Archives for posts with tag: nuke

Useful, everyday compositing plugins for Nuke

AFXSoftClip — Non-linearly reduce exposure. The algorithm was originally written for use in Eyeon Fusion. It’s much more intuitive than the Native Nuke implementation.

AFXToneMap — Exposure control, soft clipping, and dark contrast.

AFXMedian — Extremely fast median filter with sharpness parameter to reduce unwanted morphological changes and floating point size control. Faster than Nuke’s native median filter by an order of magnitude.

AFXChromaKey — Performs statistical analysis of chroma screen in LAB color space. Easily generate solid core mattes and detailed edge mattes. Invariant to lighting and grading changes due to per frame chroma analysis.

AFXDespill — Simply the best de-spill available. Output a spill matte to use as a mask for replacing de-spilled areas with a blurred version of the background or a reflection pass.

AFXAntiAlias — Morphological anti-aliasing to smooth ‘jaggies’ that are a very common problem with keying. Extremely useful for monitor comps.

AFXGlow — A beautiful glow.

Project Page: https://github.com/AuthorityFX/afx-nuke-plugins
Language: C++, Python
Platform: Linux
License: Mozilla Public License Version 2.0

Alembic is an open computer graphics interchange framework. Alembic distills complex, animated scenes into a non-procedural, application-independent set of baked geometric results. This ‘distillation’ of scenes into baked geometry is exactly analogous to the distillation of lighting and rendering scenes into rendered image data.

Alembic is focused on efficiently storing the computed results of complex procedural geometric constructions. It is very specifically NOT concerned with storing the complex dependency graph of procedural tools used to create the computed results. For example, Alembic will efficiently store the animated vertex positions and animated transforms that result from an arbitrarily complex animation and simulation process which could involve enveloping, corrective shapes, volume-preserving simulations, cloth and flesh simulations, and so on. Alembic will not attempt to store a representation of the network of computations (rigs, basically) which are required to produce the final, animated vertex positions and animated transforms.

The production ready version of Alembic 1.0 was announced at Siggraph 2011 and released on August 9th, 2011 by Lucasfilm and Sony Pictures Imageworks with support from major vendors including Autodesk, Side Effects Software, The Foundry, Luxology, Pixar’s Renderman and NVidia.

Home Page: http://alembic.io/
Project Page: http://code.google.com/p/alembic/
Language: C++, Python
Platform: Linux, OSX, Windows
License: New BSD License
Sponsor: Sony Pictures Imageworks, Lucasfilm

A RenderMan Interface-compatible display driver and Nuke plugin for direct rendering into the Nuke interface.  RmanConnect is based on a simple Client/Server model, suitable for rendering to/from a variety of applications. The TCP/IP interface code is handled using the Boost.Asio library. The display driver will theoretically build using any RenderMan-compatible renderer but the included CMake build script assumes you have 3Delight installed.

Home Page: http://danbethell.github.com/rmanconnect/
Project Page: http://github.com/danbethell/rmanconnect
License: New BSD

The Cortex project aims to provide a set of high quality C++ libraries and Python modules tailored for software development in the visual effects industry. Rather than producing end user tools, the project focuses on creating a reusable set of modules of use to TDs and programmers in a broad range of scenarios – allowing them to focus on the more interesting or innovative aspects of development. (more…)

Home Page: http://opensource.image-engine.com/
Project Page: http://code.google.com/p/cortex-vfx
Language: C++, Python
Platform: Linux, Windows, OS X
License: New BSD License
Sponsor: Image Engine