Using GeoBindMaterial to Assign Materials, GeoBindMaterial.

  • Directly create and edit USD cameras

    The GeoCamera and GeoEditCamera nodes gives you greater control over direct creating and editing of cameras in your USD stage, without having to create a duplicate Camera.

    • GeoCamera node
    • GeoEditCamera node

    Note:  See Working with Cameras in the New 3D System, GeoEditCamera, GeoCamera.

  • Access and edit camera data anywhere

    The Camera node updates provide easier workflows for visualising your cameras in Nuke in the context of the scene, new ways to constrain cameras, an updated UI experience, live passthrough of USD data and connections to new nodes for extending camera workflows.

    • Camera node allows for passthrough of live USD attribute data
    • Camera node UI update
    • New constraint modes via constraint pipe
    • Inject cameras to your USD stage
    • Connect via GeoScene
    • Visualise imported cameras in your 3D viewer
    • Look through imported cameras in the 3D viewer dropdown

    Note:  See Working with Cameras in the New 3D System, Constraining Prims, Look Through Camera, Camera, GeoScene.

  • Move 3D data to any part of your Nuke comp

    The Axis node updates enable you to passthrough 3D scene transformation data to any node in Nuke, as well as new constrain tools and an updated UI experience

    • Axis node allows for passthrough of live USD attribute data
    • Axis node UI update
    • New constraint modes via constraint pipe
    • Inject axis data as Xforms to your USD stage
    • Connect via GeoScene

    Note:  See Using Axis Node in Your Scene, Constraining Prims, Axis.

  • Rendering revisited

    The ScanlineRender2 node continues its evolution and for this release there have been a few additions to existing workflows and some existing features to highlight for projection and lighting workflows.

    • Material families
    • Binding purposes for rendering
    • UV unwrapping Prim Path and UDIM/UV tiles
    • Updates to light rendering

    Note:  See Rendering in the New 3D System, ScanlineRender.

  • View and Render MaterialX Shaders

    We are introducing Nuke’s first MaterialX shader node, supporting the Autodesk Standard Surface material model within the USD-based 3D system.

    Artists can assign existing MaterialX Standard Surface materials to geometry, preview them accurately in the Hydra Viewer, and render them through ScanlineRender2.This initial implementation focuses on enabling consistent material display and rendering between look-development and compositing.

    The new MtlXStandardSurface node has the next texture input connections: Base Color, Specular Roughness, Metalness, Normal, Emission Color, Specular Color, Coat Color, Coat Normal

    Please Note:

    • Indirect lighting is not currently supported in ScanlineRender2 which is why the environment light as well as object reflections will not be rendered in this release using the MtlXStandardSurface node.

    Note:  See MtlXStandardSurface.

  • New and updated shaders for USD Workflows and Ray-tracing
    Updated classic shaders and a new reflection shader expand the shader toolkit in the updated 3D system for fast lookdev, technical visualization, and realistic ray-traced reflections.

    • ReflectiveSurface (new) generates advanced reflections and transmission using physical controls like Index of Refraction and Fresnel Bias.
    • BasicSurface (updated from the BasicMaterial node) combines essential diffuse, specular, and emission controls into a single node, optimized for ray-tracing visibility.
    • WireframeShader (updated from the Wireframe shader node) applies customizable wireframe materials or overlays for technical checks, featuring multiple operation modes like 'over' and 'modulate'.

    Note:  See BasicSurface, BasicSurface: Shader Usage, ReflectiveSurface, ReflectiveSurface: Generating Reflections, Ray-tracing with ScanlineRender, WireframeShader, WireframeShader: Applying Wireframe Overlay.

  • Intuitive Errors and Warnings

    The error handling in the new 3D system nodes has been updated to more clearly signpost when issues occur. Warnings are now given in the node properties for common workflow issues where the results in the viewer may not be expected based on the parameters set. Broken paths will now error the new 3D nodes, and in the cases that the 3D viewer is out sync with the scanline render output due to an override in the scene graph a yellow line is now displayed around the viewer.

  • Note:  See Debugging Your Scene.

  • Alembic Import is now supported

    The GeoImport node supports the ingest of Alembic geometry and cameras in the new 3D system.

    Please note that HDF5 based files are a deprecated file type and no longer supported.

  • Note:  See Importing with GeoImport, GeoImport.

  • Non destructive knob editing with authoring

    Authoring controls next to knobs which contain USD attributes allow artists to non destructively change knob values and switch between different authoring modes depending on what data they want to show.

    • Interactive authoring mode support

    Note:  See Learn more about Authoring Modes.

  • Graph Scope Variables in 3D

    In this release we are combining two new systems to give artists access to new workflows across their node graph. With Graph Scope Variables now able to support 3D nodes, you can set up variables in your 3D scene to swap out geometry, textures, cameras, really anything you can think of. This means you could set up a 3D scene once and use variables to swap it between a day and night setup, or swap geometry complexity out based on your needs loading in a more performant version while navigating the 3D viewer and a higher resolution one for rendering.

Annotations

  • Updated Drawing Tools

    Updated the Annotations drawing tools with improved responsiveness and new functionality to better express creative intent.

    • New pressure-sensitive size, opacity and hardness for brushes
    • New dodge and burn brushes
    • New eraser brush
    • New vanishing brush to help point a viewer at an area in the viewer. It's fun, give it a shot
    • The text tool is now back and improved, with in-line editing, font and size selection, and background
    • The paint tool now has blend modes as well
    • New colour picker and eyedropper for the paint tool
    • Hotkeys to easily reach the tool you need
  • New Annotations Panel

    Introducing a new Annotations Panel as a central hub for viewing and managing all project annotations. This improves communication, streamlines review sessions, and allows for easier tracking and navigation to the original context of each note.

    • Adds a panel that lists all annotations created for the open viewer item
    • Adds a notes section to each annotation for conversation
    • Improves navigation by clicking an annotation in the panel to jump to its first frame
    • Shows the same annotations in the panel for all participants in sync review sessions
  • Annotations Toolbar Redesign

    • We redesigned the Annotations toolbars for easier control and access when creating annotations, and added new brush parameters.
    • The left toolbar now displays only brush selections, moving controls to the top toolbar where you manage new annotation creation and brush parameters.
  • Annotations Export

    • Introducing new functionality for exporting annotations and expanded Python API support.
    • Adds the ability to export annotations as images
    • Adds the ability to export annotation comments to the Nuke script
    • Updates the options in the export panel when exporting annotations
  • Expands support for annotations via the Python API

    • Create and manage annotations
    • Read, edit, and create annotation comments and notes
    • Get and set any brush settings and apply them to paint strokes
    • Set metadata on annotation comments

    • Set the user name on annotation comments and display this in the UI
    • Attach an image to an annotation comment or note
    • Lock annotation comments/notes from editing
    • Set markdown on a note or comment
    • Set background color for an annotation
  • Annotations on the Timeline

    • We completely redesigned the Time Annotation Markers. We removed the old timeline track items and replaced them with a new marker at the top of the timeline and on the Viewer. This new marker displays the annotations, including clip-level annotations, for easy navigation.
    • These markers are only visible when annotations are active on the Viewer.

    Note:  See Annotations.

Deep

  • Render deep composites faster

    Improvements have been made to the Deep system so it now renders up to 1.88x faster to disk and in the Nuke viewer

File Formats

  • NotchLC Support

    The NotchLC Mov Codec is now supported on Windows and Linux for Ingest and Export. High Resolution Mov footage can be prepared in Nuke for use in Virtual Production and other types of High Resolution playback

  • SONY SDK Update

    Support for the latest version of the SONY SDK and SMDK exposing two new recording formats from the Burano camera firmware v2. 3.8K 16:9 and 4K 4:3

    • SONY SDK v5.1.0
    • SONY SMDK 4.26.1 for Mac
    • SONY SMDK 4.26.0 for Windows and Linux

    Note:  See Supported File and Camera Formats, Write.

Graph Scope Variables

  • Extended Python APIs and Callbacks for GSVs

    The new Python callbacks allow to hook into Variable events enabling automation and advanced integrations for Variable-enabled workflows and Multishot workflows.

  • Note:  See Using Python with Graph Scope Variables.

  • Enhanced Performance for Graph Scope Variables

    Loading and interacting with projects in the GUI is more performant, especially when the number of Variables or VariableGroups is large

  • GSVs in node labels

    To improve Nuke script readability GSVs can now be made visible in node labels, making variable driven scripts readable at a glance.

  • Note:  See Using Graph Scope Variables in Your Workflows.

  • Support for GSV Expressions in the Root Node knobs

    Expressions can now be set for knobs in the project settings so that GSV's can be created for these values and they can be dynamically updated

  • Note:  See Using Variables with the Root Node.

HDR

  • Read and write HDR mov files with the correct metadata

    Support has been added for YCbCr conversion and NCLC metadata atoms in Nuke Mov writer and reader meaning HDR images can be written with the YCbCr matrix value Rec2020. The correct supporting metadata can now also be set for Color primaries, and Transfer Functions, and will now read and display in nuke and other parts of your color pipeline.

  • Note:  See Working with HDR Images, Read, Write.

High Resolution

  • Utilize OFX plugins at the scale your content demands

    Nuke's maximum resolution limitations have been removed for OFX Plugins. Allowing the maximum image resolution to be determined by hardware capabilities. Third party OFX plugins that have maximum resolution limits, may need to be updated to take advantage of this change. In Nuke the Furnace nodes have had internal resolution limitations removed, this includes:

    • F_DeFlicker2
    • F_RigRemoval
    • F_WireRemoval
    • F_ReGrain
    • F_Steadiness
    • F_Align

Machine Learning

  • Machine learning at scale

    BigCat is a new node designed specifically to support workflows involving large-scale datasets. We’ve taken many of the existing CopyCat features and workflows and optimised them for large-scale generalization. Depending on the model you're building, you can now choose between CopyCat for training a model for a single shot (or a set of very similar shots) and BigCat for when you need to train with much larger datasets in order to generalise the model for use on many shots. BigCat offers the following features and optimisations:
    • Automatic Data Augmentation - This new tab allows you to create extra variation in your dataset by making probabilistic grade and transform changes, reducing the number of input frames needed to train a model more robust to lighting and transform changes.
    • Data Validation - Reserve a portion of your training input and ground truth pairs to feed BigCat a validation dataset. This will be used to measure and map in the loss graph how the model performs on unseen shots in order to detect when the model starts overfitting on the training data, meaning it would perform worse on other shots.
    • Custom Loss Functions - In addition to the existing pixel-based loss (MSE) carried over from CopyCat, we’ve added the ability to include additional loss functions and control their contribution. Initially, the perceptual loss function LPIPS (downloadable from Cattery) enables BigCat to match structure and semantics, which in combination with pixel-based loss functions can help BigCat train and generalise in fewer epochs.
    • Input Validation - Validating the input and ground truth frames for large datasets can take some time. BigCat decouples the input validation from training via a new 'Validate Setup' button, meaning it can be run once after the inputs are assembled, rather than during every training run.
    • Training Speed - Nuke17 introduces additional optimisations to both BigCat and CopyCat by more efficiently pipelining transfers to the GPU.

Note:  See Using BigCat, BigCat.

Monitor Out

TVIScale

  • Significantly faster Upscaling in Nuke

    The TVIscale node has been updated to improve processing time when upscaling.

    TVIscale now performs up to:

    • 98x faster on the GPU
    • 26x faster on the CPU