Paolo, Thanks for all the granular tech on AtomKraft. Another question.. does AtomKraft provide an Alembic exporter ? I read it imports, please excuse if you've already answered/inferred as much.
Thx, Ari Blue Sky Sent from my iPhone On Dec 21, 2011, at 11:16 PM, Paolo Berto <[email protected]> wrote: > 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 _______________________________________________ Nuke-users mailing list [email protected], http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
