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Each chapter in this section explains in detail a key feature of NukeX.

For more information on the differences between Nuke and NukeX, see Flavors of Nuke in the Nuke Getting Started Guide.

Organization of the Section

These are the topics covered by this section:

Denoise - The Denoise node is an efficient tool for removing noise from your footage. It uses spatial filtering to remove noise without losing image quality. For more information, see Removing Noise with Denoise.

VectorGenerator, Kronos, and MotionBlur - VectorGenerator, Kronos, and MotionBlur use The Foundry’s advanced motion estimation technology to produce images containing motion vector fields, slow down or speed up footage, and add motion blur. For more information, see Retiming and Motion Blur.

LensDistortion - The LensDistortion node gives you multiple ways to analyze image sequences and lens grids, resulting in a lens model and the ability to warp and un-warp in order to compensate for lens distortion. For more information, see Working with Lens Distortion.

PlanarTracker - The PlanarTracker is a powerful tool for tracking surfaces that lie on a plane in your source footage. You can use your tracking results to replace the tracked plane with another image for instance. For more information, see Tracking with PlanarTracker.

CameraTracker - With the fully integrated 3D CameraTracker node, you can do you own camera solves and create reference geometry and cards positioned at tracked points in the 3D scene. For more information, see Camera Tracking.

MatchGrade - The MatchGrade node allows you to automatically calculate a grade to match the colors in the Source input to the colors in the Target input. For more information, see Using MatchGrade.

DepthGenerator - The DepthGenerator node provides a method to produce a per-frame Z-depth map from the input 2D footage. It additionally requires a camera solve which can be obtained using the CameraTracker node. For more information, see Generating Depth Maps.

PointCloudGenerator - You can create dense point clouds from your footage using the PointCloudGenerator and CameraTracker. For more information, see Creating Dense Point Clouds.

PoissonMesh - With the PoissonMesh node, you can use a dense point cloud to create a 3D mesh from your 2D footage. For more information, see Using the PoissonMesh Node.

ModelBuilder - ModelBuilder provides an easy way to create 3D models for a 2D shot, given a tracked camera. You can build a model by creating shapes and then editing them, and align models over your 2D footage by dragging vertices to their corresponding 2D location. For more information, see Using ModelBuilder.

Particles - The Particle node set is a solution for creating particles in a 3D environment. You can use the Particle nodes for emitting, manipulating and displaying limitless types of particles in your 3D scene. For more information, see Creating 3D Particles.

PrmanRender - PrmanRender is a render node in NukeX that works together with Pixar’s PhotoRealistic RenderMan® Pro Server software to give you an even better quality render result. PrmanRender is an alternative to the ScanlineRender node for rendering 3D scenes, and it gives you control over features such as shadows, reflections, refractions and depth-of-field. For more information, see Using PrmanRender .

FurnaceCore - This plug-in bundle consists of The Foundry’s best Furnace tools, including regraining, rig-removal, and more. For more information, see Using F_DeFlicker2, Using F_ReGrain, Using F_WireRemoval Using F_Align, Using F_RigRemoval, and Using F_Steadiness.

NOTE:  The following FurnaceCore nodes have been replaced by other NukeX nodes and can no longer be found in the FurnaceCore menu:
F_DeGrain and F_Denoise were replaced by Denoise (Filter > Denoise) in Nuke 6.3.
F_Kronos was replaced by Kronos (Time > Kronos) in Nuke 7.0.
F_MotionBlur was replaced by MotionBlur (Filter > MotionBlur) in Nuke 7.0.
F_VectorGenerator was replaced by VectorGenerator (Time > VectorGenerator) in Nuke 7.0.

BlinkScript - The BlinkScript node runs the The Foundry's Blink framework enabling you to write your code once and run it on any supported device. For more information, see Using the BlinkScript Node.


Removing Noise with Denoise

Connecting Denoise

Analysing and Removing Noise

Reviewing the Results

Fine Tuning

Retiming and Motion Blur




Working with Lens Distortion

Calculating Lens Distortion Automatically

Analyzing Distortion Using a Grid

Analyzing Distortion Using Lines

Adjusting LensDistortion Parameters

Calculating the Distortion on One Image and Applying it to Another

Applying Lens Distortion to a Card Node

Tracking with PlanarTracker

Connecting the PlanarTracker Node

Tracking a Plane

Adjusting Tracking Results

Reusing a Track Result

Placing an Image on the Planar Surface

Camera Tracking

Connecting the CameraTracker Node

Masking Out Regions of the Image

Working with Multi-View Scripts

Setting Camera Parameters

Tracking in Sequence Mode

Tracking in Stills Mode

Working with User Tracks

Solving the Camera Position

Adjusting the Scene

Using Solve Data

Combining Solves

Placing Objects in the Scene

Accounting for Lens Distortion

Using MatchGrade

Extracting a Baked-In Grade

Matching a Grade Between Two Different Clips

Generating Depth Maps

Connecting DepthGenerator

Selecting What to Output

Analyzing the Depth

Refining the Results

Using the Results

Creating Dense Point Clouds

Connecting the PointCloud-Generator Node

Masking Out Regions of the Image

Setting Keyframes in a Sequence

Tracking a Dense Point Cloud

Filtering Your Point Cloud

Grouping, Labeling, and Baking Points

Creating a Mesh from a Point Cloud

Using the PoissonMesh Node

Using ModelBuilder

Connecting the ModelBuilder Node

Creating Shapes

Editing Shapes’ Display Characteristics

Positioning Shapes

Editing Shapes

Applying Textures

Exporting Shapes to Separate Geometry Nodes

Creating 3D Particles

Connecting Particle Nodes

Emitting Particles

Spawning particles with ParticleSpawn

Adjusting the Speed and Direction of the Particles

Modifying the Particles’ Movement

Adjusting Controls Common to Several Particle Nodes

Adjusting Particle Properties Using Curves

Adjusting Particles Using Expressions

Adjusting Particle Simulation Settings

Merging Particle Streams

Turning Particles into 3D Geometry

Caching Particles

Using PrmanRender

Setting Up RenderMan Pro Server and PrmanRender

Using The PrmanRender Node

Using the ModifyRIB Node

Using the Reflection Node

Using the Refraction Node

Using F_DeFlicker2

Quick Start


Using F_ReGrain

Quick Start


Checking the Result

Proxy Resolutions


Color Space in FurnaceCore Plug-ins

Using F_WireRemoval


Quick Start


Indicators on the On-Screen Wire Tool

Tracker Controls


Global Motion Estimation

What is Global Motion Estimation?

The Analysing Global Motion Estimation Effects



Using F_Align

Quick Start


Using F_RigRemoval

Quick Start


Using F_Steadiness

Quick Start


Using the BlinkScript Node

Quick Start

Connecting the BlinkScript Node

Loading, Editing, and Saving Kernels

Setting Kernel Parameters

Publishing and Protecting Your Kernels

Limitations and Known Issues