GeoCard

The GeoCard node creates a card object in the scene with a prim path variable {parent}/{nodename} which is equal to the node name, such as /GeoCard1 or /GeoCard5. You can change the prim path to update the scene graph as required and set the objects Kind, Purpose, and Visibility.

Nuke only uses Kinds with the GeoDrawMode node, which allows you to display complicated geometry in a simplified form, such as a bounding box or crossed cards, to load scenes faster. It's also good practice to follow the conventions on the use of Kind to create properly-constructed USD stages if you intend to export the scene for use in your pipeline.

The Purpose dropdown controls the type of geometry this object represents. The Viewer node's Properties > 3D tab controls which purposes are visible in the 3D Viewer: Render, Proxy, or Guide. The default option essentially means 'always render this object', it has no special properties as far as renderers are concerned.

Visibility affects whether the object is visible or invisible when you export the scene. The default value is inherited, meaning the object's visibility is controlled by its parent object. You can set the cube's appearance using the color and opacity controls and the rows/columns settings determine how many vertices the object is split into. Subdivision determines how smoothing affects the object. The level of subdivision can be adjusted using the Viewer node's Properties on the 3D tab under Refine Level. The Refine Level only affects the Viewer output, not the final rendered scene.

The Transform tab allows you to translate, rotate, and scale the object locally, rather than using a dedicated GeoTransform node. The Lens Distortion tab enables you to warp the card for use in lens distortion workflows including barrel and pincushion distortion depending on the slider values. You can also warp the card manually using the controls on the Deform tab. The bilinear deformation type allows you to make simple adjustments to the card's shape in 3D space, whereas bicubic gives you more flexibility with the addition of handles on each control point to adjust the curve of edges.

See also GeoCube and GeoRevolve.

Tip:  GeoCard's classic 3D system equivalent is the Card node.

Inputs and Controls

Connection Type

Connection Name

Function

Input

unnamed

The previous stage in the scene to which you want to add geometry.

img

The image file containing the material you want to apply to the object.

Control (UI)

Knob (Scripting)

Default Value

Function

GeoCard Tab

Path

prim_path

none

The root path of the new object. Path defaults a prim path variable {parent}/{nodename} which is equal to the node name, such as GeoCard1 or GeoCard5.

Parent Type

parent_type

Xform

Sets the type of prim to create if there are missing ancestors in the path.

Note:  Setting the Parent Type to None may cause some referenced objects to behave as if they don't exist.

Kind

kind

component

Sets the Kind associated with this object. Nuke only uses Kinds with the GeoDrawMode node, which allows you to display complicated geometry in a simplified form, such as a bounding box or crossed cards, to load scenes faster. It's also good practice to follow the conventions on the use of Kind to create properly-constructed USD stages if you intend to export the scene for use in your pipeline. The model option is valid, but should not be used in most cases:

model - the root prim in the scene, which is a superclass of group and component.

assembly - used to denote an important group in the scene.

group - a container for other kinds.

component - a leaf kind, which cannot contain other kinds apart from subcomponents.

subcomponent - a special leaf kind for use in components.

Purpose

purpose

default

Sets the object’s purpose, which can be used to control how a scene is rendered:

default - the object has no particular purpose and is rendered by default.

render - the object is the full resolution version for use when rendering the scene.

proxy - the object is a proxy version used for test purposes, which can be a lower resolution to decrease render times.

guide - the object is not rendered, but is visible in the Viewer for reference.

Note:  The render, proxy, and guide purposes are only displayed in the 3D Viewer when they are enabled in the Viewer Properties in the 3D tab.

Visibility

visibility

inherited

Controls whether the object and its descendants are visible in the scene:

inherited - the object's visibility is controlled by its parent.

invisible - the object and its descendants are invisible in the scene.

Display Color

display_color

1

Sets the color applied to the faces of the object. You can use the sliders, color picker, or colorwheel to select the required color.

Display Opacity

display_opacity

1

Sets the opacity applied to the faces of the object, where 1 is fully opaque and 0 is fully transparent.

Double Sided

double_sided

off

When enabled, the selected color and opacity is applied to both sides of the object's faces.

Orientation

orientation

XY

Sets the orientation of the card on the XY, YZ, or ZX axes.

Image Aspect

image_aspect

on

When enabled, the input image's format controls the card's aspect ratio. If no input image is connected, the Project Settings > full size format aspect ratio is used.

When disabled, the card's aspect ratio reverts to a square format.

Rows/Columns

rows

8

Sets the number of rows on the object. The maximum value is 4096, but high values may cause instability.

columns

8

Sets the number of columns on the object. The maximum value is 4096, but high values may cause instability.

Z

z

0

The card is placed this far from the origin and scaled in line with the lens-in focal distance and lens-in haperture value.

Lens-in Focal

lens_in_focal

1

This is the focal length of the camera that took the picture on the card. The card is scaled to the correct size so that at distance z it fills this field of view.

Lens-in Haperture

lens_in_haperture

1

This is the horizontal aperture of the camera that took the picture on the card. The card is scaled to the correct size so that at distance z it fills this field of view.

Subdivision

subdivision_scheme

none

Sets the subdivision method to apply to this object:

catmullClark

loop

bilinear

none

Note:  The level of subdivision can be adjusted using the Viewer node's Properties on the 3D tab under Refine Level. The Refine Level only affects the Viewer output, not the final rendered scene.

Boundary

interpolate_boundary

none

Controls where interpolation is applied at boundaries between faces:

none

edge only

edge and corner

Transform Tab

file_menu

N/A

Select to import or export a channel file:

Import chan file - import a channel file and transform the object according to the transformation data in the channel file. Channel files contain a set of Cartesian coordinates for every frame of animation in a given shot. You can create and export them using Nuke or 3D tracking software, such as 3D-Equalizer, Maya, or Boujou.

Export chan file - export the translation parameters that you’ve applied to the object as a channel file. This is a useful method of sharing setups between artists.

snap_menu

N/A

Choose what a selection in the Viewer or pivot point is snapped to in the Viewer:

Geo to Selection (position) - the object is snapped to a new position depending on the points selected.

Geo to Selection (position, orientation) - the object is snapped to a new position and orientation depending on the points selected.

Geo to Selection (position, orientation, size) - the object is snapped to a new position, orientation, and size depending on the points selected.

Pivot Point to Selection (position) - the pivot point is snapped to a new position depending on the points selected.

Pivot Point to Selection (position, orientation) - the pivot point is snapped to a new position and orientation depending on the points selected.

Pivot Point to Selection (orientation) - the pivot point is snapped to a new position, orientation, and size depending on the points selected.

Transform Order

xform_order

SRT

Sets the operation order for scale (S), rotation (R), and translation (T). The possible operation combinations are SRT, STR, RST, RTS, TSR, TRS.

Rotation Order

rot_order

ZXY

Sets the order of rotation. The possible axial combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX.

Translate

translate

0, 0, 0

Lets you translate the object along the x, y, and z axes. You can also adjust translate values by clicking and dragging the object in the 3D Viewer.

Rotate

rotate

0, 0, 0

Lets you rotate the object around the x, y, and z axes. You can adjust rotate values by holding down Ctrl/Cmd and dragging in the 3D Viewer.

Scale

scaling

1, 1, 1

Lets you scale the object on the x, y, and z axes.

Uniform Scale

uniform_scale

1

Lets you scale the object simultaneously on the x, y, and z axes.

Skew

skew

0, 0, 0

Lets you skew the object on the x, y, and z axes.

Pivot Translate

pivot_translate

0, 0, 0

When you make changes to a 3D object’s position, scaling, skewing, and rotation, these occur from the location of the object’s origin point or pivot. The pivot translate and rotate x, y, and z controls allow you to move and rotate the pivot point as required - you can even move it outside of the object. Subsequent transformations applied then occur relative to the new pivot point location and rotation.

You can hold down Ctrl/Cmd and drag the pivot point to a new location in the 3D Viewer.

Pivot Rotate

pivot_rotate

0, 0, 0

Local Matrix

Specify Matrix

use_matrix

off

Enable this control to specify matrix values for the object you’re transforming as an alternative to setting transform, scale, skew and pivot values above.

Matrix

matrix

N/A

The matrix displays values from the object’s transform, rotate, scale, skew, and pivot controls.

Check specify matrix and copy or drag-and-drop matrix values from another object to apply those values, for example, if you wanted to align objects in a scene.

Lens Distortion Tab

Lock to Vertical

use_vertical_lock

off

When enabled, the distortion is limited to the width, vertical distortion is locked.

A (r^3)

lens_in_distort_a

0

Defines a cubic term that affects the radial distortion of the texture applied to the card, and the edges of the card.

Positive values make the card rounder, negative make the corners sharper. The lens distort values can be used to simulate camera lens distortion effects, such as barrel distortion.

B (r^2)

lens_in_distort_b

0

Defines a square term that affects the radial distortion of the texture applied to the card, and the edges of the card.

Positive values make the card rounder, negative make the corners sharper. The lens distort values can be used to simulate camera lens distortion effects, such as barrel distortion.

C (r^1)

lens_in_distort_c

0

Defines a linear term that affects the radial distortion of the texture applied to the card, and the edges of the card.

Positive values make the card rounder, negative make the corners sharper. The lens distort values can be used to simulate camera lens distortion effects, such as barrel distortion.

Old Distortion

Distortion

lens_in_distortion

0

Applies a lens distortion effect using an older Nuke algorithm. Smaller values make the edges of the card rounder, large values make the corners sharper.

Power

lens_in_power

4

Controls the strength of the distortion parameter on the card.

Deform Tab

Type

type

none

Select the deform type from the dropdown menu:

none - the card is not deformed.

bilinear - the card is deformed using handles and the bilinear controls.

bicubic - the card is deformed using handles, tangents, and the bicubic controls.

Reset Handles

reset_handles

N/A

Click to reset the handles and tangents to their default position. A warning displays to confirm the reset.

Reset Tangents

reset_tangents

N/A

When break tangents is disabled, click to reset the tangents to a third of the distance between their handle points to smooth out the deform curves. A warning displays to confirm the reset.

Note:  This control has no effect when type is set to bilinear.

Copy

copy_shape

N/A

Click to copy the current handle and tangent positions into a temporary buffer.

Paste

paste_shape

N/A

Click to paste the handle and tangent positions from the temporary buffer onto the card.

Set Key

set_key_shape

N/A

Click to set a key for this frame on the handles and tangents.

Delete Key

del_key_shape

N/A

Click to delete a key from this frame on the handles and tangents.

Delete Anim

del_anim_shape

N/A

Click to delete the entire animation of all handles and tangents.

Bilinear Controls - only available when Type is set to Bilinear

X/Y Points

x_points

3

Sets the number of x/y control points in the grid. The grid is not modified until you click new shape.

y_points

3

New Shape

new_shape

N/A

Click to apply the current x/y points values to the grid. A warning displays to confirm the new shape.

X Subdivide

x_subdivide

N/A

Subdivides the control points on the x axis creating new points equal to x points -1.

Y Subdivide

y_subdivide

N/A

Subdivides the control points on the y axis creating new points equal to y points -1.

UV Position

uv_position

0.3525, 0.3525

Sets the position of the uv subdivide handle.

UV Subdivide

uv_subdivide

N/A

Click to subdivide the card at the uv position. If the uv subdivide handle is on the card edge then only the u or v is subdivided.

U Subdivide

u_subdivide

N/A

Subdivide the card at the u position. If the uv subdivide handle is on the card edge then there is no subdivision.

V Subdivide

v_subdivide

N/A

Subdivide the card at the v position. If the uv subdivide handle is on the card edge then there is no subdivision.

CP

control_points

N/A

This collection of controls is used to navigate around the control points on the card. The index starts at 0 and each control point is described by column/row locations and three xyz coordinates.

The left and right arrows change the column index of the control point.

The up and down arrows change the row index of the control point.

Bicubic Controls - only available when Type is set to Bicubic

X/Y Points

x_points

3

Sets the number of x/y control points in the grid. The grid is not modified until you click new shape.

y_points

3

New Shape

new_shape

N/A

Click to apply the current x/y points values to the grid. A warning displays to confirm the new shape.

X Subdivide

x_subdivide

N/A

Subdivides the control points on the x axis creating new points equal to x points -1.

Y Subdivide

y_subdivide

N/A

Subdivides the control points on the y axis creating new points equal to y points -1.

UV Position

uv_position

0.3525, 0.3525

Sets the position of the uv subdivide handle.

UV Subdivide

uv_subdivide

N/A

Click to subdivide the card at the uv position. If the uv subdivide handle is on the card edge then only the u or v is subdivided.

U Subdivide

u_subdivide

N/A

Subdivide the card at the u position. If the uv subdivide handle is on the card edge then there is no subdivision.

V Subdivide

v_subdivide

N/A

Subdivide the card at the v position. If the uv subdivide handle is on the card edge then there is no subdivision.

Uniform Subdivide

uniform_subdivide

on

When enabled, the tangents are shortened to create a more uniform subdivide.

Break Tangent

break_tangent

off

This control is present for the purposes of backward compatibility and should not be used in new scripts.

Mirror Tangent

mirror_tangent

off

This control is present for the purposes of backward compatibility and should not be used in new scripts.

CP

control_points

N/A

This collection of controls is used to navigate around the control points on the card. The index starts at 0 and each control point is described by column/row locations and three xyz coordinates.

The left and right arrows change the column index of the control point.

The up and down arrows change the row index of the control point.