Hello Jason, > 1. Say I am a individual freelancer or working in a small studio. I can > look-dev in Atomkraft with static assets or animated assets handed off from > animators, and use all the features that Atomkraft and Nuke provides to set > up materials and calibrate HDR-textured lights for a shot. Should I then > render final frames directly in Nuke with Atomkraft and then comp final > shots in Nuke as well?
That is the main idea, yes. For the shots where this can be applied of course. > 2. I don't recall Nuke has the same capability of handling 3d > assets/geometries like Softimage or Maya. What if the asset I am dealing > with is already kind of heavy (e.g. hero character with couple million > polygon plus tiled 4K textures plus CG environment) in Maya, how can I > expect it to be manipulated in Nuke (with Atomkraft) and be rendered there. Regarding geometry & environments we are of course living inside Nuke, and we are bound to its ecosystem (for now - but we do have grand plans). With Alembic & Cortex you should not have such problems size-wise. Anyway, we can load geometry procedurally via delayed RIB archives at rendertime since the engine is RenderMan-compliant (3Delight). You can load RIB scene fragments (everything will be loaded including shaders & textures, but not lights & cameras* - currently) with AtomReadAsset, and tweak them with AtomTweakAsset. With respect to tiled 4K textures AtomReadAsset will just load their reference and they will be used at rendertime. We also have added an option to tile NUKE textures (currently globally and soon in fine-grained mode with AtomTexture which should be up in the next build). * (animated) cameras can be loaded in with AtomReadCamera (in Alembic format). > 3. If I am done the look-dev of materials and lighting setup for a shot in > Nuke with Atomkraft and want to port these back to Maya for final render > (along with other assets created somewhere else) with 3delight or PRMan, > does that mean I need the Atomkraft studio? So. There is no technical hurdle in backporting/syncing lookdev changes back to Maya/Soft/Houdini or wherever 3Delight shaders are used. We thought about it and we could do it if someone which has licenses demands it as our development for the Nuke plugin is and will be based on customer demand. Until no one asks, we avoid-going-back-to-3D :) About Studio we are not planning to release it yet. > Thanks! and sorry if my questions don't make sense as I am still trying to > understand this freaking cool product. > - Jason Absolutely my pleasure. And thanks for the freaking cool comments! :) P. _______________________________________________ Nuke-users mailing list [email protected], http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
