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.
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