View Full Version : Nuke 4.7v3 Released
nathan
July 30th, 2007, 11:58 AM
Nuke 4.7v3 is now available to download. This maintenance release, available to all customers on support, fixes a number of stability problems identified in Nuke 4.7v1 and v2. Customers on maintenance will not need a new license key to run Nuke 4.7v3.
http://www.thefoundry.co.uk/promo/nuke.html
NEO
July 30th, 2007, 03:00 PM
Good new! loads of bugs fixed. =)
VFXTalkDotCom
July 30th, 2007, 04:49 PM
yea - they put a lot of work into this release... anxious to see what the feedback is like!
nathan
July 30th, 2007, 05:47 PM
Right from the start they had most of the bugs fixed that were introduced with 4.7v1 and 4.7v2. Most of my time was spent checking old bugs and just making sure nothing of mine was broken compile wise.
I haven't had much time to play with this final version but from the little time I have it seems to handle pretty decently. I did have a compile error with the final v3 that hadn't showed up in the betas which kinda surprised me, was nothing more then a header file on Windows that previously included a link for <windows.h> but no longer did, solution was to just manually add it.
Aruna
July 30th, 2007, 11:23 PM
I've finally gotten my eval license.. Working on getting a devl lic, but I really have no clue what types of plugins I would be able to create....
nathan
July 30th, 2007, 11:33 PM
It comes down to what do you use gizmo wise that is just ass slow in a gizmo. Custom file loaders etc are another type of plugin you could do.
The problem if you call it that is gizmos/macros tend to be all you need for most situations, its not until you start doing a ton of merges, color expressions etc that making a plugin just makes more sense. You can also get at more different kinds of knobs with a plugin and configure a ui for the parameters tab better.
Me and Instinct are here Aruna should you ever have a question about the NDK, both of us combined are a pretty decent resource to tap. Beings Instincts on Windows and I'm on Linux we cover both bases pretty decent together.
I updated my tutorial with quit a bit more info explaining _validate if you haven't checked it out. Grasping just what _validate does, info, rows, and a few other things common to a Nuke node are kinda hard in the beginning to wrap your head around, trust me I've been there and still am in certain areas.