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.
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.
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
Connecting the PlanarTracker Node
Placing an Image on the Planar Surface
Connecting the CameraTracker Node
Masking Out Regions of the Image
Working with Multi-View Scripts
Accounting for Lens Distortion
Matching a Grade Between Two Different Clips
Connecting the PointCloud-Generator Node
Masking Out Regions of the Image
Setting Keyframes in a Sequence
Grouping, Labeling, and Baking Points
Creating a Mesh from a Point Cloud
Connecting the ModelBuilder Node
Editing Shapes’ Display Characteristics
Exporting Shapes to Separate Geometry Nodes
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
Turning Particles into 3D Geometry
Setting Up RenderMan Pro Server and PrmanRender
Color Space in FurnaceCore Plug-ins
Indicators on the On-Screen Wire Tool
What is Global Motion Estimation?
The Analysing Global Motion Estimation Effects
Connecting the BlinkScript Node
Loading, Editing, and Saving Kernels