Intro to UnrealReader - Nuke 13.2
Learn all about how to use Foundry's new UnrealReader node in Nuke 13.2. This amazing tool allows you to sync up Unreal Engine 5 or UE4 directly with Nuke X, Nuke Studio, Nuke Indie and Nuke Non-Commercial. In order to render out render passes such as z-depth, world position, world normals, base color, lighting, stencil layers, etc. It's an amazing tool with everything in the right place to make your life a whole lot easier when it comes to working with any renders coming out of Unreal.
- Visit CG Spectrum if you want to learn Unreal Engine with the guidance of a mentor
@ www.cgspectrum.com/learn-unre...
- Nuke Server Plugin: www.foundry.com/products/nuke...
- Request Linux dev build through Foundry Support: support.foundry.com/hc/en-us
FAQ:
Q: Question
A: Answer
Q: I switch to a different Map and Nuke just hangs for a long time, and then finally renders an image
A: This could be because the shaders are still building in the map you’re trying to access from the UE project. If this is the case, switch to UE and you’ll likely see the Movie Render Queue rendering window showing a message along the lines of “building shaders”.
Q: Some elements in my render (like smoke and sparks) look different to what is shown in UE’s viewport, and also change if I alter a UnrealReader setting on the same frame?
A: Some of the physics/emitters in UE are non-deterministic (and may not have an option to be made deterministic), so individual renders from UnrealReader may not match. This can also apply to motion blur, or any post process items that use temporal / spatial samples.
When using the UnrealReader node Write section render option to render the whole Sequence out to EXRs, the problem should not exist and the elements should be temporally correct.
Q: I’ve created a new Camera in a level sequence using either the + Track button / right-click-on-left-area-of-panel - Actor to Sequencer, but in Nuke the UnrealReader doesn’t seem to render the correct thing, and the Camera tab shows 0,0,0 for the transform and rotation data (with no animation)?
A: This is likely caused by a UE Level Sequence issue whereby adding a camera using this method to an existing Camera Cuts track will not bind the camera to that Camera Cuts track, even if the name of the camera is the same as the one you had before (and perhaps deleted).
You need to click on the Camera Cuts + Camera button and rebind the camera you’ve just added.
If there is no Camera Cut track to start with, then UE will do it correctly and bind it on creation, so there won’t be any issues as mentioned above
Q: When I add a UnrealReader node initially it hangs Nuke for about a minute, then finally connects (beach ball on Mac, blue spinner on Windows)
A: This can be one of two things. From experience when this has occurred, it tends to be that the port number being used has had some form of issue. First try changing to a new port in both Nuke and Unreal. If a new port fails, restart your computer to try and clean up the ports.
It can also be due to the number of Maps/Sequences in a UE project being very large, which can mean a lot of data to read. We have seen this in the Matrix City scene released with UE5.
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---------------
Timestamps:
00:00 - Intro
02:04 - CG Spectrum
02:52 - Necessary Plugin - Nuke Server
04:05 - Nuke Server setup in Unreal Engine
05:07 - UnrealReader node in Nuke
08:11 - Addressing Possible Colorspace Issues
11:20 - Picking Stencil Layers
12:55 - Render Layers
13:15 - Advanced Tab - Movie Render Queue Settings
14:25 - Cameras
17:23 - Writing Renders to Disk
20:36 - Outro & Thanks
--------Cameras and Gear Used To Film This Video ------
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Пікірлер: 227
houdini engine+unreal reader = best cg workflow ever existed
@WilliamFaucher
2 жыл бұрын
It's pretty great :)
hey man! just wanted to let you know you're my favorite channel right now, please keep up with the amazing content! i've begun diving into virtual production and your channel has been beyond precious to me, thank you!
This alone is making me want to explore and get into Nuke. Thanks for all the content Will!
SOOOOOOOOO Awesome William! Such an amazing way to work with Unreal and compositing/post!!! Thank you sir!
Awesome William!! It would be so interesting to see a walkthrough of how to use the passes in Nuke, like the normal and world position passes. Perhaps even adding 2d post effects like dust and smoke. The possibilities of Nuke are endless, and it would be awesome to gain a little further understanding of the workflows and functions. Thanks again!
@zachmandt2971
Жыл бұрын
Agreed, a deeper dive for these things could be great, I've been struggling with figuring out a way to make the WorldPosition more useful, at the moment I am using it but it's causing artifacts, and I can't find any info on how to control it through a console variable or any other way.
Wonderful addition to nuke, this is going to be a game changer in real time compositing. Cheers to william for neat explanation
This is a surprise! thank you so much for covering this!
Wow...as a lighter/compositor who works on animated features, I have to say this is one of the most amazing features I've seen added to the Unreal render workflow. This is huge for anyone looking to use Unreal for animation. Seamless integration with Nuke...wow.
@Silpheedx
2 жыл бұрын
RIGHT! Same!
@vanyakapetanovic4018
Жыл бұрын
Except that you can’t export passes important for professional workflow like light passes or spec, roughness of materials and so on. This is really basic but it is what it is
I am so overwhelmed right now. Game changer for a compositor/Unreal artist like me.
Exciting tool, may be worth checking it out for more compositing options. Thanks for mentioning my project and for your time during the studies! :)
@WilliamFaucher
2 жыл бұрын
Cheers man, well-deserved!
Really been enjoying your tutorials! I've learned a ton!
William your lectures are so helpful.....
Magnifico, William! Gracias.
Thanks for your tutorials William!
@WilliamFaucher
2 жыл бұрын
Thanks for watching!
This convinced me to stop procrastinating and learn Nuke. Thankyou so much.
Amazing! thank you for your tutorials!
Big fan of your tutorials , great teacher top :D thanks and have a great day!
yes i was waiting for this William
Great! Thank you so much, William!
Really awesome video, thanks again Will! It would be great to have a video example of you how you actually use Nuke to do some basic compositing with an UE shot/scene. I don't intend to master compositing, but any VFX filmmaker would surely benefit from knowing some basics.
This is awesome!
This is excellent! Now I wish I had a use for Nuke again! :D
Awesome video, I did not know about that plugin! Now I only need a Nuke license :D
William, you are amazing dude, thank you...
@WilliamFaucher
2 жыл бұрын
Thank you! :)
AMAZING VIDEO
Thanks man!
Good stuff as always William! Been following the plugin development for a while. As large parts of my work move towards UE I've been pushing my department to at least look at NukeX instead of AE. Sadly the cost of licenses is so high that even the biggest houses are passing up on it for their Pre/Post-vis departments. One day..
This is really exciting. I need to learn and implement nuke into my workflow this year. This is amazing and will super helpful in that process.
thank you very much! your channel is great!
@WilliamFaucher
2 жыл бұрын
Thank you!
Hey William, this is a super useful tutorial, such a nicer workflow than the regular render Queue. One thing I noticed though in colour settings is that if the input is set to 'Utility - Linear - Adobe RGB' I get a slightly closer transform to the original UE image. I'm not sure why exactly as it is set to sRGB/Rec 720 in the project settings colour management. I just thought I'd give you a heads up in case it allows you to also get even closer colours!
This thing is game changer!
@WilliamFaucher
Жыл бұрын
Yeah it's awesome for sure! I just hope epic improves the AOV's :)
Amazing, very useful infiormations. Thanks a lot! When I grow up I wanna be someone like you! lol
to be able to connect your own camera to film UE world gives great possibilities, eg: connecting tracked camera of live action plate and use that to composite UE renders with live action.
William, you downplayed the importance of being able to pipe a camera in to the unreal reader --- CAMERA TRACKS. I can now matchmove a shot in Nuke and feed the camera into UE -- additionally I can hook up an axis to the matchmove cam, and orient my scene in Nuke and UE at the same time. This allows artists to use UE5 for set extension, as well as adding 2D elements; smoke, fire, etc directly into a UE environment shot. I've been using this with UE4 up until now and it's been a bit clunky -- but as a Nuke comper who only dabbles in UE it's a game changer being able to keep as much of the control as possible inside of Nuke.
@WilliamFaucher
2 жыл бұрын
This is actually a great point! Like I've said, I'm not an advanced comper, but I know enough to know that this is an immensely powerful tool with a bunch of use cases. Thanks for sharing your thoughts on this!
@hglankshear
2 жыл бұрын
Hi Mike, I'm currently doing a matchmove of a shot and I'm trying to get the unreal reader node to let me do layout and set extension in NUKE. However, its been a bit difficult to find resources on matchmoving cameras and connecting this to Unreal. Got any ideas or good tutorials you know of? That would be immensely helpful :) Thank you
@MIKEPORTOGHESE
Жыл бұрын
@@hglankshear Nah I haven't seen much on it .. once I got the camera updating live from UE I basically just eyeballed it until the "Set extension" looked right. It was cool for some tests and experimenting, but I imagine would be a nightmare on a production without a more robust bridge. There's already a few youtube tutorials on how to set it up, once you get there it's pretty much up to your comping skills to be clever with it.
@hglankshear
Жыл бұрын
@@MIKEPORTOGHESE This is essentially how I ended up doing it. Would be amazing to have a more in-depth walk through of matchmove in Unreal and Nuke. I assume it'll come out one day!
Amazing
amazing tutorialllll
First to say....This is sick!
@WilliamFaucher
2 жыл бұрын
Thanks! It's such a cool tool!
DUUUUUUUUUUDE This seriously jsut solved my entire departments biggest current problem
💚Thx William💚 please make more nuke videos!!.
holy shit this is buff
Id love to see tradional Matte Painting projection tool.....something like the Decal which uses a clipping plane to project .,...and have it react more to the normals....with Overscan and tradiontal camera features
Awesome
This is amazing! Thanks for sharing! What scene do you have opened in Unreal?
Hey William Great Video as always, May I ask which Graphics Card are you using for Unreal Engine 5
Informative as always! I have been part of the beta testing of the UnrealReader when they were building it. It is great but UE itself needs to up their AOV game. At Pixomondo, we have been trying for the last two years to get UE to render the traditional render passes that offline renderers like Arnold provide like reflections, refractions and such but sadly it doesn't exist. There are hacks around it with console variables but even then they aren't true passes. The only viable beauty related passes in that list are the albedo passes.
@WilliamFaucher
2 жыл бұрын
I 100% agree with you, one of the main reasons is because none of this is fully raytraced, Unreal is a rasterized renderer for the most part, with partially raytraced features. There's a LOT of limitations to realtime engines compared to fully offline renderers. I'm sure they'll find a way to get things up to par, fingers crossed!
@IndyStry
2 жыл бұрын
@@WilliamFaucher But what I don't understand is that if UE is saving all the passes in buffer (including reflections/refractions) and then combining them to show final image, then why is it difficult to extract them out before letting them combine into full beauty? Using r.ShowFlag console commands you can turn off certain elements like reflection/refraction/GI etc but you can't do an isolate/solo command to just see reflection/refraction/GI. As of now currently we are using the subtraction method which gets the job done but isn't ideal. We render full beauty then render beauty minus reflection (using reflection showflags to turn it off). Then bring in nuke and do minus and you get pure isolated reflections. Same for other passes. It's an uphill battle for something so simple. :)
@kiranba2134
2 жыл бұрын
True! There's no way to use the unreal reflection pass, I've tried everything but no luck.
as a matte painter this is very intriging
William, thanks for yet another informative video! I wonder how this would work on my laptop with UE running on another workstation?
@WilliamFaucher
2 жыл бұрын
As long as you set up the ports correctly on the same network, you can absolutely run UE on another machine :)
I have noticed that with the new release of Unreal Engine 5 (5.0.2) there is no Nuke Server plugin yet. I tried to use the one for 5.0.1, but it doesn't work on 5.0.2. Hopefully they put a new one out soon, anyway great video man, very helpful! 🙏
@cepwin
Жыл бұрын
Ran into the same thing...when I tried to connect to Nuke the unreal reader node had all the parameters greyed out. Correction: I was running the wrong version of Nuke....I thought I was running the latest but I was running 13.1 not 13.2v3...currently downloading
Nice rundown! We should do a collab at some point, maybe we could create something interesting or useful for people.
WOW that's incredible ! it just miss the possibility (if it's not there already ?) to render as lightgroups (meaning that you can have a light or a group of lights in separated aov) for beauty + diffuse + spec etc...
Fantastic as always William. This seems really developed now. Can I ask if this would allow you to have your your shadows sent as a render pass too? As that would be wonderful to then consider compositing on live action elements. Much appreciated
@WilliamFaucher
2 жыл бұрын
hi! Thank you! Unfortunately no, shadow pass isn't a thing yet.
@teacg7874
2 жыл бұрын
@@WilliamFaucher thanks William here’s hoping… appreciate the reply
Imagine when they come up with a blender link, o boy!
Hill Will. Thanks for these tutorials, appreciated. I am trying to find a series on lighting you did that uses the same scene/assets that you use in this UnrealReader tutorial, but I don't seem to be able to locate it... there were about 5-6 in the series. Could you point me in the right direction please?
Awesome video, do you recommend a Nuke/Unreal course?
Thank y❤️ u.
That’s awesome, just progress bar of writing to disks would be appreciated
@WilliamFaucher
2 жыл бұрын
You can alt-tab to the Movie Render Queue window that is running, that'll show the progress, but yeah would be cool to see in nuke.
@diyz3n
2 жыл бұрын
@@WilliamFaucher yeah I meant in Nuke of course because in my opinion unreal UI it’s so distracting to me, I’m so happy lot of those settings are available in Nuke now
nice
Hello Will...have you explored setting up unreal to show live webcam and NDI to do live realtime composite. You can enable NDI in nuke then use OBS set on window capture to have nuke screen available for live stream. I'm now exploring how you use unreal to capture live webcam and NDI best joe
good sir I cannot find this utility in the options, what should I do, I am using Nuke x 13.2v1, thank you in advance
Hello William. As you know, Lumen technology came with UE5. Can you make a video on how we can optimize this feature?
Does the UE reader in Nuke read "camera shake" data from UE/Sequencer? The Map path is locked up to the content root folder, what we have is a custom pipeline, can we have "custom directory" path options for maps? This would help solve a custom pipeline around Perforce folders.
Hello William, first of all thank you for this super informative video. Do you know if Davinci Resolve will offer such a solution in the near future?
Hi William!! You are amazing!! What annoys the hell out of me in unreal 5 is when you select your cinematic actor camera and a window showing that camera view appears. How do I get rid of that window , How do I make it not appear when I select my camera?Really annoying when you're trying to move a camera when this window keeps appearing in front of it grr..
Hi, thank you for showing us the latest update! I can see you ran out of time to cover "limitations". Can you confirm any volumetric (clouds, exponential height fog, etc... ) can go in a layer? Do you know what happens with glow, lens flare for layers? Also, are the cryptomattes perfect for grading on a motionblurred object ( no halo/fringe )? Thank you for your videos, always inspiring :)
@WilliamFaucher
2 жыл бұрын
I don't think volumetrics can be in a layer, no. Glow, lens flare, and etc, are post process effects, not layerable actors. Cryptomatte and other passes, will need to be motionblurred in post with motion vector passes :)
Are the passes coming out of UE better now? For example zdepth and just depth of field in general with cryptomatte?
Considering all the utility passes have no Depth of field, or Motion Blur, I'm having a hard time understanding how to use them without doing the DOF and Motion Blur entirely in post for the beauty render. Is that what you have found as well? I was hoping you'd get into this part. Thanks again William, as always vert insightful. much appreciated.
@WilliamFaucher
2 жыл бұрын
Because DoF is usually added in post. The DoF in Unreal is purely just a postprocess effect, and you generally don't want the utility passes blurred out. You can rebuild the CG using the Depth Pass, Motion Vectors, to get the motion blur and DoF to show up correctly in Nuke. You should be disabling multisample effects when rendering passes, but that's a topic for another video!
@halfMTstudios
2 жыл бұрын
@@WilliamFaucher makes sense... thanks bro
@patriciotr9753
2 жыл бұрын
Love to watch a tutorial about Motion Vectors and DoF in nuke from UE, also how to work in 32bit for exposure changes
Wow, thats a very cool plagin. How about rendering time if render from the nuke is it the same or slower/faster compared to direct rendering from UE5 ?
Using the Camera from Unreal live, can it also feed thru the deep information? ie pixel depth from camera, and use that to rebuild the scene in 3d in nuke (ie pixels in depth in 3d) ? So you can effectively also depth composite layers, or elements on cards etc?
Thank you for the great tutorial. I am new to pretty new to Nuke but this workflow will be game changer for me going forward. One question : I seem to be having problems adding stencil layers to the Layer List in Nuke: I am using NUKE INDIE 15.v4 & Unreal 5.3.2 . Windows 11 machine. I have Stencil Layers selected in the Unreal Reader (as per your tutorial). I can see the Cryptomatte in the viewport but cannot add layers to Layer List in Nuke. I am using the Nuke 14.1/15.0 Foundry plugin. Should I try installing Unreal 5.3.1? or Nuke 15? Thanks as always Adam
Hey William, big fan here! Can you make a video about Golaem . It's a plug in for Crowd animations and it's free and supports Unreal Engine 5 ,but only for Early access. I think it's interesting , I just saw it now that exists and I was wondering do you know about it. IT will be cool to see your take on it.
Hi, can you show us how to comp unreal engine passes in nuke ? and explain how to uses the unreal passes for compositing?
@WilliamFaucher
2 жыл бұрын
I will soon!
@bhupendrasoni6419
2 жыл бұрын
@@WilliamFaucher thank you sir
thank you for video. I made a link with unreal. but the animations in the unreal play very fast. how can I fix?
Cool! Did you compare render time to SEQ from USE directly and from Nuke? Anyway to render via Nuke is more usefully I think) thank you for your video!
@WilliamFaucher
2 жыл бұрын
Assuming you mean MRQ and UE, Nuke literally uses MRQ. It's not a separate thing :)
@alexraycan
2 жыл бұрын
@@WilliamFaucher yeah, sorry😁 I understood that later, when deep in comments 😁
Saludos desde Ecuador estimado, tengo un problema en unreal 4.27, la malla estática no genera los polígonos del teselado para desplazamiento , el material de desplazamiento en la previa funciona muy bien pero al aplicarlo en la malla no funciona, la malla ya fue corregida incrementando mas polígonos, alguna sugerencia??.. gracias
Adjusting a camera isn't all that niche necessarily. Often 3D camera's can look too smooth, and it would be very simple to make a easily adjustable couple of sliders in nuke to add some noise to the camera move, though i would recommend using an Axis in Nuke so the added changes to the camera are non-destructive :)
@WilliamFaucher
2 жыл бұрын
Hey that's great! That's a usage I hadn't even considered!
@codexdelux
2 жыл бұрын
@@WilliamFaucher Oh important point i forgot. If you're gonna noise or add values to rotation through an axis, you may want to link the x,y,z of the pivot to the position of the original camera, this way the pivot point is always the position of the camera, and you don't start rotation from the Origo or something, which might give janky results :)
Thanks for this video William. So happy you've made all of these. I have one problem so far in this workflow; when I try to find the OCIO utility folder (using Nuke Indie) I can't see it or the Utility - Linear - RGB profile. Do you know if there is anyway to obtain this? Thanks
@ThePOD3
Жыл бұрын
Agreed, great video! Same for me though. Nuke Indie. No Utilities folder under the Inputs list.
@JoshuaEiffel
Жыл бұрын
@@ThePOD3 Did you find a work around Philip? I'm still having trouble getting the colour right! Also I'm working in REC709 in Nuke which might not be helping
@JoshuaEiffel
Жыл бұрын
Actually I've found this is the exact issue! I switched my project settings to ACES and now I'm seeing the Utiity folder options :)
@ThePOD3
Жыл бұрын
@@JoshuaEiffel No, not yet! I'll look into the issue more around christmas and will let you know, if i find the solution.
@JoshuaEiffel
Жыл бұрын
@@ThePOD3 pretty sure the solution is to switch nukes colour settings to Aces
Would you ever consider a Houdini x Unreal Tutorial. I would love to see that
@WilliamFaucher
2 жыл бұрын
I'm not a Houdini expert in any way shape or form, so it's unlikely :)
@tommyford1301
2 жыл бұрын
@@WilliamFaucher All good 👍 thanks for all the wonderful tutorials, they've been so much help
Awsome video! I have question though... do i have to use the build in write functionality in the read node or can i use Nuke's regular write node as well?
@WilliamFaucher
2 жыл бұрын
I'm not sure, you can try Nukes write node, but I didn't really have a reason to not use UnrealReaders, it's convenient to have it there in the same place.
@WilliamFaucher
2 жыл бұрын
@@rebeccacedermalm1533 Thanks for chiming in, Rebecca!
@markusps3248
2 жыл бұрын
But appears to me the build in Write only renders des immediate result of the Read. If there was an entire compositing tree underneath your Unreal Read node you would need to use a standard Write to render the end result of you comp, right?
@WilliamFaucher
2 жыл бұрын
@@markusps3248 This is just what I would do, and by all means perhaps not the best/correct way, but I would write my renders to disk using UnrealReader, THEN do my comp tree, and then write node at the end. Because the moment you start scrubbing the playhead, Unreal needs to rerender everything (which is slow and annoying) unless you've written your render to disk.
@markusps3248
2 жыл бұрын
Alright got it, thanks to both of you 👍...
Hi William , first of all , thanks for your tutorials , are so helpfull When I try to launch render process from secuencer with a active animated camera and this on camera Cuts too, then I go to movie render queue and set the correct settings for render and hit render local. But then the camera goes to 0,0,0 coordinates I think and don't render the camera view correctly. ( In other words , the camera focus to another point view, not the animated frames . Is like render a wrong camera. Do you know whats going on??? Thanks in advance
Does rendering within Nuke still yield optimal and photorealistic results, similar to using the Render Movie Queue within Unreal? And can it be used to render with various options like Ray Tracing, Lumen, Path Tracing, Gpu Lightmass? Thank you for such an excellent video and explanation!
@WilliamFaucher
10 ай бұрын
You're not rendering in nuke, Nuke is just using the Movie Render Queue, and reading the files rendered directly.
@starlingvfx
10 ай бұрын
OHH ok I understand .. thank you very much for answering!@@WilliamFaucher
Is the demo scene shown in this video available on the Marketplace?
@WilliamFaucher
2 жыл бұрын
yeah it’s the Slay demo!
Make a video about control rig and basic animation at unreal please!
@WilliamFaucher
2 жыл бұрын
I'm not an animator, sorry!
hey but this isnt rendering any of the stuff you do in nuke like color correction nodes and edge softening etc? those things get lost? i pressed render and all the color grading nodes in nuke for some layers just dont come out in the render. is that expected?
Hi William, do you know if its possible to render light ID AOVs ? Looking to have indirect/direct light passes for each light, and p-ref style aov but cant find anything like this online. thanks!
@WilliamFaucher
Жыл бұрын
Unfortunately you cannot
This is awesome, will there be a version for Fusion? I have Fusion and not Nuke... can't afford it.
@WilliamFaucher
2 жыл бұрын
The Foundry makes Nuke, so it seems unlikely they will make a version for Fusion :P Nuke indie is pretty affordable though, and Nuke NC is free.
@RonnieMirands
Жыл бұрын
I bet half of the people here uses Pirate Nuke, and they act like they bought it. I am on Fusion side as well.
How do I customize the camera I choose to export to
can you recommend a channel that goes this in depth on blender stuff? I'm learning that, and although I want to learn unreal, my PC can't exactly handle that.
@WilliamFaucher
2 жыл бұрын
There are so so so many YT channels about blender, more than Unreal channels actually. But Blender isn't necessarily easier to run on your PC than Unreal is to be honest, at least when it comes to rendering.
Didnt know under which your video leave a comment - but could you please advise me what am I doing wrong? Im trying to make vector pass and read it in after effects but the image is just yellow just like it doesnt have any motion vector info, I can turn on and off in the camera settings how strong motion blur will be in the final image but cant make it as a pass image. What am I doing wrong?
god
Hi william, i have a small question, it is not related to this video, in my UE5 i have imported a heightmap of 10992km, i go down to it and it gives me the sky when i look up or directly down, is this because my computer cant handle the whole map or is it because i need to change a setting in ue5? pls reply to this comment because this is getting quite annoying. lol
wow it's Amaizing, Is it work without internet?..
@WilliamFaucher
2 жыл бұрын
Sure, you just need a network :)
For some reason, my unreal reader node in nuke(13.2v3) is all greyed out (meaning I can't set a server connection). The server is shown running in UE5. Any idea why? Cheers
@borisfm3562
Жыл бұрын
I believe it only works in NukeX (could be NukeX Non_Commercial as well)
But could we create custom AOV's. Like for example If i'm doing a Logo Animation, and I want to generate gradients on my text object. (Like on the Z-axis of the extrusion or a vertical gradient across the whole object ect.) Is it possible to use those custom AOV's directly inside NUKE. That would be sweet.
@WilliamFaucher
Жыл бұрын
I don't think custom AOV's are supported yet at the moment unfortunately
Hello! would UE5.3.1 work with the unrealreader from nuke specified for UE5.2?
Hi, i use unreal 5.1 and Nuke 14.0 Non-Commercial. Somehow Nuke cannot use UnrealReader, everything on the left side (UnrealReader-Render-Advanced-Camera-Variables-Node) is greyout. Is this because i use Non Commercial version or something else?
Is it possible to render alpha for specific objects? For example using stencil layers. I have an HDRI backdrop in the scene, which is basically a mesh object (which is not transparent). I need to separate my foreground object from background (hdri backdrop). It is not the way to use crypto, as I need high quality motion blur. Thanks
Hey William, I followed your instruction to a tee but I can't get past step 3... I get a node error and the properties are greyed out. Is there a fix for this? I just found this, wondering if this is my problem? Unreal Reader for Nuke requires a valid NukeX, Nuke Studio, or Nuke Indie license. After a little research I found the problem!! We have to use the NUKE X non-commercial for this to work, I can't remember if you mentioned that, I'll go back and look!
Hopefully bmd will make a similar plugin eventually for fusion 🤔🤔 at least supporting USD will help 😉
@WilliamFaucher
2 жыл бұрын
Would be great but I'm not holding my breath. BMD doesn't really tend to support third party apps very much.
@mariotriforce
2 жыл бұрын
@@WilliamFaucher while true it would benefit fusion -tho the fusion connect with avid still works - & while I hope for a new fusion 3d engine it's one way they could save RnD money's so we'll see, with resolve 18 being 93%+ of the way their they can now truely inovate 😋😋 at that knowing the foundry they could have patented this workflow hmmmm...
Hi William and guys, i'm a student in animation school and currently i'm working on my end project, working with UE5 and trying to make this bridge work. Problem I get is this seems extremely voracious and my 32Go ram gets instantly flooded when I'm trying to write from Nuke or even when my livelink is up; is it normal ? thanks for any answer (sorry bad eng)
@WilliamFaucher
2 жыл бұрын
I think the ram usage is entirely dependent on your Unreal scene for the most part? I haven't noticed exceptional ram consumption but I have 64gb and it was never an issue.
@Saba0dy
2 жыл бұрын
@@WilliamFaucher Thank you so much for the answer, it might actually be the Unreal scene that lacks some optimization since it's a student project with multiple people inputing data... Have a nice day and thanks again !
@Saba0dy
2 жыл бұрын
@@WilliamFaucher Okay my bad problem actually came from the Vram and not the ram; dead for me :/
Whats a sequence?