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Nuke 6.0 / NukeX 6.0 - awesomeness!!
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Andreas.Jablonka is Offline
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Nuke 6.0 / NukeX 6.0 - awesomeness!! - April 23rd, 2009, 12:34 PM

Nuke 6.0

Nuke 6.0’s direction has been led by artist feedback and incorporates a completely new shape rotoscope and paint toolset based on a rewritten core curve library and new RotoPaint node. This release introduces a flexible, non-destructive, layer based paint hierarchy integrated with Nuke’s animation and tracking capabilities and supporting per-object attributes such as blending modes and motion blur.

As an additional benefit, The Foundry’s highly acclaimed Keylight keyer is now a standard feature included with Nuke 6.0.
NukeX 6.0

NukeX 6.0 is a new compositing product incorporating an integrated 3D camera tracker, lens distortion tools and FurnaceCore – The Foundry’s just-announced revamped set of Furnace plug-ins.

Offering VFX users two different Nuke products enables facilities of all sizes to implement a Nuke solution to fit a range of artist and customer needs. Nuke continues to be an evolving, flexible solution ideal for a multitude of VFX tasks, while NukeX brings previously unaccessible tools and workflow options to compositing artists, saving time and increasing the quality of their work. Nuke and NukeX are fully script compatible, with Nuke capable of viewing and rendering nodes created using the extended NukeX toolset.

All Nuke users with a valid maintenance contract at the time of Nuke 6.0’s release in Q3 will get a free upgrade to NukeX.

Key new capabilities in Nuke 6.0:

RotoPaint
Any number of shapes and paint strokes with a flexible layer/group hierarchy
Per-point and global feather
Per shape motion blur
Individual shape, stroke and group attributes and transformations
Animation key frame and tracker support
Recursive clone and other brush effects
Blending modes and layer operations

Key new capabilities in NukeX 6.0:

3D Camera Tracker
Integrates directly into Nuke’s 2D/3D image processing environment providing live and in context access to Nuke’s powerful pre and post processing tools
Analyze 2D image sequences and automatically solve to re-construct the 3D camera with unknown, approximate or known, constant or varying constraints
Control automatic track selection and distribution and add user generated track data
Automatic geometry creation for 3D point cloud and camera scene native to Nukeʼs 3D and animation system

Camera Lens Distortion Tools
Integrates directly into Nuke’s 2D image processing environment
Un-warp and warp image sequences using a parametric lens model
Lens modeling through automatic analysis or manual feature identification

Furnace Core
Furnace Core contains the core plug-ins from The Foundry’s Award Winning Furnace tool set. The set have undergone many enhancements, including improved parameter layouts and documentation.

Kronos, high quality time warping based on optical flow technologies
MatchGrade, copy the grade from one sequence to another
MotionBlur, add realistic blur based on the motion in the scene
DeNoise, removes or reduces all kinds of noise from your footage
DeGrain, optimised removal of film grain from a plate
ReGrain, add grain to your clean plates or graphics from stock or sample your own
DeFlicker2, removes in-scene flicker from light sources of all kinds
Steadiness, smooth a shots camera move, or lock off a shot completely
RigRemoval, remove unwanted foreground objects from a shot
Align, align similar shots automatically
WireRemoval, quickly clean up wires
VectorGenerator, generates motion vectors for use in other nodes

from http://www.fxguide.com/qt/1039/the-f...uke-52-and-66x



comments? Furnace Core alone makes me very happy )


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April 23rd, 2009, 01:12 PM

sounds cool.

i must say i was very disappointed with furnace in nuke 5.1 you would think foundry plugins would work in a foundry product, yet many of them simply didn't work.

have we heard a release date or price yet?


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April 23rd, 2009, 01:17 PM

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Originally Posted by the ckynus View Post
sounds cool.

i must say i was very disappointed with furnace in nuke 5.1 you would think foundry plugins would work in a foundry product, yet many of them simply didn't work.

have we heard a release date or price yet?
What parts did you have trouble with? I used it quite frequently for grain and wire/rig removal and it worked great. Way faster than in shake too.
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April 23rd, 2009, 01:47 PM

The only one that doesn't do the job for me is the Surface tracker. Too slow and not accurate enough results.

I thought scratch repair was better in the old version for Shake as well, for some reason.

Many of the others I find to be complete life savers. I wouldn't want to be on a production that didn't have at least one Furnace license.
  
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April 23rd, 2009, 01:47 PM

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Originally Posted by Gentle Fury View Post
What parts did you have trouble with? I used it quite frequently for grain and wire/rig removal and it worked great. Way faster than in shake too.
i think after over 5 years of no new shake we should stop this. yes nuke is faster in everything. but so is my computer than my other 5 year old computer...see my point?


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April 23rd, 2009, 01:48 PM

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Originally Posted by Gentle Fury View Post
What parts did you have trouble with? I used it quite frequently for grain and wire/rig removal and it worked great. Way faster than in shake too.
degrain / regrain had issues with anamorphic footage
color align resulted in pink frames
and a few others

i spoke to the foundry about it as i was on a 5.2beta test version and hopefully thats been resolved as part of the "built from user feedback" statement


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April 23rd, 2009, 02:16 PM

5.2beta test version?
  
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April 23rd, 2009, 02:26 PM

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Originally Posted by doodle View Post
5.2beta test version?
C:/Program Files/Nuke5.2v1b4/Nuke5.2.exe


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April 23rd, 2009, 02:43 PM

  
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April 23rd, 2009, 03:37 PM

Quote:
Originally Posted by Andreas.Jablonka View Post
i think after over 5 years of no new shake we should stop this. yes nuke is faster in everything. but so is my computer than my other 5 year old computer...see my point?
Andreas- thanks for speaking up. I've felt the same for a while.
  
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April 23rd, 2009, 03:44 PM

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Originally Posted by donaldStrubler View Post
Andreas- thanks for speaking up. I've felt the same for a while.
Both of you are right but Shake still has a home here on VFX Talk. Every incarnation of Nuke is an exponential leap from Shake 4.1. so of course the aspects of Nuke are faster and more robust than Shake. But for the sake of watching over the noobs shake is a good program. Hell with it Shake is dead long live NUKE and all it's comp glory.
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April 23rd, 2009, 03:45 PM

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Originally Posted by mboden View Post
Both of you are right but Shake still has a home here on VFX Talk. Every incarnation of Nuke is an exponential leap from Shake 4.1. so of course the aspects of Nuke are faster and more robust than Shake. But for the sake of watching over the noobs shake is a good program. Hell with it Shake is dead long live NUKE and all it's comp glory.
I love how you changed your emotive voice twice during that post.
Ha- its hard when you love both.
  
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April 23rd, 2009, 08:13 PM

Is anyone else excited about the new features? Rotopaint and tracking sounds fantastic as well as the updated Core.
  
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April 23rd, 2009, 10:38 PM

I checked out the new RotoPaint node and it is sweet, like a vector paint version of silhouette. Bsplines we're working, layers, multiframe edit, all transfer modes in paint, attach paint strokes to trackers, frame offset on strokes, onion skin.

3d tracker was also very well implemented. Way more then just a basic auto tracker like I thought it was going to be. Use manual tracks to assist auto. The ability to simply pick points on a wall or ground and just say "add card" or "add ground plane" which creates geometry in the right place without having to manually place it. Solve for stereo cameras but nothing more then that at the moment.
  
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April 23rd, 2009, 10:50 PM

Anywhere with screens or videos of the new roto/paint tools?


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