Nuke13.0v1 ReferenceGuide
Nuke13.0v1 ReferenceGuide
VERSION 13.0v1
Nuke™ 13.0v1 Copyright © 2021 The Foundry Visionmongers Ltd. All Rights Reserved. Use of this document and the Nuke software is subject to
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Stereoscopic images courtesy of Mr. Henry Chung, HKSC (http://www.stereoscopy.com/henry/). Images illustrating warping and morphing
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Thank you to Diogo Girondi for providing icons for the Nuke user interface and Tim Baier for proofreading.
Image Nodes 26
CheckerBoard 26
ColorBars 27
ColorWheel 28
Constant 29
CurveTool 30
Profile 34
Read 35
UDIM Import 57
Viewer 58
Write 68
Dither 102
DustBust 104
Flare 106
Glint 112
Grain 115
Grid 117
LightWrap 121
MarkerRemoval 124
Noise 126
Radial 130
Ramp 134
Rectangle 137
Roto 140
RotoPaint 161
ScannedGrain 184
Sparkles 188
Text 192
AppendClip 202
FrameBlend 204
FrameHold 206
FrameRange 207
Kronos 208
NoTimeBlur 217
OFlow 218
Retime 226
SmartVector 230
TemporalMedian 234
TimeBlur 236
TimeClip 238
TimeEcho 241
TimeOffset 242
TimeWarp 244
VectorGenerator 245
VectorToMotion 250
AddChannels 251
ChannelMerge 252
Copy 255
Remove 259
Shuffle 261
ShuffleCopy 263
Add 265
Clamp 267
ClipTest 270
CMSTestPattern 272
ColorCorrect 274
ColorLookup 278
ColorMatrix 281
Colorspace 283
ColorTransfer 287
Crosstalk 288
Exposure 290
Expression 294
Gamma 304
GenerateLUT 307
Grade 310
HistEQ 315
Histogram 316
HSVTool 318
HueCorrect 321
HueShift 324
Invert 326
Log2Lin 328
MatchGrade 331
MinColor 343
Multiply 345
OCIOCDLTransform 347
OCIOColorSpace 350
OCIODisplay 352
OCIOFileTransform 354
OCIOLogConvert 357
PLogLin 359
Posterize 362
RolloffContrast 364
Sampler 367
Saturation 368
SoftClip 370
Toe 372
Truelight 374
Vectorfield 374
Blur 379
Bilateral 381
BumpBoss 384
Convolve 387
Defocus 390
DegrainBlue 392
DegrainSimple 393
Denoise 394
DirBlur 404
DropShadow 408
EdgeBlur 409
EdgeDetect 412
EdgeExtend 413
Emboss 416
Glow 423
GodRays 426
Inpaint 428
Laplacian 432
LevelSet 434
Matrix 435
Median 437
MotionBlur 439
MotionBlur2D 443
MotionBlur3D 444
Sharpen 446
Soften 449
VectorBlur 451
VolumeRays 457
ZDefocus 461
ZSlice 472
475
ChromaKeyer 476
Cryptomatte 480
Difference 484
HueKeyer 485
IBKColor 486
IBKGizmo 488
Keyer 493
Keylight 496
Primatte 504
Ultimatte 516
Absminus 527
AddMix 527
Blend 529
ContactSheet 530
CopyBBox 532
CopyRectangle 532
Dissolve 533
In 535
Keymix 535
LayerContactSheet 537
Matte 538
Max 538
Merge 538
MergeExpression 544
Min 550
Multiply 550
Out 550
Plus 551
Premult 551
Screen 552
Switch 552
TimeDissolve 553
Unpremult 554
ZMerge 555
AdjustBBox 557
BlackOutside 558
CameraShake 558
Card3D 562
CornerPin2D 568
Crop 574
GridWarp 576
GridWarpTracker 584
IDistort 591
LensDistortion 594
Mirror 613
PointsTo3D 614
Position 617
Reconcile3D 617
Reformat 623
SphericalTransform 627
SplineWarp 637
Stablilize 645
STMap 645
Tile 648
Tracker 650
Transform 664
TransformMasked 668
TVIScale 672
VectorCornerPin 674
VectorDistort 680
3D Nodes 684
AmbientOcclusion 684
ApplyMaterial 685
Axis 687
BasicMaterial 693
BlendMat 696
Camera 698
CameraTracker 705
Card 728
CrosstalkGeo 736
Cube 738
Cylinder 742
DepthGenerator 745
DepthToPoints 751
DepthToPosition 753
Diffuse 754
Direct 755
DisplaceGeo 761
Displacement 765
EditGeo 770
Emission 773
Environment 774
FillMat 779
GeoSelect 779
Light 781
LogGeo 790
LookupGeo 792
MergeGeo 794
MergeMat 796
ModelBuilder 797
ModifyRIB 804
Normals 807
Phong 809
Point 812
PointCloudGenerator 819
PoissonMesh 826
PositionToPoints 828
PrmanRender 830
ProceduralNoise 837
Project3D 839
RadialDistort 840
RayRender 842
ReadGeo 850
Reflection 860
Refraction 861
Relight 862
ScanlineRender 864
Scene 872
Specular 873
Sphere 875
Spot 879
TransformGeo 886
Transmission 890
Trilinear 892
UVProject 895
UVTile 897
Wireframe 898
WriteGeo 900
ParticleBlinkScript 904
ParticleBounce 910
ParticleCache 918
ParticleCurve 920
ParticleDirectionalForce 924
ParticleDrag 928
ParticleEmitter 933
ParticleExpression 944
ParticleGravity 951
ParticleLookAt 955
ParticleMerge 959
ParticleMotionAlign 960
ParticlePointForce 964
ParticleSettings 968
ParticleSpawn 969
ParticleSpeedLimit 977
ParticleToGeo 981
ParticleTurbulence 983
ParticleVortex 987
ParticleWind 992
DeepColorCorrect 998
DeepCrop 1001
DeepExpression 1003
DeepFromFrames 1005
DeepFromImage 1007
DeepMerge 1008
DeepRead 1010
DeepRecolor 1016
DeepReformat 1017
DeepSample 1021
DeepToImage 1022
DeepToPoints 1023
DeepTransform 1024
DeepWrite 1025
Views Nodes 1030
Anaglyph 1030
JoinViews 1031
MixViews 1032
OneView 1033
ReConverge 1034
ShuffleViews 1035
SideBySide 1036
AddTimeCode 1039
CompareMetaData 1040
CopyMetaData 1041
ModifyMetaData 1043
ViewMetaData 1044
Create 1051
Delete 1051
AudioRead 1052
Backdrop 1053
BlinkScript 1054
BurnIn 1057
DiskCache 1059
Dot 1061
Group 1062
Input 1063
LiveGroup 1063
LiveInput 1065
NoOp 1066
Output 1067
PostageStamp 1067
Precomp 1068
Root 1070
StickyNote 1078
F_DeFlicker2 1082
F_ReGrain 1083
F_RigRemoval 1087
F_Steadiness 1091
F_WireRemoval 1095
CopyCat 1101
Deblur 1107
Inference 1111
Upscale 1113
Reference Guide
A reference guide for all the parameters within each node in Nuke. It does not give you any instructions on
using Nuke. For details on installing and using Nuke, refer to Nuke's online help.
Note: For the most up-to-date information, please see the Nuke product page and the latest
Nuke Online Help on our website at www.foundry.com.
Getting Help
Nuke features several forms of help, in a variety of locations.
Viewing Tooltips
Most controls offer concise instructions in the form of tooltips. To display the tooltips, move your mouse
pointer over an interface control or a node parameter.
To view a tooltip for a node, move your mouse pointer over the ? icon in the node's Properties panel.
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Reference Guide |
Note: When you click ? in a node's Properties panel, Nuke searches the following locations for
HTML files with the same name as the requested node (for example, blur.html):
• foundry - Use the help system available on our website. This contains the most up-to-date
information, but requires an Internet connection.
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Reference Guide |
Note: On Windows, you may have to add a firewall program or port exception to view the most
up-to-date help from our website. If the connection is blocked, Nuke falls back to the local copy.
Note: To be able to use the online help from multiple sessions of Nuke running at the same
time, you must enable auto port.
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Reference Guide |
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Image Nodes
Image nodes deal with loading, viewing, and rendering image sequences as well as creating built-in Nuke
elements, such as checkerboards and color wheels.
CheckerBoard
Generates a checkerboard image that you can use as a placeholder for a texture or background.
Note: If you enable proxy mode the board may not match the full resolution version, because
the boxes are rounded to the nearest pixel.
CheckerBoard Tab
format format Dependent on Sets the checkerboard’s format. You can select a preset
Project format or create a custom size using the new or edit
Settings options.
color 0 color0 N/A Sets the color of the boxes within the checkerboard
rgba starting from the bottom left-hand corner:
• color 0 - the box at 0,0 and then every alternate box
and row.
• color 1 - the box at 1,0 and then every alternate box
and row.
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Image Nodes | ColorBars
line color linecolor 1 Sets the color of the delineating line between boxes on
the checkerboard.
line width linewidth 0 Sets the width, in pixels, of the delineating line between
boxes on the checkerboard.
centerline centerlinecolor N/A Sets the color of the center lines on the checkerboard.
color rgba
centerline centerlinewidth 3 Sets the width, in pixels, of the center lines on the
width checkerboard.
ColorBars
Generates a Society of Motion Picture and Television Engineers (SMPTE) color bars test pattern, useful for
color management.
ColorBars Tab
format format Dependent Sets the colorbar’s format. You can select a preset
on Project format or create a custom size using the new or edit
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Image Nodes | ColorWheel
Settings options.
bar intensity barintensity 0.5 Sets the color intensity of the bars.
PAL PAL disabled When enabled, NTSC specific colors are removed and
only PAL colors are displayed.
ColorWheel
Generates a color wheel image.
ColorWheel Tab
format format Dependent on Sets the color wheel’s format. You can select a preset
Project format or create a custom size using the new or edit
Settings options.
channels channels rgba The color wheel only contains these channels.
Center centerSaturation 0 Sets the HSV saturation level in the center of the color
Saturation wheel.
Edge edgeSaturation 1 Sets the HSV saturation level at the edges of the color
Saturation wheel.
Center centerValue 1 Sets the HSV value level in the center of the color wheel.
Value
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Image Nodes | Constant
Edge edgeValue 1 Sets the HSV value level at the edges of the color wheel.
Value
gamma gamma 0.45 Sets the overall gamma level of the color wheel.
fill format fillFormat enabled When enabled, the color wheel fills the selected format
up to either the x or y axes, depending which is smaller -
the color wheel always retains a 1:1 aspect ratio.
area xyrt area N/A Sets the area of the color wheel when fill format is
(xywh) disabled.
Constant
Generates an image where every pixel is the same color. This includes pixels outside the image area as
well as inside it.
Constant Tab
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Image Nodes | CurveTool
format format Dependent Sets the constant’s format. You can select a preset
on Project format or create a custom size using the new or edit
Settings options.
frame range first 1 If you intend to animate the constant, sets the frame
range within which the animation is contained.
last 1
CurveTool
You can use this node to analyze and track the following aspects of the input sequence:
• the size and position of black areas in the sequence
• average pixel values in the sequence
• exposure changes in the sequence, and
• brightest and dimmest pixels in the sequence.
Based on the analysis, the node creates an animation curve. You can then use this curve data to drive
effects elsewhere. For instance, you can add matching flicker to a CG render.
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Image Nodes | CurveTool
CurveTool Tab
Curve Type operation Avg Sets the curve type to pass down the node tree:
Intensities • Auto Crop - locates black regions (or any color
you pick) around the edges of the frame sequence
and tracks their size and position over time. This is
useful for running a Crop node to remove
unnecessary outer pixels and speed up the
calculation.
• Avg Intensities - obtains the average pixel values
in a frame sequence and then matches that
intensity elsewhere. It takes the first value in the
frame range and the next value selected, adds
them together and divides by two, returning the
average between the two. You might want to use it
to match the background plate’s fire flicker in the
smoke in the foreground plate, for example.
• Exposure Difference - analyzes the exposure
changes in the frame sequence. It takes the first
value in the frame range and the next value
selected, and returns the difference between the
two. You can use the results to match the same
exposure elsewhere.
• Max Luma Pixel - tracks the brightest and
dimmest pixels in the frame sequence. This can be
useful in the following case, for example. Let’s say
you have a night-time sequence depicting a
person moving inside a dark house holding a
flashlight, and want to add lens flare on the
moving flashlight. Knowing where the brightest
pixel is located over time allows you to match-
move the lens flare and position it correctly
without having to manually animate it.
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Image Nodes | CurveTool
AutoCrop
Intensity ccrange 0 Sets how far the color can deviate from the selected
Range color and still be cropped.
Intensity
# frames for avgframes 2 Sets the range of frames that each frame analyzed is
base average compared against. For example, a value of 1 would
compare each frame to the frame following it,
whereas a value of 5 would compare each frame to
the following 5 frames.
All
ROI xyrt ROI Dependent Defines the area to analyze. By default, the ROI is set
(xywh) on input to the entire input image, but you can drag the ROI
format indicator in the Viewer or adjust the xyrt values
manually.
AutoCropData Tab
autocropdata autocropdata Dependent Displays the analysis results when Curve Type is set
xyrt (xywh) on input to AutoCrop. To see the animation curve, right-click
format on a parameter field and select Curve editor.
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Image Nodes | CurveTool
IntensityData Tab
intensitydata intensitydata 0 Displays the analysis results when Curve Type is set
to Avg Intensities, or Exposure Difference. To see
the animation curve, right-click on a parameter field
and select Curve editor.
MaxLumaData Tab
Minimum minlumapixdata 0, 0 Displays the coordinates of the pixel with the lowest
Luminence luminance value on the current frame.
Pixel xy
Python Tab (These controls are for Python callbacks and can be used to have Python functions
automatically called when various events happen in Nuke.)
before each beforeFrameRender none These functions run prior to starting rendering of
frame each individual frame. If they throw an exception,
the render aborts.
after each afterFrameRender none These functions run after each frame is finished
frame rendering. They are not called if the render aborts. If
they throw an exception, the render aborts.
after render afterRender none These functions run after rendering of all frames is
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Image Nodes | Profile
Profile
The Profile node allows you to measure the performance of a script by inserting the node at any point in
the node tree and then using the Profile pane to determine the output. If you have more than one Profile
node in a script, use the profile node dropdown in the Profile pane to choose which point in the script to
calculate.
Profile Tab
channels channels rgba The profiling data is only calculated for these
channels.
frame range frame_range Dependent Sets the frame range for which the profiling data is
on Project calculated.
Settings
open profile open_profile_panel N/A Click to open the Profile pane, which determines
panel what profiling data is collected.
Python Tab (These controls are for Python callbacks and can be used to have Python functions
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Image Nodes | Read
before each beforeFrameRender none These functions run prior to starting rendering of
frame each individual frame. If they throw an exception,
the render aborts.
after each afterFrameRender none These functions run after each frame is finished
frame rendering. They are not called if the render aborts. If
they throw an exception, the render aborts.
after render afterRender none These functions run after rendering of all frames is
finished. If they throw an error, the render aborts.
Read
This node loads images from disk, using the native resolution and the frame range for the sequence. It
converts all imported sequences to Nuke’s native 32-bit linear RGB colorspace.
The Read node supports multiple file formats, such as Cineon, TIFF, Alembic, PSD, OpenEXR, HDRI, DPX,
R3D, ARRIRAW, DNG, and RAW camera data. It uses the file name extension to determine the format.
You can also create a Read node by pressing R on the Node Graph.
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Image Nodes | Read
Read Tab
File file dependent Sets the file path and name of the file to read. For
on file frame numbers, you can use #### for each digit or
the printf-style formatting %04d.
Localization localizationPolicy from auto- Sets the local file caching behavior. Copies of the files
Policy localize are stored in a specified local folder for faster access
path times:
• on - the files are cached, regardless of location, as
long as the limit to (GB) limit is not breached.
• from auto-localize path - the files are cached if
they reside in the auto-localize from directory, as
long as the limit to (GB) limit is not breached.
• on demand - only localize these source clips when
you manually update them. See Nuke's Online Help
for more information.
• off - the files are never cached, regardless of
location.
Update updateLocalization N/A When this Read node is set to Localization Policy >
on demand, click Update to manually localize the
files from the source files.
Format format dependent Sets the size of the file. Typically it is guessed
on file correctly from the file header, but you can change it
to set a different pixel aspect ratio if required.
Proxy proxy none Sets the file path and name of a relevant proxy image.
This proxy image is used if proxy mode is on and the
required resolution is less than or equal to the proxy
format.
Proxy Format proxy_format 1024x778 The file specified in proxy is read if the down-rez of
the format is smaller or equal to this value. Typically it
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Image Nodes | Read
Frame Range first dependent The first frame number of a sequence to display.
on file
before hold Sets the behavior of frames before the first frame
specified:
• hold - select to show a still picture of the first frame
of the frame range.
• loop - select to start over and keep looping the
span of the frame range outside the first frame of
the frame range.
• bounce - select to play the span of the frame range
backwards and forwards between the frame range
limits.
• black - select to display a black frame outside of the
first frame.
after hold Sets the behavior of frames after the last frame
specified:
• hold - select to show a still picture of the last frame
of the frame range.
• loop - select to start over and keep looping the
span of the frame range outside the last frame of
the frame range.
• bounce - select to play the span of the frame range
backwards and forwards between the frame range
limits.
• black - select to display a black frame outside of the
last frame.
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Image Nodes | Read
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Image Nodes | Read
frame none Depending on the frame mode, you can enter a start
frame, an offset, or an expression here.
Missing on_error error Sets Nuke’s behavior when there is a problem with
Frames frames in the file:
• error - display an error in the Viewer.
• black - replace suspect frames with a black frame.
• checkerboard - replace suspect frames with a
checkerboard.
• nearestframe - replace suspect frames with the
nearest good frame.
Colorspace colorspace dependent Sets the lookup table (LUT) used to convert from this
on file file to the internal values used by Nuke.
Premultiplied premultiplied disabled When enabled, Nuke corrects the color of the partially
transparent pixels produced by most renderers by
dividing color data by the alpha channel before
converting from the colorspace, and then multiplying
by the alpha channel afterwards.
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Image Nodes | Read
Raw Data raw disabled When enabled, Nuke does not convert the data.
Auto Alpha auto_alpha disabled When enabled, if the Read produces RGB but no
alpha channel, then assume the alpha should be 1 if
it's requested later on.
OCIO Tab
Context
key1 key1 none OCIO Contexts allow you to apply specific LUTs to
individual shots.
value1 value1 none
See Nuke's online help for more information.
key2 key2 none
Sequence Tab
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Image Nodes | Read
Finally, the script replaces the Read > file text with:
[lindex [knob sequence] [frame]]
frame sequence none Most easily used in conjunction with the import
sequence sequence button. Each line contains the name of the
file to read for that frame:
Metadata Tab
metadata shownmetadata N/A Displays the metadata of any file read in using a Read
viewer node. Once you know which keys exist in the file, you
can reference them in expressions.
search metadatafilter N/A Filter the metadata by entering text in this field. By
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Image Nodes | Read
metadata for default, only metadata containing the keys and values
entered are displayed. You can change this behavior
using the within control.
ARI
Load arriReset N/A Click to reset the ARI Options to those from
settings the file metadata.
from
metadata
Local GPU arriLocalGPUName N/A Displays the GPU used for rendering when Use
GPU if available is enabled. Local GPU
displays Not available when:
• Use CPU is selected as the default blink
device in the Preferences.
• no suitable GPU was found on your system.
• it was not possible to create a context for
processing on the selected GPU, such as
when there is not enough free memory
available on the GPU.
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Image Nodes | Read
dropdown.
Use GPU if arriUseCuda disabled When enabled, rendering occurs on the Local
available GPU specified, if available, rather than the CPU.
Clip Settings
Colorspace arriColorspace dependent Sets the colorspace used to convert from raw
on clip data into the Viewer colorspace.
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Image Nodes | Read
Unsqueeze arriUnsqueezeAnamorphic disabled When enabled, unsqueezes the raw file while
Anamorphic converting it to the Viewer colorspace.
Processing
arriAda5FinetuningBlue
Resolution arriResolution Set the resolution and aspect ratio that the clip
is scaled to, cropping the image if required.
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Image Nodes | Read
Look Editor
Use Look arriUseLookEditor enabled When enabled, the Look Editor settings can
Editor be used to modify the image.
Slope/Offset/Power
Slope arriSlope 1,1,1 Adjusts overall the Slope, Offset, and Power.
DNG
DNG Options
color space dng_colorspace sRGB Sets the colorspace used during debayering. The
standard Read node colorspace control is changed to
match this setting automatically.
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Image Nodes | Read
force linear dng_force_linear disabled When enabled, overrides the specified color space
transfer transfer function to force it to use linear.
function
For some cases, such as sRGB, this results in slightly
faster read times and sets the colorspace on the Read
to linear as well.
white dng_white_ As Shot Applies preset values to the temperature and tint
balance balance controls, depending on the setting chosen:
• As Shot - attempts to read the temperature and
tint values from the source file's metadata.
• Daylight to Flash - standard presets in common
usage.
• Custom - adjusting the temperature and tint
controls manually sets white balance to this value.
temperature dng_temperature dependent Defines the temperature, in Kelvin, and tint of the
on file image white point:
• temperature - in general, runs from blues at low
tint dng_tint values to yellows at high values.
• tint - in general, runs from greens at low values to
purples at high values.
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Image Nodes | Read
EXR
EXR Options
offset offset_negative_ enabled The .exr format allows the image’s lower left corner
negative display_window to start at any position, including negative x axis
display values. Nuke does not support this type of format, but
window compensates by offsetting the image or reducing the
format size on both sides:
• enabled - the image is offset so that the .exr
image’s left side start at x=0.
• disabled - the format is reduced on both sides by
the negative x amount, as if that area was overscan.
do not attach noprefix disabled When enabled, metadata keys are read as they are,
prefix without attaching a prefix to them.
edge pixels edge_pixels plate detect Sets how to treat pixels at the edges of the data
window, or bounding box in Nuke terms, when
reading .exr files:
• plate detect - if the bounding box and format
match exactly, then repeat all edges. Otherwise, add
black at the edges.
• edge detect - for each matching edge, repeat the
edge pixels. Add black at mismatched edges.
• repeat - always repeat the edge pixels outside the
bounding box.
• black - always add black pixels outside the
bounding box.
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Image Nodes | Read
MOV
MOV Options
Note: The mov32Reader and Writer has been removed for macOS Catalina (10.15) and
deprecated under Windows, Linux, and macOS Mojave (10.14). The mov32: prefix is still
currently available on deprecated OS, but unsupported. We recommend using the standard
Nuke Read/Write controls, as mov32 is scheduled for removal in a future release.
YCbCr matrix mov64_ycbcr_ dependent Sets the way Y’CbCr is converted to RGB. Rec 601 and
matrix on the file Rec 709 follow the ITU.BC specifications.
Data Range mov64_decode_ default Sets the minimum and maximum color range values
video_levels for decoded DNxHD files. If your source file was
encoded with a reduced range (0-240 for 8-bit or 0-
960 for 10-bit), set source range to Video Range to
decode the full range (0-255 for 8-bit or 0-1023 for
10-bit).
first track mov64_first_track_ enabled When enabled, only the first view present in the file is
only only displayed, regardless of how many views the file
contains.
[Metadata] mov64_no_prefix disabled When enabled, the metadata accompanying the file is
Do not saved without the quicktime prefix.
attach prefix
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Image Nodes | Read
[Metadata] mov64_match_ enabled When enabled, Nuke attempts to clean up meta keys
Match key meta_format into the standard Nuke metadata format.
format
When disabled, the metadata is passed down the
Node Graph unchanged.
Video Codec mov64_codec_ N/A Displays the codec used to encode the clip.
name
PSD
PSD Options
Breakout breakout N/A Breaks out the .psd file into separate layers and
Layers recombines them with a number of PSDmerge nodes.
The blend modes/operations in the merge nodes are
approximated and do not match Photoshop® exactly.
R3D
R3D Options
Image r3dImagePipeline dependent on file Sets the image pipeline to use in the Read
Pipeline node, IPP2, IPP2 Custom, or legacy. The
selected Image Pipeline defines which
controls are available in the Properties
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Image Nodes | Read
Local GPU r3dLocalGPUName N/A Displays the GPU used for rendering when
Use GPU if available is enabled. Local GPU
displays Not available when:
• Use CPU is selected as the default blink
device in the Preferences.
• no suitable GPU was found on your
system.
• it was not possible to create a context for
processing on the selected GPU, such as
when there is not enough free memory
available on the GPU.
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Image Nodes | Read
Decoding
Decode r3dDecodeResolution full high Sets the output resolution decoded from
Resolution the source file. High quality takes longer to
decode.
HDRx
HDR Mode r3dHDRMode A frame Sets how the high and low exposure tracks
are blended for HDR clips:
• A frame - only displays the normally
exposed track with standard motion blur.
• X frame - only displays the under
exposed, sharper reference track.
• simple blend - enables the Blend Bias
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Image Nodes | Read
IPP2 Controls
Demosaic
Primary
Color Space r3dIPP2Colorspace REDWideGamutRGB This control is display only for the IPP2
Image Pipeline.
Gamma r3dIPP2GammaCurve Log3G10 This control is display only for the IPP2
Curve Image Pipeline.
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Image Nodes | Read
Grading
Enable 3D r3dEnable3DLUT disabled When enabled, the LUT file specified in the
LUT 3D LUT field is applied to the image.
Enable CDL r3dEnableCdl N/A When enabled, the CDL file specified in the
CDL field is applied to the image.
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Image Nodes | Read
Export r3dExportPipeline full graded IPP2 Controls whether or not creative color
Pipeline mode decisions are applied on export:
• primary raw development - all Grading
settings are ignored on export.
• full graded IPP2 mode - all Grading
settings are applied on export.
Legacy Controls
Look
Color Space r3dColorSpace dependent on clip Sets the colorspace used to convert from
raw data into the Viewer colorspace.
Gamma r3dGammaCurve dependent on clip Sets the gamma curve applied to the raw
Curve image data from the .r3d file.
D.E.B. r3dDEB enabled When enabled, reduces the red grain that
can affect midtones, darks, and shadows
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Image Nodes | Read
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Image Nodes | Read
Note: Saturation, Contrast, and Brightness are disabled when Gamma Curve is set to Half
Float Linear.
RGB r3dRGBGain 1,1,1 Increases or decreases the gain for the red,
green, and blue channels.
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Image Nodes | UDIM Import
control.
Note: Denoise and Detail are only applicable when Decode Resolution is set to full high.
Lift/Gamma/Gain
Lift r3dLift 0,0,0,0 Adjusts the overall black level (dark tones
and shadows).
Note: Lift, Gamma, and Gain are only available with Color Version v2 or higher. Setting
Gamma Curve to Half Float Linear disables Lift, Gamma, and Gain.
UDIM Import
UDIM Import lets you import a set of texture patches that follow the UDIM numbering scheme and quickly
apply them to the surface of a 3D object. Clicking on UDIM Import opens the standard Read File(s) file
browser. Browsing to, and selecting, a sequence containing valid UDIM patches opens the UDIM Import
dialog. The UDIM Import dialog lists all the UDIM patches in a sequence and provides some options for
managing them. If you select a file that doesn’t contain a valid UDIM number, a dialog displays explaining
the problem.
UDIM Import creates a Read node for every patch in the sequence and appends a UVTile node (which
allows you to modify a patch’s coordinates in UV space) to each one. For more information on the UVTile
node see Nuke's online help.
The UDIM Import dialog lets you disable individual patches in a sequence, add additional files and set
how the Read nodes (for each individual patch) are displayed in the Node Graph. Enabling postage stamp
displays a thumbnail view of the patch in the Read node. Checking group nodes adds the nodes to a
single group node for clarity.
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Image Nodes | Viewer
Viewer
The Viewer node displays the render output of any connected process nodes in the Viewer panel. It
doesn’t alter data in any way, but simply allows you to view the effect of any changes you make upstream.
You can place as many Viewer nodes in a script as you wish, which allows you to simultaneously view
multiple outputs. You can also connect the output from up to ten process nodes into single Viewer node,
and then cycle through the various displays. This allows you to easily compare an image before and after
processing by a given effect.
Input unnamed The process node upstream to output to the Viewer. You can
connect up to ten (0-9) nodes at once.
Viewer Tab
frame_range frame_range none Sets the first and last frame in the playback
range. You can enter frame numbers here or
Cmd+drag the red triangles in the timeline.
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Image Nodes | Viewer
clip_warning clip_warning no warnings When set to exposure, any pixels that are
outside the 0-1 range are Zebra-striped in the
Viewer.
apply LUT to rgb_only disabled When enabled, the LUT is applied to color
color channels only.
channels
only
ignore pixel ignore_pixel_aspect disabled When enabled, output to the Viewer ignores
aspect the file’s pixel aspect ratio and always draws
using square pixels.
prevent auto zoom_lock disabled When enabled, the Viewer is prevented from
zoom automatically adjusting the zoom level to fit
new images into the Viewer when swapping
between different sized images.
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Image Nodes | Viewer
enable full full_frame_processing disabled When enabled, force Nuke to render every
frame scanline in the image. Compared to the
processing default mode, this may take slightly longer
initially and requires more space in the
Viewer cache, but once Nuke has cached the
frames you require, you can pan around and
change the zoom level without breaking the
cache or affecting playback.
safe zone safe_zone no guides Sets the safe zone overlay to apply to the
image:
• no guides
• title safe
• action safe
• format center
mask region masking_ratio square Sets the aspect ratio of the mask specified in
outside ratio the mask mode dropdown.
mask mode masking_mode no mask Sets the mask overlay to apply to the image:
• no mask
• lines
• half
• full
center f-stop center_fstop 8 Sets the f-stop to display when gain is set to
1. You can use zero to show stops as +/-n.
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Image Nodes | Viewer
shutter angle shutter_angle 180 Sets the camera shutter angle from 0-360
degrees.
gl buffer gl_buffer_depth float Sets the OpenGL buffer depth and enables
depth the use of the GPU for the Viewer process
and input process:
• byte - converts to 8-bit with error diffusion.
• half-float - converts to 16-bit (half) float.
• float - uses a full 32-bit floating point
texture (may be very slow on some cards).
use GPU for useGPUForViewer enabled When enabled, Viewer effects (like gain,
viewer when gamma, and viewer process node) are
possible applied using the GPU when possible.
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Image Nodes | Viewer
use GPU for useGPUForInputs enabled When enabled, compute nodes connected to
input when the Viewer input on the GPU when possible,
possible though not all nodes have a GPU
implementation.
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Image Nodes | Viewer
scale.
• low frequency - applies a low frequency
dithering algorithm in image space, before
any viewer rescaling is applied. As you
zoom in the Viewer, dithered pixels get
bigger.
• no dithering - disables GPU dithering.
Note: When the Viewer AB mode is changed to wipe or stack, the state of the GPU
acceleration controls is stored, GPU acceleration is turned off, and GPU acceleration is disabled.
When the Viewer AB mode is changed back to default, GPU acceleration is re-enabled and the
state of the GPU acceleration controls is restored.
input viewerInputOrder before Sets when the input process node specified
process viewer is applied:
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Image Nodes | Viewer
use video MonitorOutLegalRange disabled When enabled, transform the monitor output
legal range to the legal video range.
monitor MonitorOutDevice None Sets the monitor output device to receive the
output Viewer output:
device • None
• Digital Cinema Desktop
• Firewire
monitor MinorOutPixelFormat - Set the pixel format output for the specified
output pixel monitor output device, dependent on the
format card's manufacturer.
viewer viewerSelectorMode rectangle Sets the selection mode for the current
selector selection Viewer:
mode • rectangle selection
• ellipse selection
• lasso selection
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Image Nodes | Viewer
3D Tab
OIT Number rd_oitNumSamples 32 Controls the render quality when you have
of Samples multiple overlapping semi-transparent
objects in the 3D Viewer. Increasing the
number of samples improves the rendered
output, but uses more OS resources and can
affect performance.
grid position grid_origin 0, 0, 0 Sets the position of the grid in the 3D Viewer
xyz on the x, y, and z axes.
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Image Nodes | Viewer
show show_points disabled When enabled, all points are displayed in the
3D Viewer.
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Image Nodes | Viewer
show_point_info disabled When enabled, all points are labeled with xyz
coordinates in the 3D Viewer.
default lens default_lens 1 Sets the default lens (focal length divided by
film width) to use in 3D mode when no
camera is selected.
near near 0.1 Sets the limit of the OpenGL near clipping
plane. Objects closer to the camera that this
value are not rendered the 3D Viewer.
far far 1000 Sets the limit of the OpenGL far clipping
plane. Objects farther away from the camera
that this value are not rendered the 3D
Viewer.
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Image Nodes | Write
skew order skew_order XY Sets the order in which skew operations are
applied.
• XY - Skew on the X axis is applied before
skew on the Y axis.
• YX - Skew on the Y axis is applied before
skew on the X axis.
Soft Selection
Falloff Curve softSelectActiveCurve S-shaped Sets the curve used to describe falloff farther
away from the initial points or faces.
curves softSelectCurves none Adjusts the preset curve selected in the left-
hand panel. You can also add your own curve
to control falloff using the + button.
Write
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Image Nodes | Write
This node renders the result of all upstream nodes and saves the result to disk. You would usually place
one Write node at the bottom of the compositing tree to render the final output. However, Write nodes
have both input and output connectors, so you can embed them anywhere in the compositing tree.
The Write node supports multiple file formats, such as Cineon, TIFF, QuickTime, Alembic, OpenEXR, HDRI,
and DPX.
Note that this node executes all renders at the currently active scale: either full- or proxy-resolution. To
toggle between these, press Ctrl/Cmd+P.
You can also create this node by pressing W on the Node Graph.
Write Tab
file file none Sets the file path and name of the file to render. For
frame numbers, you can use #### for each digit or
the printf-style formatting %04d.
proxy proxy none Sets the file path and name of a relevant proxy
image. This proxy image is used if proxy mode is
on and the required resolution is less than or equal
to the proxy format.
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Image Nodes | Write
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Image Nodes | Write
colorspace colorspace dependent Sets the lookup table (LUT) used to convert from
on file type the internal values used by Nuke to the values
written to the file.
raw data raw disabled When enabled, Nuke does not convert the data.
views views dependent When you’re working with stereo footage, select
on the required view to render.
Compositing
environment
Project
Settings
file type file_type none Sets the rendered file format manually, enabling
type specific controls. See Nuke's online help for
more information.
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Image Nodes | Write
create create_directories disabled When enabled, the render operation creates the
directories directory structure specified in the file control
automatically, if it doesn't already exist.
render order render_order 1 When multiple nodes are rendered at once, they are
sorted into increasing order by this number.
limit to range use_limit disabled When enabled, only frames within the frame range
are rendered.
read file reading disabled When enabled, the newly written file is passed
down the node tree instead of the input.
missing on_error error Sets Nuke’s behavior when there is a problem with
frames frames in the file:
• error - display an error in the Viewer.
• black - render suspect frames with a black frame.
• checkerboard - render suspect frames with a
checkerboard.
• nearestframe - render suspect frames with the
nearest good frame.
read all lines read_all_lines disabled When enabled, upstream Read nodes read whole
frames, rather than line by line. This is currently
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Image Nodes | Write
OCIO Tab
Context
key1 key1 none OCIO Contexts allow you to apply specific LUTs to
individual shots.
value1 value1 none
See Nuke's online help for more information.
key2 key2 none
Python Tab (These controls are for Python callbacks and can be used to have Python functions
automatically called when various events happen in Nuke.)
before each beforeFrameRender none These functions run prior to starting rendering of
frame each individual frame. If they throw an exception,
the render aborts.
after each afterFrameRender none These functions run after each frame is finished
frame rendering. They are not called if the render aborts. If
they throw an exception, the render aborts.
after render afterRender none These functions run after rendering of all frames is
finished. If they throw an error, the render aborts.
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Image Nodes | Write
CIN
edge code edge_code none Sets the sequence’s edge code, carried in the metadata,
in the following format: 00 00 00 0000 0000 00.
DPX
data type datatype 10 bit Sets the bit depth of the rendered .dpx files:
• 8-bit
• 10-bit
• 12-bit
• 16-bit
fill fill disabled When enabled, 10- and 12-bit data is compressed by
removing unused parts of the image.
big endian bigEndian enabled When enabled, the rendered file is big-endian, rather
than native-endian. Big-endian files take longer to
render, but some applications only accept big-endian
files.
transfer transfer (auto detect) Set the Transfer header in the rendered .dpx files.
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Image Nodes | Write
EXR
write ACES write_ACES_compliant_ disabled When enabled, the rendered .exr files are ACES
compliant EXR compliant.
EXR • The datatype and compression controls are
disabled. ACES compliant .exr files written from
Nuke are always 16-bit half float with no
compression.
• An extra metadata field, chromaticities is
written into the file.
datatype datatype 16 bit half Sets the bit depth of the rendered .exr files:
• 16-bit half
• 32-bit float
heroview heroview dependent Sets the view labeled as the main view in multi-
on view projects.
Compositing
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Image Nodes | Write
environment
Project
Settings
do not attach noprefix disabled When enabled, unknown metadata keys are
prefix written into the file as they are.
interleave interleave channels, Sets the interleave strategy for channels, layers,
layers and and views with a rendered .exr file. A single- or
views multi-part .exr file is created as described by the
following options, with layers and parts sorted
alphabetically:
• channels, layers and views - creates a single-
part .exr file ensuring backward compatibility
with applications that use OpenEXR 1.x.
• channels and layers - creates a multi-part .exr
file with one part per view. This can improve
Read performance as Nuke only reads the part
associated with the specified view.
• channels - creates a multi-part .exr with one
part per layer.
first part first_part none When the channels control is set to all and
interleave is set to channels, this dropdown
specifies which channel is written first in multi-
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Image Nodes | Write
standard standard layer name disabled When enabled, the rendered EXRs follow the
layer name format standard .exr format layer.view.channel
format
write full write_full_layer_names disabled When enabled, always write the layer name in the
layer names channel names, folling the EXR standard.
JPEG
sub-sampling _jpeg_sub_ 4:1:1 Sets the chroma sub-sampling to use, from lowest to
sampling highest quality:
• 4:1:1
• 4:2:2
• 4:4:4
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Image Nodes | Write
MOV
Note: The mov32Reader and Writer has been removed for macOS Catalina (10.15) and
deprecated under Windows, Linux, and macOS Mojave (10.14). The mov32: prefix is still currently
available on deprecated OS, but unsupported. We recommend using the standard Nuke
Read/Write controls, as mov32 is scheduled for removal in a future release.
Codec mov64_codec Apple ProRes Sets the codec to use during rendering. See the codec
subsections for specific controls.
FPS mov64_fps dependent on Sets the playback frames per second for the output file.
Compositing
environment
Project
Settings
Animation Codec
Pixel Format mov64_pixel_ RGB 8-bit Lists pixel formats supported by the current codec:
format • Pixel bit-depth - 8-bit, 16-bit, and so on. This sets the
encoding depth used when decompressing the frames.
A large bit depth gives higher accuracy at the cost of
speed and memory usage.
Audio File mov64_ N/A Allows you to specify a separate audio file to include in
audiofile the output.
Audio Offset mov64_ 0 Sets the start time of any audio file specified in the
audio_offset Audio File control. The unit of measure is specified
using the Units control.
Units mov64_units Seconds Sets the unit of measure for the audio offset control:
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Image Nodes | Write
• Seconds
• Frames
Advanced
Data Range dataRange Video Range Sets the minimum and maximum color range values for
encoding DNx files:
• Full Range - encodes with the full data range (0-255
for 8-bit or 0-1023 for 10-bit).
• Video Range - encodes with a reduced, or video/legal,
data range (16-240 for 8-bit or 64-960 for 10-bit).
Fast Start mov64_fast_ enabled When enabled, MOVs are playable while still down
start loading during streaming.
Write mov64_write_ enabled When enabled, a time code track is added to the
Timecode timecode rendered .mov file.
GOP Size mov64_gop_ 12 Sets how many frames can be placed together to form a
size compression GOP (group of pictures).
Codec Profile mov_prores_ ProRes 4:2:2 Sets the codec profile to use when a ProRes codec is
codec_profile HQ 10-bit selected in the Codec control:
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Image Nodes | Write
YCbCr Matrix mov64_ycbcr_ Auto Sets the way RGB is converted to Y’CbCr. Rec 601 and
matrix_type Rec 709 follow the ITU.BC specifications.
Audio File mov64_ N/A Allows you to specify a separate audio file to include in
audiofile the output.
Audio Offset mov64_ 0 Sets the start time of any audio file specified in the
audio_offset Audio File control. The unit of measure is specified
using the Units control.
Units mov64_units Seconds Sets the unit of measure for the audio offset control:
• Seconds
• Frames
Advanced
Data Range dataRange Video Range Sets the minimum and maximum color range values for
encoding DNx files:
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Image Nodes | Write
Fast Start mov64_fast_ enabled When enabled, MOVs are playable while still down
start loading during streaming.
Write mov64_write_ enabled When enabled, a time code track is added to the
Timecode timecode rendered .mov file.
Codec Profile mov64_ DNxHD 444 Sets the codec profile to use when a DNxHD codec is
dnxhd_codec_ 10-bit 440 selected in the Codec control:
profile Mbit • Pixel layout - 420, 422, 444, and so on. This defines
how the chroma channels in the buffer are arranged.
444 buffers have lower spatial chroma sampling than
422, so they are generally preferred when available.
• Pixel bit-depth - 8-bit, 16-bit, and so on. This sets the
encoding depth used when decompressing the frames.
A large bit depth gives higher accuracy at the cost of
speed and memory usage.
Audio File mov64_ N/A Allows you to specify a separate audio file to include in
audiofile the output.
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Image Nodes | Write
Audio Offset mov64_ 0 Sets the start time of any audio file specified in the
audio_offset Audio File control. The unit of measure is specified
using the Units control.
Units mov64_units Seconds Sets the unit of measure for the audio offset control:
• Seconds
• Frames
Advanced
Data Range dataRange Video Range Sets the minimum and maximum color range values for
encoding DNx files:
• Full Range - encodes with the full data range (0-255
for 8-bit or 0-1023 for 10-bit).
• Video Range - encodes with a reduced, or video/legal,
data range (16-240 for 8-bit or 64-960 for 10-bit).
Fast Start mov64_fast_ enabled When enabled, MOVs are playable while still down
start loading during streaming.
Write mov64_write_ enabled When enabled, a time code track is added to the
Timecode timecode rendered .mov file.
Codec Profile mov64_ 4:4:4 12-bit Sets the codec profile to use when a DNxHR codec is
dnxhr_codec_ selected in the Codec control:
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Image Nodes | Write
profile • Pixel layout - 420, 422, 444, and so on. This defines
how the chroma channels in the buffer are arranged.
444 buffers have lower spatial chroma sampling than
422, so they are generally preferred when available.
• Pixel bit-depth - 8-bit, 16-bit, and so on. This sets the
encoding depth used when decompressing the frames.
A large bit depth gives higher accuracy at the cost of
speed and memory usage.
Audio File mov64_ N/A Allows you to specify a separate audio file to include in
audiofile the output.
Audio Offset mov64_ 0 Sets the start time of any audio file specified in the
audio_offset Audio File control. The unit of measure is specified
using the Units control.
Units mov64_units Seconds Sets the unit of measure for the audio offset control:
• Seconds
• Frames
Advanced
Data Range dataRange Video Range Sets the minimum and maximum color range values for
encoding DNx files:
• Full Range - encodes with the full data range (0-255
for 8-bit or 0-1023 for 10-bit).
• Video Range - encodes with a reduced, or video/legal,
data range (16-240 for 8-bit or 64-960 for 10-bit).
Fast Start mov64_fast_ enabled When enabled, MOVs are playable while still down
start loading during streaming.
Write mov64_write_ enabled When enabled, a time code track is added to the
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Image Nodes | Write
H.264 Codec
Codec Profile mov64_h264_ High 4:2:0 8- Sets the codec profile to use when a DNxHR codec is
codec_profile bit selected in the Codec control:
• Pixel layout - 420, 422, 444, and so on. This defines
how the chroma channels in the buffer are arranged.
444 buffers have lower spatial chroma sampling than
422, so they are generally preferred when available.
• Pixel bit-depth - 8-bit, 16-bit, and so on. This sets the
encoding depth used when decompressing the frames.
A large bit depth gives higher accuracy at the cost of
speed and memory usage.
Quality mov64_ High Selects a preset level that automatically adjusts the
quality Advanced controls. Higher values produce larger files
with better quality.
YCbCr Matrix mov64_ycbcr_ Auto Sets the way RGB is converted to Y’CbCr. Rec 601 and
matrix_type Rec 709 follow the ITU.BC specifications.
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Image Nodes | Write
pixels or above.
Audio File mov64_ N/A Allows you to specify a separate audio file to include in
audiofile the output.
Audio Offset mov64_ 0 Sets the start time of any audio file specified in the
audio_offset Audio File control. The unit of measure is specified
using the Units control.
Units mov64_units Seconds Sets the unit of measure for the audio offset control:
• Seconds
• Frames
Advanced
Data Range dataRange Video Range Sets the minimum and maximum color range values for
encoding DNx files:
• Full Range - encodes with the full data range (0-255
for 8-bit or 0-1023 for 10-bit).
• Video Range - encodes with a reduced, or video/legal,
data range (16-240 for 8-bit or 64-960 for 10-bit).
Fast Start mov64_fast_ enabled When enabled, MOVs are playable while still down
start loading during streaming.
Write mov64_write_ enabled When enabled, a time code track is added to the
Timecode timecode rendered .mov file.
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Image Nodes | Write
GOP Size mov64_gop_ 12 Sets how many frames can be placed together to form a
size compression GOP (group of pictures).
Bitrate mov64_ 28000 Sets the target bitrate that the codec attempts to reach,
bitrate within the limits set by the Bitrate Tolerance and
Quantizer Min/Max controls.
Bitrate mov64_ 0 Sets the amount that the bitrate can vary from the
Tolerance bitrate_ Bitrate setting. Setting this tolerance too low can result
tolerance in renders failing.
Quantizer Min mov64_ 1 Sets the quality range within which the codec can vary
quailty_min the image to achieve the specified bitrate. Higher ranges
can introduce image degradation.
Quantizer mov64_ 3
Max quailty_max
Pixel Format mov64_pixel_ YCbCr 4:4:4 8- Lists pixel formats supported by the current codec:
format bit • Pixel layout - 420, 422, 444, and so on. This defines
how the chroma channels in the buffer are arranged.
444 buffers have lower spatial chroma sampling than
422, so they are generally preferred when available.
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Image Nodes | Write
Quality mov64_ High Selects a preset level that automatically adjusts the
quality Advanced controls. Higher values produce larger files
with better quality.
YCbCr Matrix mov64_ycbcr_ Auto Sets the way RGB is converted to Y’CbCr. Rec 601 and
matrix_type Rec 709 follow the ITU.BC specifications.
Audio File mov64_ N/A Allows you to specify a separate audio file to include in
audiofile the output.
Audio Offset mov64_ 0 Sets the start time of any audio file specified in the
audio_offset Audio File control. The unit of measure is specified
using the Units control.
Units mov64_units Seconds Sets the unit of measure for the audio offset control:
• Seconds
• Frames
Advanced
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Image Nodes | Write
Data Range dataRange Video Range Sets the minimum and maximum color range values for
encoding DNx files:
• Full Range - encodes with the full data range (0-255
for 8-bit or 0-1023 for 10-bit).
• Video Range - encodes with a reduced, or video/legal,
data range (16-240 for 8-bit or 64-960 for 10-bit).
Fast Start mov64_fast_ enabled When enabled, MOVs are playable while still down
start loading during streaming.
Write mov64_write_ enabled When enabled, a time code track is added to the
Timecode timecode rendered .mov file.
Bitrate mov64_ 200000 Sets the target bitrate that the codec attempts to reach,
bitrate within the limits set by the Bitrate Tolerance and
Quantizer Min/Max controls.
Bitrate mov64_ 4000000 Sets the amount that the bitrate can vary from the
Tolerance bitrate_ Bitrate setting. Setting this tolerance too low can result
tolerance in renders failing.
Quantizer Min mov64_ 1 Sets the quality range within which the codec can vary
quailty_min the image to achieve the specified bitrate. Higher ranges
can introduce image degradation.
Quantizer mov64_ 3
Max quailty_max
Pixel Format mov64_pixel_ YCbCr 4:4:4 8- Lists pixel formats supported by the current codec:
format bit
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Image Nodes | Write
Quality mov64_ High Selects a preset level that automatically adjusts the
quality Advanced controls. Higher values produce larger files
with better quality.
YCbCr Matrix mov64_ycbcr_ Auto Sets the way RGB is converted to Y’CbCr. Rec 601 and
matrix_type Rec 709 follow the ITU.BC specifications.
Audio File mov64_ N/A Allows you to specify a separate audio file to include in
audiofile the output.
Audio Offset mov64_ 0 Sets the start time of any audio file specified in the
audio_offset Audio File control. The unit of measure is specified
using the Units control.
Units mov64_units Seconds Sets the unit of measure for the audio offset control:
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Image Nodes | Write
• Seconds
• Frames
Advanced
Data Range dataRange Video Range Sets the minimum and maximum color range values for
encoding DNx files:
• Full Range - encodes with the full data range (0-255
for 8-bit or 0-1023 for 10-bit).
• Video Range - encodes with a reduced, or video/legal,
data range (16-240 for 8-bit or 64-960 for 10-bit).
Fast Start mov64_fast_ enabled When enabled, MOVs are playable while still down
start loading during streaming.
Write mov64_write_ enabled When enabled, a time code track is added to the
Timecode timecode rendered .mov file.
Bitrate mov64_ 200000 Sets the target bitrate that the codec attempts to reach,
bitrate within the limits set by the Bitrate Tolerance and
Quantizer Min/Max controls.
Bitrate mov64_ 4000000 Sets the amount that the bitrate can vary from the
Tolerance bitrate_ Bitrate setting. Setting this tolerance too low can result
tolerance in renders failing.
Quantizer Min mov64_ 1 Sets the quality range within which the codec can vary
quailty_min the image to achieve the specified bitrate. Higher ranges
can introduce image degradation.
Quantizer mov64_ 3
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Image Nodes | Write
Max quailty_max
MPEG-4 Codec
Pixel Format mov64_pixel_ YCbCr 4:2:0 8- Lists pixel formats supported by the current codec:
format bit • Pixel layout - 420, 422, 444, and so on. This defines
how the chroma channels in the buffer are arranged.
444 buffers have lower spatial chroma sampling than
422, so they are generally preferred when available.
• Pixel bit-depth - 8-bit, 16-bit, and so on. This sets the
encoding depth used when decompressing the frames.
A large bit depth gives higher accuracy at the cost of
speed and memory usage.
Quality mov64_ High Selects a preset level that automatically adjusts the
quality Advanced controls. Higher values produce larger files
with better quality.
YCbCr Matrix mov64_ycbcr_ Auto Sets the way RGB is converted to Y’CbCr. Rec 601 and
matrix_type Rec 709 follow the ITU.BC specifications.
Audio File mov64_ N/A Allows you to specify a separate audio file to include in
audiofile the output.
Audio Offset mov64_ 0 Sets the start time of any audio file specified in the
audio_offset Audio File control. The unit of measure is specified
using the Units control.
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Image Nodes | Write
Units mov64_units Seconds Sets the unit of measure for the audio offset control:
• Seconds
• Frames
Advanced
Data Range dataRange Video Range Sets the minimum and maximum color range values for
encoding DNx files:
• Full Range - encodes with the full data range (0-255
for 8-bit or 0-1023 for 10-bit).
• Video Range - encodes with a reduced, or video/legal,
data range (16-240 for 8-bit or 64-960 for 10-bit).
Fast Start mov64_fast_ enabled When enabled, MOVs are playable while still down
start loading during streaming.
Write mov64_write_ enabled When enabled, a time code track is added to the
Timecode timecode rendered .mov file.
GOP Size mov64_gop_ 12 Sets how many frames can be placed together to form a
size compression GOP (group of pictures).
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Image Nodes | Write
Limit Bitrate mov64_limit_ disabled When enabled, the maximum Bitrate is capped and the
bitrate Bitrate Tolerance is set to 0.
Bitrate mov64_ 200000 Sets the target bitrate that the codec attempts to reach,
bitrate within the limits set by the Bitrate Tolerance and
Quantizer Min/Max controls.
Bitrate mov64_ 4000000 Sets the amount that the bitrate can vary from the
Tolerance bitrate_ Bitrate setting. Setting this tolerance too low can result
tolerance in renders failing.
Quantizer Min mov64_ 1 Sets the quality range within which the codec can vary
quailty_min the image to achieve the specified bitrate. Higher ranges
can introduce image degradation.
Quantizer mov64_ 3
Max quailty_max
Pixel Format mov64_pixel_ YCbCr 4:4:4 8- Lists pixel formats supported by the current codec:
format bit • Pixel layout - 420, 422, 444, and so on. This defines
how the chroma channels in the buffer are arranged.
444 buffers have lower spatial chroma sampling than
422, so they are generally preferred when available.
• Pixel bit-depth - 8-bit, 16-bit, and so on. This sets the
encoding depth used when decompressing the frames.
A large bit depth gives higher accuracy at the cost of
speed and memory usage.
Quality mov64_ High Selects a preset level that automatically adjusts the
quality Advanced controls. Higher values produce larger files
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Image Nodes | Write
YCbCr Matrix mov64_ycbcr_ Auto Sets the way RGB is converted to Y’CbCr. Rec 601 and
matrix_type Rec 709 follow the ITU.BC specifications.
Audio File mov64_ N/A Allows you to specify a separate audio file to include in
audiofile the output.
Audio Offset mov64_ 0 Sets the start time of any audio file specified in the
audio_offset Audio File control. The unit of measure is specified
using the Units control.
Units mov64_units Seconds Sets the unit of measure for the audio offset control:
• Seconds
• Frames
Advanced
Data Range dataRange Video Range Sets the minimum and maximum color range values for
encoding DNx files:
• Full Range - encodes with the full data range (0-255
for 8-bit or 0-1023 for 10-bit).
• Video Range - encodes with a reduced, or video/legal,
data range (16-240 for 8-bit or 64-960 for 10-bit).
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Image Nodes | Write
Fast Start mov64_fast_ enabled When enabled, MOVs are playable while still down
start loading during streaming.
Write mov64_write_ enabled When enabled, a time code track is added to the
Timecode timecode rendered .mov file.
Bitrate mov64_ 200000 Sets the target bitrate that the codec attempts to reach,
bitrate within the limits set by the Bitrate Tolerance and
Quantizer Min/Max controls.
Bitrate mov64_ 4000000 Sets the amount that the bitrate can vary from the
Tolerance bitrate_ Bitrate setting. Setting this tolerance too low can result
tolerance in renders failing.
Quantizer Min mov64_ 1 Sets the quality range within which the codec can vary
quailty_min the image to achieve the specified bitrate. Higher ranges
can introduce image degradation.
PNG Codec
Pixel Format mov64_pixel_ RGB 16-bit Lists pixel formats supported by the current codec:
format • Pixel bit-depth - 8-bit, 16-bit, and so on. This sets the
encoding depth used when decompressing the frames.
A large bit depth gives higher accuracy at the cost of
speed and memory usage.
Audio File mov64_ N/A Allows you to specify a separate audio file to include in
audiofile the output.
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Image Nodes | Write
Audio Offset mov64_ 0 Sets the start time of any audio file specified in the
audio_offset Audio File control. The unit of measure is specified
using the Units control.
Units mov64_units Seconds Sets the unit of measure for the audio offset control:
• Seconds
• Frames
Advanced
Data Range dataRange Video Range Sets the minimum and maximum color range values for
encoding DNx files:
• Full Range - encodes with the full data range (0-255
for 8-bit or 0-1023 for 10-bit).
• Video Range - encodes with a reduced, or video/legal,
data range (16-240 for 8-bit or 64-960 for 10-bit).
Fast Start mov64_fast_ enabled When enabled, MOVs are playable while still down
start loading during streaming.
Write mov64_write_ enabled When enabled, a time code track is added to the
Timecode timecode rendered .mov file.
Uncompressed Codec
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Image Nodes | Write
Pixel Format mov64_pixel_ YCbCr 4:2:2 Lists pixel formats supported by the current codec:
format 10-bit • Pixel layout - 420, 422, 444, and so on. This defines
how the chroma channels in the buffer are arranged.
444 buffers have lower spatial chroma sampling than
422, so they are generally preferred when available.
• Pixel bit-depth - 8-bit, 16-bit, and so on. This sets the
encoding depth used when decompressing the frames.
A large bit depth gives higher accuracy at the cost of
speed and memory usage.
YCbCr Matrix mov64_ycbcr_ Auto Sets the way RGB is converted to Y’CbCr. Rec 601 and
matrix_type Rec 709 follow the ITU.BC specifications.
Audio File mov64_ N/A Allows you to specify a separate audio file to include in
audiofile the output.
Audio Offset mov64_ 0 Sets the start time of any audio file specified in the
audio_offset Audio File control. The unit of measure is specified
using the Units control.
Units mov64_units Seconds Sets the unit of measure for the audio offset control:
• Seconds
• Frames
Advanced
Data Range dataRange Video Range Sets the minimum and maximum color range values for
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Image Nodes | Write
Fast Start mov64_fast_ enabled When enabled, MOVs are playable while still down
start loading during streaming.
Write mov64_write_ enabled When enabled, a time code track is added to the
Timecode timecode rendered .mov file.
MXF
Codec mxf_video_ Avid DNxHR Sets the codec to use during rendering.
codec_knob
Pattern mxf_op_ OP-1a Sets the operational pattern of the rendered file:
pattern_knob • OP-1a - combines audio and video into a single file,
similar to Final Cut Pro X.
• OP-Atom - creates separate audio and video files,
similar to Avid Media Composer.
FPS mxf_edit_ dependent on Sets the playback frames per second for the output file.
rate_knob
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Image Nodes | Write
Compositing
environment
Project
Settings
Codec Profile mxf_codec_ 4:4:4 12-bit Lists codec profiles supported by the current codec:
profile_knob • Pixel layout - 420, 422, 444, and so on. This defines
how the chroma channels in the buffer are arranged.
444 buffers have lower spatial chroma sampling than
422, so they are generally preferred when available.
• Pixel bit-depth - 8-bit, 16-bit, and so on. This sets the
encoding depth used when decompressing the frames.
A large bit depth gives higher accuracy at the cost of
speed and memory usage.
Tape ID mxf_tape_id_ N/A When Pattern is set to OP-Atom, specifies a tape name
knob that can be read by Avid Media Composer.
Advanced
Data Range dataRange Full Range Sets the minimum and maximum color range values for
encoding DNx files:
• Full Range - encodes with the full data range (0-255
for 8-bit or 0-1023 for 10-bit).
• Video Range - encodes with a reduced, or video/legal,
data range (16-240 for 8-bit or 64-960 for 10-bit).
PNG
data type datatype 8 bit Sets the bit depth of the rendered .png files:
• 8-bit
• 16-bit
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Image Nodes | Write
SGI
data type datatype 8 bit Sets the bit depth of the rendered .sgi files:
• 8-bit
• 16-bit
big endian bigEndian enabled When enabled, the rendered file is big-endian, rather
than native-endian. Big-endian files take longer to
render, but some applications only accept big-endian
files.
compression compression RLE Sets the compression type to apply to the rendered file.
TARGA
compression compression RLE Sets the compression type to apply to the rendered file.
TIFF
data type datatype 8 bit Sets the bit depth of the rendered .tiff files:
• 8-bit
• 16-bit
• 32-bit float
compression compression Deflate Sets the compression type to apply to the rendered file.
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Image Nodes | Write
YUV
interlaced interlaced disabled When enabled, the file is rendered as interlaced rather
than progressive.
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Draw Nodes
Draw nodes contain roto shapes, paint tools, film grain, fills, lens flares, sparkles, and other vector-based
image tools.
Dither
Dither adds random noise to an image to hide color quantization effects. Color quantization is a reduction
in the number of colors used in the image, and can occur, for example, if the image has been stored into
an 8-bit file without error diffusion. In a dithered image, colors that are not available are approximated by
a diffusion of colored pixels from within the available palette. The human eye perceives the diffusion as a
mixture of the colors within it. This produces an impression of a larger number of colors and eliminates
banding artifacts.
Input unnamed The image sequence with unwanted color quantization effects.
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If you
cannot see the mask input, ensure that the mask control is disabled
or set to none.
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Draw Nodes |
Dither Tab
monodither monodither disabled When enabled, the same dithering pattern is used for
all channels.
seed seed 1 The same pattern is usually produced for each Dither
node. Changing the seed number produces a
different pattern, for instance if you’re using multiple
Dither nodes.
static seed static_seed disabled When enabled, the dither pattern remains the same
for every frame producing a constant dither effect.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
same mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel so that the dither
effect is limited to the non-white areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
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Draw Nodes | DustBust
(un)premult N/A disabled Enables the associated channel to the right. Disabling
by this checkbox is the same as setting the channel to
none.
mix mix 1 Dissolves between the original image at 0 and the full
dither effect at 1.
DustBust
DustBust allows you to remove dirt and scratches from scanned images by painting over them with pixels
from another frame or another part of the same frame. It clones multiple areas from a source to a
destination based on dust points you create by Ctrl/Cmd+clicking in the Viewer. The source position can
be different for each dust point.
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Draw Nodes | DustBust
DustBust Tab
enable enable 1 Sets the effect intensity from 0-1, where 1 is equal to the
full effect.
view source view_source disabled When enabled, you can view the source frame for the
points currently in the Viewer.
frame offset frame_offset 1 The clone source can be on the same frame (value 0) or
on another frame determined by the frame offset.
edge edge_ 0.5 Sets the edge softness for all dust points on a particular
hardness hardness frame.
Output Mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
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Draw Nodes | Flare
Flare
This node simulates lens flares that are created by reflections between lenses inside a film or video camera
when the camera is pointed towards a bright light source, such as the sun. Lens flares are typically added
to compositions to create a sense of realism, implying that the image is an un-edited shot of a real life
scene.
Lens flares are generally round, oval, or roundish with five or six flattened sides. They tend to show chroma
shifting, generating rainbow-like outlines. Nuke flares are implemented as a donut-like shape. They have
three radii:
• The outer radius is the outside of the donut.
• The middle radius is the thickest part.
• The inner radius is where the donut hole would be.
You can define two colors for the flare: the color of the donut itself and the fill color for the donut hole. If
these two colors are the same, flares are rendered as disks.
Input unnamed The image sequence to which you want to add lens flares.
Flare Tab
Position
position position 100, 300 Sets the center position of the flare on the x and y axes.
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Draw Nodes | Flare
offset offset 0 Adjusts the flare along a line between the center of the
image at 0 and the position, or light source, at 1.
radius radius 80, 100, 120 Sets the size of the flare as described by three radii:
• inner - sets the size of the ’hole’ filled by the inner
color control.
• middle - sets the thickness of the donut filled by the
ring color control.
• outer - sets the outer limit of the donut.
size mult size_mult 1 Scales the flare globally, while retaining the ratio
described by the radius controls.
Colors
ring color ring_color 1 Sets the ring color of the flare donut. Flares fade from
black at the outer radius to the ring color on the middle
radius.
inner color inner_color 0.5 Sets the inner color of the flare donut. Flares fade from
the ring color on the middle radius to the inner color on
the inner radius.
outer falloff outer _falloff 1 Sets the blending or falloff between the outer radius
and the background image.
inner falloff inner_falloff 1 Sets the blending or falloff between the inner radius and
the background image.
Color Shifts
chroma chroma_ 0 Moves chroma spread to and from the center of the
spread spread flare. Positive values shift red outward and blue inward,
and vice versa.
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Draw Nodes | Flare
angle chroma_shift_ 0 Sets the direction of chroma shift. Positive values rotate
angle the shift counter-clockwise and vice versa.
rel chroma_shift_ disabled When enabled, angle is relative to the light angle (the
angle_add angle between position and the center point of the
image).
Visibility
in vis_in 1 Sets the relative distance from the light source to the
matte, at which the flare is fully visible.
out vis_out 1.1 Sets the relative distance from the light source to the
matte, at which the flare is fully invisible.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
vis_mask none The channel to use as a visibility mask. The lens flare
effect is limited to the non-black areas of this channel.
mask blur vis_mask_size 4 When a visibility mask is used, the mask is blurred by this
radius.
Shape
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Draw Nodes | Flare
edge flattening 0 Simulates polygonal flares that some physical lens flares
flattening create. The default value of 0 creates a circular flare.
Higher values push the sides toward the center of the
flare, creating a star shape at values past 1.
corner sharpness 0.5 Adjusts the sharpness of the angles created with
sharpness edgeflattening.
angle corners_angle 0 Sets the position of the first corner of a polygonal flare.
Positive values rotate the first corner counter-clockwise
and vice versa.
rel corners_ disabled When enabled, angle is relative to the light angle (the
angle_add angle between position and the center point of the
image).
Multi Tab
Asymmetry
multiplier asym_ 1 Sets how dark the darkened sections are. The default
multiplier value of 1 creates no darkening, whereas a value of 0
sets the darkened sections to black.
falloff asym_falloff 1 Sets the falloff at the edges of the darkened sections.
The higher the value, the wider the darkened sections.
angle asym_angle 0 Rotates the darkened sections around the center of the
flare. Positive values rotate the sections counter-
clockwise and vice versa.
Multiple Flares
repeat mult_num 1 Creates multiple flares with similar attributes. These are
randomized according to the controls below. You can
affect multiple flares by adjusting the overall seed or by
setting seeds for individual controls.
overall seed mult_seed 0 Sets the master, or overall, seed for all the below
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Draw Nodes | Flare
random offset mult_offset 1 Randomly varies the offsets for all repeat flares along
the line from the image center to position.
mult_offset_ 48235 Randomly varies the offsets for all repeat flares. You can
seed tie Multiple Flare controls together by giving them the
same value here.
mult_size_ 94335 Randomly varies the sizes of all repeat flares. You can tie
seed Multiple Flare controls together by giving them the
same value here.
mult_color_ 77088 Randomly varies the colors of all repeat flares. You can
seed tie Multiple Flare controls together by giving them the
same value here.
brightness mult_ 0 Randomly varies the brightness for all repeat flares.
brightness
Positive values increase the flare brightness and vice
versa.
mult_ 75021 Randomly varies the brightness for all repeat flares. You
brightness_ can tie Multiple Flare controls together by giving them
seed the same value here.
visibility mult_visibility 0 Randomly varies the visibility for all repeat flares.
mult_ 68995 Randomly varies the visibility for all repeat flares. You
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Draw Nodes | Flare
edge mult_ 0 Randomly varies the edge flattening for all repeat flares.
flattening flattening
Positive values push the sides toward the center of the
flare. Negative values push the sides out, creating a
more circular flare.
mult_ 45203 Randomly varies the edge flattening for all repeat flares.
flattening_ You can tie Multiple Flare controls together by giving
seed them the same value here.
rotation mult_rotate 0 Randomly varies the rotation for all repeat flares.
mult_rotate_ 49429 Randomly varies the rotation for all repeat flares. You
seed can tie Multiple Flare controls together by giving them
the same value here.
Extra
Presets Tab
Flares
MultiPenta MultiPenta N/A Creates multiple preset polygonal flares along the line
from the image center to position.
Rings
LgRainbow LgRainbow N/A Creates multiple rainbow colored ring flares along the
line from the image center to position.
Glowballs
Bright Bright N/A Creates multiple preset bright flares along the line from
the image center to position.
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Draw Nodes | Glint
Sparkles
ManyBright ManyBright N/A Creates multiple preset sparkle flares along the line from
the image center to position.
Symmetry4 Symmetry4 N/A
Resets
all all N/A Removes all preset flares and resets all Flare node
controls to their defaults.
Glint
With the Glint node, you can create star-shaped rays around all the bright points in an image.
At first, the mask input appears as a triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If you
cannot see the mask input, ensure that the mask control is disabled
or set to none.
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Draw Nodes | Glint
Glint Tab
channels channels all The star-shaped rays are only applied to these
channels.
no. of rays repeat 2 The number of rays coming out of the bright points in
your image. For example, if you want to create five-
pointed stars, enter 5 here.
odd ray oddlen 1 Gives every other ray a different length and sets that
length length.
from color from_color 1 Sets the color in the beginning of the rays near the
center point of the stars.
steps steps 5 Sets how many steps the rays are formed of. The
more steps you use and the shorter the rays are, the
smoother the rays become.
max max enabled When enabled, the brightest image forming the rays
is used.
effect only effect_only disabled When enabled, only outputs the effect without
merging it with the original input image.
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Draw Nodes | Glint
w_channel none The channel to use as a mask for what are considered
glint sources. Highlights in the non-black areas of this
channel cause the glint effect, whereas highlights in
the non-white areas do not.
tolerance tolerance 0.5 Sets the threshold for how bright the highlights in the
input image need to be to cause the glint effect. Only
pixels above the threshold will bloom with the effect.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
same mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel, so that the
transform is limited to the non-white areas of the
mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
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Draw Nodes | Grain
mix mix 1 Dissolves between the original image at 0 and the full
effect at 1.
Grain
The Grain node lets you add synthetic grain (rather than grain derived from actual film stock) to an image.
This helps you ensure that all of the elements in your composite, including those which were digitally
generated, look like they were shot on the same film stock.
The presets dropdown menu includes predefined types of grain, such as Kodak 5248 and Kodak 5218.
These are the correct size for 2K scans.
You can also adjust the Grain node’s controls to match a sample piece of grain:
1. Find a sample with a rather constant background.
2. Blur the sample to remove the grain.
3. Connect the blurred sample to the Grain node’s input.
4. In the Viewer, wipe between the Grain node and the original sample image, and adjust the Grain
node’s controls to match the grain. It helps to view and match each of the red, green, and blue
channels separately.
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Draw Nodes | Grain
User Tab
seed seed 134 A different grain pattern is produced for each frame.
Change this number to get a different initial pattern, for
instance if you are using multiple Grain nodes.
presets presets N/A Choose the film stock you want to match:
• Kodak 5248
• Kodak 5279
• Kodak FX214
• Kodak GT5274
• Kodak 5217
• Kodak 5218
• other - changes the label on the node to other. This
has no effect on the effect applied.
Size
red red_size 3.3 Shrinks or enlarges the effect in the red channel.
green green_size 2.9 Shrinks or enlarges the effect in the green channel.
blue blue_size 2.5 Shrinks or enlarges the effect in the blue channel.
Irregularity
red red_i 0.6 Increases or decreases the random quality of the effect
in the red channel.
green green_i 0.6 Increases or decreases the random quality of the effect
in the green channel.
blue blue_i 0.6 Increases or decreases the random quality of the effect
in the blue channel.
Intensity
red red_m 0.416 Increases or decreases the contrast of the effect in the
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Draw Nodes | Grid
green green_m 0.46 Increases or decreases the contrast of the effect in the
green channel against the original image.
blue blue_m 0.85 Increases or decreases the contrast of the effect in the
blue channel against the original image.
black black 0 The base amount of grain to add at the black point.
minimum rgb minimum 0, 0, 0 The minimum output rgb values. If the calculation results
in pixel values lower than these, these values are used
instead.
Mask
Apply only maskgrain enabled When enabled, effect is limited to the non-black areas
through alpha of the image’s alpha channel. This can be useful when
you want to apply grain to premultiplied CG images
without contaminating the background black.
Invert alpha invert_mask disabled Inverts the use of the alpha channel, so that when Apply
only through alpha is enabled, the effect is limited to
the non-white areas of the alpha.
Grid
This node creates a grid of horizontal and vertical lines on top of the input image.
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Draw Nodes | Grid
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If you
cannot see the mask input, ensure that the mask control is disabled
or set to none.
Grid Tab
premult premult none These channels are set to black outside the grid
shape.
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Draw Nodes | Grid
replace replace disabled When enabled, existing channels are cleared to black
before drawing into them. You might find replace
useful, for instance, if you’re creating a mask in the
alpha channel, but the incoming image already has an
alpha channel which you want to throw away.
invert invert disabled When enabled, inverts the grid (that is, fills in the
holes in the grid and leaves holes for the lines).
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
same mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel, so that grid is
limited to the non-white areas of the mask.
number number 10 Sets the number of grid squares on the x and y axes.
Color Tab
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Draw Nodes | Grid
ramp ramp none Selects whether to create a color gradient across the
grid:
• none - don’t create a color gradient.
• linear - the ramp changes linearly from one color
into another.
• smooth0 - the ramp color gradually eases into the
point 0 end. This means colors in the point 0 end are
spread wider than colors in the point 1 end.
• smooth1 - the ramp color eases into the point 1
end. This means colors in the point 1 end are spread
wider than at the point 0 end.
• smooth - the ramp color gradually eases into both
ends. This means colors in the point 0 and point 1
ends are spread wider than colors in the center of
the ramp.
point 1 p1 100, 400 Sets the position of point 1. This allows you to adjust
the spread and angle of the ramp.
color 0 color0 0 Sets the color for the ramp at the point 0 end (by
default, the bottom end).
point 0 p0 100, 100 Sets the position of point 0. This allows you to adjust
the spread and angle of the ramp.
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Draw Nodes | LightWrap
LightWrap
LightWrap can help composite objects into a very bright background by ’wrapping’ or spilling light from
the background onto the foreground object. The node creates a reflection of light around the edges of
your foreground object by blending in whatever is in the background.
You should apply LightWrap on your foreground element before you composite the foreground over the
background with the Merge node.
LightWrap Tab
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Draw Nodes | LightWrap
Generate wrap onlywrap disabled When enabled, generates the LightWrap effect only,
only without merging it with the foreground object.
Disable disableluma disabled When enabled, creates a uniform effect around the
luminance edges of the foreground, rather than have the effect
based wrap adjust itself according to the background.
Enable Glow enableglow disabled When enabled, extends the effect outside the
foreground object’s alpha, making the object seem to
glow.
FGBlur FGBlur 1 Sets how much the foreground matte is blurred. The
more blur, the more of the background is added to
the foreground.
Highlight highlightmerge plus Sets how the foreground object is merged with the
Merge background. The default merge operation, plus, adds
the elements together, producing a glow effect.
Use constant useconstant disabled When enabled, a constant color of your choice rather
highlight than the background is used in the LightWrap effect.
Select the color using the Constant control.
Constant color 1 Sets the color to use in the LightWrap effect when Use
constant highlight is enabled.
CCorrect Tab
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Draw Nodes | LightWrap
midtone bias gray 0.18 Sets the center of midtones, remaining unchanged
when you adjust contrast.
master
shadows
gain shadows_gain 1 Adjusts the gain in the darkest parts of the LightWrap
effect.
offset shadows_offset 0 Adjusts the offset in the darkest parts of the LightWrap
effect.
midtones
gain midtones_gain 1 Adjusts the gain in the middle range of the LightWrap
effect.
highlights
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Draw Nodes | MarkerRemoval
offset effect.
MarkerRemoval
MarkerRemoval uses roto shapes to mask an area of the footage that you don’t want to appear in the final
result, typically small areas like tracking markers. Nuke automatically paints the masked area with suitable
pixels sampled from the background plate.
Note: Painted pixels with values of 0.5 mean the algorithm was unable to locate any pixel to fill
in.
Input unnamed The node supplying the mask information, for example Roto or
RotoPaint.
MarkerRemoval Tab
paint type mode bilinear Sets the paint mode used to fill the roto shape(s):
• bilinear - extrapolates pixels on the xy axes to fill the
roto shape(s).
• radial - extrapolates pixels radially outward from a
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Draw Nodes | MarkerRemoval
bilinear y linearsearch 100 Sets the height (in pixels) used to search for suitable
search pixels to fill the roto shape.
Pixel offset
x offset x_offset 0 If the roto shape mask you intend to use is close to the
left or right edges of the plate, you can offset the
sample area by a specified number of pixels to create a
more accurate fill for the roto shape.
y offset y_offset 0 If the roto shape mask you intend to use is close to the
top or bottom edges of the plate, you can offset the
sample area by a specified number of pixels to create a
more accurate fill for the roto shape.
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Draw Nodes | Noise
Noise
Adds various types of seemingly random noise to the input image, all based on the Perlin noise function.
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If you
cannot see the mask input, ensure that the mask control is disabled
or set to none.
Noise Tab
output output rgba The noise is rendered into these output channels.
premult premult none Premultiply multiplies the chosen input channels with
a mask representing the noise. For example, where
there is no noise (the matte is black or empty), the
input channels are set to black. Where the noise is
opaque (the matte is white or full), the input channels
keep their full value.
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Draw Nodes | Noise
replace replace disabled When enabled, existing channels are cleared to black
before drawing into them. You might find replace
useful, for instance, if you’re creating a mask in the
alpha channel, but the incoming image already has an
alpha channel which you want to throw away.
invert invert disabled When enabled, inverts the new noise and non-noise
areas.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
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Draw Nodes | Noise
invert invert_mask disabled Inverts the use of the mask channel so that the noise is
limited to the non-white areas of the mask.
x/ysize size 350 Sets the lowest possible noise frequency on the x and
y axes. For example, low y values relative to x
produces horizontal noise.
clip at nyquist enabled When enabled, limits the number of octaves so that
Nyquist limit the highest frequency is larger than one pixel.
gain gain 0.5 Sets the amount by which octaves multiply noise
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Draw Nodes | Noise
amplitude.
gamma gamma 0.5 Sets the gamma output for the noise.
Transform Tab
translate xy translate 0, 0 Translates the noise along the x and y axes. You can
also adjust translate values by dragging the transform
handle in the Viewer.
scale scaling 1 Scales the noise width and height around the center x
y coordinates.
center xy center N/A Sets the center of rotation and scale on the x and y
axes.
Color Tab
ramp ramp none Selects whether to create a color gradient across the
noise:
• none - don’t create a color gradient.
• linear - the ramp changes linearly from one color
into another.
• smooth0 - the ramp color gradually eases into the
point 0 end. This means colors in the point 0 end are
spread wider than colors in the point 1 end.
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Draw Nodes | Radial
point 1 p1 100, 400 Sets the position of point 1. This allows you to adjust
the spread and angle of the ramp.
color 0 color0 0 Sets the color for the ramp at the point 0 end (by
default, the bottom end).
point 0 p0 100, 100 Sets the position of point 0. This allows you to adjust
the spread and angle of the ramp.
Radial
Generates a radial gradation ramp.
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Draw Nodes | Radial
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If you
cannot see the mask input, ensure that the mask control is disabled
or set to none.
Radial Tab
output output rgba The effect is rendered into these output channels.
premult premult none Premultiply multiplies the chosen input channels with
a mask representing the radial ramp. For example,
where there is no radial ramp (the matte is black or
empty), the input channels are set to black. Where the
radial ramp is opaque (the matte is white or full), the
input channels keep their full value.
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Draw Nodes | Radial
replace replace disabled When enabled, existing channels are cleared to black
before drawing into them. You might find replace
useful, for instance, if you’re creating a mask in the
alpha channel, but the incoming image already has an
alpha channel which you want to throw away.
invert invert disabled When enabled, inverts the radial ramp and non-radial
ramp areas.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
same mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel so that the radial
ramp is limited to the non-white areas of the mask.
area xyrt area N/A Sets the area in which the radial ramp is contained.
(xywh) The center of the area control is the originating point
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Draw Nodes | Radial
softness softness 1 Sets the softness of the radial ramp edges, where 0 is
a hard edge.
perceptually plinear disabled When enabled, the radial ramp appears more linear to
linear the naked eye.
Color Tab
ramp ramp none Selects whether to create a color gradient across the
radial ramp:
• none - don’t create a color gradient.
• linear - the ramp changes linearly from one color
into another.
• smooth0 - the ramp color gradually eases into the
point 0 end. This means colors in the point 0 end are
spread wider than colors in the point 1 end.
• smooth1 - the ramp color eases into the point 1
end. This means colors in the point 1 end are spread
wider than colors in the point 0 end.
• smooth - the ramp color gradually eases into both
ends. This means colors in the point 0 and point 1
ends are spread wider than colors in the center of
the ramp.
point 1 xy p1 100, 400 Sets the position of point 1. This allows you to adjust
the spread and angle of the ramp.
color 0 color0 0 Sets the color for the ramp at the point 0 end (by
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Draw Nodes | Ramp
point 0 xy p0 100, 100 Sets the position of point 0. This allows you to adjust
the spread and angle of the ramp.
Ramp
Generates a gradation between two defined edges. This node is included for backward compatibility -
other Draw nodes, such as Rectangle, have their own Ramp controls.
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If you
cannot see the mask input, ensure that the mask control is disabled
or set to none.
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Draw Nodes | Ramp
Ramp Tab
output output rgba The ramp is rendered into these output channels.
premult premult none Premultiply multiplies the chosen input channels with
a mask representing the ramp. For example, where
there is no ramp (the matte is black or empty), the
input channels are set to black. Where the ramp is
opaque (the matte is white or full), the input channels
keep their full value.
replace replace disabled When enabled, existing channels are cleared to black
before drawing into them. You might find replace
useful, for instance, if you’re creating a mask in the
alpha channel, but the incoming image already has an
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Draw Nodes | Ramp
invert invert disabled When enabled, inverts the new ramp and non-ramp
areas.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
same mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel so that the ramp is
limited to the non-white areas of the mask.
point 0 xy p0 100, 100 Sets the position of point 0. This allows you to adjust
the spread and angle of the ramp.
point 1 xy p1 100, 400 Sets the position of point 1. This allows you to adjust
the spread and angle of the ramp.
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Draw Nodes | Rectangle
end.
• smooth1 - the ramp eases into the point 1 end.
• smooth - the ramp gradually eases into both ends.
Color Tab
Rectangle
Generates a rectangle in a solid color on top of the input image.
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If you
cannot see the mask input, ensure that the mask control is disabled
or set to none.
Rectangle Tab
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Draw Nodes | Rectangle
output output rgba The rectangle is rendered into these output channels.
premult premult none Premultiply multiplies the chosen input channels with
a mask representing the rectangle. For example,
where there is no rectangle (the matte is black or
empty), the input channels are set to black. Where the
rectangle is opaque (the matte is white or full), the
input channels keep their full value.
replace replace disabled When enabled, existing channels are cleared to black
before drawing into them. You might find replace
useful, for instance, if you’re creating a mask in the
alpha channel, but the incoming image already has an
alpha channel which you want to throw away.
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Draw Nodes | Rectangle
invert invert disabled When enabled, inverts the new rectangle and non-
rectangle areas.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
same mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel so that the
rectangle is limited to the non-white areas of the
mask.
Color Tab
ramp ramp none Selects whether to create a color gradient across the
rectangle:
• none - don’t create a color gradient.
• linear - the ramp changes linearly from one color
into another.
• smooth0 - the ramp color gradually eases into the
point 0 end. This means colors in the point 0 end are
spread wider than colors in the point 1 end.
• smooth1 - the ramp color eases into the point 1
end. This means colors in the point 1 end are spread
wider than colors in the point 0 end.
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Draw Nodes | Roto
point 1 xy p1 100, 400 Sets the position of point 1. This allows you to adjust
the spread and angle of the ramp.
color 0 color0 0 Sets the color for the ramp at the point 0 end (by
default, the bottom end).
point 0 xy p0 100, 100 Sets the position of point 0. This allows you to adjust
the spread and angle of the ramp.
Roto
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Draw Nodes | Roto
The Roto node is an optimal choice if you’re doing rotoscoping only - it allows you to create and edit
Bezier and B-spline shapes.
The toolbar on the left side of the Viewer includes point selection and manipulation, and shape creation
tools. Click and hold or right-click on a toolbar button to open a sub-menu to select any of its available
tool types. Options related to the current tool appear in a toolbar along the top of the Viewer. Click on a
toolbar item to cycle through the available options for that class of tools.
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Draw Nodes | Roto
mask An optional image to use as a mask. By default, the roto shapes are
limited to the non-black areas of the mask.
At first, the mask input appears as a triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If
you cannot see the mask input, ensure that the mask control is
disabled or set to none.
Roto Tab
output output alpha The roto shapes are rendered into these output
channels. The output channels are the same for all
shapes created using this node - you cannot create a
subset of shapes and output them to a different
channel.
premultiply premultiply none Premultiply multiplies the chosen input channels with
a mask representing the roto shapes. For example,
where there are no roto shapes (the matte is black or
empty), the input channels are set to black. Where the
roto shapes are opaque (the matte is white or full),
the input channels keep their full value.
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Draw Nodes | Roto
replace replace disabled When enabled, existing channels are cleared to black
before drawing into them. You might find replace
useful, for instance, if you’re creating a mask in the
alpha channel, but the incoming image already has an
alpha channel which you want to throw away.
format dropdown
format format root.format This is used if Roto has no input connected. It is the
format which the node should output in the absence
of any available input format. If an input is connected,
this control has no effect.
If the format does not yet exist, you can select new to
create a new format from scratch. The default setting,
root.format, resizes the image to the format
indicated on the Project Settings dialog box.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
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Draw Nodes | Roto
invert invert_mask disabled Inverts the use of the mask channel, so that output is
limited to the non-white areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
output mask disabled Enables the associated output mask channel to the
right. Disabling this checkbox is the same as setting
the channel to none.
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Draw Nodes | Roto
feather falloff feather_falloff 1 Sets the rate of opacity falloff at a feathered edge for
a shape, in pixels.
[feather type] feather_type linear Controls the center point of the feather falloff:
• linear - the falloff changes linearly from the shape
edge to the feather edge.
• smooth0 - the center point of the feather falloff lies
closer to the shape edge than the feather edge.
• smooth1 - the center point of the feather falloff lies
closer to the feather edge than the shape edge.
• smooth - the center point of the feather falloff lies
halfway between the shape edge and the feather
edge.
visible visible enabled Sets whether the selected shape or group is visible
and rendered or not. You can still edit an invisible
shape and view its position in the Viewer.
locked locked disabled Locks the selected shape or group to prevent it from
being edited.
view view N/A The view(s) in which you want to draw your shape(s).
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Draw Nodes | Roto
stereo offset stereo_offset 0 Moves the selected shape or group on the x and y
x,y axes. This is an extra transform that is applied after all
other transforms. Typically, you would position the
shape or group correctly in the hero view, then split
this control, and drag the shape to its correct location
in any other views. Note that you can also press Shift
while dragging to constrain the movement to x or y
axis only.
shape list curves N/A Shows the hierarchy of shapes and groups, allowing
you to adjust them and how they’re displayed in the
Viewer:
• Name - double-click to edit the shape or group
Name.
• - whether the shape or group is visible and
rendered or not.
• - lock or unlock the shape or group.
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Draw Nodes | Roto
Transform Tab
translate x,y translate 0 Moves the selected shape or group on the x and y
axes.
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Draw Nodes | Roto
skew X skewX 0 Skews the selected shape or group along the X axis
from the pivot point. Use center x,y to position the
pivot point.
skew Y skewY Skews the selected shape or group along the Y axis
from the pivot point. Use center x,y to position the
pivot point.
skew order skew_order XY Sets the order in which skew X and skew Y are
applied:
• XY - Skew X is applied before skew Y.
• YX - Skew Y is applied before skew X.
center x,y center 1024, 778 Adjusts the center of rotation and skew on the x and y
axes. This control does not translate roto shapes.
extra matrix transform_matrix N/A Adds an extra matrix which is calculated after the
transforms defined by the other controls. This can be
useful, for example, if you are using a 3rd party
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Draw Nodes | Roto
shape list curves N/A See the Roto tab for the shape list controls.
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Draw Nodes | Roto
Shape Blur
motionblur motionblur 1 Sets the number of motion blur samples for the
selected shape(s). Increase this for better quality but
slower rendering, decrease it for faster rendering.
shutter motionblur_ 0.5 Sets the number of frames the shutter stays open
shutter when motion blurring. For example, a value of 0.5
corresponds to half a frame. Increasing the value
produces higher quality motion blur, but increases
render time.
shutter offset motionblur_ start Controls how the shutter behaves with respect to the
shutter_offset_ current frame value. There are four options:
type • centred - center the shutter around the current
frame. For example, if you set the shutter value to 1
and your current frame is 30, the shutter stays open
from frame 29,5 to 30,5.
• start - open the shutter at the current frame. For
example, if you set the shutter value to 1 and your
current frame is 30, the shutter stays open from
frame 30 to 31.
• end - close the shutter at the current frame. For
example, if you set the shutter value to 1 and your
current frame is 30, the shutter stays open from
frame 29 to 30.
• custom - open the shutter at the time you specify.
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Draw Nodes | Roto
Global Blur
motionblur global_ 1 Sets the number of motion blur samples for all
motionblur shapes in the current Roto node. Increase this for
better quality but slower rendering, decrease it for
faster rendering.
shutter global_ 0.5 Sets the number of frames the shutter stays open
motionblur_ when motion blurring. For example, a value of 0.5
shutter corresponds to half a frame. Increasing the value
produces higher quality motion blur, but increases
render time.
shutter offset global_ start Controls how the shutter behaves with respect to the
motionblur_ current frame value. There are four options:
shutter_offset_ • centred - center the shutter around the current
type frame. For example, if you set the shutter value to 1
and your current frame is 30, the shutter stays open
from frame 29,5 to 30,5.
• start - open the shutter at the current frame. For
example, if you set the shutter value to 1 and your
current frame is 30, the shutter stays open from
frame 30 to 31.
• end - close the shutter at the current frame. For
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Draw Nodes | Roto
shape list curves N/A See the Roto tab for the shape list controls.
Shape Tab
source shape_source color Sets the color or source input for the selected shape:
• color - the color specified in the color field.
• foreground - pulls pixels from the bg input,
including any shapes drawn on it. This input is
mainly used with the Clone tab controls. Using it
may cause slower renders.
• background - pulls pixels from the bg input, not
including any shapes drawn on it.
• backgrounds 1 to 3 - pulls pixels from bg1, bg2,
and bg3 inputs.
blending blending_mode over Sets how the colors in the current shape (A) are
mode merged with the underlying image and shapes (B):
• color-burn (darken B towards A) - darkens B to
reflect A by increasing the contrast. No part of the
image becomes lighter.
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color color 1 Sets the color for the roto shape. This control only has
an effect when source is set to color.
overall width openspline_width 10 Sets the overall spline width of selected splines and
all new open splines.
start type openspline_start_ rounded Sets the style of the first point for the selected spline
end_type (s) and all new open splines:
• rounded - the starting point of the spline has a
rounded end.
• square - the starting point of the spline has a square
end.
end type openspline_last_ rounded Sets the style of the last point for the selected spline
end_type (s) and all new open splines:
• rounded - the finishing point of the spline has a
rounded end.
• square - the finishing point of the spline has a
square end.
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Draw Nodes | Roto
invert inverted disabled Swaps the colors of the currently selected shape and
the underlying image.
shape list curves N/A See the Roto tab for the shape list controls.
Clone Tab
translate x,y source_transform_ 0,0 Moves the source image along the x and y axes.
translate
You can also adjust translate values by dragging the
transform handles in the Viewer.
round to source_translate_ disabled Rounds the translate x,y amount to the nearest
pixel round whole integer pixel. This can help you avoid softening
when using filtering.
rotate source_transform_ 0 Spins the source image around the pivot point. Use
rotate center x,y to position the pivot point.
skew X source_transform_ 0 Skews the source image along the X axis from the
skewX pivot point. Use center x,y to position the pivot
point.
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Draw Nodes | Roto
skew Y source_transform_ 0 Skews the source image along the Y axis from the
skewY pivot point. Use center x,y to position the pivot
point.
skew order source_transform_ XY Sets the order in which skew X and skew Y are
skew_order applied:
• XY - skew X is applied before skew Y.
• YX - skew Y is applied before skew X.
center x,y source_transform_ N/A Adjusts the center of rotation and skew on the x and y
center axes. This control does not translate the source
image.
filter source_filter Cubic Select the filtering algorithm to use when remapping
pixels from their original positions to new positions.
This allows you to avoid problems with image quality,
particularly in high contrast areas of the frame (where
highly aliased, or jaggy, edges may appear if pixels
are not filtered and retain their original values).
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Draw Nodes | Roto
black outside source_black_ disabled When rotating or translating the source image, a part
outside of the image area may get cropped. To fill the
cropped portion with black, check black outside. To
fill the cropped portion by expanding the edges of
the image, uncheck black outside.
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Draw Nodes | Roto
time offset source_time_ 0 Allows you to clone or reveal pixels from a different
offset frame. Time offset is either relative to the current
frame (-1 is the frame previous to the current one) or
absolute (1 is the first frame in the clip).
source_time_ relative
offset_type If source is set to color on the Shape tab, this control
is disabled.
view source_view current Sets the view you want to clone from.
shape list curves N/A See the Roto tab for the shape list controls.
Lifetime Tab
lifetime type lifetime_type single frame Sets the range of frames during which the currently
selected shape or group is visible:
• all - the selection appears in all frames of the
composition.
• start to frame - the selection appears from the first
frame to the specified to frame.
• single - the selection appears on one frame only.
You can specify the frame using the from field.
• to end - the selection appears from the specified
from frame to the last frame.
• range - the selection appears from the specified
from frame up to the specified to frame.
from lifetime_start 1 Sets the first frame for single, to end, and range
lifetime types.
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Draw Nodes | Roto
to lifetime_end 1 Sets the last frame for start to frame and range
lifetime types.
shape list curves N/A See the Roto tab for the shape list controls.
Tracking Tab
Settings
track channels rgb The color correction is only applied to these channels.
channels
You can use the checkboxes on the right to select
individual channels.
pre-track pretrack_filter none Before image patches are compared, the selected
filter filter is applied. You can select one of the following
options:
• none - This disables all pre-filtering, which allows
you to have full control of tuning the input image
for tracking.
• adjust contrast - This stretches the image contrast
to better suit the tracking algorithm. This option is
recommended.
adjust for adjust_for_ disabled Enabling this option performs extra pre-filtering to
luminance luminance_ help compensate for changes in brightness in the
changes changes image over time.
clamp super- clamp_footage enabled When enabled, the pixel values in the tracked area are
white, sub- clamped between 0-1.
zero footage
If you want to track the full dynamic range of your
footage, you should disable this control.
hide hide_progress_bar disabled When enabled, the tracking progress bar is hidden.
progress bar
Export
export menu export_menu CornerPin2D Sets the node type to export the track data:
(relative) • CornerPin2D (relative) - warp the image according
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create export_button N/A Click to create the selected node containing the track
data.
link output link_output enabled When enabled, create a link between Roto and the
exported node, so that when the track updates, the
points are updated too.
Correction
CornerPin points
Offsets
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Draw Nodes | RotoPaint
offset1 xy of1 N/A You can correct the four automatically placed points
by offsetting any or all of the four points. To offset a
offset2 xy of2 point, simply click and drag it in the Viewer to the
offset3 xy of3 correct position.
offset4 xy of4
reference reference_frame The first The frame used as a reference to compare all other
frame frame used frames containing tracking data.
to track from.
shape list curves N/A See the Roto tab for the shape list controls.
RotoPaint
RotoPaint is a vector-based node for help with tasks like rotoscoping, rig removal, garbage matting and
dustbusting. You can draw Bezier and B-Spline shapes with individual and layer group attributes, including
per-point and global feather, motion blur, blending modes and individual or hierarchical 2D
transformations.
The RotoPaint node gives you a broader scale of tools to use than Roto, though many of the controls are
shared across both nodes. As with the Roto node, you should use the Viewer tools to create shapes and
paint strokes, and then edit them using the control panel.
The toolbar on the left side of the Viewer has point selection and manipulation, and shape creation tools
identical to Roto nodes. In addition, RotoPaint nodes also have brush, clone/reveal, blur, and dodge/burn
tools. Click and hold or right-click on a toolbar button to open a sub-menu to select any of its available
tool types. Options related to the current tool appear in a toolbar along the top of the Viewer. Click on a
toolbar item to cycle through the available options for that class of tools.
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Draw Nodes | RotoPaint
• Clone tool: Ctrl/Cmd+click and drag to set the clone offset. To reset the clone offset,
Ctrl/Cmd+Shift+click and drag.
4. When drawing your shapes, you can:
• Click in the Viewer to place points. You can drag while clicking to pull out Bezier handles or adjust B-
Spline tension.
• Ctrl/Cmd+drag to sketch the shape freely.
• Click the first point or press Return to close the shape. To leave the shape open, press Esc.
• Ctrl/Cmd+Alt+click to add points to an existing shape.
• Select a point and press Z to increase the smoothness of the point.
• Select the point and press Shift+Z to cusp the point.
• Select the point and press Delete to delete a point.
• Beziers: Shift+drag on a tangent handle to snap the opposite handle to the same length.
Ctrl/Cmd+drag on a tangent handle to move it independently of its opposite handle.
• B-Splines: Ctrl/Cmd+Alt+drag on a point to adjust its tension.
5. Select a shape or stroke using the Select tools or the shape/stroke list in the control panel.
6. Use the control panel to adjust or fine-tune your shape(s) or stroke(s).
You can also create this node by pressing P on the Node Graph.
mask An optional image to use as a mask. By default, the roto shapes and
paint strokes are limited to the non-black areas of the mask.
At first, the mask input appears as a triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If you
cannot see the mask input, ensure that the mask control is disabled
or set to none.
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RotoPaint Tab
output output rgba The roto shapes and paint strokes are rendered into
these output channels. The output channels are the
same for all shapes and paint strokes created using
this node - you cannot create a subset of shapes or
strokes and output them to a different channel.
premultiply premultiply none Premultiply multiplies the chosen input channels with
a mask representing the roto shapes and paint strokes.
For example, where there are no shapes/strokes (the
matte is black or empty) the input channels will be set
to black. Where the shapes/strokes are opaque (the
matte is white or full) the input channels keep their full
value.
replace replace disabled When enabled, existing channels are cleared to black
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format dropdown
If the format does not yet exist, you can select new to
create a new format from scratch. The default setting,
root.format, resizes the image to the format
indicated on the Project Settings dialog box.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the same
mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel, so that output is
limited to the non-white areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
output mask N/A disabled Enables the associated output mask channel to the
right. Disabling this checkbox is the same as setting
the channel to none.
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color color 1 Sets the color for the roto shape or paint stroke. This
control only has an effect when source is set to color
on the Shape or Stroke tab.
source paint_source color Sets the source color for the selected shape/stroke:
• color - the color specified in the color field.
• foreground - pulls pixels from the bg input,
including any shapes and strokes drawn on it. This
input is mainly used with the Clone tab controls.
Using it may cause slower renders.
• background - pulls pixels from the bg input, not
including any shapes and strokes drawn on it.
• backgrounds 1 to 3 - pulls pixels from bg1, bg2,
and bg3 inputs.
blending blending_mode over Sets how the colors in the current shape (A) are
mode merged with the underlying image and shapes (B):
• color-burn (darken B towards A) - darkens B to
reflect A by increasing the contrast. No part of the
image becomes lighter.
• color-dodge (brighten B towards A) - brightens B to
reflect A by decreasing the contrast. No part of the
image is darkened.
• difference (abs(A-B)) - subtracts either B from A or
vice versa, depending on which is brighter. Blending
with white inverts A, while blending with black
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view view N/A Sets the view(s) in which you want to draw your shape
(s) or stroke(s). This is only displayed if you have set up
more than one view in your Project Settings (typically,
if you’re working on a stereoscopic project).
visible visible enabled Sets whether the selected shape, paint stroke, or
group is visible and rendered or not. You can still edit
an invisible shape/stroke and view its position in the
Viewer.
locked locked disabled Locks the selected shape, stroke, or group to prevent
it from being edited.
stereo offset stereo_offset 0 Moves the selected stroke, shape, or group on the x
x,y and y axes. This is an extra transform that is applied
after all other transforms. Typically, you would
position the stroke, shape, or group correctly in the
hero view, then split this control, and drag the stroke
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shape/stroke curves N/A Shows the hierarchy of shapes, paint strokes, and
list groups, allowing you to adjust them and how they’re
displayed in the Viewer:
• Name - double-click to edit the shape, stroke, or
group Name.
• - whether the shape, stroke, or group is visible
and rendered.
• - lock or unlock the shape, stroke, or group.
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Transform Tab
translate x,y translate 0 Moves the selected shape, stroke, or group on the x
and y axes.
rotate rotate 0 Spins the selected shape, stroke, or group around the
pivot point. Use center x,y to position the pivot point.
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skew X skewX 0 Skews the selected shape, stroke, or group along the X
axis from the pivot point. Use center x,y to position
the pivot point.
skew Y skewY 0 Skews the selected shape, stroke, or group along the Y
axis from the pivot point. Use center x,y to position
the pivot point.
skew order skew_order XY Sets the order in which skew X and skew Y are
applied:
• XY - Skew X is applied before skew Y.
• YX - Skew Y is applied before skew X.
center x,y center 1024, 778 Adjusts the center of rotation and skew on the X and Y
axes. This control does not translate shapes or strokes.
extra matrix transform_matrix N/A Adds an extra matrix which is calculated after the
transforms defined by the other controls. This can be
useful, for example, if you are using a 3rd party
application, such as a tracker, and your tracking data
cannot be fully represented using the available
transform controls.
shape/stroke curves N/A See the RotoPaint tab for the shape list controls.
list
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Shape Blur
motionblur motionblur 1 Sets the number of motion blur samples for the
selected shape(s). Increase this for better quality but
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Draw Nodes | RotoPaint
shutter motionblur_ 0.5 Sets the number of frames the shutter stays open
shutter when motion blurring. For example, a value of 0.5
corresponds to half a frame. Increasing the value
produces higher quality motion blur, but increases
render time.
shutter motionblur_ start Controls how the shutter behaves with respect to the
offset shutter_offset_ current frame value. There are four options:
type • centred - center the shutter around the current
frame. For example, if you set the shutter value to 1
and your current frame is 30, the shutter stays open
from frame 29,5 to 30,5.
• start - open the shutter at the current frame. For
example, if you set the shutter value to 1 and your
current frame is 30, the shutter stays open from
frame 30 to 31.
• end - close the shutter at the current frame. For
example, if you set the shutter value to 1 and your
current frame is 30, the shutter stays open from
frame 29 to 30.
• custom - open the shutter at the time you specify. In
the field next to the dropdown menu, enter a value
(in frames) you want to add to the current frame. To
open the shutter before the current frame, enter a
negative value. For example, a value of - 0.5 would
open the shutter half a frame before the current
frame.
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Global Blur
motionblur global_ 1 Sets the number of motion blur samples for all shapes
motionblur in the current RotoPaint node. Increase this for better
quality but slower rendering, decrease it for faster
rendering.
shutter global_ 0.5 Sets the number of frames the shutter stays open
motionblur_ when motion blurring. For example, a value of 0.5
shutter corresponds to half a frame. Increasing the value
produces higher quality motion blur, but increases
render time.
shutter global_ start Controls how the shutter behaves with respect to the
offset motionblur_ current frame value. There are four options:
shutter_offset_ • centred - center the shutter around the current
type frame. For example, if you set the shutter value to 1
and your current frame is 30, the shutter stays open
from frame 29,5 to 30,5.
• start - open the shutter at the current frame. For
example, if you set the shutter value to 1 and your
current frame is 30, the shutter stays open from
frame 30 to 31.
• end - close the shutter at the current frame. For
example, if you set the shutter value to 1 and your
current frame is 30, the shutter stays open from
frame 29 to 30.
• custom - open the shutter at the time you specify. In
the field next to the dropdown menu, enter a value
(in frames) you want to add to the current frame. To
open the shutter before the current frame, enter a
negative value. For example, a value of - 0.5 would
open the shutter half a frame before the current
frame.
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motionblur_ control is used to set the time that the shutter opens
shutter_offset by adding it to the current frame.
shape/stroke curves N/A See the RotoPaint tab for the shape list controls.
list
Shape Tab
source shape_source color Sets the color or source input for the selected shape:
• color - the color specified in the color field.
• foreground - pulls pixels from the bg input,
including any shapes drawn on it. This input is mainly
used with the Clone tab controls. Using it may cause
slower renders.
• background - pulls pixels from the bg input, not
including any shapes drawn on it.
• backgrounds 1 to 3 - pulls pixels from bg1, bg2,
and bg3 inputs.
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feather feather_falloff 1 Sets the rate of opacity falloff at a feathered edge for
falloff a shape. This is measured in pixels.
[feather feather_type linear Controls the center point of the feather falloff:
type] • linear - the falloff changes linearly from the shape
edge to the feather edge.
• smooth0 - the center point of the feather falloff lies
closer to the shape edge than the feather edge.
• smooth1 - the center point of the feather falloff lies
closer to the feather edge than the shape edge.
• smooth - the center point of the feather falloff lies
halfway between the shape edge and the feather
edge.
overall openspline_width 10 Sets the overall spline width of selected splines and all
width new open splines.
start type openspline_start_ rounded Sets the style of the first point for the selected spline
end_type (s) and all new open splines:
• rounded - the starting point of the spline has a
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Draw Nodes | RotoPaint
rounded end.
• square - the starting point of the spline has a square
end.
end type openspline_last_ rounded Sets the style of the last point for the selected spline
end_type (s) and all new open splines:
• rounded - the finishing point of the spline has a
rounded end.
• square - the finishing point of the spline has a
square end.
invert inverted disabled Swaps the colors of the currently selected shape and
the underlying image.
shape/stroke curves N/A See the RotoPaint tab for the shape list controls.
list
Stroke Tab
source brush_source color Sets the color or source input for the selected stroke:
• color - the color specified in the color field.
• foreground - pulls pixels from the bg input,
including any shapes and strokes drawn on it. This
input is mainly used with the Clone tab controls.
Using it may cause slower renders.
• background - pulls pixels from the bg input, not
including any shapes or strokes drawn on it.
• backgrounds 1 to 3 - pulls pixels from bg1, bg2,
and bg3 inputs.
brush type brush_type paint Brush types selected from the control panel only
affect existing strokes. Use the Viewer tools to create
new strokes.
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• blur - blurs the area under the paint stroke. You can
adjust the blur amount using the effect control.
• sharpen - sharpens the area under the paint stroke
by increasing contrast. You can adjust the sharpening
using the effect control.
brush brush_spacing 0.05 Sets the distance in pixels between paint brush dabs. A
spacing higher setting will increase the space between dabs,
creating a dotted line effect when painting. A lower
setting will decrease the distance and create a solid
brush stroke.
brush brush_hardness 0.2 Sets the brush hardness, which defines the rate of
hardness falloff from the brush center to its edge. Increasing
the hardness decreases blurring at the stroke edges,
and vice versa.
pressure dynamic_size disabled When enabled, a stroke’s brush size is tied to pen
alters size pressure.
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alters pressure.
hardness
build up buildup enabled When enabled, the stroke builds up when painted
over itself.
write on writeon_start 0 When animating strokes, sets the order in which the
start dabs on a stroke appear over a number of frames.
writeon_end 1
• write on start - set where along the stroke length
write on end
the paint begins. 0 is the start of the stroke, 1 is the
end.
• write on end - set where along the stroke length the
paint ends.
shape/stroke curves N/A See the RotoPaint tab for the shape list controls.
list
Clone Tab
translate x,y source_transform_ 0,0 Moves the source image along the x and y axes.
translate
You can also adjust translate values by dragging the
transform handles in the Viewer.
rotate source_transform_ 0 Spins the source image around the pivot point. Use
rotate center x,y to position the pivot point.
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skew X source_transform_ 0 Skews the source along the X axis from the pivot
skewX point. Use center x,y to position the pivot point.
skew Y source_transform_ 0 Skews the source along the Y axis from the pivot
skewY point. Use center x,y to position the pivot point.
skew order skew_order XY Sets the order in which skew X and skew Y are
applied:
• XY - Skew X is applied before skew Y.
• YX - Skew Y is applied before skew X.
center x,y source_transform_ N/A Adjusts the center of rotation and skew on the x and y
center axes. This control does not translate the source image.
round to source_translate_ disabled Rounds the translate x,y amount to the nearest whole
pixel round integer pixel. This can help you avoid softening when
using filtering.
filter source_filter Cubic Select the filtering algorithm to use when remapping
pixels from their original positions to new positions.
This allows you to avoid problems with image quality,
particularly in high contrast areas of the frame (where
highly aliased, or jaggy, edges may appear if pixels are
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black source_black_ disabled When rotating or translating the source image, a part
outside outside of the image area may get cropped. To fill the
cropped portion with black, check black outside. To
fill the cropped portion by expanding the edges of
the image, uncheck black outside.
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time offset source_time_ 0 Allows you to clone or reveal pixels from a different
offset frame. Time offset is either relative to the current
frame (-1 is the frame previous to the current one) or
absolute (1 is the first frame in the clip).
source_time_ relative
offset_type Note: If source is set to color on the Shape
tab, this control is disabled.
view source_view current Sets the view used as the clone source. To use the
view currently displayed in the Viewer, select current.
shape/stroke curves N/A See the RotoPaint tab for the shape list controls.
list
Lifetime Tab
lifetime type lifetime_type single frame Sets the range of frames during which the currently
selected shape, stroke or group is visible:
• all - the selection appears in all frames of the
composition.
• start to frame - the selection appears from the first
frame to the specified to frame.
• single frame - the selection appears on one frame
only. You can specify the frame in the from control.
• to end - the selection appears from the specified
from frame to the last frame.
• range - the selection appears from the specified
from frame up to the specified to frame.
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from lifetime_start 1 Sets the first frame for single, to end, and range
lifetime types.
to lifetime_end 1 Sets the last frame for start to frame and range
lifetime types.
shape/stroke curves N/A See the RotoPaint tab for the shape list controls.
list
Tracking Tab
Settings
track channels channels rgb The color correction is only applied to these channels.
pre-track pretrack_filter none Before image patches are compared, the selected filter
filter is applied. You can select one of the following options:
adjust for adjust_for_ disabled Enabling this option performs extra pre-filtering to help
luminance luminance_ compensate for changes in brightness in the image over
changes changes time.
clamp super- clamp_ enabled When enabled, the pixel values in the tracked area are
white, sub- footage clamped between 0-1.
zero footage
If you want to track the full dynamic range of your
footage, you should disable this control.
hide progress hide_ disabled When enabled, the tracking progress bar is hidden.
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Draw Nodes | RotoPaint
bar progress_bar
Export
export menu export_menu CornerPin2D Sets the node type to export the track data:
(relative)
CornerPin2D (relative) - warp the image according to
the relative transform between the current frame and the
reference frame.
create export_button N/A Click to create the selected node containing the track
data.
link output link_output enabled When enabled, create a link between RotoPaint and the
exported node, so that when the track updates, the
points are updated too.
Correction
CornerPin points
point1 xy pt1 N/A The CornerPin points are populated automatically when
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Draw Nodes | ScannedGrain
point2 xy pt2 you track an object. When you draw a roto shape and
convert it into a track object, Nuke automatically places
point3 xy pt3 4 corner pins around the shape. These are the points that
point4 xy pt4 are tracked.
Offsets
offset1 xy of1 N/A You can correct the four automatically placed points by
offsetting any or all of the four points. To offset a point,
offset2 xy of2 simply click and drag it in the Viewer to the correct
offset3 xy of3 position.
offset4 xy of4
reference reference_ The first The frame used as a reference to compare all other
frame frame frame used to frames containing tracking data.
track from.
shape list curves N/A See the Roto tab for the shape list controls.
ScannedGrain
Applies actual scans of film grain to replicate the grain of the film stock. Frames are selected from a loop
of scanned film grain and applied to the input image. This allows you to add grain to CG creations to
match the original plate or ’age’ footage artificially.
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Draw Nodes | ScannedGrain
At first, the mask input appears as a triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If you
cannot see the mask input, ensure that the mask control is disabled
or set to none.
ScannedGrain Tab
grain fullGrain [file dir Sets the file path of your scanned grain images.
$program_
name]/FilmGrain/ To create the film grain images:
1. Film a gray card and scan the result to file.
2. Blur the scanned image.
3. Subtract the blurred image from the original.
4. Add 0.5 to the rgb channels.
5. Save the scanned grain image to the desired
file type (.rgb for example).
frame range fullGrain.first_ 1 Sets the first frame of the grain file to use.
frame
min. width minwidth 721 Sets the minimum width (in pixels) that images
must have in order for grain to be applied.
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Draw Nodes | ScannedGrain
resize resize enabled When enabled, resizes the grain plate to match
your input.
offset offset 0.5 Sets the value of neutral gray to subtract from
images. The closer this value is to the input gray,
the more grain is visible.
Amount of grain
amount rgb amount 0.30000001 Sets the multiplier for the red channel applied to
the grain.
saturation saturation 1 Sets the intensity of grain hue across all channels.
curve editor weight N/A The grain sequence’s color curves. You can use
these to edit the gain, gamma, contrast, and so on
for individual channels. You can also look up color
information for the current pixel in the Viewer.
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reset N/A N/A Returns the selected curve(s) to the default values.
low_clip low_clip 0 Sets the low threshold based on the input image.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
same mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel, so that grain
is limited to the non-white areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge
of the mask.
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Draw Nodes | Sparkles
Sparkles
Creates customizable rays or sparkles from a central position indicator in the Viewer.
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Draw Nodes | Sparkles
Sparkles Tab
Shape
Sparkle type mode Rays Sets the sparkle type to output from the position
indicator in the Viewer:
• Rays - produces rays fading away from the origin.
• Sparkles - produces intermittent rays fading at either
end of each ray.
• Fireworks - produces rays fading toward the origin.
triangle triangle_think disabled When enabled, a triangle shape it used to create the
shapes rays increasing the thickness.
position xy position 700, 600 Sets the center of origin for the rays on the x and y axes.
size size 300 Sets the size of the rays, in pixels, and adjusts the ray
bounding box accordingly.
relative relative_ disabled When enabled, 0 degrees always points to the center of
rotation the image and rotation is relative to that value.
thickness ray_thick 0.2 Sets the thickness of the emitted rays in pixels.
random random_thick disabled When enabled, ray thickness is randomized within the
range [1,thickness].
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Draw Nodes | Sparkles
sparkle falloff spark_falloff 0.05 When Sparkel type is set to Sparkles, determines
whether or not rays are connected to the position
indicator. Higher values decrease the distance from the
sparkle to the position indicator and vice versa.
ray falloff ray_falloff 2 Sets how quickly rays falloff as distance from the
position indicator increases.
seed seed 23 Sets the random seed that controls ray characteristics. If
you’re using multiple Sparkle nodes, you can use the
same seed to produce similar random results on both
nodes.
Color
chroma shift chroma_shift 0 Sets the amount of chroma shift applied to the rays.
Positive values split red clockwise and blue counter-
clockwise and vice versa.
chroma chroma_ 0 Sets the spread of chroma values from the position
spread spread indicator. Positive values extend the spread of the red
channel while reducing the blue channel and vice versa.
Mask
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
vismask none The channel to use as a mask. By default, the sparkles are
limited to the non-black areas of this channel.
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Draw Nodes | Sparkles
mask blur vismask_size 4 Sets the size of the mask when mask is set to anything
other than none.
Effects Tab
Sparkle crawl sparkle_crawl disabled When enabled, use the Sparkle crawl controls to cause
Sparkles or Fireworks to move, or crawl.
motion motion 300 Sets the amount of motion to apply. Animating this
control causes Sparkles or Fireworks to crawl.
ray fade fadeTolerance 30 Controls the amount of fade to apply to Sparkles only.
Broken rays
Broken rays broken_rays disabled When enabled, use the Broken rays controls affect the
rays emitted from the position indicator.
break start broken_start 0.7 Sets where the first break occurs as a percentage of the
total length. For example, 0.5 is equal to 50% of the
length.
random random_ disabled When enabled, the break start control is randomized.
broken_start
breaks broken_holes 0.2 Sets the number of breaks per ray after the break start.
Sparks
sparks sparks disabled When enabled, use the Sparks controls to clip the
(direction emission angle and direction.
clip)
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Draw Nodes | Text
open angle sparks_angle 45 Sets the angle from which rays can be emitted. For
example, 360 causes rays to emit in all directions.
Text
This node lets you add text overlays on your images. You can simply type in the text you want to have
displayed or use Tcl expressions or Tcl variables to create a text overlay. Text overlays can also be
animated using animation layers in the Groups tab, so that their properties (such as position, size, and
color) change over time. These features make the Text node useful, for example, for creating slates or
scrolling credits.
At first, the mask input appears as a triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If you
cannot see the mask input, ensure that the mask control is disabled
or set to none.
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Draw Nodes | Text
Text Tab
premult premult none These channels are multiplied by the drawn text, so
that they are set to black outside the text shape.
replace replace disabled When enabled, the affected channels are cleared to
black before drawing on them.
invert invert disabled Inverts the inside and outside of the text shape.
opacity opacity 1 Adjusts the opacity of the text. The possible values
run from 0 (invisible) to 1 (fully opaque).
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
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Draw Nodes | Text
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
same mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel so that the text is
limited to the non-white areas of the mask.
message message None Enter the text you want to display, a Tcl expression, a
Tcl variable, or a combination of these. Enter Tcl
expressions in square brackets, for example, [date].
To begin a new line, press Return.
The above only work if the font you are using has the
character you want to display in it.
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Draw Nodes | Text
box xyrt (or box N/A Adjusts the on-screen box that limits the text inside a
xywh) certain area of the frame:
• To define the left boundary of the box, adjust the x
field.
• To define the bottom boundary of the box, adjust
the y field.
• To define the right/width boundary of the box,
adjust the r field.
• To define the top/height boundary of the box,
adjust the t field.
You can also move and resize the box in the Viewer.
Your text is wrapped inside the box you defined.
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Draw Nodes | Text
font font Utopia Sets the font to use for the text. This control uses the
FreeType library and supports a large number of
fonts, including TrueType (.ttf) fonts and PostScript
fonts (.pfa and .pfb).
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Draw Nodes | Text
index Regular Sets the font style to use for the text. The options
available in this control depend on the font selected.
global font global_font_scale 1 Sets the scale used to multiply the font size for all
scale characters in the message field.
font size font_size 100 Adjusts the size of the font. When leading is set to 0,
this parameter also controls the spacing between
each line of text.
font width font_width 100 Sets the width of the font, as a percentage of the
font size.
font height font_height 100 Sets the height of the font, as a percentage of the
font size.
tracking tracking 0 Sets the spacing between each character and the
previous character. Negative values move characters
closer to each other and vice versa.
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Draw Nodes | Text
baseline shift baseline_shift 0 Sets the height above the font baseline for the
currently selected characters. Negative values lower
the characters and vice versa.
Groups Tab - the controls on this tab only affect groups in the animation layers table.
scale scale 1 Scales the text. Scale width and height are ganged by
default.
skew order skew_order XY Sets the order in which skew X and skew Y are
applied:
• XY - skew X is applied before skew Y.
• YX - skew Y is applied before skew X.
center xy center N/A Sets the center of rotation and scaling. You can also
move it using Ctrl/Cmd+drag.
animation group_animation N/A Displays groups created from the text in the
layers message field, allowing you to animate the required
characters using the transform controls.
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Draw Nodes | Text
Color Tab
ramp ramp none Select whether to create a color gradient across the
text:
• none - don’t create a color gradient.
• linear - the ramp changes linearly from one color
into another.
• smooth0 - the ramp color gradually eases into the
point 0 end. This means colors in the point 0 end
are spread wider than colors in the point 1 end.
• smooth1 - the ramp color eases into the point 1
end. This means colors in the point 1 end are
spread wider than colors in the point 0 end.
• smooth - the ramp color gradually eases into both
ends. This means colors in the point 0 and point 1
ends are spread wider than colors in the center of
the ramp.
The following controls are only available if ramp is set to anything other than none.
point 1 p1 100, 400 Sets the position of the point 1 indicator. This allows
you to adjust the spread and angle of the ramp.
color 0 color0 0 Sets the color for the ramp at the point 0 end (by
default, the bottom end).
point 0 p0 100, 100 Sets the position of the point 0 indicator. This allows
you to adjust the spread and angle of the ramp.
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Draw Nodes | Text
Shadows Tab
enable drop enable_shadows disabled When enabled, drop shadows are applied to the text.
shadows
When disabled, all other controls on this tab are also
disabled.
inherit input shadow_inherit_ disabled When enabled, shadows inherit their color from the
color input_color text's input color.
color color 0,0,0,1 Sets the color of the drop shadow when inherit
input color is disabled.
opacity opacity 0.7 Sets the opacity of any drop shadow applied to the
text, where 0 is totally transparent and 1 is totally
opaque.
angle angle 225 Sets the cast angle for drop shadows relative to the
text, in degrees, where 0 is left to right.
distance distance 5 Sets the seperation distance between the text and
the drop shadow.
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Time Nodes
Time nodes deal with distorting time (that is, slowing down, speeding up, or reversing clips), applying
motion blur, and performing editorial operations like slips, cuts, splices, and freeze frames.
3:2 pulldown is a process of converting 24 frames per second (fps) film to 29.97 fps interlaced video. In
this process, the film is first slowed down 0.1% to match the speed difference between 29.97 fps and 30
fps. Then, film frames are distributed across video fields in a repeating 3:2 pattern in order to make 24 film
frames fill the space of 30 video frames per second:
• The first frame of film is copied to 3 fields of video,
• the second frame of film is copied to 2 fields of video,
• the third frame of film is again copied to 3 fields,
• the fourth frame of film is copied to 2 fields, and so on.
If you’re using footage that was originally film but was converted to video, you may have used the
Remove 3:2 pulldown node when importing the footage to Nuke. In this case, the Add 3:2 pulldown node
allows you to reintroduce 3:2 pulldown before rendering the footage back to video.
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Time Nodes | AppendClip
User Tab
This control lets you shift the point at which the two
split-field frames occur within the first five frames of the
footage, relative to your first input frame.
AppendClip
AppendClip lets you splice clips. Splicing refers to joining clips head-to-tail, thus allowing action to flow
from one shot to the next. When you splice clips, you have options for:
• Fading to or from black.
• Dissolving between input clips.
• Slipping the combined clip in time.
To make an edit, you can first use the FrameRange node to cut portions out of input sequences and then
use the AppendClip node to link them together.
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Time Nodes | AppendClip
Input 1 The image sequence to which subsequent clips are appended. You
can connect any number of sequences to an AppendClip node.
AppendClip Tab
Fade In fadeIn 0 Sets the number of frames to fade in from black on the
first clip in the sequence.
Fade Out fadeOut 0 Sets the number of frames to fade out to black on the
last clip in the sequence.
Cross Dissolve dissolve 0 Sets the number of frames to use to dissolve between
clips.
First Frame firstFrame 1 Sets the amount of frames to slip the start of the first
clip in the sequence. For example, a value of 5 causes
the first clip to start playing at frame 5 instead of frame
1.
Last Frame lastFrame Depending on the First Frame value, displays the frame
number of the end of the sequence after the slip.
take metadata meta_from_ disabled When disabled, the metadata is taken from whichever
from first clip first input is currently taking precedence.
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Time Nodes | FrameBlend
FrameBlend
The FrameBlend node interpolates frames by generating an additive composite of the frames that precede
and follow it, rather than creating mere copies between the existing frames. This method creates
“ghosting” around all fast moving features. The results may look odd when viewed as part of a still frame,
but will contribute to smoother motion during actual playback.
You should insert this node before the temporal effect you want to influence (for example, before a
Retime node).
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If you
cannot see the mask input, ensure that the mask control is disabled
or set to none.
FrameBlend Tab
channels channels all The frame blend is only applied to these channels.
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Time Nodes | FrameBlend
Frame Range startframe -1 When Custom is enabled, the specified frame range is
blended together producing the same result for every
endframe -1 output frame (unless you put an expression into the
frame numbers).
Custom userange disabled When enabled, use the Frame Range controls to
specify the blended frame range.
Input Range getinputrange N/A Click to automatically use the input sequence frames
as the blend FrameRange.
Foreground N/A disabled Enables the associated matte channel to the right.
matte Disabling this checkbox is the same as setting the
channel to none.
output N/A disabled Enables the associated mask channel to the right.
Image count Disabling this checkbox is the same as setting the
to channel to none.
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Time Nodes | FrameHold
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
same mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel so that the blend
is limited to the non-white areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
mix mix 1 Mixes between the original image at 0 and the full
frame blend at 1.
FrameHold
Lets you either:
• pick one frame and use that frame at every frame of the input clip, or
• use every certain number of frames of the input clip (for example, every fifth frame).
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Time Nodes | FrameRange
Input unnamed An image sequence with a single frame or every certain number of
frames you want to use, disregarding all other frames.
FrameHold Tab
first frame firstFrame 1 The first frame to use. If increment is set to 0, first
frame is used at every frame of the input clip.
Set setToCurrentFrame N/A Click to set the first frame control to the current
to Current Viewer frame.
Frame
FrameRange
Lets you set a frame range for a clip. This controls which frames are sent to the flipbook and displayed in
the Viewer when the frame range source dropdown menu is set to Input.
After setting the frame range for a clip, you may want to adjust the script length for the new output range.
Press S on the Node Graph to open the Project Settings, and enter frame range values that match the
output range you specified.
To make an edit, you can first use this node to cut portions out of input sequences and then append the
results together using the AppendClip node.
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Time Nodes | Kronos
Tip: Using FrameRange, you can also set the frame range for a clip directly in the Dope Sheet.
See Nuke's online help for more information.
FrameRange Tab
frame range first_frame 1 Enter the appropriate in and out point values.
reset N/A N/A Resets the frame range to its original in and out points.
Kronos
Kronos (NukeX and Nuke Studio only) is a retimer, designed to slow down or speed up footage. It works
by calculating the motion in the sequence in order to generate motion vectors, which in turn, enables you
to generate an output image at any point in time throughout the sequence by interpolating along the
direction of the motion. Kronos also contains a number of controls to allow you to trade off render time
versus accuracy of vectors.
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Time Nodes | Kronos
Input FgVecs If the motion in your input sequence has been estimated before (for
example, using VectorGenerator), you can supply one or more vector
BgVecs sequences to Kronos to save processing time.
Matte An optional matte of the foreground, which may improve the motion
estimation by reducing the dragging of pixels that can occur
between foreground and background objects.
Kronos Tab
Local GPU gpuName N/A Displays the GPU used for rendering when Use GPU if
available is enabled. Local GPU displays Not
available when:
• Use CPU is selected as the default blink device in
the Preferences.
• no suitable GPU was found on your system.
• it was not possible to create a context for
processing on the selected GPU, such as when there
is not enough free memory available on the GPU.
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Time Nodes | Kronos
Use GPU if useGPUIfAvailable enabled When enabled, rendering occurs on the Local GPU
available specified, if available, rather than the CPU.
Reset resetInputRange N/A Resets Input Range to the frame range of the current
Source input. This can be useful if the clip in the
Source input has changed.
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Time Nodes | Kronos
Timing timing2 Output Sets how to control the new timing of the clip:
Speed • Output/Input Speed - describes the retiming in
terms of overall output duration. For example,
double speed halves the duration of the clip and
half speed doubles the duration of the clip.
• Frame - describes the retiming in relative terms, for
example, ’at frame 100 in the output clip, display
frame 50 of the source clip‘. You’ll need to set at
least 2 key frames for this to retime the clip.
Output Speed timingOutputSpeed 0.5 This control is only active if Timing is set to Output
Speed.
Values below 1 slow down the clip and vice versa. For
example, to slow down the clip by a factor of two
(half speed), set this value to 0.5.
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Time Nodes | Kronos
Input Speed timingInputSpeed 0.5 This control is only active if Timing is set to Input
Speed.
Values below 1 slow down the clip and vice versa. For
example, to slow down the clip by a factor of two
(half speed), set this value to 0.5.
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Time Nodes | Kronos
Vector Detail vectorDetail 0.3 Adjust this to vary the density of the vector field. A
value of 1 generates a vector at each pixel, whereas a
value of 0.5 generates a vector at every other pixel.
Smoothness smoothness 0.5 This control is only active if Method is set to Local.
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Time Nodes | Kronos
Resampling resampleType Bilinear Sets the type of resampling applied when retiming:
• Bilinear - the default filter. Faster to process, but
can produce poor results at higher zoom levels. You
can use Bilinear to preview a retime before using
one of the other resampling types to produce your
output.
• Lanczos4 and Lanczos6 - these filters are good for
scaling down, and provide some image sharpening,
but take longer to process.
Shutter
Shutter Time shutterTime 0 Sets the equivalent shutter time of the retimed
sequence. For example, a shutter time of 0.5 is
equivalent to a 180 degree mechanical shutter, so at
24 frames per second the exposure time will be
1/48th of a second.
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Time Nodes | Kronos
Output output Result Sets the final output display for the retimed image.
Selecting anything other than Result is only useful
when a Matte Channel is used.
• Result - displays the retimed Source image.
• Matte - displays the retimed Matte input.
• Foreground - displays the retimed foreground. The
background regions outside the matte input may
show garbage.
• Background - displays the retimed background.
The foreground regions inside the matte input may
show garbage.
Matte matteChannel None Where to get the (optional) foreground mask to use
Channel for motion estimation:
• None - do not use a matte.
• Source Alpha - use the alpha of the Source input.
• Source Inverted Alpha - use the inverted alpha of
the Source input.
• Matte Luminance - use the luminance of the Matte
input.
• Matte Inverted Luminance - use the inverted
luminance of the Matte input.
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Time Nodes | Kronos
Advanced
Flicker flickerCompensatio disabled When enabled, Kronos takes into account variations in
Compensatio n luminance and overall flickering, which can cause
n problems with your output.
Legacy Mode legacymodeNuke9 Dependen Scripts loaded from previous versions of Nuke
t on Nuke default to Legacy Mode for backward compatibility.
version Adding a new Kronos node to the Node Graph hides
this control.
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Time Nodes | NoTimeBlur
Weight Red weightRed 0.3 For efficiency, much of the motion estimation is done
on luminance only - that is, using monochrome
images. The tolerances allow you to tune the weight
Weight Green weightGreen 0.6 of each color channel when calculating the image
luminance. These parameters rarely need tuning.
However, you may, for example, wish to increase the
Weight Blue weightBlue 0.1 red weighting Weight Red to allow the algorithm to
concentrate on getting the motion of a primarily red
object correct, at the cost of the rest of the items in a
shot.
Overlay showVectors disabled When enabled, the motion vectors are displayed in
Vectors the Viewer. Forward motion vectors are drawn in red,
and backward motion vectors in blue.
NoTimeBlur
NoTimeBlur prevents nodes downstream from asking for fractional or multiple frames. You can use this
node to avoid unwanted computation. For example, you may find that using TimeBlur on all the upstream
nodes in your composition can be unnecessary and very time consuming. In these cases, you can use
NoTimeBlur node to limit the number of nodes to which you’re applying TimeBlur. Just insert the
NoTimeBlur node in your node tree above the TimeBlur and any nodes you want the TimeBlur node to
process.
You can also use the NoTimeBlur node to force animated objects to align with input images.
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Time Nodes | OFlow
Input unnamed NoTimeBlur can be inserted between any two existing nodes to limit
requests for fractional or multiple frames downstream.
NoTimeBlur Tab
rounding rounding rint Sets the rounding type to use when blocking fractional
or multiple frames:
• rint - rounds the frame(s) to the nearest integer value.
• floor - rounds the frame(s) down to the nearest integer
value.
• ceil - rounds the frame(s) up to the nearest integer
value.
• none - no rounding is applied to the requested frame
(s).
use single single enabled When enabled, only the first frame requested is used.
frame
OFlow
Lets you generate high-quality retiming operations, such as slowing down or speeding up the input
footage. OFlow analyzes the movement of all pixels in the frames, generates motion vectors based on the
analysis, and then renders new “in-between” images by interpolating along the direction of the motion.
You can also use OFlow to add motion blur or enhance the existing motion blur in the image.
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Time Nodes | OFlow
OFlow Tab
Local GPU gpuName N/A Displays the GPU used for rendering when Use GPU if
available is enabled. Local GPU displays Not available
when:
• Use CPU is selected as the default blink device in
the Preferences.
• no suitable GPU was found on your system.
• it was not possible to create a context for processing
on the selected GPU, such as when there is not
enough free memory available on the GPU.
Use GPU if useGPUIfAvailable enabled When enabled, rendering occurs on the Local GPU
available specified, if available, rather than the CPU.
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Time Nodes | OFlow
Reset resetInputRange N/A Resets Input Range to the frame range of the current
Source input. This can be useful if the clip in the
Source input has changed.
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Time Nodes | OFlow
Timing timing2 Output Sets how to control the new timing of the clip:
Speed • Output/Input Speed - describes the retiming in
terms of overall output duration. For example,
double speed halves the duration of the clip and half
speed doubles the duration of the clip.
• Frame - describes the retiming in relative terms, for
example, ’at frame 100 in the output clip, display
frame 50 of the source clip‘. You’ll need to set at
least 2 key frames for this to retime the clip.
Output Speed timingOutputSpeed 0.5 This control is only active if Timing is set to Output
Speed.
Values below 1 slow down the clip and vice versa. For
example, to slow down the clip by a factor of two (half
speed), set this value to 0.5.
Input Speed timingInputSpeed 0.5 This control is only active if Timing is set to Input
Speed.
Values below 1 slow down the clip and vice versa. For
example, to slow down the clip by a factor of two (half
speed), set this value to 0.5.
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Time Nodes | OFlow
Vector Detail vectorDetail 0.2 Adjust this to vary the density of the vector field. A
value of 1 generates a vector at each pixel, whereas a
value of 0.5 generates a vector at every other pixel.
Smoothness smoothness 0.5 A high smoothness can miss lots of local detail, but is
less likely to provide you with the odd spurious
vector, whereas a low smoothness concentrates on
detail matching, even if the resulting field is jagged.
Resampling resampleType Bilinear Sets the type of resampling applied when retiming:
• Bilinear - the default filter. Faster to process, but can
produce poor results at higher zoom levels. You can
use Bilinear to preview a retime before using one of
the other resampling types to produce your output.
• Lanczos4 and Lanczos6 - these filters are good for
scaling down, and provide some image sharpening,
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Time Nodes | OFlow
Shutter
Shutter Time shutterTime 0 Sets the equivalent shutter time of the retimed
sequence. For example, a shutter time of 0.5 is
equivalent to a 180 degree mechanical shutter, so at
24 frames per second the exposure time will be
1/48th of a second.
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Time Nodes | OFlow
Advanced
Flicker flickerCompensation disabled When enabled, OFlow takes into account variations in
Compensation luminance and overall flickering, which can cause
problems with your output.
Weight Red weightRed 0.3 For efficiency, much of the motion estimation is done
on luminance only - that is, using monochrome
images. The tolerances allow you to tune the weight
Weight Green weightGreen 0.6 of each color channel when calculating the image
luminance. These parameters rarely need tuning.
However, you may, for example, wish to increase the
Weight Blue weightBlue 0.1 red weighting Weight Red to allow the algorithm to
concentrate on getting the motion of a primarily red
object correct, at the cost of the rest of the items in a
shot.
Overlay showVectors disabled When enabled, the motion vectors are displayed in
Vectors the Viewer. Forward motion vectors are drawn in red,
and backward motion vectors in blue.
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Time Nodes | Remove 3:2 pulldown
If you’re using footage that was originally film but was converted to video, you may want to use the
Remove 3:2 pulldown node when importing the footage to Nuke. This allows you to convert the footage
to its original state (24 fps non-interlaced film) before adding effects to it. If you later want to render the
footage back to video again, you can use the Add 3:2 pulldown node to reintroduce 3:2 pulldown.
Input 1 The image sequence to remove 3:2 pulldown from. For example,
footage that was originally film but was converted to video.
User Tab
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Time Nodes | Retime
invert field field_dom disabled Video frames are usually divided into two fields. Each
dominance field contains only half of the image information, drawn
as horizontal scan lines:
• The first field of a frame contains every other scan line.
• The second field of a frame contains the remaining
scan lines.
Retime
Lets you slow down, speed up, or even reverse select frames in a clip without necessarily altering its
overall length.
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Time Nodes | Retime
Retime Tab
input range input.first 1 When enabled, sets the first frame of the input sequence
to use for the retime.
input.first_ disabled Enable this control to lock the retime to a specific first
lock frame.
input.last Dependent When enabled, sets the last frame of the input sequence to
on input clip use for the retime.
input.last_ disabled Enable this control to lock the retime to a specific last
lock frame.
reverse reverse disabled When enabled, the input frames run backwards.
output output.first 1 When enabled, sets the first frame of the clip length after
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Time Nodes | Retime
output.first_ disabled Enable this control to lock the output to a specific first
lock frame.
output.last Dependent When enabled, sets the last frame of the clip length after
on input clip the retime.
output.last_ disabled Enable this control to lock the output to a specific last
lock frame.
speed speed 1 Sets the retime speed enabling Nuke to calculate the
output range for you, rather than using the output range
controls. Values higher than 1 increase playback speed;
values less than 1 decrease playback speed.
before before hold Sets the behavior of frames before the output.first frame
(examples refer to a 20 frame sequence with an
output.first value of 5):
• continue - the first frame in the sequence is held until
the output.first frame is reached.
• loop - substitutes an equal number of frames, effectively
creating a clip loop.
Example: 5, 4, 3, 2, 1, 2, 3, 4, etc.
• hold - the first frame in the sequence is held until the
output.first frame is reached.
Example: 1, 1, 1, 1, 1, 2, 3, 4, etc.
• black - frames are black until the output.first frame is
reached.
after after hold Sets the behavior of frames after the output.last frame
(examples refer to a 20 frame sequence with an
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Time Nodes | Retime
Example: 16, 17, 18, 19, 20, 19, 18, 17, etc.
• hold - the output.last frame in the sequence is held until
the end of the sequence is reached.
Example: 16, 17, 18, 19, 20, 20, 20, 20, etc.
• black - frames are black from output.last until the end of
the sequence is reached.
filter filter box Sets the type of filtering to apply to the retime:
• none - passes fractional frame numbers to the input,
which is useful if the input can calculate its own frame
interpolation.
• nearest - rounds the center of the range to nearest
integer frame.
• box - uses a weighted average of several frames together
to cover the output range.
TimeWarp Tab
warp warp N/A To warp the input clip, edit this curve are as follows:
• To slow down motion, decrease the slope of the curve.
• To speed up motion, increase the slope of the curve.
• To reverse motion, create a downward sloping portion
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Time Nodes | SmartVector
You can:
• Ctrl/Cmd+Alt+click to insert keyframe knots on the
curve.
• Ctrl/Cmd+drag to reposition keyframe knots.
• Ctrl/Cmd+drag to rotate a keyframe knot control
handles.
reset N/A N/A Click to reset the curve to the default values.
SmartVector
The SmartVector node writes motion vectors to the .exr format, which are then used to drive the
VectorDistort or VectorCornerPin nodes as part of the Smart Vector toolset.
Inputs Matte An optional matte of the foreground, which may improve the motion
estimation by reducing the dragging of pixels that can occur
between foreground and background objects.
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Time Nodes | SmartVector
SmartVector Tab
Local GPU gpuName N/A Displays the GPU used for rendering when Use
GPU if available is enabled. Local GPU displays
Not available when:
• Use CPU is selected as the default blink device
in the Preferences.
• no suitable GPU was found on your system.
• it was not possible to create a context for
processing on the selected GPU, such as when
there is not enough free memory available on
the GPU.
Use GPU if useGPUIfAvailable enabled When enabled, rendering occurs on the Local GPU
available specified, if available, rather than the CPU.
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Time Nodes | SmartVector
Vector Detail vectorDetailReg 0.3 Sets the vector quality. The default value of 0.3 is
sufficient for sequences with low detail and
movement, but you may want to increase the
detail to improve the vector quality in some cases.
Matte Channel matteChannel None Where to get the optional foreground mask to use
when estimating motion:
• None - do not use a matte.
• Source Alpha - use the alpha of the Source
input.
• Source Inverted Alpha - use the inverted alpha
of the Source input.
• Matte Luminance - use the luminance of the
Matte input.
• Matte Inverted Luminance - use the inverted
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Time Nodes | SmartVector
Output output Background When Matte Channel is set to anything other than
None, the Output control determines whether
Foreground or Background vectors are passed
down stream or written to file.
Inpaint Matte inpainting disabled When enabled, any areas where vectors are absent
Region are infilled using the nearest available vectors.
Export
Export Write export_write N/A Click to automatically create a Write node with
suitable .exr settings to contain the vector data.
Advanced
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Time Nodes | TemporalMedian
Tolerances
Weight Red weightRed 0.3 For efficiency, much of the motion estimation is
done on luminance only - that is, using
monochrome images. The tolerances allow you to
tune the weight of each color channel when
calculating the image luminance. These parameters
Weight Green weightGreen 0.6 rarely need tuning. However, you may, for
example, wish to increase the Weight Red to
allow the algorithm to concentrate on getting the
motion of a primarily red object correct, at the
Weight Blue weightBlue 0.1 cost of the rest of the items in a shot.
TemporalMedian
This node applies a temporal median filter to the input clip. It outputs each pixel by calculating the
median of the current frame, the frame before, and the frame after. This can be useful for removing grain,
for example.
Input unnamed The image sequence to apply a temporal median filter to (typically,
the image sequence to degrain).
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Time Nodes | TemporalMedian
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If you
cannot see the mask input, ensure that the mask control is disabled
or set to none.
TemporalMedian Tab
channels channels all The temporal median filter effect is only applied to
these channels.
core core 0.05 If the differences between pixel values on the current,
previous, and next frame are greater than this value,
those pixels are left unchanged. This is because higher
differences between frames probably indicate
something other than film grain.
mask N/A disabled Enable the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
same mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel so that the
temporal median filter effect is limited to the non-
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Time Nodes | TimeBlur
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
mix mix 1 Dissolves between the original image at 0 and the full
effect at 1.
TimeBlur
When a fast moving subject is recorded on film or video, its edges appear to smear as a result of the
object's movement while the shutter is open. The longer the shutter remains open at each frame interval,
the more obvious this effect. TimeBlur simulates this phenomenon by sampling its input at divisions times
over shutter frames starting at the current frame plus offset.
Time blur is commonly applied to garbage masks that are tracked to a fast moving feature. The time blur
averages the incoming mask image over the shutter period, to better match the motion blur in the original
image and creating a more convincing integration.
Input unnamed The image sequence to which you want to apply blur.
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Time Nodes | TimeBlur
TimeBlur Tab
divisions divisions 10 The number of times you want to sample the input
over the shutter time. For images with fast-moving
content, higher values are necessary to eliminate
"steppiness" or banding in the output.
shutter shutter 0.5 Sets the number of frames the shutter stays open
when motion blurring. For example, a value of 0.5
corresponds to half a frame. Increasing the value
produces more blur, and decreasing the value less.
shutter offset shutteroffset start Controls how the shutter behaves with respect to the
current frame value:
• centred - center the shutter around the current
frame. For example, if you set the shutter value to 1
and your current frame is 30, the shutter stays open
from frame 29,5 to 30,5.
• start - open the shutter at the current frame. For
example, if you set the shutter value to 1 and your
current frame is 30, the shutter stays open from
frame 30 to 31.
• end - close the shutter at the current frame. For
example, if you set the shutter value to 1 and your
current frame is 30, the shutter stays open from
frame 29 to 30.
• custom - open the shutter at the time you specify.
In the field next to the dropdown menu, enter a
value (in frames) you want to add to the current
frame. To open the shutter before the current
frame, enter a negative value. For example, a value
of - 0.5 would open the shutter half a frame before
the current frame.
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Time Nodes | TimeClip
TimeClip
Just like TimeOffset, the TimeClip node lets you move the clip forwards or backwards in time and reverse
the order of frames in the clip. In addition to this basic functionality, you can slip a clip, set the frame
range for the clip, set what happens to frames outside of this frame range, fade the clip to or from black,
and set expressions to adjust the node’s behavior.
Tip: Using TimeClip, you can also offset, trim, and slip clips directly in the Dope Sheet. See
Nuke's online help for more information.
TimeClip Tab
before hold Sets the behavior of frames before the first frame
(examples refer to a 20-frame sequence with a first
value of 5):
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Time Nodes | TimeClip
after hold Sets the behavior of frames after the last frame
(examples refer to a 20 frame sequence with a last value
of 5):
• hold - the last frame in the sequence is held until the
end of the sequence is reached. Example: 16, 17, 18, 19,
20, 20, 20, 20, etc.
• loop - substitutes an equal number of frames,
effectively creating a clip loop. Example: 16, 17, 18, 19,
20, 1, 2, 3, 4, etc.
• bounce - substitutes a reversed equal number of
frames, creating a clip bounce. Example: 16, 17, 18, 19,
20, 19, 18, 17, etc.
• black - frames are black from last until the end of the
sequence is reached.
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Time Nodes | TimeClip
original range origfirst Dependent The original first frame of the sequence.
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Time Nodes | TimeEcho
on Project
Settings
reverse reverse disabled Reverse the clip within the specified frame range.
TimeEcho
Merges multiple frames from the input into a single frame to create an echo-like effect over time. This
allows you to create streaking and smearing effects, for example.
TimeEcho Tab
TimeEcho mode max Sets how the frames are blended together:
Method • Plus - uses the sum of all frames. Note that this may
result in pixel values higher than 1.0.
• Max - uses the highest value from the frames.
• Average - averages the frames (uses the sum divided
by the number of frames). The result is darker than the
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Time Nodes | TimeOffset
original images.
For example, if the current frame is 10, and you set this
value to 4, TimeEcho merges frames 7, 8, 9, and 10.
Frames to framesfade 1 Allows you to fade out frames, so that the further back a
fade out frame is in time, the less effect it has on the final
images. Note that this is the total number of frames
over which the fade happens, with the last of these
frames remaining at maximum.
TimeOffset
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Time Nodes | TimeOffset
Lets you offset a clip. Offsetting a clip refers to moving it backward or forward in time. There are any
number of reasons why you might want to do this (for example, to synchronize events in a background
and foreground clip).
After offsetting the clip, you may want to adjust the script length for the new output range. Press S on the
Node Graph to open the Project Settings, and enter frame range values that match the output range you
specified. If you don’t do this, Nuke fills the empty frames at the head or tail of the clip by holding the
first or last frame.
Tip: Using TimeOffset, you can also offset clips directly in the Dope Sheet. See Nuke's online
help for more information.
TimeOffset Tab
time offset time_offset 0 The number of frames by which you want to offset the
(frames) clip.
reverse input reverse_input disabled When enabled, TimeOffset inverts the clip (making the
last frame the first, and so on).
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Time Nodes | TimeWarp
TimeWarp
Lets you slow down, speed up, or even reverse selected frames in a clip without necessarily altering its
overall length.
TimeWarp Tab
input frame lookup 1 Sets which frame of the input sequence appears at the
current frame.
input length length 1 Sets the length of time to average together to produce
the output frame.
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Time Nodes | VectorGenerator
set to df/dt N/A N/A Click to automatically set the inputlength to the correct
formula based on the derivative of the inputframe.
filter filter box Sets the type of filtering to apply to the time warp:
• none - passes fractional frame numbers to the input,
which is useful if the input can calculate its own frame
interpolation.
• nearest - rounds the center of the range to nearest
integer frame.
• box - uses a weighted average of several frames
together to cover the output range.
VectorGenerator
VectorGenerator (NukeX and Nuke Studio only) produces images containing motion vector fields. In
general, once you have generated a sequence of motion vector fields that describe the motion in a
particular clip well, they will be suitable for use in any nodes which can take vector inputs. These include
Kronos and MotionBlur available in NukeX.
The output from VectorGenerator consists of two sets of motion vectors for each frame. These are stored
in the vector channels.
Input Matte An optional matte of the foreground, which may improve the motion
estimation by reducing the dragging of pixels that can occur
between foreground and background objects.
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Time Nodes | VectorGenerator
VectorGenerator Tab
Local GPU gpuName N/A Displays the GPU used for rendering when Use
GPU if available is enabled. Local GPU displays
Not available when:
• Use CPU is selected as the default blink device
in the Preferences.
• no suitable GPU was found on your system.
• it was not possible to create a context for
processing on the selected GPU, such as when
there is not enough free memory available on
the GPU.
Use GPU if useGPUIfAvailable enabled When enabled, rendering occurs on the Local GPU
available specified, if available, rather than the CPU.
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Time Nodes | VectorGenerator
Vector Detail vectorDetail 0.3 This determines the resolution of the vector field.
The larger vector detail is, the greater the
processing time, but the more detailed the vectors
should be. A value of 1.0 generates a vector at
each pixel. A value of 0.5 generates a vector at
every other pixel. For some sequences, a high
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Time Nodes | VectorGenerator
Matte Channel matteChannel None Where to get the (optional) foreground mask to
use for motion estimation:
• None - do not use a matte.
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Time Nodes | VectorGenerator
Advanced
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Time Nodes | VectorToMotion
Weight Red weightRed 0.3 For efficiency, much of the motion estimation is
done on luminance only - that is, using
monochrome images. The tolerances allow you to
tune the weight of each color channel when
Weight Green weightGreen 0.6
calculating the image luminance. These parameters
rarely need tuning. However, you may, for
example, wish to increase the red weighting
Weight Blue weightBlue 0.1 Weight Red to allow the algorithm to concentrate
on getting the motion of a primarily red object
correct, at the cost of the rest of the items in a
shot.
VectorToMotion
VectorToMotion converts SmartVectors to motion, forward, and backward channels that can be used
with VectorBlur to create motion blur, without using a VectorGenerator.
It doesn't have any controls of its own, it's a conversion tool to convert vectors to motion channels. See
Nuke's online help for more information.
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Channel Nodes
Channel nodes deal with the use of channels and layers within your composite. Typical channels are red,
green, blue, and alpha - however, there are many other pieces of useful data that can be stored in unique
channels. A layer is simply a collection of channels, for example rgba.
AddChannels
Adds channels to the input image. Channels that do not already exist are created and filled with the color
defined by the color knob.
Input unnamed The image to which the new channels are added.
AddChannels Tab
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Channel Nodes | ChannelMerge
color color 0 The default color to fill in any new channels - existing
channels are not changed.
ChannelMerge
The ChannelMerge node lets you merge together one channel from each input and save the result in the
selected output channel. All other channels are copied unchanged from the B input.
If no A input is connected, both channels to merge are taken from the B input.
Input A The image that contains a channel to merge with a channel from
input B. This input is optional.
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Channel Nodes | ChannelMerge
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If
you cannot see the mask input, ensure that the mask control is
disabled or set to none.
ChannelMerge Tab
operation operation union Sets how the pixel values from input A are calculated
with the pixel values from input B to create the new
pixel values that are output as the merged image:
• absminus abs(A-B) - how much the pixels differ.
• b if not a A?A:B - shows A wherever A exists;
otherwise shows B.
• divide A/B, 0 if A<0 and B<0 - divides the values but
stops two negative values from becoming a positive
number.
• from (B-A) - subtracts A from B.
• in Ab - only shows the areas of image A that overlap
with the alpha of B.
• max (max(A,B)) - selects the lighter of the two colors
as the resulting color. Only areas darker than B are
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Channel Nodes | ChannelMerge
output N/A enabled Enables the associated output channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
output rgba.alpha Render the merged image into this output channel.
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Channel Nodes | Copy
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
same mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel so that the merge
is limited to the non-white areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
Copy
Replaces channels in the B input with channels from the A input. You can use a mask channel to indicate
which input is used for each pixel or whether both inputs should be mixed for some pixels.
Using the mix slider, you can use this node as a dissolve. You can also create this node by pressing K on
the Node Graph.
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Channel Nodes | Copy
B The image that contains a channel to replace with a channel from the
A input.
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If
you cannot see the mask input, ensure that the mask control is
disabled or set to none.
Copy Tab
Copy channel N/A enabled Enables the associated channel to the right. Disabling
this checkbox is the same as setting the channel to
none.
to0 rgba.alpha The channel that the above Copy channel replaces in
input B.
Copy channel N/A enabled Enables the associated channel to the right. Disabling
this checkbox is the same as setting the channel to
none.
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Channel Nodes | Copy
to1 rgba.alpha The channel that the above Copy channel replaces in
input B.
Copy channel N/A enabled Enables the associated channel to the right. Disabling
this checkbox is the same as setting the channel to
none.
to2 rgba.alpha The channel that the above Copy channel replaces in
input B.
Copy channel N/A enabled Enables the associated channel to the right. Disabling
this checkbox is the same as setting the channel to
none.
to3 rgba.alpha The channel that the above Copy channel replaces in
input B.
Layer Copy channels none Copies all the selected channels from A to B, if they
exist in A. If they don’t exist in A, the channels from B
are used unchanged.
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Channel Nodes | Copy
metadata metainput B Sets the source of the metadata passed down the
from node tree:
• B - only input B metadata is preserved.
• A - only input A metadata is preserved.
• All - both input A and B metadata is preserved.
range from rangeinput B Sets the output frame range passed down the node
tree:
• B - only frames from input B are output.
• A - only frames from input A are output.
• All - both input A and B frames are output.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
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Channel Nodes | Remove
invert invert_mask disabled Inverts the use of the mask channel so that the B input
is used where the mask is white and the A input where
the mask is black.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
(un)premult N/A disabled Enables the associated channel to the right. Disabling
by this checkbox is the same as setting the channel to
none.
Remove
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Channel Nodes | Remove
Removes channels from the input clip. When you are done using a layer or a channel within a set, you may
wish, for the sake of clarity, to remove it so that it is no longer passed to downstream nodes. Note that
leaving channels in the stream will not itself cause them to be computed; only channels required are
computed.
Removing layers and or channels does not free up space for the creation of new channels and layers. Once
you create a channel, it permanently consumes one of the script’s 1023 available channel name slots. You
are free, however, to rename channels and/or assign them new outputs.
Remove Tab
channels channels all The channels to remove (or keep if you’ve set operation
to keep).
and channels2 none Additional channels to remove (or keep if you’ve set
operation to keep).
and channels3 none Additional channels to remove (or keep if you’ve set
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Channel Nodes | Shuffle
operation to keep).
and channels4 none Additional channels to remove (or keep if you’ve set
operation to keep).
Shuffle
Note: Nuke 12.1 introduced a new and improved Shuffle2 node, which makes Shuffle and
ShuffleCopy obsolete. Shuffle and ShuffleCopy are still available for backward compatibility if
you press X in the Node Graph and enter Shuffle or ShuffleCopy.
To simply copy a channel from one data stream into another, see Copy.
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Channel Nodes | Shuffle
Shuffle Tab
Input Layer
Output Layer
N/A out1 rgba The rearranged channels are output to this layer.
N/A out2 none Additional rearranged channels are output to this layer. If
you only want to rearrange channels from one layer, you
don’t need these controls.
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Channel Nodes | ShuffleCopy
ShuffleCopy
Note: Nuke 12.1 introduced a new and improved Shuffle2 node, which makes Shuffle and
ShuffleCopy obsolete. Shuffle and ShuffleCopy are still available for backward compatibility if
you press X in the Node Graph and enter Shuffle or ShuffleCopy.
Channels not affected by this node are taken from input 2, which is considered the main data stream.
To simply copy a channel from one data stream into another, see Copy.
ShuffleCopy Tab
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Channel Nodes | ShuffleCopy
[top right out rgba The rearranged channels are output to this layer.
dropdown
menu]
[bottom right out2 none The second set of outputs from the node. This allows you
dropdown to output another four rearranged channels from the
menu] node, for a total of eight channels of output to match the
possible eight channels of input.
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Color Nodes
Color nodes deal with color corrections, color space, and color management.
Add
The Add node lets you offset a channel’s values. It adds a fixed value to the channel, which, in effect,
lightens the whole channel. You can also add a negative value to a channel, in which case the channel gets
darker.
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If
you cannot see the mask input, ensure that the mask control is
disabled or set to none.
Add Tab
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Color Nodes |
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
same mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel so that the offset
is limited to the non-white areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
(un)premult N/A disabled Enables the associated channel to the right. Disabling
by this checkbox is the same as setting the channel to
none.
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Color Nodes | Clamp
mix mix 1 Dissolves between the original image at 0 and the full
offset effect at 1.
Clamp
This node constrains, or clamps, values in the selected channels to a specified range. By default, it clamps
all channels to values between 0 and 1. This can be useful for ensuring that the input’s blackest blacks and
whitest whites will be visible on an intended display device, or for restricting data fed to a subsequent
node that does not support numbers outside this range.
Input unnamed The image sequence whose values you want to clamp.
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If
you cannot see the mask input, ensure that the mask control is
disabled or set to none.
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Color Nodes | Clamp
Clamp Tab
minimum minimum 0 The lower clamp value. By default, all values that are
lower than this number are set to this value. For
example, if you set this to 0.2, any value below 0.2 is
set to 0.2. This has the effect of causing black values to
go gray.
maximum maximum 1 The upper clamp value. By default, all values that are
higher than this number are set to this value. For
example, if you set this to 0.8, any value above 0.8 is
set to 0.8. This has the effect of causing white values
to go gray.
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Color Nodes | Clamp
MinClampTo MinClampTo 0 The value to which low illegal values are clamped
when MinClampTo is enabled. This sets the clamped
areas to a custom color, allowing you to visualize the
clamped range or create graphic effects.
MaxClampTo MaxClampTo 1 The value to which high illegal values are clamped
when MaxClampTo is enabled. This sets the clamped
areas to a custom color, allowing you to visualize the
clamped range or create graphic effects.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the same
mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel so that the clamp
is limited to the non-white areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
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Color Nodes | ClipTest
(un)premult N/A disabled Enables the associated channel to the right. Disabling
by this checkbox is the same as setting the channel to
none.
mix mix 1 Dissolves between the original image at 0 and the full
clamp effect at 1.
ClipTest
ClipTest applies zebra stripes to all pixels outside a specified range. This can help you ensure that the
input’s blackest blacks and whitest whites are visible on an intended display device. By default, ClipTest
highlights any pixels that are outside the range from 0 to 1.
Note: This node affects the final output and not just the Viewer.
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Color Nodes | ClipTest
Input unnamed The image sequence whose out-of-range pixels you want to
highlight.
mask An optional image to use as a mask. By default, the zebra stripes are
limited to the non-black areas of the mask.
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If
you cannot see the mask input, ensure that the mask control is
disabled or set to none.
ClipTest Tab
channels channels rgba The zebra stripes are only applied to these channels.
lower lower 0 Highlight any pixels whose values are lower than this
number.
upper upper 1 Highlight any pixels whose values are higher than this
number.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
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Color Nodes | CMSTestPattern
invert invert_mask disabled Inverts the use of the mask channel so that the zebra
stripes are limited to the non-white areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
(un)premult N/A disabled Enables the associated channel to the right. Disabling
by this checkbox is the same as setting the channel to
none.
mix mix 1 Dissolves between the original image at 0 and the full
clip test effect at 1.
CMSTestPattern
This node generates calibration patterns for color management. You should run the output of this node
through a color management node and then render the result with a GenerateLUT node. This way, you can
produce 1D and 3D lookup table (LUT) files for various programs:
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Color Nodes | CMSTestPattern
• 1D LUTs assume that the primary color channels (red, green, and blue) are independent, and the output
for a particular primary color (for example, red) only depends on the input value of that channel (rather
than the values of all three channels). For each input value, there is one output value. 1D LUTs are
represented by a curve. They are useful for quickly creating an image for viewing purposes, using less
processing power, but they cannot be used to adjust saturation independently of brightness.
• In 3D LUTs, the output values of each primary color channel are calculated based on the input values
from all three channels (red, green, and blue). For each input value, there are three output values. This is
represented by a 3D grid or cube. 3D LUTs can adjust saturation and brightness together, and are very
useful for emulating a particular known look, such as Cineon.
Output unnamed Add an arrangement of Nuke nodes that do the color correction you
want your 3D LUT to do. Then output the result using a GenerateLUT
node.
CMSTestPattern Tab
RGB 3D LUT cube_size 32 Enter the cube size to use for the test pattern. The cube
cube size size defines the size of the LUT cube on the xyz axes with
higher values increasing the number of colors. In reality,
you would be unlikely to use a cube size greater than
128 and the test pattern is automatically clipped above
cube size 444.
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Color Nodes | ColorCorrect
ColorCorrect
The ColorCorrect node is used to make quick adjustments to contrast, gamma, gain, and offset. You can
apply these to a clip’s master (entire tonal range), shadows, midtones, or highlights.
You can control the range of the image that is considered to be in the shadows, midtones, and highlights
using the lookup curves on the Ranges tab. However, do not adjust the midtone curve - midtones are
always equal to 1 minus the other two curves.
You can also create this node by pressing C on the Node Graph.
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If
you cannot see the mask input, ensure that the mask control is
disabled or set to none.
ColorCorrect Tab
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Color Nodes | ColorCorrect
individual channels.
master
shadows
contrast shadows.contrast 1 Adjusts the contrast in the darkest parts of the image.
gamma shadows.gamma 1 Adjusts the gamma in the darkest parts of the image.
gain shadows.gain 1 Adjusts the gain in the darkest parts of the image.
offset shadows.offset 0 Adjusts the offset in the darkest parts of the image.
midtones
contrast midtones.contrast 1 Adjusts the contrast in the middle range of the image.
gamma midtones.gamma 1 Adjusts the gamma in the middle range of the image.
gain midtones.gain 1 Adjusts the gain in the middle range of the image.
offset midtones.offset 0 Adjusts the offset in the middle range of the image.
highlights
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Color Nodes | ColorCorrect
Ranges Tab
test test disabled Lets you overlay the output with black, gray, or white
to show what is considered to be in the shadows,
midtones, or highlights. Green and magenta indicate
a mixture of ranges.
curve editor lookup N/A You can use the shadow and highlight lookup curves
to edit the range of the image that is considered to
be in the shadows or highlights. You can also look up
color information for the current pixel in the Viewer.
reset N/A N/A Returns the selected curve(s) to the default values.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
same mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel so that the color
correction is limited to the non-white areas of the
mask.
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Color Nodes | ColorCorrect
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
(un)premult N/A disabled Enables the associated channel to the right. Disabling
by this checkbox is the same as setting the channel to
none.
mix N/A enabled Enables the mix luminance slider. Disabling this
luminance checkbox is the same as setting mix luminance to 0.
mix mix 1 Dissolves between the original image at 0 and the full
color correction at 1.
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Color Nodes | ColorLookup
ColorLookup
Allows you to make contrast, gamma, gain, and offset adjustments (and, in fact, many others) using lookup
tables (LUTs). LUTs refer to line graphs of a given color channel’s brightness. The horizontal axis represents
the channel’s original, or input, values, and the vertical axis represents the channel’s new, or output values.
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If you
cannot see the mask input, ensure that the mask control is disabled
or set to none.
ColorLookup Tab
channels channels rgba The color correction is only applied to these channels.
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Color Nodes | ColorLookup
curve editor lut N/A You can use the lookup curves to edit the range of
the image in individual channels, or ganged using the
master curve (which represents all channels). To edit
one curve with reference to another, select multiple
curves.
reset N/A N/A Returns the selected curve(s) to the default values.
source source 0 Sets a source color for adding points to the curve
editor.
target target 0 Sets a destination color for adding points to the curve
editor.
Set RGB setRGB N/A Adds points on the r, g, and b curves, mapping source
to target.
Set RGBA setRGBA N/A Adds points on the r, g, b, and alpha curves, mapping
source to target.
Set A setA N/A Adds points on the alpha curve, mapping source to
target.
mask N/A disabled Enables the associated mask channel to the right.
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Color Nodes | ColorLookup
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
same mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel so that the color
correction is limited to the non-white areas of the
mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
(un)premult N/A disabled Enables the associated channel to the right. Disabling
by this checkbox is the same as setting the channel to
none.
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Color Nodes | ColorMatrix
mix mix 1 Dissolves between the original image at 0 and the full
color correction at 1.
ColorMatrix
ColorMatrix multiplies the rgb colors by an arbitrary 3x3 matrix. This is useful for transforming color
spaces.
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If
you cannot see the mask input, ensure that the mask control is
disabled or set to none.
ColorMatrix Tab
channels channels rgb The color correction is only applied to these channels.
matrix matrix 0 The color matrix to apply to the input image. The
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Color Nodes | ColorMatrix
You can get the values for the matrix from the
Colorspace node’s color matrix output control, for
example. Ctrl/Cmd + drag the Animation menu to
copy the whole matrix at once.
invert invert disabled When enabled, the inverse of the matrix is used.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the same
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Color Nodes | Colorspace
invert invert_mask disabled Inverts the use of the mask channel, so that the color
correction is limited to the non-white areas of the
mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
(un)premult N/A disabled Enables the associated channel to the right. Disabling
by this checkbox is the same as setting the channel to
none.
mix mix 1 Dissolves between the original image at 0 and the full
effect at 1.
Colorspace
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Color Nodes | Colorspace
The Colorspace node converts images from one colorspace to another, for example from Nuke’s native
colorspace to other color spaces more appropriate to a given process or intended display device. This
node supports RGB, HSV, YUV, CIE, and CMS formats (and various subformats). It can adjust for different
primaries, white point, and different encodings.
If you wish to write out the input clip in the new colorspace, set the colorspace dropdown menu to linear
in the Write node controls. This halts the automatic conversion and lets the one you created have priority.
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If you
cannot see the mask input, ensure that the mask control is disabled
or set to none.
Colorspace Tab
in colorspace_in linear Sets the input colorspace. This node converts the
input image from this colorspace to the out
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Color Nodes | Colorspace
colorspace.
primary_in sRGB Sets the input primaries (the exact "shade" of red,
green, and blue).
out colorspace_out linear Sets the required output colorspace. This node
converts the input image from the in colorspace to
this colorspace.
primary_out sRGB Sets the input primaries (the exact "shade" of red,
green, and blue).
Bradford bradford_matrix disabled If the illuminant_in and illuminant_out values are not
matrix the same, you can enable this to apply an illuminant
adaptation transform. This alters colors so they appear
the same.
color matrix colormatrix N/A If a matrix is used in the color transform chosen
output above, the output appears here.
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Color Nodes | Colorspace
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
same mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel so that the
colorspace conversion is limited to the non-white
areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
(un)premult N/A disabled Enables the associated channel to the right. Disabling
by this checkbox is the same as setting the channel to
none.
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Color Nodes | ColorTransfer
mix mix 1 Dissolves between the original image at 0 and the full
colorspace conversion at 1.
ColorTransfer
ColorTransfer lets you match the colors of one clip with those of another. It changes the colors in input B
to match input A.
ColorTransfer Tab
ROI x, y, r, t ROI N/A The region of interest. This is the area in input A with the
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Color Nodes | Crosstalk
You can also adjust the ROI in the Viewer by dragging its
edges.
Crosstalk
Adds or removes crosstalk, or bleeding, from one color channel to another. Each output color channel is
the sum of three lookup tables, each indexed by one of the input color channels. The horizontal axis
represents the channel’s original, or input, values, and the vertical axis represents the channel’s new, or
output values.
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Color Nodes | Crosstalk
mask An optional image to use as a mask. By default, the effects are limited
to the non-black areas of the mask.
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If you
cannot see the mask input, ensure that the mask control is disabled
or set to none.
Crosstalk Tab
[crossover crossover N/A From the curve list on the left, select the curve you
curves] want to modify.
You can also select R->G, for example, to use the red
value to evaluate the curve and add the result to the
green value. Adjust the curve as necessary. To insert
points on the curve, Ctrl/Cmd+Alt+click on the curve.
Reset N/A N/A Resets the selected curves to their initial positions.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
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Color Nodes | Exposure
invert invert_mask disabled Inverts the use of the mask channel so that the effects
are limited to the non-white areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
(un)premult N/A disabled Enables the associated channel to the right. Disabling
by this checkbox is the same as setting the channel to
none.
mix mix 1 Dissolves between the original image at 0 and the full
effect at 1.
Exposure
Allows you to adjust the exposure of the input sequence using f-stops, printer lights, film densities, or
Cineon values.
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Color Nodes | Exposure
mask An optional image to use as a mask. By default, the effects are limited
to the non-black areas of the mask.
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If you
cannot see the mask input, ensure that the mask control is disabled
or set to none.
Exposure Tab
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Color Nodes | Exposure
blackpoint blackpoint 0 Sets the black point (typically the darkest pixel). Any
pixels of this value are set to 0. In other words, this
color is turned into pure black.
Adjust in mode Densities Sets the range imposed on the red, green, and blue
sliders to alter the exposure of the input image:
• Stops
• Lights
• Densities (log10(density) of 0.6 gamma negative
stock)
• Cineon (offset of Cineon 10-bit log data)
gang gang enabled When enabled, the color sliders are ganged together
- adjustments to one affect all three equally.
red red 0 Adjusts the exposure in the red channel using the
range specified by the Adjust in control.
green green 0 Adjusts the exposure in the green channel using the
range specified by the Adjust in control.
blue blue 0 Adjusts the exposure in the blue channel using the
range specified by the Adjust in control.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
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Color Nodes | Exposure
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
same mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel so that the effects
are limited to the non-white areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
(un)premult N/A disabled Enables the associated channel to the right. Disabling
by this checkbox is the same as setting the channel to
none.
mix mix 1 Dissolves between the original image at 0 and the full
effect at 1.
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Color Nodes | Expression
Expression
Allows you to apply complex mathematical formulas to a channel’s values using C-like syntax expressions.
If necessary, you can apply different expressions to different sets of channels.
• x or y is the pixel coordinate. If the input is a proxy image, then these are scaled and translated to the
coordinate that would be in the full size image.
• cx and cy can provide a more useful coordinate system. In this system 0,0 is the center of the picture.
-1,0 is the center of the left edge, 1,0, is the center of the right edge. 1,1 is a point 45 degrees up from
the origin on the right edge (outside the top of the picture if the aspect ratio is greater than 1).
• You can refer to any input channel by name, for example r for the red channel.
• You can refer to any control on any node by its name. For example, Blur1.size returns the size of the blur.
You can also evaluate animated controls, for example Blur1.size(t).
• A blank expression is the same as zero.
• All math is done with 32-bit floating point numbers.
Input unnamed The image sequence to which you want to apply expressions.
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If
you cannot see the mask input, ensure that the mask control is
disabled or set to none.
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Color Nodes | Expression
Expression Tab
[variable temp_name0 N/A If you need to use a long expression in several fields,
name field] you can use this row for assigning the expression
temporarily to a variable. Enter the variable name
here, and the expression on the right of the = sign.
You can then use the variable to represent the
expression in the = fields next to the channels.
[variable temp_name1 N/A If you need to use a long expression in several fields,
name field] you can use this row for assigning the expression
temporarily to a variable. Enter the variable name
here, and the expression on the right of the = sign.
You can then use the variable to represent the
expression in the = fields next to the channels.
[variable temp_name2 N/A If you need to use a long expression in several fields,
name field] you can use this row for assigning the expression
temporarily to a variable. Enter the variable name
here, and the expression on the right of the = sign.
You can then use the variable to represent the
expression in the = fields next to the channels.
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Color Nodes | Expression
[variable temp_name3 N/A If you need to use a long expression in several fields,
name field] you can use this row for assigning the expression
temporarily to a variable. Enter the variable name
here, and the expression on the right of the = sign.
You can then use the variable to represent the
expression in the = fields next to the channels.
channels channel0 red The channel(s) to which you want to apply the
expression in the below = field.
channels channel1 green The channel(s) to which you want to apply the
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Color Nodes | Expression
channels channel2 blue The channel(s) to which you want to apply the
expression in the below = field.
channels channel3 alpha The channel(s) to which you want to apply the
expression in the below = field.
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Color Nodes | Expression
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
same mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel so that the
expressions are limited to the non-white areas of the
mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
(un)premult N/A disabled Enables the associated channel to the right. Disabling
by this checkbox is the same as setting the channel to
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Color Nodes | Expression
none.
mix mix 1 Dissolves between the original image at 0 and the full
expressions effect at 1.
acos (x) Calculates the arc cosine of x; that If x is less than -1 or See also: cos, cosh, asin, atan.
is the value whose cosine is x. greater 1, acos returns
nan (not a number)
asin (x) Calculates the arc sine of x; that is If x is less than -1 or See also: sin, sinh, acos, atan.
the value whose sine is x. greater 1, asin returns
nan (not a number)
atan (x) Calculates the arc tangent of x; x See also: tan, tanh, acos, asin,
that is the value whose tangent is atan2.
x. The return value will be
between -PI/2 and PI/2.
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Color Nodes | Expression
atan2 (x, y) Calculates the arc tangent of the x, y See also: sin, cos, tan, asin,
two variables x and y. This acos, atan, hypot.
function is useful to calculate the
angle between two vectors.
ceil (x) Round x up to the nearest integer. x See also: floor, trunc, rint.
clamp (x, Return x clamped to the min and x, min, max See also: min, max.
min, max) max values specified.
clamp (x) Return x clamped to [0.0 ... 1.0]. x See also: min, max.
cos (x) Returns the cosine of x. x in radians See also: acos, sin, tan, cosh.
cosh (x) Returns the hyperbolic cosine of x See also: cos, acos, sinh, tanh.
x, which is defined
mathematically as:
(exp(x) + exp(-x)) / 2.
degrees (x) Convert the angle x from radians x See also: radians.
into degrees.
exp (x) Returns the value of e (the base of x See also: log, log10.
natural logarithms) raised to the
power of x.
fBm (x, y, z, Fractional Brownian Motion. This x, y, z, octaves, See also: noise, random,
octaves, is the sum of octave calls to noise lacunarity, gain turbulence.
lacunarity, (). The input point for each is
gain) multiplied by pow(lacunarity,i)
and the result is multiplied by
pow(gain,i). For normal use,
lacunarity should be greater than
1 and gain should be less than 1.
fabs (x) Returns the absolute value of the x See also: abs.
floating-point number x.
floor (x) Round x down to the nearest x See also: ceil, trunc, rint.
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Color Nodes | Expression
integer.
from_byte Converts an sRGB pixel value to a color_component See also: to_sRGB, to_rec709,
(color linear value. from_rec709.
component)
from_rec709 Converts a rec709 byte value to a color_component See also: from_sRGB, to_
(color linear brightness. rec709.
component)
from_sRGB Converts an sRGB pixel value to a color_component See also: to_sRGB, to_rec709,
(color linear value. from_rec709.
component)
hypot (x, y) Returns the sqrt(x*x + y*y). This is x, y See also: atan2.
the length of the hypotenuse of a
right-angle triangle with sides of
length x and y.
int (x) Round x to the nearest integer x See also: ceil, floor, trunc,
not larger in absolute value. rint.
ldexp (x, Returns the result of multiplying x, exp See also: exponent.
exp) the floating-point number x by 2
raised to the power exp.
lerp (a, b, x) Returns a point on the line f(x) a, b, x See also: step, smoothstep.
where f(0)==a and f(1)==b.
log (x) Returns the natural logarithm of x. x See also: log10, exp.
log10 (x) Returns the base-10 logarithm of x See also: log, exp.
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Color Nodes | Expression
x.
max (x, y, ... ) Return the greatest of all values. x, y, (...) See also: min, clamp.
min (x, y, ... ) Return the smallest of all values. x, y, (...) See also: max, clamp
noise (x, y, z) Creates a 3D Perlin noise value - a x, optional y, optional z See also: random, fBm,
signed range centered on zero. turbulence
The absolute maximum range is
from -1.0 to 1.0.
pow (x, y) Returns the value of x raised to x, y See also: log, exp, pow
the power of y.
radians (x) Convert the angle x from degrees x See also: degrees
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Color Nodes | Expression
into radians.
random (x, y, Creates a pseudo random value optional x, optional y, See also: noise, fBm,
z) between 0 and 1 - it always optional z turbulence
generates the same value for the
same x, y and z.
rint (x) Round x to the nearest integer. x See also: ceil, floor, int, trunc
sin (x) Returns the sine of x. x in radians See also: asin, cos, tan, sinh
sinh (x) Returns the hyperbolic sine of x, x See also: sin, asin, cosh, tanh
which is defined mathematically
as:
(exp(x) - exp(-x)) / 2.
sqrt (x) Returns the non-negative square x See also: pow, pow2
root of x.
step (a, x) Returns 0 if x is less than a, returns a, x See also: smoothstep, lerp
1 otherwise.
tan (x) Returns the tangent of x. x in radians See also: atan, cos, sin, tanh,
atan2
tanh (x) Returns the hyperbolic tangent of x See also: tan, atan, sinh, cosh
x, which is defined
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Color Nodes | Gamma
mathematically as:
sinh(x) / cosh(x).
to_byte Converts a floating point pixel color_component See also: from_sRGB, to_
(color value to an 8-bit value that rec709, from_rec709
component) represents that number in sRGB
space.
to_rec709 Converts a floating point pixel color_component See also: from_sRGB, from_
(color value to an 8-bit value that rec709
component) represents that brightness in the
rec709 standard when that
standard is mapped to the 0-255
range.
to_sRGB Converts a floating point pixel color_component See also: from_sRGB, to_
(color value to an 8-bit value that rec709, from_rec709
component) represents that number in sRGB
space.
trunc (x) Round x to the nearest integer x See also: ceil, floor, int, rint
not larger in absolute value.
turbulence This is the same as fBm() except x, y, z, octaves, See also: fBm, noise, random
(x, y, z, the absolute value of the noise() lacunarity, gain
octaves, function is used.
lacunarity,
gain)
Gamma
Applies a constant gamma value to a set of channels. This lightens or darkens the midtones.
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Color Nodes | Gamma
Note: Increasing the gamma to lighten the midtones darkens any values above 1. Similarly,
decreasing the gamma to darken the midtones lightens any values below 0. If you don’t want this
to happen, you can instead use a Colorspace node, which allows you to adjust the gamma using a
color curve rather than a slider. Simply add points on the curve just below 0 and above 1 to
preserve the super blacks and whites.
Input unnamed The image sequence to which you want to apply a gamma value.
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If
you cannot see the mask input, ensure that the mask control is
disabled or set to none.
Gamma Tab
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Color Nodes | Gamma
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
same mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel so that the gamma
adjustment is limited to the non-white areas of the
mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
(un)premult N/A disabled Enables the associated channel to the right. Disabling
by this checkbox is the same as setting the channel to
none.
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Color Nodes | GenerateLUT
mix mix 1 Dissolves between the original image at 0 and the full
gamma adjustment at 1.
GenerateLUT
Generates lookup tables, or LUTs, from color management nodes downstream of a CMSTestPattern node.
LUTs are generated according to the size of CMSTestPattern cube size.
You can use the GenerateLUT node to create both 1D and 3D LUTs:
• 1D LUTs assume that the primary color channels (red, green, and blue) are independent, and the output
for a particular primary color (for example, red) only depends on the input value of that channel (rather
than the values of all three channels). For each input value, there is one output value. 1D LUTs are
represented by a curve. They are useful for quickly creating an image for viewing purposes, using less
processing power, but they cannot be used to adjust saturation independently of brightness.
• In 3D LUTs, the output values of each primary color channel are calculated based on the input values
from all three channels (red, green, and blue). For each input value, there are three output values. This is
represented by a 3D grid or cube. 3D LUTs can adjust saturation and brightness together, and are very
useful for emulating a particular known look, such as Cineon.
Tip: For good visual fidelity when using 3D LUTs, it is recommended that a log colorspace is
used for 3D LUT generation. For more information on how to generate a LUT in log colorspace,
please refer to Nuke's online help.
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Color Nodes | GenerateLUT
Input unnamed An arrangement of nodes that do the color correction you want your
3D LUT to do, preceded by a CMSTestPattern node.
GenerateLUT Tab
output file file none The path and file name of the LUT file you want to
generate.
file type file_type none The file format of the LUT file you want to generate.
If this is set to auto (the default), Nuke guesses the
format from the file name extension.
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Color Nodes | GenerateLUT
Note: FilmLight and Foundry have elected to no longer bundle Truelight as of Nuke 11. The
Truelight node has been superseded by the free version of Baselight for Nuke which itself can
import a BLG (Baselight Linked Grade) that can contain a Truelight strip, plus optionally a lot
more in terms of creative grading intent. Together with OpenColorIO and the native Nuke
Vectorfield node we feel all the Nuke color management issues for which the Truelight node
was originally intended are now addressed.
1D preLUT
3D LUT (These controls are only visible when you’ve selected 3dl in the file type dropdown menu.)
input bit bitdepth_id 10 bit The bit depth to scale input values to for .3dl files.
depth (.3dl) For example, a 10-bit file has values between 0 and
1023.
output bit output_bitdepth_id input bit The bit depth to scale output values to for .3dl files.
depth (.3dl) depth For instance a 10-bit file has values between 0 and
1023. In general this should match the input bit
depth.
clamp ouput clamp_output enabled Clamp 3D LUT output values to the range of 0-1.
Turning this off allows superwhite values to be
represented which are allowed in some packages,
such as Nuke. This may cause the result to be
unreadable in other packages.
3dl file format_3dl_id autodesk Select the format you want to use for your .3dl file.
format flame/smoke The final cube size is determined by the
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Color Nodes | Grade
Generate and generate N/A Generate the LUT file and save it to the output file
Write LUT location.
File
Python Tab (These controls are for Python callbacks and can be used to have Python functions
automatically called when various events happen in Nuke.)
before each beforeFrameRender none These functions run prior to starting rendering of
frame each individual frame. If they throw an exception,
the render aborts.
after each afterFrameRender none These functions run after each frame is finished
frame rendering. They are not called if the render aborts. If
they throw an exception, the render aborts.
after render afterRender none These functions run after rendering of all frames is
finished. If they throw an error, the render aborts.
Grade
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Color Nodes | Grade
Lets you define white and black points by sampling pixels from the Viewer. Setting the brightest parts of
the image to pure white and the darkest to pure black in this manner can help you add punch to
overexposed images, for example. You can also use this node for matching foreground plates to
background plates.
To sample pixels from the Viewer, click on a color swatch to the right of the control you want to set. The
eye dropper icon appears. In the Viewer:
• Ctrl/Cmd+click to sample a single pixel from the node’s output.
• Ctrl/Cmd+Shift+drag to sample a region of pixels from the node’s output.
• Ctrl/Cmd+Alt+click to sample a single pixel from the node’s input while viewing its output.
• Ctrl/Cmd+Alt+Shift+drag to sample a region of pixels from the node’s input while viewing its output.
• Crtl/Cmd+ right-click cancels pixel selections.
You can also create this node by pressing G on the Node Graph.
Input unnamed The image sequence whose tonal range you want to define.
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If you
cannot see the mask input, ensure that the mask control is disabled
or set to none.
Grade Tab
channels channels rgb The color correction is only applied to these channels.
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Color Nodes | Grade
individual channels.
blackpoint blackpoint 0 Sets the black point (typically the darkest pixel). Any
pixels of this value are set to 0. In other words, this
color is turned into pure black.
whitepoint whitepoint 1 Sets the white point (typically the lightest pixel). Any
pixels of this value are set to 1. In other words, this
color is turned into pure white.
lift black 0 Any pixels that are black are set to this color.
This allows you to, for example, match the tonal range
of one clip with that of another. First, set blackpoint
to the darkest pixel in the image whose colors you
want to change (pressing Alt to make sure you sample
from the input). Then, set this control to the darkest
pixel in the image whose tonal range you want to
match (not pressing Alt to make sure you sample
from the output).
gain white 1 Any pixels that are white are set to this color.
This allows you to, for example, match the tonal range
of one clip with that of another. First, set whitepoint
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Color Nodes | Grade
multiply multiply 1 Multiplies the result of the Grade node by this factor.
This has the effect of lightening the result while
preserving the black point.
reverse reverse disabled Allows you to copy and paste this node and invert its
effect further downstream. This performs the
opposite gamma correction, followed by the
opposite linear ramp.
black clamp black_clamp enabled When enabled, any output values that are lower than 0
are set to 0.
white clamp white_clamp disabled When enabled, any output values that are higher than
1 are set to 1.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
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Color Nodes | Grade
invert invert_mask disabled Inverts the use of the mask channel so that the color
correction is limited to the non-white areas of the
mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
(un)premult N/A disabled Enables the associated channel to the right. Disabling
by this checkbox is the same as setting the channel to
none.
mix mix 1 Dissolves between the original image at 0 and the full
color correction at 1.
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Color Nodes | HistEQ
HistEQ
Alters the histogram of the input image to be flat. This process is called histogram equalization. It can be
useful for increasing the contrast in an image, for example, if the background and foreground in the image
are both bright or both dark.
HistEQ Tab
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
invert mask invert_mask disabled Inverts the use of the mask channel so that the color
correction is limited to the non-white areas of the
mask.
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Color Nodes | Histogram
Histogram
Histogram graphs the number of pixels at each brightness level. This is a useful gauge to see whether the
input image has a good distribution of shadows, midtones, and highlights.
You can also use this node to adjust the tonal range of the input image. Note, however, that Histogram
clamps superblacks and superwhites. If you don’t want this to happen, use the Grade node instead.
Tip: You can also use the histogram panel available in the content menu under Windows >
Histogram.
Input unnamed The image sequence whose tonal range you want to examine or
adjust.
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If you
cannot see the mask input, ensure that the mask control is disabled
or set to none.
Histogram Tab
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Color Nodes | Histogram
input range in 0, 1, 1 Allows you to extend the image’s tonal range, which
has the effect of increasing contrast.
output range out 0, 1 Sets the range to which the input range is mapped.
This can be used to shorten the image’s tonal range,
which has the effect of removing pure black and
white and decreasing contrast.
Any pixels that are black are set to the value on the
left. This makes shadows lighter.
Any pixels that are white are set to the value on the
right. This makes highlights darker.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
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Color Nodes | HSVTool
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
same mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel so that the color
correction is limited to the non-white areas of the
mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
(un)premult N/A disabled Enables the associated channel to the right. Disabling
by this checkbox is the same as setting the channel to
none.
mix mix 1 Dissolves between the original image at 0 and the full
color correction at 1.
HSVTool
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Color Nodes | HSVTool
HSVTool lets you simultaneously adjust hue, saturation, and value components from a single control panel.
It also features a color replacement tool and makes an excellent keyer.
The main strength of this node is the precision it offers in limiting corrections to a narrow sample of
colors. You can limit the correction to certain hues by sampling a few pixels and then shifting their values.
Because you limit the color range, the surrounding image is generally unaffected by the shift.
Input unnamed The image sequence whose HSV components you are adjusting.
HSVTool Tab
Color Replacement
srccolor srccolor 0 Sets the source color you intend to adjust from.
dstcolor dstcolor 0 Sets the destination color you intend to adjust to.
Hue
Rotation huerotation 0
Reset huereset N/A Click to reset all Hue controls to the default setting.
HMask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
invert mask invert_hue_ disabled Inverts the use of the mask channel so that the
mask correction is limited to the non-white areas of the
mask.
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Color Nodes | HSVTool
Saturation
Range satsrcs 0, 1
Adjustment saturation 0
Reset satreset N/A Click to reset all Saturation controls to the default
setting.
SMask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
invert mask invert_sat_mask disabled Inverts the use of the mask channel so that the
correction is limited to the non-white areas of the
mask.
Brightness
Range brtsrcs 0, 1
Adjustment brightness 0
Reset brtreset N/A Click to reset all Brightness controls to the default
setting.
BMask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
invert mask invert_bright_ disabled Inverts the use of the mask channel so that the
mask correction is limited to the non-white areas of the
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Color Nodes | HueCorrect
mask.
output N/A enabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
is Conversion hue
invert mask invert_alpha_ disabled Inverts the use of the mask channel so that the
mask correction is limited to the non-white areas of the
mask.
HueCorrect
Lets you make precision adjustments to the levels of saturation in a range of hues. You do so via edits to a
series of suppression curves. The horizontal axis represents the original, or input, saturation, and the
vertical axis represents the new, or output, saturation.
By choosing which curve you edit and how much of that curve you alter, you can precisely limit the
influence of the effect.
For the compositor, HueCorrect is obviously of greatest use in diminishing green, blue, or redscreen spill.
For the times when you just want to correct the saturation component and don’t require limiting the
correction to any particular range of hues, you can also use the Saturation node.
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Color Nodes | HueCorrect
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If you
cannot see the mask input, ensure that the mask control is disabled
or set to none.
HueCorrect Tab
curve editor hue N/A Use the curves to adjust the hue of the input image.
You can also look up color information for the current
pixel in the Viewer.
reset N/A N/A Click to reset the curves to the default values.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
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Color Nodes | HueCorrect
invert invert_mask disabled Inverts the use of the mask channel so that the
correction is limited to the non-white areas of the
mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
(un)premult N/A disabled Enables the associated channel to the right. Disabling
by this checkbox is the same as setting the channel to
none.
mix N/A enabled Enables the mix luminance slider. Disabling this
luminance checkbox is the same as setting mix luminance to 0.
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Color Nodes | HueShift
mix mix 1 Dissolves between the original image at 0 and the full
correction at 1.
HueShift
HueShift transforms the input image’s colorspace. It works by transforming the colors to CIE XYZ space and
then doing simple scales and rotates on the space. In XYZ space, X and Z control the color and Y is the
brightness.
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If you
cannot see the mask input, ensure that the mask control is disabled
or set to none.
HueCorrect Tab
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Color Nodes | HueShift
input ingray 0.25 After converting to CIE XYZ space, the colors are
graypoint skewed so that this gray color is X = Z = 0.
output outgray 0.25 After all other operations are completed, the CIE XYZ
graypoint space is skewed to the output gray point so a fully
desaturated images is tinted the specified color.
color axis color 1, 0, 0 Adjusts the saturation in one direction in the XZ plane
rgb by setting this color axis. Adjust the saturation along
axis control to affect the saturation.
hue rotation hue_rotation 0 Adjusts the rotation around the Y axis, which is mostly
useful for making psychedelic effects.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
same mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel so that the
correction is limited to the non-white areas of the
mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
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Color Nodes | Invert
mask.
(un)premult N/A disabled Enables the associated channel to the right. Disabling
by this checkbox is the same as setting the channel to
none.
mix mix 1 Dissolves between the original image at 0 and the full
shift at 1.
Invert
Inverts a channel’s values. To invert a channel is to subtract its values from one, which causes its blacks to
become white and its whites to become black. In the course of building a script, you’ll have frequent need
to invert mattes in particular.
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Color Nodes | Invert
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If you
cannot see the mask input, ensure that the mask control is disabled
or set to none.
Invert Tab
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
same mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel so that the
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Color Nodes | Log2Lin
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
(un)premult N/A disabled Enables the associated channel to the right. Disabling
by this checkbox is the same as setting the channel to
none.
mix mix 1 Dissolves between the original image at 0 and the full
inversion at 1.
Log2Lin
Whenever you read a clip into a script, it is automatically converted to Nuke’s native color space, which is
32-bit per channel RGB, a linear format. This conversion takes place even if the clip you read in is in the
Kodak Cineon format, which is a logarithmic format. The reverse of this conversion, called a lin-to-log
conversion, also automatically takes place when you write the processed element back out of the script -
that is, Nuke automatically converts it back into a Cineon element.
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Color Nodes | Log2Lin
Nuke uses the Kodak-recommended settings when making Cineon conversions in either direction. It’s rare
that you would want to override these settings, but if it becomes necessary you can use the Log2Lin node.
If you do, you should also check raw data (or set colorspace to linear) in the Read and Write node
controls to skip the automatic conversion.
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If you
cannot see the mask input, ensure that the mask control is disabled
or set to none.
Log2Lin Tab
operation operation log2lin Sets whether the conversion is from or to Cineon log
colorspace:
• log2lin - from Cineon colorspace.
• lin2log - to Cineon colorspace.
black black 95 Sets the value in the Cineon file that is converted into
0.
reset N/A N/A Click to reset the black value to the default setting.
ignore ignore_black disabled When enabled, the black offset is not subtracted so
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Color Nodes | Log2Lin
white white 685 Sets the value in the Cineon file that is converted into
1.
reset N/A N/A Click to reset the white value to the default setting.
gamma gamma 0.6 Sets the exposed light level multiplier to calculate the
film density.
reset N/A N/A Click to reset the gamma value to the default setting.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
same mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel so that the
conversion is limited to the non-white areas of the
mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
(un)premult N/A disabled Enables the associated channel to the right. Disabling
by this checkbox is the same as setting the channel to
none.
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Color Nodes | MatchGrade
mix mix 1 Dissolves between the original image at 0 and the full
conversion at 1.
MatchGrade
MatchGrade (NukeX and Nuke Studio only) allows you to automatically calculate a grade to match the
colors in the Source input to the colors in the Target input. You can use MatchGrade to:
• extract a baked-in grade if the Target clip that you want to match to contains the same frames as the
Source clip,
• match the grade between two different clips to create the same look,
• mask the grade to only match certain elements between the Source and Target clips, and
• export LUT or CDL files to re-use the calculated grade elsewhere.
Input Target The image sequence you want the Source clip to match.
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Color Nodes | MatchGrade
MatchGrade Tab
Task matchGradeTask Match Graded Choose whether you want to match the Source
Source input with a graded version of the same clip or
a different clip:
• Match Graded Source - Match the Source
clip with a graded version of the same clip
(connected to the Target input). This allows
you to extract and export a baked-in grade
applied to the original clip.
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Color Nodes | MatchGrade
Mask mask None Set whether to use a mask channel to limit the
grade to certain areas of the image:
• None - Do not use a mask. The grade is
applied to the entire image.
• Alpha - Use the alpha channel as a mask. The
grade is limited to the non-black areas of the
alpha channel.
• Inverted Alpha - Invert the alpha channel and
use that as a mask. The grade is limited to the
non-white areas of the alpha channel.
Apply Grade to applyToMask enabled When enabled, the computed grade is only
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Color Nodes | MatchGrade
Align Target to alignTargetToSource N/A Click this to add a Transform node and a
Source Reformat node upstream of the MatchGrade
node to automatically align the target with the
source clip.
Crop Target autoCrop disabled When enabled, clicking Align Target to Source
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Color Nodes | MatchGrade
Ref Frames - These controls are only available when Analysis is set to Analyze Reference Frames.
Source sourceRefFrames 0 Displays the Source input frames that you have
set as reference frames. These should be frames
that cover the characteristic colors in the
Source sequence.
Target targetRefFrames 0 Displays the Target input frames that you have
set as reference frames. These should be frames
that cover similar content as the Source
reference frames (for example, the same
amount of grass, skin, and so on).
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Color Nodes | MatchGrade
Analysis
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Color Nodes | MatchGrade
Pre LUT prelut Auto Detect Specify a 1D shaper LUT to use for the analysis:
• Auto Detect - Automatically detect the best
pre-LUT to use.
• Linear - Use a linear pre-LUT.
• Logarithmic - Use a logarithmic pre-LUT.
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Color Nodes | MatchGrade
slope slope N/A The slope value of the CDL transform. If you're
not happy with the value MatchGrade calculates
automatically, you can use this to fine-tune the
results.
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Color Nodes | MatchGrade
offset offset N/A The offset value of the CDL transform. If you're
not happy with the value MatchGrade calculates
automatically, you can use this to fine-tune the
results.
power power N/A The power value of the CDL transform. If you're
not happy with the value MatchGrade calculates
automatically, you can use this to fine-tune the
results.
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Color Nodes | MatchGrade
error cdlError N/A Displays the error for the CDL transform. The
smaller the value, the better the results.
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Color Nodes | MatchGrade
Recalculate calculateCDL N/A Click this to recalculate the CDL transform that
CDL best fits the 3D LUT. CDL Output values that
have lock enabled are not recalculated.
Export
LUT output file outfile N/A The file path and name of the 3D LUT file to
export. The file extension is .csp.
Write writelut N/A Click this to export the 3D LUT to the .csp file
specified in the LUT output file field.
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Color Nodes | MatchGrade
Python Tab (These controls are for Python callbacks and can be used to have Python functions
automatically called when various events happen in Nuke.)
before render beforeRender none These functions run prior to starting rendering
in execute(). If they throw an exception, the
render aborts.
before each beforeFrameRender none These functions run prior to starting rendering
frame of each individual frame. If they throw an
exception, the render aborts.
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Color Nodes | MinColor
after each afterFrameRender none These functions run after each frame is finished
frame rendering. They are not called if the render
aborts. If they throw an exception, the render
aborts.
after render afterRender none These functions run after rendering of all frames
is finished. If they throw an error, the render
aborts.
MinColor
Calculates the difference between the darkest value in the input image and the target value, and then
adds the result to the image. This sets the darkest pixel to the target value.
To have MinColor calculate the darkest pixels and remember them, click Find Pixel Delta.
MinColor Tab
search channels rgb Only these channels are searched for the minimum
value.
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Color Nodes | MinColor
modify modify all Sets the channels to which the calculated delta is
added.
target target 0.095 Sets the value to add to the calculated darkest pixel
from the input image. This sets the darkest pixel in
the image to the target value.
Find Pixel N/A N/A Click to calculate the pixel delta for all or some
Delta frames.
Python Tab (These controls are for Python callbacks and can be used to have Python functions
automatically called when various events happen in Nuke.)
before each beforeFrameRender none These functions run prior to starting rendering of
frame each individual frame. If they throw an exception,
the render aborts.
after each afterFrameRender none These functions run after each frame is finished
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Color Nodes | Multiply
after render afterRender none These functions run after rendering of all frames is
finished. If they throw an error, the render aborts.
Multiply
Lets you multiply a channel’s values by a given factor, which has the effect of lightening the channel while
preserving the black point. This operation is also knows as gain.
Input unnamed The image sequence whose channel values you want to multiply.
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If
you cannot see the mask input, ensure that the mask control is
disabled or set to none.
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Color Nodes | Multiply
Multiply Tab
value value 0 The factor by which you want to multiply the values in
the above channels.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
same mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel so that the
multiplication is limited to the non-white areas of the
mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
(un)premult N/A disabled Enables the associated channel to the right. Disabling
by this checkbox is the same as setting the channel to
none.
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Color Nodes | OCIOCDLTransform
mix mix 1 Dissolves between the original image at 0 and the full
multiplication effect at 1.
OCIOCDLTransform
Applies an ASC CDL (American Society of Cinematographers Color Decision List) grade based on the
OpenColorIO Library. For more information, see http://opencolorio.org.
At first, the mask input appears as a triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If you
cannot see the mask input, ensure that the mask control is disabled
or set to none.
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Color Nodes | OCIOCDLTransform
OCIOCDLTransform Tab
channels channels rgb The CDL transform is applied only to these channels.
working working_space linear Sets the color space in which the file is applied. The
space input is transformed from scene linear to the selected
working space, the file color transform is applied, and
then the result is transformed back to scene linear.
read from read_from_file disabled Enable this to load color correction information from
file a .cc or .ccc file.
file file none The ASC CDL file to use for the transform. This can be
a .cc or .ccc file.
cccid cccid none If the ASC CDL file is a .ccc (Color Correction
Collection) file, specify the cccid to look up here.
select cccid select_cccid N/A Click to open the cccid dialog and select the cccid
from the dropdown menu.
export grade export_cc N/A Exports the grade as a .cc (Color Correction) file.
as .cc
mask N/A disabled Enables the associated mask channel to the right.
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Color Nodes | OCIOCDLTransform
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
same mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel so that the
colorspace conversion is limited to the non-white
areas of the mask
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
(un)premult N/A disabled Enables the associated channel to the right. Disabling
by this checkbox is the same as setting the channel to
none.
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Color Nodes | OCIOColorSpace
mix mix 1 Dissolves between the original image at 0 and the full
colorspace conversion at 1.
OCIOColorSpace
Much like the standard ColorSpace node, you can use the OCIOColorSpace node for converting an image
sequence from one colorspace to another. The OCIOColorSpace node is based on the OpenColorIO
library. For more information, see http://opencolorio.org.
At first, the mask input appears as a triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If you
cannot see the mask input, ensure that the mask control is disabled
or set to none.
OCIOColorSpace Tab
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Color Nodes | OCIOColorSpace
out out_colorspace linear Specifies the colorspace you want to convert the
image to.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
same mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel so that the
colorspace conversion is limited to the non-white
areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
(un)premult N/A disabled Enables the associated channel to the right. Disabling
by this checkbox is the same as setting the channel to
none.
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Color Nodes | OCIODisplay
mix mix 1 Dissolves between the original image at 0 and the full
colorspace conversion at 1.
OCIODisplay
Uses the OpenColorIO library to apply a colorspace conversion to an image sequence, so that it can be
accurately represented on a specific display device. The OCIODisplay node is based on the OpenColorIO
library. For more information, see http://opencolorio.org.
At first, the mask input appears as a triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If you
cannot see the mask input, ensure that the mask control is disabled
or set to none.
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Color Nodes | OCIODisplay
OCIODisplay Tab
display device display default Specifies the colorspace of the display device that will
be used to view the sequence.
view view sRGB Specifies the colorspace transform to apply to the scene
transform or image.
gamma gamma 1 Set the amount of gamma correction applied after the
display transform.
channel view channel_ RGB Specifies the channels to view before the display
selector transform.
layer layer rgba Specifies the layer to process. This should be a layer with
RGB data.
Context Tab
key1 key1 n/a Allows you to add variables to register certain viewer
processes by creating a custom config.ocio and
value1 value1 n/a
specifying the variable in the to_reference file
key2 key2 n/a transform.
value2 value2 n/a See Nuke's online help for more information.
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Color Nodes | OCIOFileTransform
OCIOFileTransform
Uses the OpenColorIO library to load a colorspace conversion from a file (usually a 1D or 3D LUT) and
apply it. You can also load other file-based transformations, for example an ASC ColorCorrection XML. File
transforms are applied without any input or output colorspace handling. If the file expects log-encoded
pixels, but you apply the node to a linear image, you will get incorrect results. The OCIOFileTransform
node is based on the OpenColorIO library.
At first, the mask input appears as a triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If
you cannot see the mask input, ensure that the mask control is
disabled or set to none.
OCIOFileTransform Tab
channels channels rgb The file transform is applied only to these channels.
file file none The file to use for the transform. Supported formats:
• .3dl (Flame)
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Color Nodes | OCIOFileTransform
• .3dl (Lustre)
• .ccc (ColorCorrectionCollection)
• .cc (ColorCorrection)
• .csp (Cinespace)
• .lut (Houdini)
• .itx (Iridas_itx)
• .cube (Iridas_cube)
• .mga (Pandora_mga)
• .m3d (Pandora_m3d)
• .spi1d (spi1d)
• .spi3d (spi3d)
• .spimtx (spimtx)
• .cub (Truelight)
• .vf (Nukevf)
Note: FilmLight and Foundry have elected to no longer bundle Truelight as of Nuke 11. The
Truelight node has been superseded by the free version of Baselight for Nuke which itself can
import a BLG (Baselight Linked Grade) that can contain a Truelight strip, plus optionally a lot
more in terms of creative grading intent. Together with OpenColorIO and the native Nuke
Vectorfield node we feel all the Nuke color management issues for which the Truelight node
was originally intended are now addressed.
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Color Nodes | OCIOFileTransform
working working_space scene_linear Sets the color space in which the file is applied. The
space (linear) input is transformed from scene linear to the
specified working space, the file color transform is
applied, and then the result is transformed back to
scene linear.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
same mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel so that the
colorspace conversion is limited to the non-white
areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
(un)premult N/A disabled Enables the associated channel to the right. Disabling
by this checkbox is the same as setting the channel to
none.
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Color Nodes | OCIOLogConvert
mix mix 1 Dissolves between the original image at 0 and the full
colorspace conversion at 1.
OCIOLogConvert
Sometimes log data is required for certain processing operations, like plate resizing or pulling keys.
Usually a colorspace is provided specifically for these operations. The OCIOLogConvert node uses the
OpenColorIOlibrary to convert from compositing_log to scene_linear, or the reverse. For more
information, see http://opencolorio.org.
At first, the mask input appears as a triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If you
cannot see the mask input, ensure that the mask control is disabled
or set to none.
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Color Nodes | OCIOLogConvert
OCIOLogConvert Tab
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
same mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel so that the
colorspace conversion is limited to the non-white
areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
(un)premult N/A disabled Enables the associated channel to the right. Disabling
by this checkbox is the same as setting the channel to
none.
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Color Nodes | PLogLin
mix mix 1 Dissolves between the original image at 0 and the full
colorspace conversion at 1.
PLogLin
Converts between logarithmic and linear encoding (colorspace) based on a single gray point rather than
the standard Cineon formula with a black point and white point (the formula that the Log2Lin node uses).
This method is frequently referred to as Josh Pines log conversion.
Like the Log2Lin node, you can use this node to override Nuke’s default Cineon-conversion. When doing
so, ensure that the Read or Write node is not applying an automatic colorspace conversion based on its
assumptions about the file format. You can do this by setting colorspace on the Read or Write to linear or
enabling its raw option. PLogLin uses the formula posted on the EXR list at:
http://lists.gnu.org/archive/html/openexr-devel/2005-03/msg00006.html
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Color Nodes | PLogLin
Input unnamed • If you are using this node to convert your input file to linear, attach
the Read node here.
• If you are using this node to convert to logarithmic for output,
attach the node whose result you want to output here.
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If
you cannot see the mask input, ensure that the mask control is
disabled or set to none.
Output • If you are using this node to convert your input file to linear, attach
any nodes you want to use to process the image here.
• If you are using this node to convert to logarithmic for output,
attach the Write node here.
PLogLin Tab
channels channels all The PLogLin effect is only applied to these channels.
operation operation log to lin Select the operation you want the node to perform:
• log to lin - convert the input from logarithmic to
linear colorspace.
• lin to log - convert the input from linear to
logarithmic colorspace.
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Color Nodes | PLogLin
linear linref 0.18 Set this to the linear value that corresponds with the
reference log reference value.
value
For example, you could leave this at 0.18 (mid-gray)
and enter the logarithmic value that corresponds with
0.18 in the log reference value field.
log reference logref 445 Set this to the logarithmic value that corresponds with
value the linear reference value.
density per density 0.002 The change in the negative gamma for each log space
code value code value.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
same mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel so that the
colorspace conversion is limited to the non-white
areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
(un)premult N/A disabled Enables the associated channel to the right. Disabling
by this checkbox is the same as setting the channel to
none.
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Color Nodes | Posterize
mix mix 1 Dissolves between the original image at 0 and the full
colorspace conversion at 1.
Posterize
Posterize reduces the color resolution of an image. This creates abrupt changes from one tone to another,
producing a dramatic graphic effect.
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Color Nodes | Posterize
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If you
cannot see the mask input, ensure that the mask control is disabled
or set to none.
Posterize Tab
channels channels all The posterize effect is only applied to these channels.
Colors Colors 16 The bit depth to use. For example, setting this control
to 8 independently limits each affected channel to
256 colors.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
same mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel so that the
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Color Nodes | RolloffContrast
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
(un)premult N/A disabled Enables the associated channel to the right. Disabling
by this checkbox is the same as setting the channel to
none.
mix mix 1 Dissolves between the original image at 0 and the full
posterize effect at 1.
RolloffContrast
Applies a contrast curve, with smooth falloff at the low and high ends, equally across all channels in the
input image. The center value controls the overall brightness of the colors and the contrast value
increases or decreases the contrast of the image. Use soft clip to control the amount of rolloff and check
override values to adjust the tension and extent of the soft clip curve.
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Color Nodes | RolloffContrast
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If
you cannot see the mask input, ensure that the mask control is
disabled or set to none.
RolloffContrast Tab
range range 1 Values between 0 and the input value use a lookup
table to reduce processing time.
center center 0.5 The center value is located at the center of the
contrast curve by default and controls the overall
brightness of the colors.
soft clip soft_clip 0 The amount of roll off from the linear curve near the
ends, softening the effect of the contrast.
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Color Nodes | RolloffContrast
slope mag 1 slope_mag_low1 0.80000001 A value from 0 to 1 that controls where the interior
low shoulder control points are in the bezier.
slope mag 2 slope_mag_low2 0.0025 A value from 0 to 1 that controls where the interior
low shoulder control points are in the bezier.
blank point black_low 1 A value from 0 to 1 that controls the location of the
percentage black point. Computed as the distance between the
origin and the contrast line zero crossing.
slope mag 1 slope_mag_high1 1 A value from 0 to 1 that controls where the interior
upper control points are in the upper bezier.
shoulder
slope mag 2 slope_mag_high2 0.80000001 A value from 0 to 1 that controls where the interior
upper control points are in the upper bezier.
shoulder
white point white_high 1 A value from 0 to 1 that controls the location of the
percentage white point. Computed as the distance between the
1,1 point and the contrast line y = 0 crossing.
mask N/A disabled Enable the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copy the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the same
mask further downstream.
invert invert_mask disabled Invert the use of the mask channel, so that the contrast
effect is is limited to the non-white areas of the mask.
(un)premult N/A disabled Enable the associated channel to the right. Disabling
by this checkbox is the same as setting the channel to
none.
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Color Nodes | Sampler
mix mix 1 Dissolve between the original image at 0 and the full
effect at 1.
Sampler
This node converts a horizontal scanline of pixel data into a lookup curve. The Viewer sampler widget or
sampler y coordinate selects the scanline (sampler x is ignored).
The Sampler node can be useful for visualizing the effects of color corrections on the image.
Input unnamed The image sequence from which the sample is taken.
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Color Nodes | Saturation
Sampler Tab
channels channels rgb Loo kup curves are only generated for these channels.
sampler xy sampler 0, 0 Sets the position of the sampler widget that determines
the scanline to convert into a lookup curve.
normalize x normalize_x enabled When enabled, the lookup curves are normalized.
Sample sample_ N/A Click to sample the current frame and update the lookup
current frame current curve output for the current sampler point.
Saturation
For the times when you just want to correct an image’s saturation (color intensity) and don’t require
limiting the correction to any particular range of hues, use the Saturation node.
If you do want to adjust the levels of saturation in a range of hues (for example, to diminish green, blue, or
redscreen spill), use the HueCorrect node instead.
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Color Nodes | Saturation
Input unnamed The image sequence whose saturation you want to adjust.
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If you
cannot see the mask input, ensure that the mask control is disabled
or set to none.
Saturation Tab
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
same mask further downstream.
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Color Nodes | SoftClip
invert invert_mask disabled Inverts the use of the mask channel so that the
saturation adjustment is limited to the non-white
areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
(un)premult N/A disabled Enables the associated channel to the right. Disabling
by this checkbox is the same as setting the channel to
none.
mix mix 1 Dissolves between the original image at 0 and the full
saturation adjustment at 1.
SoftClip
Compresses high-dynamic-range (HDR) imagery into the 0-1 range. Because simple color compression
changes the apparent chroma and contrast of the image, the conversion control allows for several
compression modes that try to preserve colors.
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Color Nodes | SoftClip
Input unnamed The HDR image sequence to compress into the 0-1 range.
SoftClip Tab
softclip min softclip_min 0.8 Sets the lower clipping limit. All values above softclip
min are compressed.
softclip max softclip_max 1 Sets the upper clipping limit. RGB values between
softclip min and this value are compressed to be
between softclip min and 1.
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Color Nodes | Toe
Toe
Toe lifts the black level, in a similar way to gain controls in other color correction nodes, but with a rolloff
so that whites are mostly not affected. This makes the shadows in your image lighter.
Input unnamed The image sequence whose black levels you want to lift.
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If
you cannot see the mask input, ensure that the mask control is
disabled or set to none.
Toe Tab
channels channels rgb The color correction is only applied to these channels.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
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Color Nodes | Toe
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the same
mask further downstream.
invert invert disabled Inverts the use of the mask channel so that the color
correction is limited to the non-white areas of the
mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
(un)premult N/A disabled Enables the associated channel to the right. Disabling
by this checkbox is the same as setting the channel to
none.
mix mix 1 Dissolves between the original image at 0 and the full
color correction at 1.
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Color Nodes | Truelight
Truelight
FilmLight and Foundry have elected to no longer bundle Truelight as of Nuke 11. The Truelight node has
been superseded by the free version of Baselight for Nuke which itself can import a BLG (Baselight Linked
Grade) that can contain a Truelight strip, plus optionally a lot more in terms of creative grading intent.
Together with OpenColorIO and the native Nuke Vectorfield node we feel all the Nuke color management
issues for which the Truelight node was originally intended are now addressed.
Vectorfield
Vectorfield applies color values from lookup tables (LUTs), allowing you to make complex color
corrections quickly using pre-calculated files. You can create LUT files using the GenerateLUT node or a
third-party application capable of producing a LUT format the Vectorfield node supports.
Vectorfield Tab
vectorfield vfield_file none The path and file name of the LUT file that describes the
file color correction to apply.
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Color Nodes | Vectorfield
file type file_type auto The file format of the LUT file to apply. The following
file extensions are recognized:
• auto - Nuke attempts to guess the file type from the
vectorfield file’s extension.
• .3dl - Autodesk and ASSIMILATE Scratch LUT format
(3D).
• .blut - Side Effects Houdini binary LUT format (3D).
• .cms - Light Illusion LightSpace CMS LUT format (1D
and 3D).
• .csp - Rising Sun Research CineSpace LUT format (3D).
• .cub - FilmLight Truelight LUT format (1D and 3D).
• .cube - IRIDAS LUT format (1D and 3D).
• .vf - Nuke's native LUT format used by the Vectorfield
node (3D).
• .vfz - Gzip compressed .vf files.
Note: FilmLight and Foundry have elected to no longer bundle Truelight as of Nuke 11. The
Truelight node has been superseded by the free version of Baselight for Nuke which itself can
import a BLG (Baselight Linked Grade) that can contain a Truelight strip, plus optionally a lot
more in terms of creative grading intent. Together with OpenColorIO and the native Nuke
Vectorfield node we feel all the Nuke color management issues for which the Truelight node
was originally intended are now addressed.
interpolation interpolation trilinear field If all possible input points and their values were stored
in a 3D LUT, the LUT would soon become too large. To
combat this, only some points and their values are
sampled and saved and the rest are interpolated. This
control lets you select the interpolation method to use:
• step field - This returns the value of the nearest voxel
with no interpolation. This option should only be used
for testing, as it is likely to produce artifacts.
• linear staggered vector field - Instead of having the
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Color Nodes | Vectorfield
GPU gpuExtrapolate enabled Controls whether the graphics processing unit (GPU)
extrapolate implementation extrapolates the grid values or clamps
to the maximum value of the LUT. In most cases, this
parameter should be on.
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Color Nodes | Vectorfield
colorspace colorspaceOut linear Determines how to convert from the 3D LUT's output to
out Nuke’s linear colorspace. See colorspace in for the
conversion type available.
3DL Settings (These controls are only visible when you’ve selected 3dl in the file type dropdown menu.)
output bit output_ auto Select the bit depth to scale output values for .3dl files.
depth (.3dl) bitdepth_id For instance, a 10 bit file will have values between 0 and
1023. In general this will match the input depth.
• auto - use header information to determine the
output bit depth and, failing that, use a heuristic to
guess. The heuristic assumes no values are outside the
range 0-1.
• inputbitdepth - use the input bit depth.
• 4 bit - use a 4 bit depth.
• 8 bit - use an 8 bit depth.
• 10 bit - use a 10 bit depth.
• 12 bit - use a 12 bit depth.
• 16 bit - use a 16 bit depth.
normalize normalize_ disabled Normalize 3dl output values to the range 0-1. This is
output output legacy behavior in Nuke which normalizes the output
range if it exceeds 1. Where the output scale is
incorrect, output bit depth should be used instead to
scale the data.
3dl file format_3dl_id auto Select the format you want to use for your .3dl file.
format • auto - use header information to determine the
format. Since it is not always possible to determine
the format from the header, you should select the
correct format where possible. The format can always
be determined for files generated by Nuke.
• autodesk flame/smoke - use Autodesk preferred
cube sizes of 17x17, 33x33, and 65x65.
• autodesk lustre - use Autodesk preferred cube sizes
of 17x17, 33x33, and 65x65, and output a
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Color Nodes | Vectorfield
3DMESH/Mesh header.
• assimilate scratch - scale and offset the 3D LUT. This
should be used only for legacy scratch files prior to
Flame compatibility.
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Filter Nodes
Filter nodes contain convolve filters, such as blur, sharpen, edge detect, and erode.
Blur
Adds blur to an image or matte using box, triangle, quadratic, or gaussian filter algorithms. The blur
value is calculated for image pixels by examining their neighbors within the constraints of the size control
(in pixels), and applying the selected algorithms. The default, gaussian, produces the smoothest blur, but
takes longer to render.
You can also create this node by pressing B on the Node Graph.
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If
you cannot see the mask input, ensure that the mask control is
disabled or set to none.
Blur Tab
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Filter Nodes |
channels channels all The blur effect is only applied to these channels.
size size 0 Sets the radius within which pixels are compared to
calculate the blur. Higher values widen the compare
area, producing more blur.
quality quality 15 Controls the trade off between faster processing time
at lower values, and smoothness at higher values.
crop to crop enabled When enabled, the bounding box cannot grow past its
format incoming size. This avoids creating oversized
bounding boxes that can take longer to compute.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
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Filter Nodes | Bilateral
invert invert_mask disabled Inverts the use of the mask channel so that the filter
effect is limited to the non-white areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
mix mix 1 Dissolves between the original image at 0 and the full
blur effect at 1.
Bilateral
A bilateral filter is a smoothing filter that is particularly good at preserving edges, though it can be
computationally expensive.
Connecting the guide input converts the output from the filter to
the same format as the guide image, resulting in a joint bilateral
resampling filter. If the source and guide images have the same
format, the node acts as a cross bilateral filter.
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Filter Nodes | Bilateral
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If
you cannot see the mask input, ensure that the mask control is
disabled or set to none.
Bilateral Tab
Local GPU gpuName N/A Displays the GPU used for rendering when Use GPU if
available is enabled. Local GPU displays Not available
when:
• Use CPU is selected as the default blink device in
the Preferences.
• no suitable GPU was found on your system.
• it was not possible to create a context for processing
on the selected GPU, such as when there is not
enough free memory available on the GPU.
Use GPU if useGPUIfAvailable enabled When enabled, rendering occurs on the Local GPU
available specified, if available, rather than the CPU.
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Filter Nodes | Bilateral
Guide guide all When the guide input is connected, sets the channels
Channels in the guide image used to compute the filtering
weights.
Size size 3 Sets the height and width of the area within which
pixels are compared to calculate the blur. Higher
values widen the compare area, producing greater
effect.
Positional positionalSigma 0.4 Controls the amount that nearby pixels affect the
Sigma overall blur.
Colour Sigma colourSigma 0.4 Controls the amount of blur that occurs over edges in
the image, lower values preserve edges more reliably.
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Filter Nodes | BumpBoss
Filter filter gaussian Sets the type of color weighting applied to the
output:
• guassian - weighted to differences in the
surrounding pixel color and how close those pixels
are to one another.
• median - weighted according to the middle value
pixel.
Mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
Inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the same
mask further downstream.
Invert invert_mask disabled Inverts the use of the mask channel so that the filter
effect is limited to the non-white areas of the mask.
Fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
Mix mix 1 Dissolves between the original image at 0 and the full
effect at 1.
BumpBoss
BumpBoss produces an emboss effect by overlaying input A over input B, rather than offsetting a single
input image like the Emboss node. The BumpBoss properties can be modified by the offset between the
center and lightposition indicators in the Viewer.
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Filter Nodes | BumpBoss
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If
you cannot see the mask input, ensure that the mask control is
disabled or set to none.
BumpBoss Tab
channels channels all The emboss effect is only applied to these channels.
light position lightposition 480, 360 Sets the coordinates of the lightposition indicator in
xy the Viewer. The position of this indicator in relation to
the center indicator controls the shadow applied to
the emboss.
Bump Size bumpsize 1 Sets the size of the emboss applied to the image
connected to input B.
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Filter Nodes | BumpBoss
Image Center center 320, 240 Sets the coordinates of the center indicator in the
xy Viewer. The position of the lightposition indicator in
relation to this indicator controls the shadow applied
to the emboss.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the same
mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel so that the filter
effect is limited to the non-white areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
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Filter Nodes | Convolve
mask.
mix mix 1 Dissolves between the original image at 0 and the full
effect at 1.
Convolve
Convolve lets you create custom filter effects by supplying your own filter image. This image is used as
the convolution matrix. In other words, the new value of a pixel is calculated by centering the filter image
on the pixel, examining its neighbors, multiplying each pixel value by the corresponding pixel values in
the filter image, and then adding the results together. This allows you to defocus a clip and create lens
blur effects in the shape of the filter image, for example.
Input filter The filter image. This image is used as the convolution matrix.
Note that you don’t necessarily need to crop the filter image to a
smaller size, as Fast Fourier Transforms are used to speed up
convolutions with large filter images.
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If
you cannot see the mask input, ensure that the mask control is
disabled or set to none.
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Filter Nodes | Convolve
Convolve Tab
channels channels all The filter effect is only applied to these channels.
Local GPU gpuName N/A Displays the GPU used for rendering when Use GPU if
available is enabled. Local GPU displays Not available
when:
• Use CPU is selected as the default blink device in
the Preferences.
• no suitable GPU was found on your system.
• it was not possible to create a context for processing
on the selected GPU, such as when there is not
enough free memory available on the GPU.
Use GPU if useGPUIfAvailable enabled When enabled, rendering occurs on the Local GPU
available specified, if available, rather than the CPU.
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Filter Nodes | Convolve
filter channel filter_channel rgba.alpha The channel to use as the convolution matrix from the
filter input.
use input use_input_ disabled When enabled, Convolve uses the same channels from
channels channels the filter input as the image input (that is, whatever
channels is set to).
filter bounds filter_bounds shape Sets what to use as the filter bounds:
• shape - The filter input’s bounding box. In this case,
Convolve only uses the bounding box area, and the
center of the filter is the center of the bounding box.
This is the default value, and you may want to use it
if your filter input is a roto shape with a small
bounding box that doesn’t fill the entire format area,
for example.
• format - The filter input’s format. In this case,
Convolve uses the entire format area, allowing you
to offset the filter image within the format.
normalize normalize enabled When enabled, the filter input is divided by the sum
of all the pixels in it before using it. This ensures that
the convolution doesn’t change the overall brightness.
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Filter Nodes | Defocus
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the same
mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel so that the filter
effect is limited to the non-white areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
mix mix 1 Dissolves between the original image at 0 and the full
filter effect at 1.
Defocus
Defocuses the image using a disc filter. This allows you to simulate the defocusing effect of a circular lens
and create lens blur effects like ’bokeh’ (the blooming of highlights when defocused).
To create lens blur effects that aren’t circular, use the Convolve node.
To simply blur an image or a matte, use the Blur node, which is faster than Defocus.
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Filter Nodes | Defocus
Defocus Tab
channels channels all The defocus effect is only applied to these channels.
aspect ratio ratio 1 Adjusts the width of the defocus disc without altering
its height.
quality quality 20 Sets the interpolation used to smooth out the discs.
Higher values produce better results, but take longer
to render.
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Filter Nodes | DegrainBlue
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the same
mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel so that the filter
effect is limited to the non-white areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
mix mix 1 Dissolves between the original image at 0 and the full
effect at 1.
DegrainBlue
This gizmo reduces grain in the blue channel, which often is where most grain occurs.
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Filter Nodes | DegrainSimple
User Tab
Size size 8 The amount of grain to remove from the blue channel. Increasing this
value removes more grain and decreasing it leaves more in.
DegrainSimple
Lets you reduce grain in the red, green, and blue channels respectively, and allows you to mask the effect.
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Filter Nodes | Denoise
DegrainSimple Tab
channels channels all The channels to degrain. If you set this to something other
than all, rgba, or rgb, the R blur, G blur, and B blur sliders
below affect the first three channels in the selected layer.
R blur rVal 2 The amount of grain to remove from the red channel.
G blur gVal 2 The amount of grain to remove from the green channel.
B blur bVal 5 The amount of grain to remove from the blue channel, which
often is where most grain occurs.
mask N/A disabled Enable the associated mask channel to the right. Disabling this
checkbox is the same as setting the channel to none.
maskChannelInput none The channel to use as a mask. By default, the grain reduction is
limited to the non-black areas of this channel.
inject inject disabled Copies the mask input to the predefined mask.a channel.
Injecting the mask allows you to use the same mask further
downstream.
invert invert_mask disabled Inverts the use of the mask channel so that the grain reduction
is limited to the non-white areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of the mask.
mix mix 1 Dissolves between the original image at 0 and the full grain
reduction at 1.
Denoise
The Denoise node is an efficient tool for removing noise or grain from your footage. It uses spatial or
temporal filtering to remove noise without losing image quality.
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Filter Nodes | Denoise
Input Motion An optional input for attaching pre-calculated motion vectors, such as
those created by VectorGenerator.
Noise An optional input for attaching a separate noise file. If you’re working
with complex footage that doesn’t have a convenient area for
analyzing noise, you can use the Noise input to analyze noise from
another image and apply the results to your footage.
Denoise Tab
Local GPU gpuName N/A Displays the GPU used for rendering when Use GPU if
available is enabled. Local GPU displays Not
available when:
• Use CPU is selected as the default blink device in
the Preferences.
• no suitable GPU was found on your system.
• it was not possible to create a context for
processing on the selected GPU, such as when there
is not enough free memory available on the GPU.
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Filter Nodes | Denoise
Use GPU if useGPUIfAvailable enabled When enabled, rendering occurs on the Local GPU
available specified, if available, rather than the CPU.
Noise Model model Modulated Choose what type of noise you’re dealing with:
• Constant - try this if you’re working on film footage
with lots of detail and not too much noise in dark
regions, or digital footage with lots of detail and
not too much noise in light regions.
• Modulated - for most cases, this is a good option.
Lift Blacks lift_blacks disabled When enabled, blacks in the image are lifted toward
white. This can be particularly useful if your image
contains a lot of sub-blacks, areas of black with a
value less than 0.
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Filter Nodes | Denoise
Output output Result Whether to output the denoised image or the noise
that was removed:
• Result - output the denoised Source image.
• Noise - output the noise that was removed from the
Source image. Only noise should be visible in this
image. If you can see a lot of picture detail, it means
the current settings are making Denoise work too
hard and remove too much of the image, which
leads to a soft result.
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Filter Nodes | Denoise
Luminance lumablend 0.7 Blends the denoised luminance with the image’s
Blend original luminance, bringing back some of the image
detail in the result.
Temporal Processing
Enable enable_temporal disabled When enabled, uses frames either side of the current
frame to perform temporal frame blending, which
may produce a better denoise result.
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Filter Nodes | Denoise
Frame frame_blending 0.1 Sets the variance allowed between regions in blended
Blending frames. Higher values attempt to blend more regions,
but can lose image detail.
Noise Analysis
Analysis analysisRegion N/A Enter the coordinates for the region from which you
Region want to analyze noise.
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Filter Nodes | Denoise
Analysis analysisFrame 1 The frame at which to analyze the noise in the analysis
Frame region.
Analyze analyze N/A Click this button to analyze the noise in your footage.
Noise This can be useful if you scrub to a new frame, don't
move the analysis box, and want to reanalyze the
noise from the new frame.
Analysis File analysisFile N/A The name and location of an external analysis file.
Click the Export button to save the analysis profile in
this file, or Import to read the analysis profile from
this file.
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Filter Nodes | Denoise
Import import N/A Reads an analysis profile from an external analysis file
(specified in Analysis File). This disables any controls
that are read from the analysis file. To re-enable them,
you can uncheck Lock Noise Analysis.
Tune Frequencies
Process High processHigh enabled Enable this if you want to remove noise from high
Frequencies frequencies (fine detail).
High Gain highAmount 1 Scales the threshold for fine noise removal.
Process processMedium enabled Enable this if you want to remove noise from medium
Medium frequencies.
Frequencies
Medium Gain mediumAmount 1 Scales the threshold for medium noise removal.
Process Low processLow enabled Enable this if you want to remove noise from low
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Filter Nodes | Denoise
Low Gain lowAmount 1 Scales the threshold for low noise removal.
Process Very processVeryLow disabled Enable this if you want to remove noise from very low
Low frequencies (very coarse detail).
Frequencies
Normally, most of the noise occurs in the high and
medium frequencies, so often you can disable the
very low frequency altogether.
Very Low veryLowAmount 1 Scales the threshold for very low noise removal.
Gain
Increase this value to remove more very low noise, or
decrease it to keep more detail and very low noise. A
value of 0 means no very low noise is removed,
whereas 1 is the estimated threshold.
Tune Channels
Profile Tab
curve editor profileCurve N/A The noise profile curve. The x axis represents image
intensity, from dark areas on the left to lighter areas
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Filter Nodes | Denoise
reset N/A N/A Resets any changes you’ve made to the noise curve.
This does not affect changes made using the Low
Gain, Mid Gain, and High Gain controls.
Tune Profile tuneProfile disabled Enable this to tune the noise profile by adjusting Low
Gain, Mid Gain, or High Gain. This works in both the
Constant and Automatic profiling mode.
Low Gain lowGain 1 Scales the denoising threshold in the low light areas
of the Source image. For example, a value of 2
multiplies the threshold by 2. Everything below the
threshold is considered noise and removed, while
everything above the threshold is kept.
Mid Gain midGain 1 Scales the denoising threshold in the midtone areas
of the Source image. For example, a value of 2
multiplies the threshold by 2. Everything below the
threshold is considered noise and removed, while
everything above the threshold is kept.
High Gain highGain 1 Scales the denoising threshold in the highlight areas
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Filter Nodes | DirBlur
Profile Frame profileFrame 1 The frame at which to estimate the noise profile when
Profile is set to Automatic.
Recalculate reprofile N/A If you’ve set Profile to Automatic, Denoise first uses
Profile the current frame to calculate the profile. If you’d like
to use a different frame, you need to scrub to that
frame and click this button.
DirBlur
This node applies three types of directional blur to the input image: zoom, radial, and linear.
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Filter Nodes | DirBlur
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If
you cannot see the mask input, ensure that the mask control is
disabled or set to none.
DirBlurWrapper Tab
channels channels all The blur effect is only applied to these channels. You
should leave this set to all and select the channels you
want to blur using BlurLayer.
BlurLayer BlurLayer rgb The blur effect is only applied to these channels. This
control works together with the channels control. For
a channel to be blurred, it needs to be selected from
both the channels and the BlurLayer dropdown
menu.
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Filter Nodes | DirBlur
individual channels.
Holdout N/A disabled Enables the associated holdout channel to the right.
Channel Disabling this checkbox is the same as setting the
channel to none.
BlurCenter xy BlurCenter 320, 240 Sets the blur origin or center on the xy axes, or drag
the BlurCenter handle in the Viewer.
Linear Target target 480, 240 When using linear blur with UseTarget enabled, a
xy vector is created between this and BlurCenter. This
vector then determines the direction of linear blur.
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Filter Nodes | DirBlur
Target.
Samples Samples 1 The number of samples. You can increase this value for
smoother blur, but note that it takes much longer to
render.
Quality Quality 1 The scaling factor of the blur. The minimum value is 1
and produces the highest quality.
Pixel Offset pixeloffset 0 When BlurType is set to zoom, lets you offset pixels
along the direction of the blur.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the same
mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel so that the blur is
limited to the non-white areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
mix mix 1 Dissolves between the original image at 0 and the full
blur effect at 1.
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Filter Nodes | DropShadow
DropShadow
This gizmo creates a drop shadow for any input image that has an alpha channel with values greater than 0.
Input input The input image from which shadows are cast.
User Tab
enable drop enable_ enabled When enabled, the drop shadow effect is applied.
shadow dropshadow_
effect
inherit input inherit_input_ disabled When enabled, the drop shadow uses the input
color color color as the shadow and ignores the color control.
angle dropshadow_ 225 Controls the direction in which the shadow is cast,
angle where 0/360° is equal to left and 180° is right.
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Filter Nodes | EdgeBlur
distance dropshadow_ 5 Determines the distance from the input that the
distance shadow falls, in pixels.
input operation over Sets the merge operation used when comping the
input over the background.
EdgeBlur
Blurs detected edges within the matte specified in the matte channel.
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If
you cannot see the mask input, ensure that the mask control is
disabled or set to none.
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Filter Nodes | EdgeBlur
EdgeBlur Tab
channels channels all The blur effect is only applied to these channels.
matte input N/A enabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
control channel rgba.alpha Sets the channel containing the alpha used to detect
the edges.
size size 3 Sets the size of the blur applied to the detected
edges.
quality quality 15 Sets the quality of the applied filter. Lower values
produce faster renders at the expense of smoothness,
and vice-versa.
crop to crop enabled When enabled, if the bounding box equal to or less
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Filter Nodes | EdgeBlur
format than the format, don't enlarge it past the format. This
avoids creating oversized images that you don't use.
edge mult edge_mult 2 Controls the sharpness of the edge blur. Lower values
produce sharper edges and vice versa.
tint tint 1 Sets the multiplier for the rgb channels in the edge
blur.
brightness brightness 1 Sets the multiplier for all channels in the edge blur.
output N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
output none Sets the output channel for any blur applied.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the same
mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel so that the blur is
limited to the non-white areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
mix mix 1 Dissolves between the original image at 0 and the full
blur effect at 1.
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Filter Nodes | EdgeDetect
EdgeDetect
A basic edge detection node with options for a blur before the edge detection and an erode after.
EdgeDetectWrapper Tab
Threshold threshold 0
output N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
output none Sets the output channel for the edge detect applied.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
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Filter Nodes | EdgeExtend
PreBlur/PostErode
Blur size blursize 0 Lower numbers make the calculations faster but the
result might not be as smooth. The image size is scaled
down so that the blur filter is no larger than this
number, and then scaled up with linear interpolation
after filtering.
Blur quality blurquality 15 Set the blur quality. The lower the number, the faster
the calculation.
EdgeExtend
EdgeExtend allows you to correct unpremultiplied foreground color at the edge of soft mattes by eroding
or dilating the sample region, pulling pixels from deeper inside or outside your matte. The algorithm
behind the node works independent of the size of the fill regions you are trying to extend. You can also
output and edge mask to allow you to work on the edges separate from the rest of the image. A typical
use case might be adjusting a matte to account for motion blur.
Input Matte Controls which areas of the image are affected using the alpha
channel or luminance.
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Filter Nodes | EdgeExtend
EdgeExtend Tab
Local GPU gpuName N/A Displays the GPU used for rendering when Use
GPU if available is enabled. Local GPU displays
Not available when:
• Use CPU is selected as the default blink device
in the Preferences.
• no suitable GPU was found on your system.
• it was not possible to create a context for
processing on the selected GPU, such as when
there is not enough free memory available on the
GPU.
Use GPU if useGPUIfAvailable enabled When enabled, rendering occurs on the Local GPU
available specified, if available, rather than the CPU.
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Filter Nodes | EdgeExtend
Matte matte Source Where the foreground matte is taken from to limit
Alpha the effect when eroding or dilating the edges:
• None - do not use a matte.
• Source Alpha - use the alpha of the Source input.
• Source Inverted Alpha - use the inverted alpha
of the Source input.
• Matte Luminance - use the luminance of the
Matte input.
• Matte Inverted Luminance - use the inverted
luminance of the Matte input.
• Matte Alpha - use the alpha of the Matte input.
• Matte Inverted Alpha - use the inverted alpha of
the Matte input.
Source Is sourceIsPremultiplied disabled When enabled, EdgeExtend assumes that the image
Premultiplied connected to the Source input is premultiplied.
Output
Edge Mask edgeMaskChannel disabled When enabled, output an edge mask to the
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Filter Nodes | Emboss
Emboss
Produces an emboss effect by offsetting the original input using the Angle and Width controls, rather
than overlaying a second input like the BumpBoss node.
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If
you cannot see the mask input, ensure that the mask control is
disabled or set to none.
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Filter Nodes | Emboss
Emboss Tab
Emboss Type optype traditional Sets the type of emboss output you want:
• traditional - applies the emboss effect to the input
image.
• effect - outputs the effect only, making it easy for
you to composite with other footage.
Width Width 1 Set the width of the emboss outlines. A low value gives
a more subtle, finely detailed result.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
edgechannels edgechannels rgb The edge detection is only applied to these channels.
Threshold threshold 0
output N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
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Filter Nodes | Emboss
channel to none.
output none Sets the output channel for the edge detect applied.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
PreBlur/PostErode
Blur size blursize 0 Set the blur size. Lower values make the calculations
faster but the result might not be as smooth. The
image size is scaled down so that the blur filter is no
larger than this number, and then scaled up with linear
interpolation after filtering.
Blur quality blurquality 15 Set the blur quality. The lower the number, the faster
the calculation.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the same
mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel so that the effect is
limited to the non-white areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of the
mask.
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Filter Nodes | Erode (blur)
mix mix 1 Dissolves between the original image at 0 and the full
effect at 1.
Erode (blur)
Similar to Erode (filter), but smoother, input pixels are filtered relative to the size control. Negative values
cause brighter areas to expand into darker areas and positive values cause darker areas to expand into
lighter areas - particularly useful with mattes. Additionally, you can add blur to the input using the blur and
quality controls.
Note: Solid areas of any color other than 0 or 1 change their color as they are treated as the
anti-aliased edge. This can be corrected by using a different algorithm, such as the Erode (filter)
node.
Erode Tab
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Filter Nodes | Erode (fast)
size size -1 Adjusts the size of pixels within the channel defined
by the channels control. Negative values increase the
light pixels and vice versa.
quality quality 15 Quality of the initial blur. Smaller values take less time
to process.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the same
mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel, so that the effect
is limited to the non-white areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
mix mix 1 Dissolves between the original image at 0 and the full
effect at 1.
Erode (fast)
Also known as the Dilate node, Erode (fast) controls the relative amount of dark (negative size values) and
light (positive size values) pixels in the input. This can be used to grow or shrink mattes, for example, an
alpha matte’s pixels can be given a positive size value to cover more area.
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Filter Nodes | Erode (fast)
Dilate Tab
size size 0 Adjusts the size of pixels within the channel defined
by the channels control. Positive values increase the
light pixels and vice versa.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the same
mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel, so that the effect
is limited to the non-white areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
mix mix 1 Dissolves between the original image at 0 and the full
effect at 1.
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Filter Nodes | Erode (filter)
Erode (filter)
Filters input pixels relative to the size control, and is particularly useful with mattes. Negative values cause
brighter areas to expand into darker areas and positive values cause darker areas to expand into lighter
areas. Use the filter dropdown to control the erode computation speed (box) versus quality (gaussian).
Erode (filter) is similar to Erode (fast), but can be computationally more expensive because you can select
the filter type to improve the erode quality.
FilterErode Tab
size size 1 Adjusts the size of pixels within the channel defined
by the channels control. Values less than 1 increase
the light pixels and vice versa.
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Filter Nodes | Glow
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the same
mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel, so that the effect
is limited to the non-white areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
mix mix 1 Dissolves between the original image at 0 and the full
effect at 1.
Glow
Causes bright areas in an image to appear brighter by adding glow using a blur filter.
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Filter Nodes | Glow
Input unnamed The image sequence you want to apply glow to.
Glow Tab
saturation saturation 1 Sets the color saturation value for any glow effect.
effect only effect_only disabled When enabled, only the effect is passed downstream
allowing you to use the effect on other footage.
size size 15 Adjusts the size of pixels within the channels defined
by the channels control. Values less than 15 increase
the dark pixels and vice versa.
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Filter Nodes | Glow
• quadratic
• gaussian
n/a quality 15 Sets the quality of blur to apply. The image is scaled
down, so that the blur filter is no larger than this
number, and then scaled up using linear interpolation
after filtering.
crop to crop enabled When enabled, if the bounding box is at or inside the
format format, don't enlarge the effect past the format. This
avoids creating oversized images that aren’t used.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the same
mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel, so that the effect
is limited to the non-white areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
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Filter Nodes | GodRays
mix mix 1 Dissolves between the original image at 0 and the full
effect at 1.
GodRays
Averages together many samples of the image between its initial position and the translate and center
indicators in the Viewer to produce lighting and blur effects.
• The translate indicator controls the direction of the rays created.
• The center indicator controls the center point for rotate, scale, and skew functions to produce motion
blur.
• Add color and gamma changes, or use a mask input to control the output.
Note: Currently translate and skew do not correctly merge with other controls, such as scale -
they must be done individually.
Input unnamed The image sequence to which you want to apply godrays.
Godrays Tab
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Filter Nodes | GodRays
individual channels.
translate xy translate 0,0 Sets the position of the translate widget in the
Viewer which controls the direction of the rays or blur.
center center 1024, 778 Sets the coordinates for the center widget in the
Viewer. This is the center for rotation, scale, and
skew.
from color from_color 1 Sets the color by which the initial image is multiplied.
to color to_color 1 Sets the color by which the final image is multiplied.
steps steps 5 Sets the number of steps used to create the rays. The
more steps you use and the shorter, and therefore
smoother, the rays appear.
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Filter Nodes | Inpaint
max max disabled When enabled, only the brightest result of each image
is output rather than the average.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the same
mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel, so that the effect
is limited to the non-white areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
mix mix 1 Dissolves between the original image at 0 and the full
effect at 1.
Inpaint
Nuke's Inpaint is a time saving node for removing unwanted elements, such as tracking markers, blemishes,
or wires. Inpaint uses surrounding pixels to fill an area marked in the alpha channel of the source image or
Matte input. The Stretch controls bias the inpainting in a defined direction and the Detail controls allow
for greater control and cloning of high frequency textures from another part of the source image, or even
from a different image using the Detail input. Inpaint also benefits from GPU acceleration to provide fast
results.
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Filter Nodes | Inpaint
Input Detail The image sequence from which detail is applied to the inpainted
area.
Matte Controls which areas of the image are affected using the alpha
channel or luminance.
Inpaint Tab
Local GPU gpuName N/A Displays the GPU used for rendering when Use GPU if
available is enabled. Local GPU displays Not available
when:
• Use CPU is selected as the default blink device in
the Preferences.
• no suitable GPU was found on your system.
• it was not possible to create a context for processing
on the selected GPU, such as when there is not
enough free memory available on the GPU.
Use GPU if useGPUIfAvailable enabled When enabled, rendering occurs on the Local GPU
available specified, if available, rather than the CPU.
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Filter Nodes | Inpaint
Fill Region fillRegion Source Sets the Matte channel used to inpaint the Fill Region.
Alpha Source pixels are sampled from outside this region
and extended into the Fill Region.
• None - do not use a matte.
• Source Alpha - use the alpha of the Source input.
• Source Inverted Alpha - use the inverted alpha of
the Source input.
• Matte Luminance - use the luminance of the Matte
input.
• Matte Inverted Luminance - use the inverted
luminance of the Matte input.
• Matte Alpha - use the alpha of the Matte input.
• Matte Inverted Alpha - use the inverted alpha of
the Matte input.
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Filter Nodes | Inpaint
L*a*b* LABColourSpace disabled When enabled, converts the inpainting to the LAB
Colorspace colorspace, which can improve the result.
Stretch
Amount stretchAmount 0 Sets the amount of stretch applied to the edge pixels
in the direction indicated by the Direction control.
Detail
Source detailSource Source Sets where detail is recovered from, the Source input
or the Detail input. This allows you to recover detail
from another image entirely, such as a grain sample.
Scale scale 1 Sets the scale of the detail recovered relative to the
Detail Center controls. Adjusting the Detail Center
changes the relative scale.
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Filter Nodes | Laplacian
Center center dependent Sets the center of the detail so that changes to the
on input translation, rotation, and scale are relative to the
format or Detail Center.
compositing
environment This control defaults to the center of the Source
Project format or the Project Settings > full size format
Settings control if no Source is connected.
Laplacian
The Laplacian node takes the input image, applies a blur, and then subtracts the original from the blurred
input to produce an image useful for edge detection or motion estimation. Apply different smoothing
filters to the output to trade off between speed (box) and quality (gaussian).
Input unnamed The image sequence to which you want to apply the filter.
Laplacian Tab
size size 3 Adjusts the size of pixels within the channel defined
by the channels control. Values less than 3 increase
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Filter Nodes | Laplacian
crop to crop enabled When enabled, crop the resulting image to the format.
format If the bounding box is at or inside the format, don’t
enlarge it past the format. This avoids creating
oversized images that you don’t need.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the same
mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel, so that the effect
is limited to the non-white areas of the mask.
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Filter Nodes | LevelSet
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
mix mix 1 Dissolves between the original image at 0 and the full
effect at 1.
LevelSet
Within a single channel determined by the channel control, LevelSet outputs the distance from a pixel in
the Viewer to the nearest pixel in the input channel with the value set in the threshold control.
LevelSet can be used to make high-quality dilate or unpremultiply operations. When gradient out is set
to rgba, LevelSet outputs the motion vectors of pixels in the Viewer using the red (x axis) and green (y
axis) values.
LevelSet Tab
channel channel rgba.alpha The levelset is only calculated for this channel.
threshold threshold 0.5 Sets the pixel value that the Viewer pixel distance is
measured from.
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Filter Nodes | Matrix
level set out N/A enabled Enables the associated channel to the right. Disabling
this checkbox is the same as setting the channel to none.
gradient out gradient motion Write gradient vectors to these channels. These vectors
point toward the threshold crossing.
create matte create_matte disabled Output a matte channel rather than a level set.
dilate matt_limit 0 Output matte is the level set thresholded at this value.
This is a good way to grow a matte. Negative values
shrink the matte.
gradient gradient_ disabled Instead of copying the nearest pixel, colors are
extrapolate extrapolate extrapolated as a gradient to produce a ramp.
Matrix
Adds a user defined matrix to the input allowing you to multiply all or specific channels by the matrix
values. You can copy and paste an existing matrix, using the Animation menu, or adjust individual fields
manually.
The matrix controls how each pixel in the source image is affected by those around it, for example,
-1 -1 -1
-1 8 -1
-1 -1 -1
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Filter Nodes | Matrix
produces an edge detection filter (see EdgeDetect) by multiplying the center pixel by 8 and the
surrounding pixels by -1, and then adding the nine values together to calculate the new value of the center
pixel. This process is repeated for every pixel in the source image to create the output image.
Note: Matrix results that fall outside the 0-1 range are clipped.
Matrix Tab
matrix matrix N/A Defines the matrix used to multiply all or specific
channels. You can copy and paste an existing matrix,
using the Animation menu, or adjust individual fields
manually.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
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Filter Nodes | Median
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the same
mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel, so that the effect
is limited to the non-white areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
mix mix 1 Dissolves between the original image at 0 and the full
effect at 1.
Median
Input image pixels within the filter area, defined by the size control, are sorted into order and the median
pixel is output to the Viewer. Median filter are very good at removing single pixel noise, with only a slight
loss of sharpness as a side effect.
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Filter Nodes | Median
Median Tab
size size 3 Defines the filter area, in pixels, to apply the median
across.
ignore top ignore_top_line disabled When enabled, the top line of pixels is ignored within
line the filter box to account for different area calculation
methods.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the same
mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel, so that the effect
is limited to the non-white areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
mix mix 1 Dissolves between the original image at 0 and the full
effect at 1.
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Filter Nodes | MotionBlur
MotionBlur
MotionBlur (NukeX and Nuke Studio only) uses the same techniques and technology as the motion blur
found in Kronos to add realistic motion blur to a sequence, but presents the controls in a less complex,
more user friendly way.
Inputs FgVecs If the motion in your input sequence has been estimated before (for
example, using FurnaceCore’s F_VectorGenerator or third-party
BgVecs
software), you can supply one or more vector sequences to MotionBlur
to save processing time.
If you have separate vectors for the background and foreground, you
should connect them to the appropriate inputs and supply the matte
that was used to generate them to the Matte input. If you have a single
set of vectors, you should connect it to the FgVecs input.
Matte An optional matte of the foreground, which may improve the motion
estimation by reducing the dragging of pixels that can occur between
foreground and background objects.
MotionBlur Tab
Local GPU gpuName N/A Displays the GPU used for rendering when Use GPU if
available is enabled. Local GPU displays Not available
when:
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Filter Nodes | MotionBlur
Use GPU if useGPUIfAvailable enabled When enabled, rendering occurs on the Local GPU
available specified, if available, rather than the CPU.
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Filter Nodes | MotionBlur
Shutter Time shutterTime 0.75 Sets the equivalent shutter time of the retimed
sequence. For example, a shutter time of 0.5 is
equivalent to a 180 degree mechanical shutter, so at
24 frames per second the exposure time will be
1/48th of a second.
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Filter Nodes | MotionBlur
Vector Detail vectorDetail 0.2 Varies the density of the vector field. The larger vector
detail is, the greater the processing time, but the more
detailed the vectors should be.
Resampling resampleType Bilinear Sets the type of resampling applied when retiming:
• Bilinear - the default filter. Faster to process, but can
produce poor results at higher zoom levels. You can
use Bilinear to preview a motion blur before using
one of the other resampling types to produce your
output.
• Lanczos4 and Lanczos6 - these filters are good for
scaling down, and provide some image sharpening,
but take longer to process.
Matte matteChannel None Where to get the (optional) foreground mask to use
Channel for motion estimation:
• None - do not use a matte.
• Source Alpha - use the alpha of the Source input.
• Source Inverted Alpha - use the inverted alpha of
the Source input.
• Matte Luminance - use the luminance of the Matte
input.
• Matte Inverted Luminance - use the inverted
luminance of the Matte input.
• Matte Alpha - use the alpha of the Matte input.
• Matte Inverted Alpha - use the inverted alpha of
the Matte input.
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Filter Nodes | MotionBlur2D
MotionBlur2D
MotionBlur2D does not produce motion blur independently. It actually collates UV motion information
from the 2D transf input (for example, a Transform node) to output UV vectors down the node tree to a
VectorBlur node, producing motion blur based on these vectors.
MotionBlur3D does a similar job, but for camera moves instead of 2D transforms.
MotionBlur2D Tab
Output UV uv motion Sets the 2D transf input channel(s) from which the
motion vector information is derived.
shutter shutter 0.5 Enter the number of frames the shutter stays open
when motion blurring. For example, a value of 0.5
corresponds to half a frame. Increasing the value
produces more blur, and decreasing the value less.
shutter offset shutteroffset start Controls how the shutter behaves with respect to the
current frame value:
• centred - center the shutter around the current
frame. For example, if you set the shutter value to 1
and your current frame is 30, the shutter stays open
from frame 29,5 to 30,5.
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Filter Nodes | MotionBlur3D
MotionBlur3D
While similar to the MotionBlur2D node in that it does not produce motion blur independently,
MotionBlur3D is designed specifically for camera moves rather than 2D transforms. MotionBlur3D collates
UV motion information from the cam input to output UV vectors down the node tree to a VectorBlur
node, producing motion blur based on these vectors.
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Filter Nodes | MotionBlur3D
MotionBlur3D Tab
Output UV uv motion Sets the cam input channel(s) from which the motion
vector information is derived.
Z input N/A disabled Enables the associated channel to the right. Disabling
this checkbox is the same as setting the channel to
none.
distance distance 1 Sets the distance to the object to blur. Higher values
cause camera translations to contribute less to
motion blur and vice versa. You can set distance to
inf to use rotations only.
shutter shutter 0.5 Enter the number of frames the shutter stays open
when motion blurring. For example, a value of 0.5
corresponds to half a frame. Increasing the value
produces more blur, and decreasing the value less.
shutter offset shutteroffset start Controls how the shutter behaves with respect to the
current frame value:
• centred - center the shutter around the current
frame. For example, if you set the shutter value to 1
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Filter Nodes | Sharpen
Sharpen
Uses Laplacian to sharpen specific channels from the input image. Apply different smoothing filters to the
output to trade off between speed (box) and quality (gaussian).
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Filter Nodes | Sharpen
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If
you cannot see the mask input, ensure that the mask control is
disabled or set to none.
Sharpen Tab
minimum minimum 0
maximum maximum 1
amount amount 1
size size 1 Adjusts the size of pixels within the channel defined
by the channels control. Values less than 3 increase
the light pixels and vice versa.
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Filter Nodes | Sharpen
crop to crop enabled When enabled, crop the resulting image to the format.
format If the bounding box is at or inside the format, don’t
enlarge it past the format. This avoids creating
oversized images that you don’t need.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the same
mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel, so that the effect
is limited to the non-white areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
mix mix 1 Dissolves between the original image at 0 and the full
effect at 1.
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Filter Nodes | Soften
Soften
Uses Laplacian to soften specific channels from the input image. Apply different smoothing filters to the
output to trade off between speed (box) and quality (gaussian).
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If
you cannot see the mask input, ensure that the mask control is
disabled or set to none.
Soften Tab
minimum minimum 0
maximum maximum 1
amount amount 1
size size 1 Adjusts the size of pixels within the channel defined
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Filter Nodes | Soften
crop to crop enabled When enabled, crop the resulting image to the format.
format If the bounding box is at or inside the format, don’t
enlarge it past the format. This avoids creating
oversized images that you don’t need.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the same
mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel, so that the effect
is limited to the non-white areas of the mask.
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Filter Nodes | VectorBlur
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
mix mix 1 Dissolves between the original image at 0 and the full
effect at 1.
VectorBlur
Generates motion blur by blurring each pixel into a straight line, using the values from the motion vector
channels (u and v channels) to determine the direction of the blur. You can create motion vectors using the
VectorGenerator, MotionBlur2D, MotionBlur3D, ScanlineRender, or RayRender nodes. Many third-party
applications can also produce motion vector information as two-channel, floating point images that you
can use with VectorBlur. If possible, you should unpremultiply these images.
You can use the constant uv offset values to add motion blur for camera movement and shake. Subtract
the xy translation or camera rotation at the current frame from the same values at the next frame to get the
correct values to use.
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Filter Nodes | VectorBlur
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If
you cannot see the mask input, ensure that the mask control is
disabled or set to none.
VectorBlur Tab
Local GPU gpuName N/A Displays the GPU used for rendering when Use
GPU if available is enabled. Local GPU displays
Not available when:
• Use CPU is selected as the default blink device
in the Preferences.
• no suitable GPU was found on your system.
• it was not possible to create a context for
processing on the selected GPU, such as when
there is not enough free memory available on
the GPU.
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Filter Nodes | VectorBlur
Use GPU if useGPUIfAvailable enabled When enabled, rendering occurs on the Local
available GPU specified, if available, rather than the CPU.
mv presets mv_presets Nuke Scanline Sets which renderer format to apply to the
Render motion vectors. Each preset contains a scale and
offset specific to the renderer, so that the vectors
are in the format expected by Nuke.
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Filter Nodes | VectorBlur
vector preprocessing
invert uv invert_uv disabled When enabled, invert the motion vectors before
blurring them.
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Filter Nodes | VectorBlur
uv alpha N/A disabled Enables the associated alpha channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
motion blur
blur type blur_type gaussian Sets the profile to use along the direction of
blur:
• uniform - a box-like profile with uniform
weighting along the blur vector.
• gaussian - a gaussian profile with a softer fall-
off towards the ends of the blur vector.
motion scale 0 Sets the value by which the u and v channels are
amount multiplied. Set this to 0.5 for motion blur from a
standard shutter.
motion offset -0.5 Sets the shutter offset, causing the shutter to
offset open at frame +/- motion offset.
expand blur grow_bbox 0 Sets the number of pixels added to the outside
bbox edge of image. Set this manually for cropped
images with non-zero uv channels.
soft lines soft_lines disabled When enabled, increase the softness of the
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Filter Nodes | VectorBlur
blur inside blur_inside enabled When soft lines is enabled, apply a small blur
inside regions with zero motion, to give a
smoother transition to areas with motion blur.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
same mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel, so that the
effect is limited to the non-white areas of the
mask.
fringe fringe disabled When enabled, only apply the effect to the edge
of the mask.
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Filter Nodes | VolumeRays
VolumeRays
The VolumeRays node is actually a gizmo (a group of nodes) designed to create ray lighting effects
radiating from the vol_pos indicator in the Viewer.
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If
you cannot see the mask input, ensure that the mask control is
disabled or set to none.
User Tab
Volumetric style RGB Sets the style of rays to create, dependent on the
Creation Luminance available input channels:
• RGB Luminance - creates rays based on the input
image luminance.
• Alpha Edges - creates rays based on the input image
alpha's edges. This setting has no visible effect on full
frame alphas because the rays are created outside the
format.
• Alpha Solid - creates rays based on the input image's
entire alpha.
• Shadow Making - creates rays using the input image's
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Filter Nodes | VolumeRays
RGB Options
Luma luma_tol 0 Sets the base luminance below which rays are not
Tolerance generated. Increasing this value eliminates rays produced
from low luminance areas of the image.
Alpha Options
Edge Size edge_size 0 Adjusts the thickness of the alpha’s edges, controlling the
amount of rays affected by the alpha. Positive values
decrease the number of rays allowed past the edges and
vice versa.
Edge Blur blur_size 3 Controls the amount of blur applied to rays at the alpha’s
edges.
Volume Options
Volumetrics vol_pos 100,100 Sets the x and y positions for the vol_pos widget in the
Center Viewer.
Pre-Ray Blur pre_blur 0 Sets the amount of blurring applied to the rays.
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Filter Nodes | VolumeRays
Add on Top comp_me disabled When enabled, the effect overlay and the input image
are passed from the node.
Flicker Options
Use Flickering chk_flicker enabled When enabled, the Flicker Options are applied to the
rays.
Flicker Speed flicker_speed 2 Controls the speed of ray flickering. Higher values
produce more flicker.
Flicker Size flicker_size 40 Controls the size of flicker to generate artificially if the
vol_pos widget is static.
Transform xform_flicker disabled When enabled, flicker noise moves with the vol_pos
Noise with widget so that flickering is the result of the FlickerSpeed
Volume only.
Center
When disabled, flicker is artificially generated using the
Flicker Size value.
Color Options
Desaturate chk_desat disabled When enabled, the input image is fully desaturated so
before that generated rays do not pickup color from the input.
Coloring
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Filter Nodes | VolumeRays
Volume Gain CCorrect1_ 1 Controls the overall amount of Gain applied to the
gain generated rays.
Radial Falloff
Enable Radial chk_radial enabled When enabled, the Radial Falloff controls are applied to
Falloff the rays.
Radial Falloff rad_softness 1 Controls the amount of falloff as rays move away from
the vol_pos widget in the Viewer. Higher values cause
the rays to fade more rapidly.
Mask Options
Enable Mask chk_use_mask disabled When enabled, any image connected to the Mask input
is used as a mask.
Mask Blur mask_blur 0 Adjusts the blur applied to the edges of the mask.
Transform chk_xform_ disabled When enabled, the mask and vol_pos widget’s relative
Mask with mask positions are maintained - any transform applied to the
Volume vol_pos widget is applied to the mask.
Center
When disabled, the mask is not transformed by vol_pos
widget.
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Filter Nodes | ZDefocus
ZDefocus
Blurs the image according to a depth map channel. This allows you to simulate depth-of-field (DOF)
blurring.
In order to defocus the image, ZDefocus splits the image up into layers, each of which is assigned the
same depth value everywhere and processed with a single blur size. After ZDefocus has processed all the
layers, it blends them together from the back to the front of the image, with each new layer going over
the top of the previous ones. This allows it to preserve the ordering of objects in the image.
Input filter This image is used as the blur kernel. It represents the shape and size
of the camera aperture used to shoot the input footage. As the clip
in the image input is blurred, any out-of-focus highlights (’bokeh’) in
the clip assume the shape of the filter image.
You can create a filter image using the Roto node (Draw > Roto) or
the Flare node (Draw > Flare), for example. The filter image can also
be a color image. For example, if you want to add color fringing to
your out-of-focus highlights to simulate chromatic aberration, you
can use the Flare node to easily create a suitable filter image.
You don’t necessarily need to crop the filter image to a smaller size,
as Fast Fourier Transforms are used to speed up convolutions with
large filter images.
image The image sequence to receive the blur effect. This should also
contain the depth map channel.
At first, the mask input appears as triangle on the right side of the
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Filter Nodes | ZDefocus
node, but when you drag it, it turns into an arrow labeled mask. If
you cannot see the mask input, ensure that the mask control is
disabled or set to none.
ZDefocus Tab
Local GPU gpuName N/A Displays the GPU used for rendering when Use GPU if
available is enabled. Local GPU displays Not available
when:
• Use CPU is selected as the default blink device in
the Preferences.
• no suitable GPU was found on your system.
• it was not possible to create a context for processing
on the selected GPU, such as when there is not
enough free memory available on the GPU.
Use GPU if useGPUIfAvailable enabled When enabled, rendering occurs on the Local GPU
available specified, if available, rather than the CPU.
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Filter Nodes | ZDefocus
depth z_channel depth.Z Specifies the input channel containing the depth map
channel information.
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Filter Nodes | ZDefocus
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Filter Nodes | ZDefocus
show image show_image enabled When output is set to focal plane setup, enabling
this shows the depth-of-field (DOF) information
overlaid upon the input image.
You can try enabling this control if you see sharp edge
artefacts in blurred objects in front of the focal point
(nearer to the camera). However, because the true
image information isn't available in these regions,
enabling fill foreground can sometimes introduce
undesirable artefacts by adding things which aren't
there. If you see blurry artefacts in the foreground,
rather than sharp edge artefacts, try disabling this
control.
focus plane center 0 Sets the Z depth of areas in the image that are entirely
(C) in focus.
focal point xy focal_point 200, 200 Controls the position of the focal point widget in the
Viewer. Adjusting the Viewer widget updates the
focusplane and focalpoint fields automatically.
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Filter Nodes | ZDefocus
depth of dof 0 Sets a depth slice around the focus plane that is
field entirely in focus.
blur inside blur_dof enabled When enabled, a small amount of blur is applied to
the in-focus region. This gives a smoother transition
between the in-focus region and the out-of-focus
regions around it.
size size 25 Sets the size of the blur at infinite depth. Blur nearer
the camera than the focus plane may be larger.
automatic autoLayerSpacing enabled When enabled, ZDefocus automatically works out how
layer spacing many depth layers to use, based on the maximum blur
size (maximum). In this mode, the layers are closer
together near to the focal plane, where a small change
in the blur amount is more obvious, and increasingly
more widely-spaced further away.
depth layers nLayers 20 The number of depth layers to use for the blur. Use a
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Filter Nodes | ZDefocus
filter type filter_type disc Sets the blur filter applied to the image:
• disc - applies a round disc filter to the image.
• bladed - applies a bladed filter to the image
(simulates the iris blades that can make up a camera's
diaphragm).
• image - uses the image in the filter input as the blur
kernel.
The following controls, up to and including aspect ratio, are only available when filter type is set to
disc.
filter shape shape 0 Dissolves the filter shape between Gaussian at 0 and
disc at 1.
aspect ratio aspect 1 Sets the filter aspect ratio, which is 1:1 by default.
Values less than 1 squeeze the filter on the x axis, and
values larger than 1 squeeze it on the y axis.
The following controls, up to and including catadioptric, are only available when filter type is set to
bladed.
aspect ratio aspect 1 Sets the filter aspect ratio, which is 1:1 by default.
Values less than 1 squeeze the filter on the x axis, and
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Filter Nodes | ZDefocus
blades blades 5 Sets the number of iris blades that make up the
camera's diaphragm. A value of 3 produces a triangle,
4 a square, 5 a pentagon, 6 a hexagon, and so on.
roundness roundness 0.2 Controls the rounding of the filter polygon’s sides,
where zero is equal to no rounding.
inner size inner_size 0.8 Controls the size of the inner polygon, as a percentage
of the outer polygon.
inner feather inner_feather 1 Adds outward or inward feathering around the inner
polygon. With values larger than 0.5, your feather
effect is outward and, respectively, if your values are
smaller than 0.5, the feather effect is inward. A value of
0.5 produces no feathering.
inner inner_brightness 0.8 Controls the brightness of the inner polygon, where 0
brightness is equal to black and 1 to white.
catadioptric catadioptric_size 0.3 When catadioptric is enabled, controls the size of the
size catadioptric hole in the filter.
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Filter Nodes | ZDefocus
The following controls, up to and including clamp image filter, are only available when filter type is set
to image.
legacy resize legacy_resize_ N/A Loading scripts from pre-Nuke 8.0v7 enables the
mode mode legacy resize mode checkbox automatically, for
backward compatibilty, and uses the filter bounds
dropdown to determine how images used in filtering
are resized.
filter channel filter_channel rgba.alpha The channel to use as the convolution matrix from the
filter input.
use input use_input_ disabled When enabled, the same channels are used for both
channels channels the filter and image inputs.
filter bounds filter_bounds shape Sets what to use as the filter bounds when legacy
resize mode is enabled:
• shape - The filter input’s bounding box. In this case,
ZDefocus only uses the bounding box area, and the
center of the filter is the center of the bounding box.
This is the default value, and you may want to use it
if your filter input is a roto shape with a small
bounding box that doesn’t fill the entire format area,
for example.
• format - The filter input’s format. In this case,
ZDefocus uses the entire format area, allowing you
to offset the filter image within the format.
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Filter Nodes | ZDefocus
image filter image_filter Cubic Sets which of Nuke's filtering algorithms to use when
remapping pixels from their original positions to new
positions, when legacy resize mode is disabled:
• Impulse - remapped pixels carry their original
values.
• Cubic - remapped pixels receive some smoothing.
• Keys - remapped pixels receive some smoothing,
plus minor sharpening (as shown by the negative -y
portions of the curve).
• Simon - remapped pixels receive some smoothing,
plus medium sharpening (as shown by the negative -
y portions of the curve).
• Rifman - remapped pixels receive some smoothing,
plus significant sharpening (as shown by the negative
-y portions of the curve).
• Mitchell - remapped pixels receive some
smoothing, plus blurring to hide pixelation.
• Parzen - remapped pixels receive the greatest
smoothing of all filters.
• Notch - remapped pixels receive flat smoothing
(which tends to hide moire patterns).
• Lanczos4, Lanczos6, and Sinc4 - remapped pixels
receive sharpening which can be useful for scaling
down. Lanczos4 provides the least sharpening and
Sinc4 the most
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Filter Nodes | ZDefocus
clamp image clamp_image_ disabled When using filters that employ sharpening, such as
filter filter Rifman and Lanczos, you may see a haloing effect. If
necessary, check clamp image filter to correct this
problem.
bloom bloom disabled When enabled, highlights over the bloom threshold
are boosted to make lens shape effects more visible.
bloom bloom_threshold 0.8 When bloom is enabled, highlights above this value
threshold are multiplied by the bloom gain value to make lens
shape effects more visible.
bloom gain bloom_gain 2 When bloom is enabled, highlights above the bloom
threshold are multiplied by this value.
mask N/A disabled Enable the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the same
mask further downstream.
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Filter Nodes | ZSlice
invert invert_mask disabled Inverts the use of the mask channel, so that the blur is
limited to the non-white areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
mix mix 1 Dissolves between the original image at 0 and the full
effect at 1.
ZSlice
This node uses the depth channel of the input to highlight a slice of the image characterized by the same
Z depth. You can modify the slice using the Center of Slice and Field Width controls.
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If
you cannot see the mask input, ensure that the mask control is
disabled or set to none.
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Filter Nodes | ZSlice
ZSlice Tab
Center of center 0.5 Defines the center, or depth, of the slice within the
Slice image. High values are closer to the camera, and lower
values further away.
Field Width dof 0.1 Defines the width of the slice. Higher values highlight
a thicker slice around the specified depth, and vice
versa.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the same
mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel, so that the slice is
limited to the non-white areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
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Filter Nodes | ZSlice
mix mix 1 Dissolves between the original image at 0 and the full
effect at 1.
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Keyer Nodes | ChromaKeyer
Keyer Nodes
Keyer nodes deal with extracting procedural mattes from image sequences using luma keying, chroma
keying, and difference keying.
ChromaKeyer
ChromaKeyer is a green and bluescreen keyer that can take advantage of the local GPU. Use the screen
color selector to choose a color from the Source input to use as the blue/green screen color. To remove
blue/green spill from the foreground object, use the despill bias control to pick skin tones from the
source. Use the matte parameters to improve the matte.
ChromaKeyer Tab
Local GPU gpuName N/A Displays the GPU used for rendering when Use GPU
if available is enabled. Local GPU displays Not
available when:
• Use CPU is selected as the default blink device in
the Preferences.
• no suitable GPU was found on your system.
• it was not possible to create a context for
processing on the selected GPU, such as when there
is not enough free memory available on the GPU.
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Keyer Nodes | ChromaKeyer
Use GPU if useGPUIfAvailable enabled When enabled, rendering occurs on the Local GPU
available specified, if available, rather than the CPU.
view _view final result Select what you want to render into the output.
• intermediate result - view the intermediate result.
Use this option on shots that can only be keyed
using several different keys on different parts of the
image (multipass keying). This renders the original
source image with the matte generated in this
node. In ChromaKeyer nodes down the tree, you
should set the inside mask control to source alpha.
• final result - this creates a premultiplied RGBA
foreground that can be composited later. You can
produce unpremultiplied output by disabling the
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Keyer Nodes | ChromaKeyer
premultiply control.
screen color _screenColor 0, 0, 0 Sets the screen color to become transparent, usually
blue or green background.
screen gain _screenGain 1 Adjusts how much of the screen color is removed to
make the screen matte. Increasing this value keys
more.
screen _screenBalance 0.5 Sets the balance point for the image to key. If the key
balance is not working too well with the default setting, try
setting the balance to about 0.05, 0.5 and 0.95 and
see what works best.
matte
white point _whitePoint 1 Sets the error threshold used for correcting the
foreground. All alpha values above this point are set
to 1.
black point _blackPoint 0 Sets the error threshold used for correcting the
background. All alpha values below this point are set
to 0.
alpha bias _alphaBias 0.5, 0.5, 0.5 Adjusts the alpha bias in case your screen color isn’t
purely blue or green and is causing parts of the
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Keyer Nodes | ChromaKeyer
inside mask _insideMask ignore If you're using multiple ChromaKeyer nodes to pull
several different keys on different parts of the image
(multipass keying), set inside mask to source alpha
to add up the results of previous ChromaKeyer
nodes.
despill
Use custom _ disabled Enables the use of the despill bias control.
despill bias overrideDespillBias
despill bias despillBias 0.5, 0.5, 0.5 Adjusts the despill bias to remove any remaining spill
from around the foreground image. The most useful
colors to pick for despill bias are often hair colors
and skin tones.
replace _replace ignore Sets the color method to use for pixels where the
mode alpha of the matte has been modified:
• ignore - the despilled image is left untouched if
the alpha is modified.
• edge hard color - the despilled image has a
corresponding amount of the replace color added
for any increase in alpha.
• edge linear color - the image has a corresponding
amount of the original pixel (screen color and all)
reintroduced/removed if the alpha is changed.
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Keyer Nodes | Cryptomatte
add-in matte _replaceAlphaDiff disabled When enabled, add the replace color into areas
fix corrected using the matte black point and white
point controls to enhance the despill effect.
replace color _replaceColor 1, 1, 1 When replace mode is set to edge hard color or
edge soft color, sets the color to add where the
alpha of the matte has been increased by the mask.
Cryptomatte
Cryptomatte is a plug-in created by Foundry, based on the Cryptomatte Gizmo created at Psyop by Jonah
Friedman and Andy Jones. The native version of Cryptomatte is backwards compatible with version 1.2.8 of
the Gizmo.
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Keyer Nodes | Cryptomatte
Cryptomatte creates ID mattes in applications such as Maya using organizational information available
from a number of renderers including V-Ray and RenderMan. Nuke can then use the Cryptomatte plug-in
to isolate individual mattes in the sequence and apply effects to only those areas of the image.
Original image Selected mattes shown in yellow Selected mattes used as a mask
for grading
Note: Nuke's native Cryptomatte plug-in is a new version of the original tool, with a re-ordered
Properties panel and vertical Matte List to make selections easily readable. There are three
controls, matteOnly, previewMode and singleSelection, that are present in the Gizmo but not
available when using the plug-in. For a full list of the Gizmo properties, see the Pysop
Documentation.
Note: Encryptomatte is not currently supported with the Cryptomatte plug-in in Nuke.
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Keyer Nodes | Cryptomatte
Input unnamed The image sequence containing the object or material passes.
Cryptomatte Tab
sidecar sidecarFilepath N/A Type or use the browse button to navigate to the
manifest JSON file.
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Keyer Nodes | Cryptomatte
Preview previewEnabled Enabled Controls whether or not the matte boundaries are
drawn in the Viewer.
Enabled Disabled
Picker Add pickerAdd N/A Add mattes from the Cryptomatte input to the matte
selection. This uses Nuke's eyedropper color picker.
Picker pickerRemove N/A Remove mattes from the matte selection. This uses
Remove Nuke's eyedropper color picker.
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Keyer Nodes | Difference
Matte List matteList N/A A list of currently selected matte names. This list can
be modified in text form or using the Picker Add
and Picker Remove controls.
Matte Output matteOutput Enabled, Determines whether the extracted matte is written
rgba.alpha out to a channel and if so, the channel to which the
extracted matte is written.
Remove removeChannels Disabled When enabled, all channels except rgba and the
Channels matte output channel are removed.
Difference
This node produces the difference between two images as a matte. It takes two inputs:
• input B contains the subject with the background, and
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Keyer Nodes | HueKeyer
You can use this node to produce a rough matte for a moving subject shot in front of a static background,
for example. However, because of lighting discrepancies, grain, and tiny movements of the camera or
background, you may need to use other nodes to refine the results.
Difference Tab
offset offset 0 Subtract this value from each pixel of the output.
gain gain 1 Any pixels that are white are set to this color.
output output enabled Enables the associated output channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
HueKeyer
This node is a chroma keyer. It calculates hue from the incoming red, green, and blue channels, and uses
the amount curve to determine the value to output in the alpha channel. In the graph, the x axis represents
hue and the y axis the alpha value for that hue. To key out a particular hue, find the hue on the x axis and
Ctrl/Cmd+Alt+click to create a point on the curve at that location. Then drag the point up to a value of 1
on the y axis to set that hue to black in the alpha channel.
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Keyer Nodes | IBKColor
HueKeyer Tab
lut lut N/A Use the amount curve to control the amount of alpha
that is output from the hue. With the sat_thrsh curve
you can adjust the saturation threshold. Increase this
threshold to reject hues with low saturation.
output output enabled Enables the associated output channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
invert invert enabled Inverts the use of the alpha channel so that the result is a
matte.
IBKColor
The IBK keyer differs from many other keyers in that, instead of using a single color picker, it uses an input
image (a clean plate with just the color variations of the background) to drive the key. This generally gives
you good results when working with uneven blue- or greenscreens.
The IBK keyer consists of two nodes: IBKColor and IBKGizmo. IBKColor creates the clean plate from the
blue- or greenscreen image, and IBKGizmo pulls the key.
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Keyer Nodes | IBKColor
Note: Pre-rendering output from IBKColor to some formats can result in loss of color
information and incorrect results when the image is used as input to IBKGizmo. We
recommended that the .exr format is used for pre-rendered images as it supports full float data,
reducing loss of information.
Parameters Tab
screen type screen_type blue Select green or blue depending on which one you have
in the foreground image.
darks off 0, 0, 0 Adjust the color values to get the best separation
between black and the screen type color. You want to be
left with shades of the screen color and black only. Start
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Keyer Nodes | IBKGizmo
lights mult 1, 1, 1 Adjust the color values to get the best separation
between black and the screen type color. You want to be
left with shades of the screen color and black only. Start
by bringing down the value for blue if you’re using a
blue screen, and the value for green if you have a green
screen in the image. The erode and patchblack sliders
should be set to 0 when you’re adjusting these values.
erode erode 0 Increase this value if you still see traces of the
foreground edge color in the output. This might be
especially useful if, after adjusting the lights and the
darks values, you’re still left with areas of discoloration.
This is likely if your screen does not have a very
saturated hue.
patch black multi 0 After adjusting the darks and the lights, you can increase
this value to remove all the black from the output
image, if you want. This might be useful, for example, if
you get blue/green artifacts in your composite.
IBKGizmo
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Keyer Nodes | IBKGizmo
The IBK keyer differs from many other keyers in that, instead of using a single color picker, it uses an input
image (a clean plate with just the color variations of the background) to drive the key. This generally gives
you good results when working with uneven blue- or greenscreens.
The IBK keyer consists of two nodes: IBKColor and IBKGizmo. IBKColor creates the clean plate from the
blue- or greenscreen image, and IBKGizmo pulls the key.
Note: The output from IBKGizmo is a premultiplied image with an alpha channel - it does not
composite the foreground over the background. To perform the composite, connect IBKGizmo
to a compositing node, such as Merge.
Note: Pre-rendering output from IBKColor to some formats can result in loss of color
information and incorrect results when the image is used as input to IBKGizmo. We
recommended that the .exr format is used for pre-rendered images as it supports full float data,
reducing loss of information.
Input bg The background image. This is used in calculating fine edge detail.
c Either:
• An IBKColor node. This creates the clean plate (that is, takes the
color that is keyed out and creates a smoother representation of
that).
• A clean plate that was shot on location. This is more accurate than
using an IBKColor node, but in most cases a clean plate isn’t
available.
If you have set screen type to pick, you do not need this input.
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Keyer Nodes | IBKGizmo
IBK Tab
screen type st C-blue Set this according to the screen type in your foreground
image:
• C-blue - select this if your foreground image is a
bluescreen image and you want to use the c input (a
clean plate) to drive the key.
• C-green - select this if your foreground image is a
greenscreen image and you want to use the c input (a
clean plate) to drive the key.
• pick - use the color picker below to replace the c input
with a single color. This way, the IBK acts more like a
traditional keyer, such as Primatte.
color color 0, 0, 1 If you’ve set screen type to pick, use this control to pick
a color that best represents the area you are trying to
key.
red weight red_weight 0.5 Sets how the red channel is weighted in the keying
calculation. This affects the hardness of the matte in
primarily red areas.
blue/green blue_green_ 0.5 Sets how the blue or green channel is weighted in the
weight weight keying calculation. This affects the hardness of the matte
in primarily blue or green areas.
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Keyer Nodes | IBKGizmo
luminance lm_enable disabled Adds a luminance factor to the keying and helps to
match capture transparent foreground areas that are brighter
than the background.
screen range level 1 Lower this until it stops changing the background. If
there’s too much noise left in the backing region, you
may want to degrain the footage before pulling the key.
This may clear the noise from the backing region, but
you may also end up hardening the edges of the matte.
luminance luma 0 Allows you to control the strength of the overall effect.
level
This is usually only effective in a small number of cases,
generally you don’t have to adjust this.
enable ll_enable disabled Check this to activate the luminance level control.
autolevels autolevels disabled Can be used to reduce any hard edges from a
foreground object with saturated colors. The same can
be achieved with the weights, but the autolevels control
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Keyer Nodes | IBKGizmo
screen ss enabled To have the keyer subtract the foreground from the RGB,
subtraction check this control.
use bkg ublu disabled To have the bg input affect the brightness of the edge,
luminnance check use bkg luminance.
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Keyer Nodes | Keyer
use bkg ubcr disabled To have the bg input affect the color of the edge, check
chroma use bkg chroma.
Keyer
This node gives you access to several simple keyers. You can use it to pull keys based on the input image’s:
• red, green, or blue channel,
• redscreen, greenscreen, or bluescreen,
• luminance (the default),
• saturation, or
• maximum and minimum values.
To use this node, view the alpha channel in the Viewer. Then, use the range graph to adjust the low and
high pixel values of the matte. The A handle determines the low or transparent values of the key: any
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Keyer Nodes | Keyer
pixels that fall below this value are clipped to black. The B handle determines your high or opaque values:
pixel values above this setting are clipped to white.
The default positions let you control the low and high values, assuming your image has distinct light and
dark areas. However, sometimes the subject of the matte falls into the “middle-gray” area; the C and D
handles let you shift the center for the high values of the key.
Keyer Tab
input input rgb Select the layer you want to use for keying.
output N/A enabled Enables the associated output channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
output rgba.alpha Render the resulting image into this output channel.
replace combine replace Select how you want to combine the matte with the
existing output channels.
• replace - replace the existing output channels with the
matte
• intersect - create an intersection of the matte and the
existing channels.
• union - create a combination of the matte and the
existing channels.
invert invert disabled Inverts the use of the alpha channel so that the result is a
non-white matte.
operation operation luminance key Select which keying tool you want to use for keying your
sequence:
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Keyer Nodes | Keyer
range range N/A Drag the A, B, C, and D delimiter handles in the graph to
adjust your keying result. The A delimiter marks the
value where you want the keying to start, the distance
between B and C mark the length of the full effect and
delimiter D indicates where the effect stops.
A range 1 Enter the value for delimiter A in the range graph. You
can also drag the handle in the graph.
B range 1 Enter the value for delimiter B in the range graph. You
can also drag the handle in the graph.
C range 1 Enter the value for delimiter C in the range graph. You
can also drag the handle in the graph.
D range 1 Enter the value for delimiter D in the range graph. You
can also drag the handle in the graph.
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Keyer Nodes | Keylight
Keylight
Keylight is an industry-proven color difference keyer. Use the Screen Color selector to choose a color
from the Source input to use as the blue/green screen color and the View dropdown menu to judge the
key. To remove blue/green spill from the foreground object, use the Despill Bias control to pick skin
tones from the source. Use the Screen Matte parameters to improve the matte.
Keylight’s core algorithm was developed by the Computer Film Company (now Framestore) and has been
further developed by Foundry.
InM The Inside Mask, or holdout matte, used to confirm areas that are
definitely foreground.
Keylight Tab
View show Final Result Select what you want to render into the output.
• Source - view the blue/green screen
foreground image.
• Source Alpha - view the foreground image’s
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Keyer Nodes | Keylight
alpha channel.
• Screen Matte - view the matte created from
picking the Screen Color. It does not include any
inside or outside masks.
• Inside Mask - view the inside input. This is used
to firm up the foreground matte to stop print
through.
• Outside Mask - view the outside input. The
outside mask is used as a garbage mask to
reveal the background.
• Combined Matte - view the screen matte,
inside mask, and outside masks added together.
• Status - view an exaggerated view of the key so
that minor problems are shown clearly.
• Intermediate Result - view the intermediate
result. Use this option on shots that can only be
keyed using several different keys on different
parts of the image (multipass keying). This
renders the original source image with the
Screen Matte generated in this Keylight node. In
Keylight nodes down the tree, you should set
the Source Alpha in the Inside Mask folder to
Add To Inside Mask.
• Final Result - this creates a premultiplied RGBA
foreground that can be composited later.
There’s an Unpremultiply Result checkbox you
can use if you wish.
• Composite - this renders the foreground
composited over the background using all
mattes, spill and color corrections.
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Keyer Nodes | Keylight
Screen Gain screenGain 1 Adjusts how much of the screen color is removed
to make the screen matte. Increasing this value
keys more.
Screen screenBalance 0.5 Sets the balance point for the image to key.
Balance Generally speaking, blue screens tend to work
best with a balance of around 0.95 and green
screens with a balance of around 0.5. If the key is
not working too well with these settings, try
setting the balance to about 0.05, 0.5 and 0.95
and see what works best.
Alpha Bias alphaBias 0.5, 0.5, 0.5 Adjusts the AlphaBias in case your screen color
isn’t purely blue or green and is causing parts of
the foreground image to become transparent.
Pick the color from the part of the foreground
that is affected.
Despill Bias despillBias 0.5, 0.5, 0.5 Adjusts the DespillBias to remove any remaining
spill from around the foreground image. The
most useful colors to pick for Despill Bias are
often hair colors and skin tones.
Use Alpha Bias gangBiases enabled When enabled, use the AlphaBias color as the
for Despill DespillBias color.
Screen PreBlur preBlur 0 Adjusts how much you want to soften the
foreground image used to generate the key. If
you’re keying digital video or grainy footage, you
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Keyer Nodes | Keylight
Screen Matte
Clip Black screenClipMin 0 Sets the cut off point below which alpha values in
the Screen Matte are set to zero.
Clip White screenClipMax 1 Sets the cut off point above which alpha values in
the Screen Matte are set to the white point.
Screen Dilate screenGrowShrink 0 Adjusts alpha values in the Screen Matte. Either
grow (if greater than zero) or shrink (if less than
zero) the alpha in the Screen Matte at a sub-pixel
level.
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Keyer Nodes | Keylight
Screen screenReplaceMethod Soft Color Sets the color method to use for pixels where the
Replace alpha of the Screen Matte has been modified:
• None - the despilled image is left untouched if
the alpha is modified.
• Source - the image will have a corresponding
amount of the original pixel (screen color and
all) reintroduced/removed if the alpha is
changed.
• Hard Color - the despilled image has a
corresponding amount of the Screen Replace
Color added for any increase in alpha.
• Soft Color - the despilled image has a
corresponding amount of the Screen Replace
Color added for any increase in alpha, however,
it attempts to modulate the luminance of the
resulting pixel so that it matches the original
pixel. This produces a more subtle result than
the Hard Color option.
Screen screenReplaceColour 0.5, 0.5, 0.5 Sets the color to add where the alpha of the
Replace Color Screen Matte has been increased by the mask
when Inside Mask > Inside Replace is set to
HardColor or SoftColor.
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Keyer Nodes | Keylight
Tuning
Midtones At midPoint 0.5 Sets the base midtone level used by the Gain
controls below.
Shadow Gain lowGain 1 Adjusts the strength of the shadows in the Screen
Matte.
Inside Mask
Source Alpha sourceAlphaHandling Ignore This parameter determines what to do with any
embedded alpha in the original source image.
You will need this if you are doing multiple keys
on different parts of the image with the View
output set to Intermediate Result:
• Ignore - this does not add any embedded alpha
to the screen matte.
• Add To Inside Mask - the embedded alpha is
added to the inside mask. You should select this
when multipass keying with View set to
Intermediate Result.
• Normal - the embedded alpha is used to
composite the image.
Inside insideReplaceMethod Soft Color Sets the color method to use for pixels where the
Replace alpha of the Inside Matte has been modified:
• None - the despilled image is left untouched if
the alpha is modified.
• Source - the image will have a corresponding
amount of the original pixel (screen color and
all) reintroduced/removed if the alpha is
changed.
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Keyer Nodes | Keylight
Inside insideReplaceColour 0.5, 0.5, 0.5 Sets the color to add where the alpha of the
Replace Color Inside Matte has been increased by the mask
when Inside Mask > Inside Replace is set to
HardColor or SoftColor.
Crops
X Method SourceXMethod Color When the crop controls are in use, sets the fill
method to use on the X axis at the edges of the
clip:
• Color - uses the Edge Color to fill the cropped
area.
• Repeat - the edge pixels are used to fill the
cropped area.
• Reflect - an equal number of pixels are
reflected back from the image to fill the
cropped area.
• Wrap - an equal number of pixels are wrapped
from the opposite edge to fill the cropped area.
Y Method SourceYMethod Color When the crop controls are in use, sets the fill
method to use on the Y axis at the edges of the
clip:
• Color - uses the Edge Color to fill the cropped
area.
• Repeat - the edge pixels are used to fill the
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Keyer Nodes | Keylight
cropped area.
• Reflect - an equal number of pixels are
reflected back from the image to fill the
cropped area.
• Wrap - an equal number of pixels are wrapped
from the opposite edge to fill the cropped area.
Left SourceCropL 0 Sets the crop amount from the left edge.
Right SourceCropR 1 Sets the crop amount from the right edge.
Bottom SourceCropB 0 Sets the crop amount from the bottom edge.
Top SourceCropT 1 Sets the crop amount from the top edge.
Keylight
InM insideComponent None Sets the component to use from any Inside Mask
Component attached to the InM input:
• Luminance - the luminance of the image
connected to the InM input is used.
• Inverted Luminance - the luminance of the
image connected to the InM input is inverted
before use as the mask.
• Alpha - the alpha of the image connected to
the InM input is used.
• Inverted Alpha - the alpha of the image
connected to the InM input is inverted before
use as the mask.
OutM outsideComponent None Sets the component to use from any Outside
Component Mask attached to the InM input:
• Luminance - the luminance of the image
connected to the OutM input is used.
• InvertedLuminance - the luminance of the
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Keyer Nodes | Primatte
Primatte
Primatte keys are created incrementally by sampling single pixels, or a range of pixels, from a blue or
greenscreen image. This controls the polyhedron in colorspace that determines what pixels are in or
outside the matte. To use Primatte, click Auto-Compute to automatically sense the backing screen color,
eliminate it, and even get rid of some of the foreground and background noise. Alternatively, you can set
operation to how you want to use the color samples, or use the left and right arrow buttons to step
through all the operations. Then, use Ctrl+click or Ctrl+Shift+drag to select a single color or a range of
colors from the Viewer. Primatte then uses these to adjust the polyhedron. Nuke provides unlimited Undo
during this process.
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Keyer Nodes | Primatte
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If you
cannot see the mask input, ensure that the mask control is disabled
or set to none.
Primatte Tab
foreground foreground rgb Channels from the fg input containing the image to
key and composite.
background background rgb Channels from the bg input to composite over, and to
calculate the spill suppression.
crop crop N/A The area of the input image you want to keep.
Anything outside this box is cropped.
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Keyer Nodes | Primatte
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
invert invert_mask disabled Inverts the use of the mask channel so that the
Primatte effect is limited to the non-white areas of the
mask.
Initialize
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Keyer Nodes | Primatte
Reset Reset N/A Resets all of the Primatte properties to their initial
values.
Auto- Auto-Compute N/A This can be used as the first step in the Primatte
Compute operation. Its purpose is to automatically detect the
backing screen color, remove it, and do some clean-
up on the foreground and background noise. If the
clip was shot with an evenly lit, well-saturated backing
screen, the Auto-Compute button leaves you with an
image that may only need some spill removal to
complete your keying operation.
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Keyer Nodes | Primatte
Degrain
tolerance graintolerance 0.2 Increases the effect of the Clean BG Noise tool
without changing the edge of the foreground object.
This allows you to tell the Primatte algorithm what
brightness of pixels you think represents grain. You
should try not to use too high of a value; otherwise, it
affects the overall matte.
Actions
operation mode Smart Select What the colors you sample in the Viewer do:
BG Color • Smart Select BG Color - gets the sampled backing
screen color, analyzes the original foreground image,
and determines the foreground areas using the
Primatte foreground detection routine. Then, using
the newly determined foreground areas, performs a
Clean FG Noise operation internally and renders the
composite image.
• Clean BG Noise - removes noise from the
background. Any pixels you sample in the Viewer are
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Keyer Nodes | Primatte
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Keyer Nodes | Primatte
(continued) color (and all colors like it) in the amount of one
Primatte increment. If spill color remains, another
click using this tool removes more of the color spill.
• Spill(+) - returns color spill to the sampled pixel
color (and all colors like it) in the amount of one
Primatte increment. This tool is used to move the
sampled color more in the direction of the color in
the original foreground image. It can be used to
nullify a Spill (-) step.
• Matte(-) - reduces the opacity of the matte for the
sampled pixel color (and all colors like it) in the
amount of one Primatte increment. If the matte is
still too opaque, another click using this operational
mode tool makes the sampled color region even
more translucent. This can be used to thin out smoke
or make a shadow thinner to match shadows in the
background imagery.
• Matte(+) - increases the opacity of the matte for the
sampled pixel color (and all colors like it) in the
amount of one Primatte increment. If the matte is
still too translucent or thin, another click using this
operational mode tool makes the sampled color
region even more opaque. This can be used to
thicken smoke or make a shadow darker to match
shadows in the background imagery. It can only
make these adjustments to the density of the color
region on the original foreground image. It can be
used to nullify a Matte (-) step.
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Keyer Nodes | Primatte
currentColor black To sample colors from the Viewer, make sure this is
pushed in (displaying an eyedropper), then
Ctrl/Cmd+click in the Viewer to pick single pixels, or
Ctrl/Cmd+Shift+drag to pick a rectangle of pixels.
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Keyer Nodes | Primatte
hybrid render hybridRender disabled When enabled, Primatte internally creates two keys
from the same image:
• core - This matte has the transparency removed, but
suffers from the bad edges on the foreground
object.
• edge - This matte has a clean edge on the
foreground, but suffers from transparency within the
foreground object.
The core matte with the bad edges is then blurred and
eroded before it is composited over the edge matte
that has the transparency, resulting in a composite with
the best of both options.
Adjust Lighting
grid size lightingGridSize 12 When adjust lighting is enabled, sets the grid size
used. Increasing this value increases the grid resolution
used in the adjusted lighting calculation.
Hybrid Matte
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Keyer Nodes | Primatte
blur radius hybridBlurRadius 0.5 When hybrid render is enabled, sets the blur radius
used when blurring the core matte. To view the
results, set output mode to hybrid edge and view the
alpha channel.
Fine Tuning
Spill Process
replace with spillProcess complement The color spill replacement method to use:
• no suppression - no spill suppression is applied.
• complement - replaces the spill color with the
complement of the backing screen color.
• solid color - replaces the spill color with a solid
color of your choice. Use replace color below to
choose the color.
• defocused background - replaces the spill color
with colors from a defocused version of the
background image. Use defocus to adjust the
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Keyer Nodes | Primatte
replace color replaceColor 0.18 When replace with is set to solid color, allows you to
select a solid color to use to replace the spill.
Output
output mode output_mode composite Determines what the output from the node should be:
• composite - premultiplies the foreground with the
background based on the matte created. This is your
final result.
• premultiplied - outputs the premultiplied result of
the Primatte node, along with the calculated matte.
This can be useful if you want to do your
compositing using a Merge node (with operation
set to over) rather than Primatte. This allows you to
color correct, transform, and otherwise process your
image before compositing it over the background.
Note, however, that Primatte works within the sRGB
colorspace, whereas Nuke works within a linear
colorspace. This means you need to add a
Colorspace node after both Primatte and your
original background image to convert their
colorspaces to sRGB, then do your color corrections
or transforms, merge the images together, and,
finally, use another Colorspace node to convert the
result back to linear.
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Keyer Nodes | Primatte
output output rgba The channels to write the output image to.
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Keyer Nodes | Ultimatte
Ultimatte
Ultimatte AdvantEdge technology is a color difference keyer. It is the culmination of over 25 years of
bluescreen imaging experience by Ultimatte Corporation. The final result is a composite that preserves
fine details like hair, smoke, and motion blurred edges with a minimum of compromises.
Input hm The holdout matte used to confirm areas that are definitely
foreground.
At first, the holdout mask input appears as triangle on the left side of
the node, but when you drag it, it turns into an arrow labeled hm.
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Keyer Nodes | Ultimatte
Ultimatte Tab
screen color screen_color 0 Sets the primary color on which the screen extraction
is based. Choose an area on the blue/green screen
near important subject detail that is not obscured in
any way.
Film film disabled When enabled, the controls on the Film tab are
activated.
screen screen_correct enabled When enabled, the controls on the Screen Correct
correct tab are activated.
shadow shadow disabled When enabled, the controls on the Shadow tab are
activated.
spill spill_suppression enabled When enabled, the controls on the Spill tab are
suppression activated.
cleanup cleanup disabled When enabled, the controls on the Cleanup tab are
activated.
color color_ disabled When enabled, the controls on the Color tab are
conformance conformance activated.
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Keyer Nodes | Ultimatte
show image overlay_mono disabled When overlay is set to screen or subject, enable this
as control to make the input image grayscale so that the
monochrome overlay areas are more easily distinguishable.
overlay color overlay_color 0.57999998, When overlay is set to screen or subject, sets the
0.07, 0.22, overlay color. Adjust the alpha channel to modify the
0.5 opacity of the overlay.
Density Tab
brights brights 100 Adjusts the matte density in bright foreground areas.
Low values are more transparent, high values are
more opaque.
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Keyer Nodes | Ultimatte
edge kernel edge_kernel 0 Sets the number of pixels to use as a kernel to reduce
dark edges that may exist in transition areas due to an
over-dense matte.
warm warm 0 Adjusts the matte density in warm colors (like flesh
tones). Low values are more transparent, high values
are more opaque.
cool cool 0 Adjusts the matte density in cool colors. Low values
are more transparent, high values are more opaque.
Screen Correct Tab - these controls are primarily for use on green screen imperfections
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Keyer Nodes | Ultimatte
There are a few cases where you can get better results
by disabling screen correction:
• When there is no clear view of the screen. For
instance it is entirely covered by smoke, or is shot
through a window with lots of reflections.
• When you happen to have a combination of
noise/grain and screen color that make it impractical
or impossible to find settings for the controls that
produce a usable result.
screen screen_tolerance 0.50999999, Adjusts the color range, or tolerance, per channel to
tolerance 0.50999999, be included or excluded from the screen overlay.
0.51999998
shrink screen_shrink 2 Adjusts the screen overlay. Increasing the shrink value
erodes the overlay and decreasing it dilates the
overlay.
darks (red screen_darks_red_ 0 Excludes or includes dark areas from the screen
smaller) smaller overlay. This control only affects areas where the blue
value (when using green screen) is greater than the
red value in the foreground image.
darks (red screen_darks_red_ 0 Excludes or includes dark areas from the screen
larger) larger overlay. This control only affects areas where the red
value (when using green screen) is greater than the
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Keyer Nodes | Ultimatte
brights (red screen_brights_ 100 Excludes or includes bright areas from the screen
smaller) red_smaller overlay. This control only affects areas where the blue
value (when using green screen) is greater than the
red value in the foreground image.
brights (red screen_brights_ 100 Excludes or includes bright areas from the screen
larger) red_larger overlay. This control only affects areas where the red
value (when using green screen) is greater than the
blue value in the foreground image.
orphans screen_orphans coarse Controls the level at which rogue orphan pixels are
excluded from the screen overlay:
• off - no orphan pixels are removed automatically.
• coarse - low level exclusion.
• medium - medium level exclusion.
• fine - high level exclusion.
Shadows Tab
enable shadow disabled When enabled, the Shadows controls are activated.
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Keyer Nodes | Ultimatte
process.
Spill Tab
enable spill_suppression enabled When enabled, the Spill controls are activated.
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Keyer Nodes | Ultimatte
objects.
background spill_ 0.4 Sets the background veiling color used to override
veiling backgroundveiling the automatic suppression of the backing color, which
attempts to suppress the backing color to black.
reset reset N/A Click to reset all Spill settings to their default values.
Cleanup Tab
enable cleanup disabled When enabled, the Cleanup controls are activated.
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Keyer Nodes | Ultimatte
Color Tab
enable color_ disabled When enabled, the Color controls are activated.
conformance
These controls apply a color correction to the
processed foreground to better match the
background. Use the Viewer toolbar match pickers to
choose colors that should match and, if necessary,
adjust the overall correction with the Color controls.
The effects of the Color controls are best judged
using the composite output mode.
darks color_darks 0.5 Adjusts the darkest parts of the image. This is a global
control, affecting the entire image, but the greatest
effects are seen in the darkest areas.
midtones color_midtones 0.5 Adjusts the midtones parts of the image. This is a
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Keyer Nodes | Ultimatte
brights color_brights 0.5 Adjusts the brightest parts of the image. This is a
global control, affecting the entire image, but the
greatest effects are seen in the lightest areas.
Film Tab
enable film disabled When enabled, the Film controls are activated.
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Keyer Nodes | Ultimatte
brights film_brights 200 Includes or eliminates bright areas from the subject
overlay.
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Merge Nodes
Merge nodes deal with layering multiple images together. The default mode is over, which simply places
one image on top of another.
Absminus
Absminus is the same as the Merge node, only with operation set to difference by default. It layers
images together using the difference compositing algorithm: abs(A-B). This algorithm calculates how
much the pixels in input A differ from the pixels in input B. It can be useful for comparing two very similar
images.
AddMix
Using AddMix, the alpha of input A is used to index two color correction lookup curves (LUTs). The first is
used to multiply input A, the second to multiply input B, and the results are added together. AddMix
performs a similar operation to the Merge node's over mode, but also premultiplies your image. If you
have a CG image that has been rendered, you're probably better off not using AddMix because you might
lose detail by having your image premultiplied twice.
AddMix can be useful if your input contains a mask that covers a specific area and you want to only merge
in that particular area, for instance if you have rotoscoped a particular shape and want to mix it using the
roto shape as an alpha.
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Merge Nodes |
Input A The first input sequence to mix (must include an alpha channel).
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If you
cannot see the mask input, ensure that the mask control is disabled
or set to none.
AddMix Tab
premultiplied premultiplied Disabled Compensate for the A input being premultiplied. Colors
in the A input are divided by their alpha before being
multiplied by the A lookup curve.
nonlinear nonlinear Disabled Remap the zero to infinity range down into 0-1
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Merge Nodes | Blend
[A and B LUTs] lut N/A View and adjust the color lookup curves for A and B
inputs.
reset N/A N/A Reset the A and B LUT curves back to the original values.
mix mix 1 Dissolve between the B input only and the merged
result.
Blend
Lets you blend images together by creating the weighted average of all of the inputs. You can continue to
add more inputs, and more weight parameters will be added accordingly. This allows you to easily
average together three, four, or more images and adjust how much each contributes to the result.
This node is particularly useful if you have multiple images to combine, allowing you to specify the
amount to mix them by for each image. It is similar to using the Merge node, except if you wanted to
merge more than two images with Merge nodes, you would have to chain multiple nodes.
Input numbered inputs The images you want to average together. Connect a minimum of
two images to the numbered inputs.
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If you
cannot see the mask input, ensure that the mask control is disabled
or set to none.
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Merge Nodes | ContactSheet
Blend Tab
channels channels all The blend effect is only applied to these channels.
normalize weight1 enabled When enabled, the inputs are summed up and each of
them divided by the total, so that the total doesn't
exceed 1.0. This could help you avoid overexposed
areas.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
same mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel so that the blend
effect is limited to the non-white areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
ContactSheet
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Merge Nodes | ContactSheet
Generates a contact sheet that shows the different inputs or the frames of one input lined up next to each
other. This can help you demonstrate, document, or manage what you are doing for a project.
Input numbered The images you want to appear on the Contact Sheet.
inputs
ContactSheet Tab
Resolution width 3072 Defines the size of the Contact Sheet in pixels.
height 2048
rows/columns rows 3 Defines the number or rows and columns in the Contact
Sheet.
columns 4
gap gap 0 Sets the gap, in pixels, around each input or frame.
center center disabled When enabled, the input images are arranged so that
the specified number of rows are centered vertically
within the Resolution bounds.
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Merge Nodes | CopyBBox
Use frames splitinputs disabled When enabled, the FrameRange specified is read from
instead of each input and displayed in the Contact Sheet.
inputs
For example, with 4 inputs and FrameRange set to 1-2,
you’d see 8 plates displayed in the Contact Sheet (2
frames from each input).
Frame Range startframe -1 Sets the frame range to extract from each input when
Use frames instead of inputs is enabled.
endframe -1
CopyBBox
Copies the bounding box from the A input onto the B stream. The bounding box defines the area of the
frame that Nuke sees as having valid image data. The larger the bounding box is, the longer it takes Nuke
to process and render the images.
Some Nuke operations, such as a merge, can cause an expansion of the bounding box area because Nuke
does not know that the extra area is going to be black or another constant color. Often, you can fix this by
copying the bounding box from one of the inputs to the resulting image, thus cutting off the extra area.
CopyRectangle
With the CopyRectangle node, you can copy a rectangular area from one input on top of another.
The CopyRectangle node can also be used to limit effects, such as color corrections, to a small rectangular
region of an image. To do so, you need to use the same image in both input A and B and only perform
the color correction on one input.
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Merge Nodes | Dissolve
CopyRectangle Tab
channels channels all Sets the channels to copy from input A within the
specified rectangle.
area xyrt area 512 Sets the bounds of the copy rectangle on the xy axes
and the rectangle position from the right and top.
389
1536
1167
mix mix 1 Dissolves between the original image at 0 and the full
effect at 1.
Dissolve
Dissolve creates a weighted average of two inputs.
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Merge Nodes | Dissolve
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If you
cannot see the mask input, ensure that the mask control is disabled
or set to none.
Dissolve Tab
channels channels all The dissolve effect is only applied to these channels.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
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Merge Nodes | In
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
same mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel so that the
dissolve is limited to the non-white areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
In
In is the same as the Merge node, only with operation set to in by default. It layers images together using
the in compositing algorithm: Ab. This algorithm only shows the areas of image A that overlap with the
alpha of B. It can be useful for combining mattes.
Keymix
Keymix layers two images together using a specified Roto shape or image as a mask. It copies input A to
input B where the mask is non-black. This follows the formula Aa + B(1-a). It is similar to the Over node,
but for use with unpremultiplied images. The resulting image contains no alpha channel.
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Merge Nodes | Keymix
Input A The image sequence to merge with input B. By default, this input is
copied to input B only where the mask is non-black.
mask The image to use as a mask. By default, the effect of input A is limited
to the non-black areas of the mask.
Keymix Tab
mask channel N/A enabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
invert invertMask disabled Inverts the use of the mask channel so that the effect of
input A is limited to the non-white areas of the mask.
mix mix 1 Dissolves between the original B input at 0 and the full
Keymix effect at 1.
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Merge Nodes | LayerContactSheet
LayerContactSheet
Generates a contact sheet that shows all the layers in the input lined up next to each other. This can help
you demonstrate, document, or manage what you are doing for a project.
Input numbered The images you want to appear on the Contact Sheet.
inputs
LayerContactSheet Tab
Resolution width 3072 Defines the size of the Contact Sheet in pixels.
height 2048
automatic autodims enabled When enabled, the number of rows and columns is
rows/columns auto-calculated.
center center disabled When enabled, the input images are arranged so that
the specified number of rows are centered vertically
within the Resolution bounds.
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Merge Nodes | Matte
upward.
• TopBottom - rows are populated from the top
downward.
Show layer showLayerNames disabled When enabled, the layers on the Contact Sheet are
names labeled with the associated channel name.
Matte
Matte is the same as the Merge node, only with operation set to matte by default. It layers images
together using the matte compositing algorithm: Aa+B(1-a). This algorithm is the same as a
premultiplied over. You should use unpremultiplied images with this operation.
Max
Max is the same as the Merge node, only with operation set to max by default. It layers images together
using the max compositing algorithm: max(A,B). This algorithm outputs the maximum value for each
channel of each pixel. It can be useful for combining mattes and bringing aspects like bright hair detail
through.
Merge
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Merge Nodes | Merge
Merge allows you to layer multiple images together. When using this node, you need to select a
compositing algorithm that determines how the pixel values from one input are calculated with the pixel
values from the other to create the new pixel values that are output as the merged image. The operation
dropdown menu houses a large number of different compositing algorithms, giving you great flexibility
when building your composite.
When using most of the available merge algorithms, Nuke expects premultiplied input images. However,
with the matte operation you should use unpremultiplied images.
You can also create this node by pressing M on the Node Graph.
Input A The image sequence to merge with input B. When you connect the A
input, a new input A1, A2, etc. is spawned allowing you to connect
multiple image.
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If you
cannot see the mask input, ensure that the mask control isn’t
disabled or set to none.
Merge Tab
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Merge Nodes | Merge
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Merge Nodes | Merge
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Merge Nodes | Merge
Video sRGB disabled When enabled, colors are converted to the default 8-
colorspace bit colorspace (ProjectSettings > LUT > 8-bit files)
before doing the composite and results are converted
back to linear afterwards.
alpha screen_alpha disabled When enabled, the input images are unchanged
masking where the other image has zero alpha, and the output
alpha is set to a+b-a*b.
set bbox to bbox union Sets the output bounding box type and any data
outside this region is clipped off:
• union - Resize the output bbox to fit both input
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Merge Nodes | Merge
bboxes completely.
• intersection - Use only those parts of the image
where the input bboxes overlap.
• A - Use input A’s bbox.
• B - Use input B’s bbox.
metadata metainput B Sets which input’s metadata is passed down the node
from tree.
range from rangeinput B Sets which input's range is passed down the node
tree.
A channels Achannels rgba Sets the channels from the A input(s) to merge with
the B channels, and which channel to treat as the A
alpha.
B channels Bchannels rgba Sets the channels to use from the B input, and which
channel to treat as the B alpha.
output output rgba Sets the channels to which the merge of the A and B
channels are written.
also merge also_merge none Sets the channels that are merged in addition to those
specified in the A channels and B channels controls.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
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Merge Nodes | MergeExpression
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
same mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel, so that the merge
is limited to the non-white areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
mix mix 1 Dissolves between the original image at 0 and the full
merge at 1.
MergeExpression
Allows you to merge two images using Tcl expressions. The syntax is the same as for the Color > Math >
Expression node, except that you need to precede channel references with either A or B to indicate the
input. For example, to reference the red, green, blue, and alpha channels of input A, you should use Ar, Ag,
Ab, and Aa. Similarly, to reference these channels in input B, use Br, Bg, Bb, and Ba.
To reference pixels in other layers, use INPUTlayer.channel, for example Bmatte.garbage. If you don’t
specify a layer, Nuke assumes the channel is in the current layer, for example Bgarbage.
For more information on the syntax for Tcl expressions, see Nuke's online help in the Nuke or select Help
> Documentation > Knob Math Expressions in Nuke.
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Merge Nodes | MergeExpression
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If you
cannot see the mask input, ensure that the mask control isn’t disabled
or set to none.
MergeExpression
[variable temp_name0 N/A If you need to use a long expression in several fields,
name field] you can use this row for assigning the expression
temporarily to a variable. Enter the variable name
here, and the expression on the right of the = sign.
You can then use the variable to represent the
expression in the = fields next to the channels.
[variable temp_name1 N/A If you need to use a long expression in several fields,
name field] you can use this row for assigning the expression
temporarily to a variable. Enter the variable name
here, and the expression on the right of the = sign.
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Merge Nodes | MergeExpression
[variable temp_name2 N/A If you need to use a long expression in several fields,
name field] you can use this row for assigning the expression
temporarily to a variable. Enter the variable name
here, and the expression on the right of the = sign.
You can then use the variable to represent the
expression in the = fields next to the channels.
[variable temp_name3 N/A If you need to use a long expression in several fields,
name field] you can use this row for assigning the expression
temporarily to a variable. Enter the variable name
here, and the expression on the right of the = sign.
You can then use the variable to represent the
expression in the = fields next to the channels.
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Merge Nodes | MergeExpression
channels channel0 red The channel(s) to which you want to apply the
expression in the below = field.
channels channel1 green The channel(s) to which you want to apply the
expression in the below = field.
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Merge Nodes | MergeExpression
channels channel2 blue The channel(s) to which you want to apply the
expression in the below = field.
channels channel3 alpha The channel(s) to which you want to apply the
expression in the below = field.
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Merge Nodes | MergeExpression
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
same mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel, so that the merge
is limited to the non-white areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
(un)premult N/A disabled Enables the associated channel to the right. Disabling
by this checkbox is the same as setting the channel to
none.
mix mix 1 Dissolves between the original image at 0 and the full
effect at 1.
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Merge Nodes | Min
Min
Min is the same as the Merge node, only with operation set to min by default. It layers images together
using the min compositing algorithm: min(A,B). This algorithm outputs the minimum value for each
channel of each pixel.
Multiply
Multiply is the same as the Merge node, only with operation set to multiply by default. It layers images
together using the multiply compositing algorithm: AB, A if A<0 and B<0. This algorithm multiplies the
pixel channel values but takes the value of A if both A and B are negative. It can be useful for compositing
darker values from A with the image of B - dark gray smoke shot against a white background, for example.
It can also be used to add a grain plate to an image regrained with F_ReGrain.
Out
Out is the same as the Merge node, only with operation set to out by default. The Out node can be useful
for combining mattes. It layers images together using the out compositing algorithm: A(1-b), where b is
the alpha value of a pixel from image B. This algorithm only shows the areas of image A that overlap areas
of B which are rejected when using B in a matte.
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Merge Nodes | Plus
Plus
Plus is the same as the Merge node, only with operation set to plus by default. It layers images together
using the plus compositing algorithm: A+B. This algorithm calculates the sum of image A and B. Note that
it may result in pixel values higher than 1.0.
Plus can be useful for compositing laser beams, but you’re better off not using this one for combining
mattes.
Premult
By default, Premult multiplies the input’s rgb channels by its alpha (in other words, premultiplies the input
image). You may need this node when:
• Merging unpremultiplied images. Because Merge nodes in Nuke expect premultiplied images, you
should use this node before any Merge operations if your input images are unpremultiplied. This avoids
unwanted artifacts, such as fringing around masked objects.
• Color correcting premultiplied images. When you color correct a premultiplied image, you should first
connect an Unpremult node to the image to turn the image into an unpremultiplied one. Then, perform
the color correction. Finally, add a Premult node to return the image to its original premultiplied state
for Merge operations.
Typically, most 3D rendered images are premultiplied. As a rule of thumb, if the background is black or
even just very dark, the image may be premultiplied.
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Merge Nodes | Screen
Premult Tab
Screen
Screen is the same as the Merge node, only with operation set to screen by default. It layers images
together using the screen compositing algorithm: A+B-AB if A or B ≤1, otherwise max(A,B). In other
words, if A or B is less than or equal to 1, the screen algorithm is used, otherwise max is chosen. Screen
resembles plus. It can be useful for combining mattes and adding laser beams.
Switch
Lets you switch between any number of inputs. This can be useful when using gizmos.
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Merge Nodes | TimeDissolve
Switch Tab
which which 0 The input to display. Each input is displayed at the value
corresponding to the number of the input. For example:
• Setting which to 4 displays the image from input 4.
• Setting which to 6 displays the image from input 6.
TimeDissolve
Dissolves between two inputs, starting the dissolve at the in frame and ending at the out frame. You can
specify the dissolve curve over time.
TimeDissolve Tab
Curves lut N/A Use the curve to define how the dissolve behaves in the
frame range:
• 0 - the frame before the in frame.
• 1 - the frame after the out frame.
Reset N/A N/A Click to reset the curve to the default shape.
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Merge Nodes | Unpremult
Unpremult
By default, this node divides the input’s rgb channels by its alpha. If your input images are premultiplied,
this can make color corrections more accurate.
When you color correct premultiplied images, you should first connect an Unpremult node to the image
to turn the image into an unpremultiplied one. Then, apply the color correction. Finally, add a Premult
node to return the image to its original premultiplied state - this last step is important if you want to
merge the image over another one, as Merge nodes in Nuke expect premultiplied images.
Typically, most 3D rendered images are premultiplied. As a rule of thumb, if the background is black or
even just very dark, the image may be premultiplied.
Unpremult Tab
alpha rgba.alpha Divide the above channels by this channel (usually alpha).
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Merge Nodes | ZMerge
ZMerge
Merges input images together at their appropriate 3D depths. It does this by setting each output pixel to
the input with the closest Z depth value. Z depth values are usually stored in a separate depth channel (for
example, depth.z) and determine the placing of objects within the field of view of the camera. By default,
ZMerge considers smaller Z depth values (darker areas) to be closer to the camera and larger values
(lighter areas) further away, but you can invert this behavior.
You can use ZMerge as an alternative to creating holdout geometry, but note that you may get poor
results or have problems with anti-aliasing if your input images include transparent areas or motion blur.
ZMerge Tab
Z channel N/A enabled Enables the associated Z channel to the right. Disabling
this checkbox is the same as setting the channel to none.
z_channel depth.Z The channel with the Z depth values. This should be the
same for each input. For example, if you are merging
two inputs, both data streams should have a Z depth
channel in the channel specified here.
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Merge Nodes | ZMerge
smaller Z = backwards disabled When enabled, darker Z values are further away and
further away hidden by lighter Z values. This is correct for Nuke and
Pixar’s RenderMan renderer, which output 1/distance.
Alpha channel N/A enabled Enables the associated alpha channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
alpha_channel rgba.alpha When enabled, ZMerge uses the inputs’ alpha channels
to blend between the foreground and background. You
may want to check this if your input elements have alpha
channels and you have a depth map that covers the
entire scene (rather than just the individual elements).
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Transform Nodes
Transform nodes deal with translation, rotation, and scale as well as tracking, warping, and motion blur.
AdjustBBox
The AdjustBBox node lets you expand or crop the edges of the bounding box by a specified number of
pixels. The bounding box defines the area of the frame that Nuke sees as having valid image data. For
example, if you have an image with lots of black (0,0,0,0), you can adjust the bounding box to contain just
the useful area so that Nuke won’t waste time computing results where there is no change.
AdjBBox Tab
Add Pixels numpixels 25 Adjust the width and height of the input image’s
bounding box by adding or removing pixels. Click the 2
button to display separate fields for width (w) and
height (h).
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Transform Nodes | BlackOutside
BlackOutside
The BlackOutside node fills everything outside the bounding box area with black. This removes stripes or
other anomalies caused by the edge pixels of the bounding box being replicated. It may be useful, for
example, after adjusting the bounding box with an AdjustBBox or CopyBBox node.
Input unnamed The image whose edges outside the bounding box you want to fill
with black.
CameraShake
Adds simulated camera shake to a sequence using random changes in amplitude, rotation, scale, and so
on. Also includes shutter controls to produce motion blur.
CameraShake Tab
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Transform Nodes | CameraShake
rotation rotation 0 Sets the maximum rotation (degrees) around the cs_
center.
frequency frequency 0.5 Sets the lowest frequency (cycles per frame) of the
shake.
seed seed 0 Sets the seed used to create the random shake
pattern. You can change this number to produce a
slightly different pattern.
Randomize randomize_seed N/A Click to create a random seed for the shake pattern.
Seed
fixed scale scale 1 Scales the sequence to ensure the edges of the
image don’t enter the frame during extreme camera
shake.
center xy cs_center N/A The center of the camera shake scale and rotation.
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Transform Nodes | CameraShake
clamp clamp disabled When using filters that employ sharpening, such as
Rifman and Lanczos, you may see a haloing effect.
If necessary, check clamp to correct this problem.
crop black_outside disabled When disabled, the outside area is filled with the
outermost pixels of the image sequence.
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Transform Nodes | CameraShake
shutter shutter 0.5 Enter the number of frames the shutter stays open
when motion blurring. For example, a value of 0.5
corresponds to half a frame. Increasing the value
produces more blur, and decreasing the value less.
shutter offset shutteroffset centered This value controls how the shutter behaves with
respect to the current frame value. It has four
options:
• centred - center the shutter around the current
frame. For example, if you set the shutter value to
1 and your current frame is 30, the shutter stays
open from frame 29,5 to 30,5.
• start - open the shutter at the current frame. For
example, if you set the shutter value to 1 and your
current frame is 30, the shutter stays open from
frame 30 to 31.
• end - close the shutter at the current frame. For
example, if you set the shutter value to 1 and your
current frame is 30, the shutter stays open from
frame 29 to 30.
• custom - open the shutter at the time you specify.
In the field next to the dropdown menu, enter a
value (in frames) you want to add to the current
frame. To open the shutter before the current
frame, enter a negative value. For example, a value
of - 0.5 would open the shutter half a frame before
the current frame.
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Transform Nodes | Card3D
Card3D
The Card3D node lets you apply the same geometric transformations possible with the Transform node,
but gives you an additional axis of operation, z. It transforms the image as though it was printed on a flat
card and placed in front of the camera. The Card3D node’s transformations are not truly 3D, but rather
what is sometimes called “2.5D” - meaning that you can move an element back on the z axis, but doing so
does not convey the sense that it is behind or in front of another element. 2.5D transformations are useful
for tasks like “cheating” the perspective of an element or “faking” a camera zoom.
Input axis An optional Axis node that works as null object to which the card can
be parented. If connected, you can use the Axis transformation
controls to control the Card3D node. Rotating the Axis node, for
example, rotates the Card3D node. This can be useful if you want to
control several nodes using the same Axis node.
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Transform Nodes | Card3D
Card3D Tab
transform xform_order SRT Select the order by which Nuke executes scales,
order rotations, and translations (S signifies scale, R
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Transform Nodes | Card3D
rotation rot_order ZXY Select the order by which Nuke executes rotation on
order individual axes (X, Y, and Z).
translate xyz translate 0, 0, -1 Translates the card on the x,y, and z axes.
rotate xyz rotate 0, 0, 0 Rotates the card on the x, y, and z axes. This is useful
for cheating the perspective.
pivot xyz pivot 0, 0, 0 When you make changes to the card’s position,
scaling and rotation, these occur from the location
of the card’s origin point or pivot. The pivot x, y,
and z controls allow you to offset the pivot point
and move it anywhere you like - you can even move
it outside of the card. Subsequent local
transformations will then occur relative to the new
pivot point location.
Local matrix
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Transform Nodes | Card3D
specify useMatrix disabled Enable this control to specify matrix values for the
matrix object you’re transforming as an alternative to
setting transform, scale, skew and pivot values
above.
matrix matrix N/A The matrix displays values from the object’s
transform, rotate, scale, skew, and pivot controls.
geometry
lens-in focal lens_in_focal 1 The focal length of the camera that took the picture
on the card. The card is scaled to the correct size so
that at distance Z, the card fills this field of view.
lens-in lens_in_haperture 1 The horizontal aperture of the camera that took the
haperture picture on the card. The card is scaled to the correct
size so that at distance Z, the card fills this field of
view.
render params
output format root.format Select the format to which you want to output the
format sequence. If the format does not yet exist, you can
select new to create a new format from scratch. The
default setting, root.format, resizes the image to
the format indicated on the Project Settings dialog
box.
REFERENCE GUIDE
565
Transform Nodes | Card3D
clamp clamp disabled When using filters that employ sharpening, such as
Rifman and Lanczos, you may see a haloing effect.
If necessary, check clamp to correct this problem.
black outside black_outside enabled This renders as black pixels outside the image
boundary, making it easier to layer the element over
another. If you uncheck this control, the outside area
is filled with the outermost pixels of the image
sequence.
REFERENCE GUIDE
566
Transform Nodes | Card3D
shutter shutter 0.5 Enter the number of frames the shutter stays open
when motion blurring. For example, a value of 0.5
corresponds to half a frame. Increasing the value
produces more blur, and decreasing the value less.
shutter offset shutteroffset start This value controls how the shutter behaves with
respect to the current frame value. It has four
options:
• centred - center the shutter around the current
frame. For example, if you set the shutter value to
1 and your current frame is 30, the shutter stays
open from frame 29,5 to 30,5.
• start - open the shutter at the current frame. For
example, if you set the shutter value to 1 and your
current frame is 30, the shutter stays open from
frame 30 to 31.
• end - close the shutter at the current frame. For
example, if you set the shutter value to 1 and your
current frame is 30, the shutter stays open from
frame 29 to 30.
• custom - open the shutter at the time you specify.
REFERENCE GUIDE
567
Transform Nodes | CornerPin2D
CornerPin2D
The CornerPin2D node is designed to map the four corners of an image sequence to or from positions
derived from tracking data. In practice, this node lets you replace any four-cornered feature with another
image sequence. You can use it to place an image in an on-screen television, for example.
Before using this node, you should use the Tracker node to generate four tracks, one per corner, on the
feature requiring replacement.
Note: In order to populate the to and from fields with the right values, you need to create the
CornerPin2D node with your input image selected in the Node Graph. If the CornerPin node is
created as an unconnected node, the to and from fields use the root format values.
REFERENCE GUIDE
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Transform Nodes | CornerPin2D
Input unnamed The image that will replace the feature tracked using the Tracker
node.
CornerPin2D Tab
to1 xy to1 N/A Pin 1. This is the bottom left corner of the feature
requiring replacement. You should link this control
to the Tracker node’s tracking data for the bottom
left track. To do so, Ctrl/Cmd+drag the animation
button next to the track in the Tracker node on top
of the animation button here. You shouldn’t adjust
these values manually.
to2 xy to2 N/A Pin 2. This is the bottom right corner of the feature
requiring replacement. You should link this control
to the Tracker node’s tracking data for the bottom
right track. To do so, Ctrl/Cmd+drag the animation
button next to the track in the Tracker node on top
of the animation button here. You shouldn’t adjust
these values manually.
to3 xy to3 N/A Pin 3. This is the top right corner of the feature
requiring replacement. You should link this control
to the Tracker node’s tracking data for the top right
track. To do so, Ctrl/Cmd+drag the animation
REFERENCE GUIDE
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Transform Nodes | CornerPin2D
to4 xy to4 N/A Pin 4. This is the top left corner of the feature
requiring replacement. You should link this control
to the Tracker node’s tracking data for the top left
track. To do so, Ctrl/Cmd+drag the animation
button next to the track in the Tracker node on top
of the animation button here. You shouldn’t adjust
these values manually.
Copy ’from’ copy_from_to N/A Click to copy and paste the from1-4 values to the
to1-4 values.
invert invert disabled When enabled, the current to values are inverted.
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Transform Nodes | CornerPin2D
clamp clamp disabled When using filters that employ sharpening, such as
Rifman and Lanczos, you may see a haloing effect.
If necessary, check clamp to correct this problem.
black outside black_outside enabled This renders as black pixels outside the image
boundary, making it easier to layer the element over
another. If you uncheck this control, the outside area
is filled with the outermost pixels of the image
sequence.
REFERENCE GUIDE
571
Transform Nodes | CornerPin2D
sequences.
shutter shutter 0.5 Enter the number of frames the shutter stays open
when motion blurring. For example, a value of 0.5
corresponds to half a frame. Increasing the value
produces more blur, and decreasing the value less.
shutter offset shutteroffset start This value controls how the shutter behaves with
respect to the current frame value. It has four
options:
• centred - center the shutter around the current
frame. For example, if you set the shutter value to
1 and your current frame is 30, the shutter stays
open from frame 29,5 to 30,5.
• start - open the shutter at the current frame. For
example, if you set the shutter value to 1 and your
current frame is 30, the shutter stays open from
frame 30 to 31.
• end - close the shutter at the current frame. For
example, if you set the shutter value to 1 and your
current frame is 30, the shutter stays open from
frame 29 to 30.
• custom - open the shutter at the time you specify.
In the field next to the dropdown menu, enter a
value (in frames) you want to add to the current
frame. To open the shutter before the current
frame, enter a negative value. For example, a value
of - 0.5 would open the shutter half a frame before
the current frame.
REFERENCE GUIDE
572
Transform Nodes | CornerPin2D
From Tab
from1 xy from1 N/A This value is identical to the original to1 value
(bottom left), and you can change this value
manually to adjust the corner pin result. You can, for
example, make your result bigger than the original
tracked polygon area by giving your corners new xy
values, or reposition the corners to get a mirrored
image.
from2 xy from2 N/A This value is identical to the original to2 value
(bottom right), and you can change this value
manually to adjust the corner pin result. You can, for
example, make your result bigger than the original
tracked polygon area by giving your corners new xy
values, or reposition the corners to get a mirrored
image.
from3 xy from3 N/A This value is identical to the original to3 value (top
right), and you can change this value manually to
adjust the corner pin result. You can, for example,
make your result bigger than the original tracked
polygon area by giving your corners new xy values,
or reposition the corners to get a mirrored image.
from4 xy from4 N/A This value is identical to the original to4 value (top
left), and you can change this value manually to
adjust the corner pin result. You can, for example,
make your result bigger than the original tracked
polygon area by giving your corners new xy values,
or reposition the corners to get a mirrored image.
Set to input set_to_input N/A Click to set the from values to the input format.
Copy 'to' copy_from_to N/A Click to copy and paste the to1-4 values to the
from1-4 values.
REFERENCE GUIDE
573
Transform Nodes | Crop
Crop
The Crop node lets you cut out the unwanted portions of the image area. You can fill the cropped portion
with black or adjust the image output format to match the cropped image.
Crop Tab
box x, y, r, t box N/A The area of the input image you want to keep. Anything
outside this box is cropped.
(or x, y, w, h)
You can adjust the following:
• x - the distance (in pixels) between the left edge of the
original image and the left side of the crop box.
• y - the distance (in pixels) between the bottom edge
of the original image and the bottom edge of the crop
box.
• r - the distance (in pixels) between the left edge of the
original image and the right side of the crop box.
• t - the distance (in pixels) between the bottom edge of
the original image and the top edge of the crop box.
• w - the width of the crop box. This is only available if
you click the wh button.
• h - the height of the crop box. This is only available if
you click the wh button.
REFERENCE GUIDE
574
Transform Nodes | Crop
reformat reformat disabled When enabled, the image output format is changed to
match the cropped image.
black outside crop enabled This renders as black pixels outside the image boundary,
making it easier to layer the element over another. If you
uncheck this control, the outside area is filled with the
outermost pixels of the image sequence.
REFERENCE GUIDE
575
Transform Nodes | GridWarp
However, you may want to turn this off for camera shake,
or if you want to texture-map or intersect the output
with a similar shape.
GridWarp
The GridWarp node allows you to warp images by transferring image information from one Bezier grid
onto another. When using this node, you first position the source grid, which defines where to warp from.
Next, you position the destination grid, which defines where to warp the image to. This grid can be a
duplicate of the source grid, or you can define it separately. When you manipulate the destination grid,
the corresponding warp is applied to the source image.
Input bg The background image to receive the warp result when the
background control is set to bg.
REFERENCE GUIDE
576
Transform Nodes | GridWarp
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask.
GridWarp Tab
channels channels all The warp effect is only applied to these channels.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
same mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel so that the warp is
limited to the non-white areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
Source Grid
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577
Transform Nodes | GridWarp
visible source_grid_ disabled When enabled, the Source Grid lines and handles are
visible visible.
locked source_grid_ disabled When enabled, the Source Grid lines and handles are
locked locked.
Resize to source_image_ N/A Click to resize the Source Grid to the same size as the
Image size src input image.
Destination Grid
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578
Transform Nodes | GridWarp
visible destination_grid_ enabled When enabled, the Destination Grid lines and handles
visible are visible.
locked destination_grid_ disabled When enabled, the Destination Grid lines and handles
locked are locked.
Resize to destination_ N/A Click to resize the Destination Grid to the same size
Image image_size as the dst input image.
Settings
REFERENCE GUIDE
579
Transform Nodes | GridWarp
mix mix 0 Dissolves between the source image (at 0) and the
destination image (at 1).
background background_mix 0 Blends between the output of the GridWarp node (at
mix 0) and whatever you have selected from the
background dropdown menu (at 1).
Transform Tab
Source
REFERENCE GUIDE
580
Transform Nodes | GridWarp
skew order source_grid_ XY Sets the order in which skew transforms are applied
transform_skew_ to the source grid:
order • XY
• YX
center xy source_grid_ Dependent Sets the center of scaling and rotation for the
transform_center on source selected grid(s).
input
extra matrix source_grid_ N/A Copy tracking information from either a Tracker or
transform_matrix Roto/RotoPaint node to this matrix.
Destination
use source use_source_ enabled When enabled, the source and destination grids are
transform transform translated identically.
REFERENCE GUIDE
581
Transform Nodes | GridWarp
rotate destination_grid_ 0 Rotates the destination grid around the center xy.
transform_rotate
Alternatively, you drag the transformation overlay in
the Viewer.
skew order destination_grid_ XY Sets the order in which skew transforms are applied
transform_skew_ to the destination grid:
order • XY
• YX
center xy destination_grid_ Dependent Sets the center of scaling and rotation for the
transform_center on destination grid.
destination
input
extra matrix destination_grid_ N/A Copy tracking information from either a Tracker or
transform_matrix Roto/RotoPaint node to this matrix.
REFERENCE GUIDE
582
Transform Nodes | GridWarp
Render Tab
filter filter cubic Select the filtering algorithm to use when remapping
pixels from their original positions to new positions.
This allows you to avoid problems with image quality,
particularly in high contrast areas of the frame (where
highly aliased, or jaggy, edges may appear if pixels
are not filtered and retain their original values).
• Impulse - remapped pixels carry their original
values.
• Cubic - remapped pixels receive some smoothing.
• Keys - remapped pixels receive some smoothing,
plus minor sharpening (as shown by the negative -y
portions of the curve).
• Simon - remapped pixels receive some smoothing,
plus medium sharpening (as shown by the negative -
y portions of the curve).
• Rifman - remapped pixels receive some smoothing,
plus significant sharpening (as shown by the
negative -y portions of the curve).
• Mitchell - remapped pixels receive some
smoothing, plus blurring to hide pixelation.
• Parzen - remapped pixels receive the greatest
smoothing of all filters.
• Notch - remapped pixels receive flat smoothing
(which tends to hide moire patterns).
• Lanczos4, Lanczos6, and Sinc4 - remapped pixels
receive sharpening which can be useful for scaling
down. Lanczos4 provides the least sharpening and
Sinc4 the most.
Options Tab
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583
Transform Nodes | GridWarpTracker
Colors
source color source_color N/A Sets the color of the source grid.
GridWarpTracker
GridWarpTracker is an alternate solution to manual tracking with PlanarTracker, which allows you to warp
and morph using custom grid shapes driven by tracking data, rather than being constrained to rigid
transformations. If you have a NukeX or Nuke Studio license, you can also use SmartVectors to drive the
grids.
The From and To grids allow you to add and copy tracking data between grids so that you can make
adjustments without losing your original data and without having to create a backup version of the node.
If you have a NukeX or Nuke Studio license, you can add keyframed adjustment grids to modify your From
and To grid shapes without altering the original grid data.
dst An optional input to which the src image is morphed using the
Morph Amount and Mix controls.
SmartVector An optional input allowing you to drive the warp or morph using
NukeX's SmartVector node.
REFERENCE GUIDE
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Transform Nodes | GridWarpTracker
GridWarpTracker Tab
channels channels all The warp effect is only applied to these channels.
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
same mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel so that the filter
effect is limited to the non-white areas of the mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
Mode
Invert invert_warp disabled When enabled, swap the From and To grids so that
the warped destination is displayed, rather than the
REFERENCE GUIDE
585
Transform Nodes | GridWarpTracker
warped source.
Set BBox To bbox Union Select how you want to output the bounding box.
The default is Union, which combines the two
bounding boxes. You can also select Format to set
the bounding box to the format size.
Background background Black If your grids are smaller than the format size, sets
whether the warp or morph is rendered against a
Black constant or the Source image.
Grids
REFERENCE GUIDE
586
Transform Nodes | GridWarpTracker
From N/A N/A Displays the state of the From grid where the warp
or morph operation begins.
• - click to link or unlink the From and To grids.
When linked, changes to either grid are applied to
the other.
• - click to make the selected grid active.
To N/A N/A Displays the state of the To grid where the warp or
morph operation ends. Also displays the state of any
adjustment grids, if present.
• - click to link or unlink the From and To grids.
When linked, changes to either grid are applied to
the other. Adjustment grids cannot be linked to
other grids.
• - click to make the selected grid active.
REFERENCE GUIDE
587
Transform Nodes | GridWarpTracker
Transform Tab
From
Translate xy from_base_ 0,0 Adjusts the translation, rotation, and scale values
transform_translate applied to the base grid.
Rotate from_base_ 0
transform_rotate
Scale from_base_ 1
transform_scale
Skew X from_base_ 0 Adjusts the skew applied to the base grid on the X
transform_skewX and Y axes.
Skew Y from_base_ 0
transform_skewY
Skew Order from_base_ XY Sets the order in which skew transforms are applied:
transform_skew_
order XY
YX
Center xy from_base_ dependent Sets the center of rotation and scaling. You can also
transform_center on input cmd + drag the Transform widget in the Viewer.
format or
Compositing This control defaults to the center of the input
environment format or the Project Settings > full size format
Project control if no input is connected.
Settings
Extra Matrix from_base_ N/A Adds an extra matrix which is calculated after the
REFERENCE GUIDE
588
Transform Nodes | GridWarpTracker
To
Use From use-source_ enabled When enabled, the transforms applied to the From
Transform transform grid are mirrored on the To grid.
Translate xy to_base_transform_ 0,0 Adjusts the translation, rotation, and scale values
translate applied to the base grid, providing Use From
Translation is disabled.
Rotate to_base_transform_ 0
rotate
Scale to_base_transform_ 1
scale
Skew X to_base_transform_ 0 Adjusts the skew applied to the base grid on the X
skewX and Y axes, providing Use From Translation is
disabled.
Skew Y to_base_transform_ 0
skewY
Skew Order to_base_transform_ XY Sets the order in which skew transforms are applied,
skew_order providing Use From Translation is disabled:
XY
YX
Center xy to_base_transform_ dependent Sets the center of rotation and scaling, providing
center on input Use From Translation is disabled. You can also cmd
format or + drag the Transform widget in the Viewer.
Compositing
environment This control defaults to the center of the input
REFERENCE GUIDE
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Transform Nodes | GridWarpTracker
Extra Matrix to_base_transform_ Adds an extra matrix which is calculated after the
matrix transforms defined by the other controls, providing
Use From Translation is disabled.
Render Tab
Filter filter Cubic Sets the image resampling filter to use when
remapping pixels from their original positions to
new positions. This allows you to avoid problems
with image quality, particularly in high contrast areas
of the frame (where highly aliased, or jaggy, edges
may appear if pixels are not filtered and retain their
original values).
• Impulse - remapped pixels carry their original
values.
• Cubic - remapped pixels receive some smoothing.
• Keys - remapped pixels receive some smoothing,
plus minor sharpening (as shown by the negative -
y portions of the curve).
• Simon - remapped pixels receive some
smoothing, plus medium sharpening (as shown by
the negative -y portions of the curve).
• Rifman - remapped pixels receive some
smoothing, plus significant sharpening (as shown
by the negative -y portions of the curve).
• Mitchell - remapped pixels receive some
REFERENCE GUIDE
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Transform Nodes | IDistort
Python Tab (These controls are for Python callbacks and can be used to have Python functions
automatically called when various events happen in Nuke.)
before each beforeFrameRender none These functions run prior to starting rendering of
frame each individual frame. If they throw an exception,
the render aborts.
after each afterFrameRender none These functions run after each frame is finished
frame rendering. They are not called if the render aborts. If
they throw an exception, the render aborts.
after render afterRender none These functions run after rendering of all frames is
finished. If they throw an error, the render aborts.
IDistort
IDistort warps the input image based on the values in the image’s UV channels. The U and V values are
offsets for where a pixel will come from. For example, if pixel 51, 23 has a U and V value of -1, 5, the
pixel's value will come from 50, 28 of the input channels.
REFERENCE GUIDE
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Transform Nodes | IDistort
You can use the Copy node to merge the two distortion channels in with your image channels, and then
select the two channels from the UV channels dropdown menu.
Input unnamed This input needs to include both the channels to distort and the two
channels to use to calculate the distortion.
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If you
cannot see the mask input, ensure that the mask control is disabled
or set to none.
IDistort Tab
UV channels uv none The two channels that are used to calculate the
distortion for the input image. The U and V values are
offsets for where a pixel will come from. For example, if
pixel 51, 23 in the above input channels has a U and V
value of -1, 5, the pixel's new value will come from 50,
28 of the input channels.
REFERENCE GUIDE
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Transform Nodes | IDistort
blur channel N/A disabled Enable the associated blur channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
blur none Values in this channel are added to the size of the
sample area to add extra blur or diffusion to the
distortion.
mask channel N/A disabled Enable the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
invert invert_mask disabled Inverts the mask so that the distortion is limited to the
non-white areas of the mask.
premultiplied premultiplied disabled Check this if the UV and blurchannels have been
premultiplied by the alpha channel, such as when
output by a renderer.
filter filter Cubic Select the filtering algorithm to use when remapping
pixels from their original positions to new positions.
This allows you to avoid problems with image quality,
particularly in high contrast areas of the frame (where
highly aliased, or jaggy, edges may appear if pixels are
not filtered and retain their original values).
• Impulse - remapped pixels carry their original values.
• Cubic - remapped pixels receive some smoothing.
• Keys - remapped pixels receive some smoothing, plus
minor sharpening (as shown by the negative -y
portions of the curve).
• Simon - remapped pixels receive some smoothing,
plus medium sharpening (as shown by the negative -y
portions of the curve).
REFERENCE GUIDE
593
Transform Nodes | LensDistortion
LensDistortion
The LensDistortion node (NukeX and Nuke Studio only) estimates the lens distortion in a given image,
either through Grid Detection or manual Line Detection. The warp can then be used to add or remove
distortion or produce an STMap in the motion channel for use elsewhere.
Note: You must perform the analysis in NukeX or Nuke Studio, but you can use the results in
Nuke.
REFERENCE GUIDE
594
Transform Nodes | LensDistortion
LensDistortion Tab
Note: Selecting a
different GPU
requires you to
restart Nuke before
the change takes
effect.
REFERENCE GUIDE
595
Transform Nodes | LensDistortion
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596
Transform Nodes | LensDistortion
Anamorphic Parameters - These controls are only displayed when the Lens Type control is set to
Anamorphic.
Distortion Parameters - these controls are dependent on the distortion Model Preset applied.
REFERENCE GUIDE
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Transform Nodes | LensDistortion
distortion center.
Output
REFERENCE GUIDE
598
Transform Nodes | LensDistortion
redistorting.
REFERENCE GUIDE
599
Transform Nodes | LensDistortion
REFERENCE GUIDE
600
Transform Nodes | LensDistortion
REFERENCE GUIDE
601
Transform Nodes | LensDistortion
Analysis Tab
Grid Detect
REFERENCE GUIDE
602
Transform Nodes | LensDistortion
Settings
REFERENCE GUIDE
603
Transform Nodes | LensDistortion
Feature Linking
REFERENCE GUIDE
604
Transform Nodes | LensDistortion
Solve
REFERENCE GUIDE
605
Transform Nodes | LensDistortion
REFERENCE GUIDE
606
Transform Nodes | LensDistortion
Overlay
REFERENCE GUIDE
607
Transform Nodes | LensDistortion
associated links.
• Links - only display the links
between feature points. Only
links are editable in this
mode. Deleting a link does
not delete the features it
connects.
• All - displays both feature
points and links. When this
option is selected, both
types can be edited at the
same time.
Advanced Tab
Fisheye
Sensor Size x,y sensorSize 36,24 Sets the size of the camera
sensor (in mm).
Beam Splitter
REFERENCE GUIDE
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Transform Nodes | LensDistortion
Distortion
REFERENCE GUIDE
609
Transform Nodes | LensDistortion
Note: A base
exponent of 2 for
the denominator
corresponds to the
classic NukeX
model.
REFERENCE GUIDE
610
Transform Nodes | LensDistortion
REFERENCE GUIDE
611
Transform Nodes | LensDistortion
The denominator and numerator controls are dependent on the distortion Model Preset applied on the
LenDistortion tab.
Python Tab (These controls are for Python callbacks and can be used to have Python functions
automatically called when various events happen in Nuke.)
REFERENCE GUIDE
612
Transform Nodes | Mirror
after each frame afterFrameRender none These functions run after each
frame is finished rendering.
They are not called if the
render aborts. If they throw an
exception, the render aborts.
Mirror
This node flips the input image around the center of the format area. A flip on the x axis mirrors the image
vertically. A flop on the on the y axis mirrors the image horizontally.
REFERENCE GUIDE
613
Transform Nodes | PointsTo3D
Mirror Tab
Horizontal Horizontal disabled When enabled, Nuke flops the image 180 on the y axis.
Vertical Vertical disabled When enabled, Nuke flips the image 180 degrees on the
x axis.
PointsTo3D
Use the PointsTo3D node to calculate the 3D location of a 2D point in an image sequence using the
parallax between two or three tracked points.
Attach an image and its corresponding tracked camera to the PointsTo3D node inputs. Select the 2D point
you want to calculate, place A on that point at a particular frame and click set frame. Now, change the
frame to a different camera angle and specify that same 2D feature with B and click set frame. Repeat for
point C, again on a different frame. Click calculate to generate the point in 3D space as well as that point
converted back to screen space.
Input cam A Camera node whose movement matches that of the camera used
to shoot the input sequence. This can be a camera you have created
using the CameraTracker node or a camera you have imported from a
third-party 3D application, for example. Note that the camera must
be animated.
img The image sequence that has a 2D point whose 3D position you want
to calculate.
REFERENCE GUIDE
614
Transform Nodes | PointsTo3D
PointsTo3D Tab
Camera type cameraMovType free move Select the type of tracked camera movement:
• free move - this turns a 2D point in the image into
a point in 3D space. This requires the camera to be
moving and for you to find the 2D point in three
frames. Select the 2D point you want to calculate,
place Point A on that point at a particular frame
and click set frame. Now, change the frame to a
different camera angle and specify that same 2D
feature with Point B and click set frame. Repeat
for Point C, again on a different frame. Click
calculate to generate the point in 3D space as well
as that point converted back to screen space. You
can also click generate axis to make a 3D Axis
object with this position.
• nodal - this ignores Point B and Point C. Instead, it
just puts Point A a fixed distance in front of the
camera, using the Camera's focal length to decide
the distance.
Point A
set frame N/A N/A Click to set Point A at the current xy location and
frame number.
Point B
set frame N/A N/A Click to set Point B at the current XY location and
frame number.
REFERENCE GUIDE
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Transform Nodes | PointsTo3D
Point C
point ref ref_timeC 0 The frame number Point C is set to. You can leave
time the point ref time set to zero to omit Point C from
the computation. You might want to do this if you
have a free moving camera but you only want to use
Point A and Point B in the calculation.
set frame N/A N/A Click to set Point C at the current XY location and
frame number.
Output
Calculate N/A N/A Click to calculate the 3D point coordinates from the
2D point data.
3D point xyz point3D 0 The calculated X, Y, and Z axis location for the 3D
point.
Python Tab (These controls are for Python callbacks and can be used to have Python functions
automatically called when various events happen in Nuke.)
before each beforeFrameRender none These functions run prior to starting rendering of
frame each individual frame. If they throw an exception,
the render aborts.
after each afterFrameRender none These functions run after each frame is finished
frame rendering. They are not called if the render aborts. If
they throw an exception, the render aborts.
after render afterRender none These functions run after rendering of all frames is
finished. If they throw an error, the render aborts.
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Transform Nodes | Position
Position
Position moves the input image by an integer number of pixels. It fills the area between the original
image and the moved image by repeating the edge pixels.
Position Tab
translate x, y translate 0, 0 How much to move the image on the x and y axes.
Positive values move the image up or to the right, while
negative values move it down or to the left.
Reconcile3D
Reconcile3D turns a point in 3D space into an x, y position in the camera. The 3D point is controlled by the
first fields in the properties panel, and by the optional Axis input. The point is projected through the
camera to the image and the position of the result is put in XY output. In addition, the absolute 3D point
is put in XYZ output (this is only useful if there is an Axis parent, otherwise it is the same as the input
point). This lets you lock a photographed plate to a 3D scene or track.
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Transform Nodes | Reconcile3D
Input axis 3D point control coordinates are relative to this optional input.
Reconcile3D Tab
Input
3D point xyz point 0, 0, 0 The x, y, and z values of the 3D point that you want
to turn into an xy position in the camera.
Output
create N/A N/A Click to evaluate the XY output and XYZ output
keyframes keyframes for a specific frame range.
2D transform
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Transform Nodes | Reconcile3D
movement.
stabilize stabilize disabled Normally the transformation moves the track point
to the projected 3D point, thus moving a plate to
match a 3D scene. If you check this, the
transformation is reversed to remove 3D motion by
moving the projected 3D point to the track point.
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Transform Nodes | Reconcile3D
clamp clamp disabled Sets negative intermediate and final results to zero.
This will remove ringing around mattes when using
a filter that has negative lobes. When using filters
that employ sharpening, such as Rifman and
Lanczos, you may see a haloing effect. If necessary,
check clamp to correct this problem.
black outside black_outside enabled This renders as black pixels outside the image
boundary, making it easier to layer the element over
another. If you uncheck this control, the outside area
is filled with the outermost pixels of the image
sequence.
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Transform Nodes | Reconcile3D
shutter shutter 0.5 Enter the number of frames the shutter stays open
when motion blurring. For example, a value of 0.5
corresponds to half a frame. Increasing the value
produces more blur, and decreasing the value less.
shutter offset shutteroffset start This value controls how the shutter behaves with
respect to the current frame value. It has four
options:
• centred - center the shutter around the current
frame. For example, if you set the shutter value to
1 and your current frame is 30, the shutter stays
open from frame 29,5 to 30,5.
• start - open the shutter at the current frame. For
example, if you set the shutter value to 1 and your
current frame is 30, the shutter stays open from
frame 30 to 31.
• end - close the shutter at the current frame. For
example, if you set the shutter value to 1 and your
current frame is 30, the shutter stays open from
frame 29 to 30.
• custom - open the shutter at the time you specify.
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Transform Nodes | Reconcile3D
Python Tab (These controls are for Python callbacks and can be used to have Python functions
automatically called when various events happen in Nuke.)
before each beforeFrameRender none These functions run prior to starting rendering of
frame each individual frame. If they throw an exception,
the render aborts.
after each afterFrameRender none These functions run after each frame is finished
frame rendering. They are not called if the render aborts. If
they throw an exception, the render aborts.
after render afterRender none These functions run after rendering of all frames is
finished. If they throw an error, the render aborts.
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Transform Nodes | Reformat
Reformat
Reformat lets you resize and reposition your image sequences to a different format (width and height).
This also allows you to use plates of varying image resolution on a single script without running into issues
when combining them. All scripts should include Reformat nodes after each Read node to specify, at the
very least, the output resolution of the images in the script.
Reformat Tab
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Transform Nodes | Reformat
output format format root.format The format to which you want to output the image
sequence. If the format does not yet exist, you can select
new to create a new format from scratch. The default
setting, root.format, resizes the image to the format
indicated in the Project Settings.
width/height box_width 200 The output width for your image. The units are in pixels.
box_height 200 The output height for your image. The units are in pixels.
force this box_fixed disabled When enabled, the output image matches the
shape width/height fields exactly, even if the original image is
a different shape. To achieve this, one direction gets
either clipped or padded.
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Transform Nodes | Reformat
pixel aspect box_pixel_ 1 Sets the pixel aspect ratio for the output image.
aspect
This control is only available if you have set type to to
box.
scale scale 1 The scale factor for the width and the height. To scale
each direction separately using different scale factors,
click the 2 button.
resize type resize width Choose the method by which you preserve or override
the original pixel aspect ratio. Select:
• none - to not resize the original.
• width - to scale the original until its width matches the
output width. Height is then scaled in such a manner as
to preserve the original aspect ratio.
• height - to scale the original so that it fills the output
height. Width is then scaled in such a manner as to
preserve the original aspect ratio.
• fit - to scale the original so that its smallest side fills
the output width or height. The longest side is then
scaled in such a manner as to preserve the original
aspect ratio.
• fill - to scale the original so that its longest side fills
the output width or height. The smallest side is then
scaled in such a manner as to preserve the original
aspect ratio.
• distort - to scale the original so that both sides fill the
output dimensions. This option does not preserve the
original aspect ratio, so distortions may occur.
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Transform Nodes | Reformat
center center enabled When enabled, Reformat translates the image to center
it in the output.
flip flip disabled When enabled, Reformat flips the image upside down.
flop flop disabled When enabled, Reformat flops the image left and right.
turn turn disabled When enabled, Reformat rotates the image 90 degrees
counter-clockwise.
filter filter Cubic Select the filtering algorithm to use when remapping
pixels from their original positions to new positions.
This allows you to avoid problems with image quality,
particularly in high contrast areas of the frame (where
highly aliased, or jaggy, edges may appear if pixels are
not filtered and retain their original values).
• Impulse - remapped pixels carry their original values.
• Cubic - remapped pixels receive some smoothing.
• Keys - remapped pixels receive some smoothing, plus
minor sharpening (as shown by the negative -y
portions of the curve).
• Simon - remapped pixels receive some smoothing,
plus medium sharpening (as shown by the negative -y
portions of the curve).
• Rifman - remapped pixels receive some smoothing,
plus significant sharpening (as shown by the negative -
y portions of the curve).
• Mitchell - remapped pixels receive some smoothing,
plus blurring to hide pixelation.
• Parzen - remapped pixels receive the greatest
smoothing of all filters.
• Notch - remapped pixels receive flat smoothing
(which tends to hide moire patterns).
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Transform Nodes | SphericalTransform
clamp clamp disabled When using filters that employ sharpening, such as
Rifman and Lanczos, you may see a haloing effect. If
necessary, check clamp to correct this problem.
black outside black_outside enabled This renders as black pixels outside the image boundary,
making it easier to layer the element over another. If you
uncheck this control, the outside area is filled with the
outermost pixels of the image sequence.
preserve pbb disabled When enabled, pixels outside the output format are
bounding box preserved.
SphericalTransform
SphericalTransform converts images between different projections, including 360 rigs using the CaraVR
toolset in NukeX. These view projections can be divided into two broad categories:
• full frame, such as Latlong, encompassing the entire 360 world around a single point, and
• partial frame, such as the Rectilinear view, that Nuke was designed to work in.
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Transform Nodes | SphericalTransform
The Output rotation is also controllable using an in-viewer control system. Hold down Ctrl/Cmd+Alt and
left-click and drag to move the image around, setting the pan and tilt setting. Add Shift to lock into a
single dimension for the movement. In a partial frame projection, use the right mouse button to set the
focal length, in essence zooming in and out.
SphericalTransform Tab
Local GPU gpuName N/A Displays the GPU used for rendering when
Use GPU if available is enabled. Local
GPU displays Not available when:
• Use CPU is selected as the default blink
device in the Preferences.
• no suitable GPU was found on your
system.
• it was not possible to create a context
for processing on the selected GPU, such
as when there is not enough free
memory available on the GPU.
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Transform Nodes | SphericalTransform
Input
Projection projTypeInput LatLong Sets the input projection type from which
to convert. The type you select is
dependent on what directional
information your textures contain. For
example, Cube has +X,+Y,+Z -X,-Y,-Z
• LatLong - the most common full 360
frame projection. Many VR pipelines use
latlongs for both ingest and export due
to their simplicity and wide use.
• Cubemap - another full 360 projection.
Each of the six faces is essentially
rectilinear, so the data can be more
familiar to work in.
• Rectilinear - a partial frame, standard
projection you're most likely familiar
with.
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Transform Nodes | SphericalTransform
Format packingTypeInput Image Sets how faces in the input cubemap are
displayed:
• Image
• Views
• Faces
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Transform Nodes | SphericalTransform
Note: The Focal to Shift controls are only available when Projection is set to Rectilinear or
Fisheye.
Focal focalInput 16 Sets the focal length used for the input
cameras.
Sensor sensorInput 36, 24 Sets the sensor size used for the input
cameras.
Film Back filmBackPresetInput Custom Sets the camera Sensor and Focal
Preset automatically for the preset selected.
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Transform Nodes | SphericalTransform
Output
Format packingTypeOutput Image Sets how faces in the output cubemap are
displayed:
• Image
• Views
• Faces
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Transform Nodes | SphericalTransform
Note: The Focal to Shift controls are only available when Projection is set to Rectilinear or
Fisheye.
Focal focalOutput 16 Sets the focal length used for the output
cameras.
Sensor sensorOutput 36, 24 Sets the sensor size used for the output
cameras.
Film Back filmBackPresetOutput Custom Sets the camera Sensor and Focal
Preset automatically for the preset selected.
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Transform Nodes | SphericalTransform
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Transform Nodes | SphericalTransform
curve).
• Rifman - remapped pixels receive some
smoothing, plus significant sharpening
(as shown by the negative -y portions of
the curve).
• Mitchell - remapped pixels receive
some smoothing, plus blurring to hide
pixelation.
• Parzen - remapped pixels receive the
greatest smoothing of all filters.
• Notch - remapped pixels receive flat
smoothing (which tends to hide moire
patterns).
• Lanczos4, Lanczos6, and Sinc4 -
remapped pixels receive sharpening
which can be useful for scaling down.
Lanczos4 provides the least sharpening
and Sinc4 the most.
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Transform Nodes | SphericalTransform
CaraVR Options
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Transform Nodes | SplineWarp
SplineWarp
The SplineWarp node warps an image based on multiple shapes or pins that you create. Unlike the
GridWarp node, you can draw these shapes anywhere on either image, rather than only add points on the
existing grid lines, and corresponding shapes can have differing numbers of points. You can also copy and
paste shapes from other SplineWarp and Roto or RotoPaint nodes.
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Transform Nodes | SplineWarp
Input A The image to warp from, though B to A warps are equally valid.
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask.
SplineWarp Tab
channels channels all The warp effect is only applied to these channels.
premultiply premultiply disabled When enabled, premultiply the input channels by a mask
input from the combined cookie cutter shapes prior to
warping. This control uses the same mask as output
mask but may be used without assigning an output
mask channel.
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Transform Nodes | SplineWarp
output mask outputMask mask_ Sets the channel to be replaced by a mask from the
splinwarp.a combined cookie cutter shapes.
crop to crop_to_ enabled When disabled, the input image is not cropped to the
format format Project Settings > full format size. As a result, warping
can introduce pixels from the image outside the format
size, rather than black.
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Transform Nodes | SplineWarp
mix mix 0 Dissolves between the source image (at 0) and the
destination image (at 1).
root warp root_warp 1 Sets the global warp multiplier for all shape pairs and
layers in the curves list.
layer warp layer_warp 1 Sets the warp multiplier for all selected layers in the
curves list.
pair warp pair_warp 1 Sets the warp multiplier for the selected pairs of shapes
in the curves list.
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Transform Nodes | SplineWarp
curves list curves N/A Shows the hierarchy of shapes and groups, allowing you
to adjust them and how they’re displayed in the Viewer:
• Name - Double-click to edit the shape or group Name.
• Pairing - Displays the pairing relationship between
shapes.
• Type - Displays which input shapes exist in A, B, or AB.
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Transform Nodes | SplineWarp
Transform Tab
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Transform Nodes | SplineWarp
skew order skew_order XY Sets the order in which skew transforms are applied to
the selected curve(s):
• XY
• YX
center xy center Dependent Sets the center of scaling and rotation for the selected
on source curves.
input
extra matrix transform_ N/A Copy tracking information from either a Tracker or
matrix Roto/RotoPaint node to this matrix.
Render Tab
preview previewrez 100 Improves the accuracy of the preview at higher values
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Transform Nodes | SplineWarp
filter filter cubic Select the filtering algorithm to use when remapping
pixels from their original positions to new positions.
This allows you to avoid problems with image quality,
particularly in high contrast areas of the frame (where
highly aliased, or jaggy, edges may appear if pixels are
not filtered and retain their original values).
• Impulse - remapped pixels carry their original values.
• Cubic - remapped pixels receive some smoothing.
• Keys - remapped pixels receive some smoothing, plus
minor sharpening (as shown by the negative -y
portions of the curve).
• Simon - remapped pixels receive some smoothing,
plus medium sharpening (as shown by the negative -y
portions of the curve).
• Rifman - remapped pixels receive some smoothing,
plus significant sharpening (as shown by the negative -
y portions of the curve).
• Mitchell - remapped pixels receive some smoothing,
plus blurring to hide pixelation.
• Parzen - remapped pixels receive the greatest
smoothing of all filters.
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Transform Nodes | Stablilize
Stablilize
The Stabilize2D node is designed to remove unwanted camera movement, rotation, and/or scaling from
an image sequence. The node requires data from only a single track if you only need to stabilize
movement; it requires data from two tracks if you need to stabilize for rotation and/or scaling.
The basic procedure for using Stabilize2D is to first use the Tracker node to generate the required tracks,
then follow the Tracker node with a Stabilize2D node. To this node, you apply the tracking data in inverse
form, thus negating the unwanted transformations.
STMap
The STMap node allows you to move pixels around in an image. STMap uses two channels to figure out
where each pixel in the resulting image should come from in the input channels. You can use the Copy
node to merge the two distortion channels in with your image channels and then select the two channels
in the U and V selection boxes. The U and V values are the absolute position of the source pixel. The
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Transform Nodes | STMap
values are normalized to be between 0 and 1, where 0 is the bottom left corner of the input image, and 1
is the top right corner.
You can also calculate the lens distortion on one image and apply that distortion to another image using
the STMap node. See LensDistortion for more details.
Input stmap The input you want to use to alter the source image.
src The source image to which you want to apply the effect.
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If you
cannot see the mask input, ensure that the mask control is disabled
or set to none.
STMap Tab
UV channels uv none The two channels that are used to calculate the
distortion for the input image. The U and V values are
the absolute position of the source pixel. The values are
normalized to be between 0 and 1, where (0,0) is the
bottom left corner of the input image, and (1,1) is the
top right corner.
blur channel N/A disabled Enables the associated blur channel to the right.
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Transform Nodes | STMap
blur none Values in this channel are added to the size of the area
to sample, to add extra blur or diffusion to the
distortion.
blur scale blur_scale 1 Adjust the blur amount by multiplying the blur values
by this.
mask channel N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
invert invert_mask disabled Inverts the mask so the distortion is limited to the non-
white areas of the mask.
premultiplied premultiplied disabled Check this if the UV and blurchannels have been
premultiplied by the alpha channel, such as when
output by a renderer.
filter filter Cubic Select the filtering algorithm to use when remapping
pixels from their original positions to new positions.
This allows you to avoid problems with image quality,
particularly in high contrast areas of the frame (where
highly aliased, or jaggy, edges may appear if pixels are
not filtered and retain their original values).
• Impulse - remapped pixels carry their original values.
• Cubic - remapped pixels receive some smoothing.
• Keys - remapped pixels receive some smoothing, plus
minor sharpening (as shown by the negative -y
portions of the curve).
• Simon - remapped pixels receive some smoothing,
plus medium sharpening (as shown by the negative -y
portions of the curve).
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Transform Nodes | Tile
Tile
Tile produces an output image that contains scaled-down, tiled copies of the input image. The output
image is the same format as the input.
Tile Tab
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Transform Nodes | Tile
mirror mirrorRows disabled Check this to flip adjacent tiles vertically to form mirror
images.
mirror mirrorColumns disabled Check this to flip adjacent tiles horizontally to form
mirror images.
filter filter Cubic Select the filtering algorithm to use when remapping
pixels from their original positions to new positions.
This allows you to avoid problems with image quality,
particularly in high contrast areas of the frame (where
highly aliased, or jaggy, edges may appear if pixels are
not filtered and retain their original values).
• Impulse - remapped pixels carry their original values.
• Cubic - remapped pixels receive some smoothing.
• Keys - remapped pixels receive some smoothing,
plus minor sharpening (as shown by the negative -y
portions of the curve).
• Simon - remapped pixels receive some smoothing,
plus medium sharpening (as shown by the negative -y
portions of the curve).
• Rifman - remapped pixels receive some smoothing,
plus significant sharpening (as shown by the negative
-y portions of the curve).
• Mitchell - remapped pixels receive some smoothing,
plus blurring to hide pixelation.
• Parzen - remapped pixels receive the greatest
smoothing of all filters.
• Notch - remapped pixels receive flat smoothing
(which tends to hide moire patterns).
• Lanczos4, Lanczos6, and Sinc4 - remapped pixels
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Transform Nodes | Tracker
Tracker
This is a 2D tracker that allows you to extract animation data from the position, rotation, and size of an
image. Using expressions, you can apply the data directly to transform and match-move another element.
Or you can invert the values of the data and apply them to the original element - again through
expressions - to stabilize the image.
Tracker Tab
Tracks
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Transform Nodes | Tracker
offset_y N/A 0 This is especially useful when the feature you want
to track is obscured or otherwise unavailable,
enabling you to track another pattern to produce
the required tracking data.
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Transform Nodes | Tracker
add track add_track N/A Click to add a new track and anchor to the Viewer.
select all select_all N/A Click to select all tracks in the Tracks list.
average average_tracks N/A Click to average all selected tracks together into a
tracks single new track. This can be especially useful for
stabilization tracking.
Export CornerPin2D
CornerPin cornerPinOptions CornerPin2D Sets the node to output when you click create. The
Options (use current baked options do not use expression links between
frame) Tracker and the exported node:
• CornerPin2D (use current frame) - creates an
expression linked CornerPin2D node that warps
the image according to the relative transform,
using the current frame as a reference.
• CornerPin2D (use transform ref frame) - creates
an expression linked CornerPin2D node that warps
the image according to the relative transform,
using the frame specified in the Transform tab as
a reference.
• Transform (stabilize) - creates an expression
linked Transform node with control presets to
stabilize the clip.
• Transform (match-move) - creates an expression
linked Transform node with control presets to
match-move the clip.
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Transform Nodes | Tracker
Settings Tab
General
pre-track pretrack_filter median Sets the filter applied before image patches are
filter compared:
• none - no filter is applied.
• adjust contrast - the default filter, stretches the
image contrast to better suit the tracking
algorithm. This is the recommended setting and
shouldn’t need changing in most circumstances.
• median - attempts to remove image noise.
adjust for adjust_for_ disabled When enabled, Tracker does some extra pre-
luminance luminance_changes filtering to compensate for changes in brightness.
changes
This option slows the tracking process and can
reduce the accuracy of tracks, so only enable this
control if there are known changes in brightness.
max max_iter 100 Sets the maximum number of iterations before the
iterations tracking algorithm stops searching for features.
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Transform Nodes | Tracker
epsilon / epsilon 0.01 Sets the error level at which Tracker is assumed to
resolution have found the feature - no further search for a
better match is performed. Higher values may result
in a faster but less accurate track.
max_error max_error 0.2 Sets the error level at which Tracker stops searching
for features.
clamp super- clamp_footage enabled When enabled, tracked patches are clamped to
white, sub- values between 0-1.
zero footage
show error show_error_on_ disabled When enabled, keyframes on the track are colored
on track track_links according to their relative error:
paths • green - a good match for the grabbed pattern.
• amber - a reasonable match for the grabbed
pattern.
• red - a poor match for the grabbed pattern.
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Transform Nodes | Tracker
grab.
hide progress hide_progress_bar disabled When enabled, the track progress dialog doesn’t
bar display during tracking.
show zoom zoom_window_ always Sets when the zoom window is visible in the
window behavior Viewer:
• always - the zoom window is always visible.
• on track change - only display the zoom window
when a track changes.
• when tracking - only display the zoom window
during tracking.
• when tracking or track change - only display the
zoom window during tracking or when a track
changes.
• never - the zoom window is never displayed.
zoom zoom_window_ on playback Sets when filtering is applied to the zoom window:
window filter filter_behaviour • always
• on playback
• never
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Transform Nodes | Tracker
Auto-Tracking
predict track predict_track disabled When enabled, use the current tracker animation
path to determine where to look in the next frame.
warp type warp Translate Selects the transformations that are tried on the
pattern to match it to the image. Translate is
fastest, but may lose the track if the pattern rotates,
scales, or shears over the course of the track:
• Translate - only expect pattern translation.
• Translate/Rotate - expect pattern translation and
rotation.
• Translate/Scale - expect pattern translation and
scaling.
• Translate/Rotate/Scale - expect pattern
translation, rotation, and scaling.
• Affine - expect straight lines and the distance
between the points on them to remain equal.
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Transform Nodes | Tracker
pattern grab grab_behavior if error Sets when the tracker attempts to grab a new
behavior above pattern:
• on first frame - grab a pattern on the first frame
only.
• every frame - grab a new pattern on every frame.
• every n frames - use the every n frames control
to specify the frame interval.
• if error above - use the when error > control to
specify the grab behavior.
• if error below - use the when error < control to
specify the grab behavior.
• custom - use the every n frames and when error
<> controls to specify grab behavior.
when error > grab_error_above 0.05 When pattern grab behavior is set to update if
above tolerance or custom, sets the error level
above which Tracker automatically re-grabs a
pattern.
when error < grab_error_below 0 When pattern grab behavior is set to update if
below tolerance or custom, sets the error level
below which Tracker automatically re-grabs a
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Transform Nodes | Tracker
pattern.
when tracker regrab_when_offset enabled When enabled, Tracker re-grabs a pattern when a
is moved track is manually adjusted.
Keyframe Tracking
retrack when retrack_on_move enabled When enabled, re-track a pattern when a track is
keyframe is manually adjusted or a new keyframe is created.
moved /
created
create new create_key_on_ enabled When enabled, create a new keyframe when the
key when move track is manually adjusted.
track is
moved
keyframe keyframe_display scroll, single Sets how keyframe snapshots are displayed in the
display line only Viewer:
• all - show all keyframe snapshots in the available
Viewer space.
• nearest, single line only - show the nearest
keyframe snapshot to the playhead, and the
surrounding whole snapshots, on a single line
only.
• scroll, single line only - show all keyframe
snapshots in a scrolling, single line only.
• none - don’t show any keyframe snapshots.
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Transform Nodes | Tracker
keyframe size keyframe_size 100px Sets the size of keyframe snapshots in the Viewer.
Transform Tab
set to current N/A N/A Click to set the current frame as the reference or
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Transform Nodes | Tracker
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Transform Nodes | Tracker
Stabilize node.
skew order skew_order Sets the order in which skew transforms are applied:
• XY
• YX
center xy center Dependant Sets the center of rotation and scaling. You can also
on input cmd + drag the Transform widget in the Viewer.
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Transform Nodes | Tracker
clamp clamp disabled When using filters that employ sharpening, such as
Rifman and Lanczos, you may see a haloing effect.
If necessary, check clamp to correct this problem.
black outside black_outside enabled This renders as black pixels outside the image
boundary, making it easier to layer the element over
another. If you uncheck this control, the outside area
is filled with the outermost pixels of the image
sequence.
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Transform Nodes | Tracker
sequences.
shutter shutter 0.5 Enter the number of frames the shutter stays open
when motion blurring. For example, a value of 0.5
corresponds to half a frame. Increasing the value
produces more blur, and decreasing the value less.
shutter offset shutteroffset start Controls how the shutter behaves with respect to
the current frame value:
• centred - center the shutter around the current
frame. For example, if you set the shutter value to
1 and your current frame is 30, the shutter stays
open from frame 29,5 to 30,5.
• start - open the shutter at the current frame. For
example, if you set the shutter value to 1 and your
current frame is 30, the shutter stays open from
frame 30 to 31.
• end - close the shutter at the current frame. For
example, if you set the shutter value to 1 and your
current frame is 30, the shutter stays open from
frame 29 to 30.
• custom - open the shutter at the time you specify.
In the field next to the dropdown menu, enter a
value (in frames) you want to add to the current
frame. To open the shutter before the current
frame, enter a negative value. For example, a value
of - 0.5 would open the shutter half a frame
before the current frame.
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Transform Nodes | Transform
Transform
Transform lets you not only translate elements, but also rotate, scale, and skew them from a single control
panel.
You can also create this node by pressing T on the Node Graph.
Transform Tab
translate x, y translate 0, 0 Translates the image along the x and y axes. You can
also adjust translate values by dragging the
transform handle in the Viewer.
scale scale 1 Scales the image width and height around the
center x y coordinates.
skew order skew_order XY Sets the order in which skew transforms are applied
to the image:
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Transform Nodes | Transform
• XY
• YX
center x, y center N/A Sets the center of rotation and scale on the x and y
axes.
invert invert_matrix disabled When enabled, any transform you applied using the
translate xy, rotate, scale, skew, or center xy
controls is inverted.
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Transform Nodes | Transform
clamp clamp disabled When using filters that employ sharpening, such as
Rifman and Lanczos, you may see a haloing effect.
If necessary, check clamp to correct this problem.
black outside black_outside enabled This renders as black pixels outside the image
boundary, making it easier to layer the element over
another. If you uncheck this control, the outside area
is filled with the outermost pixels of the image
sequence.
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Transform Nodes | Transform
sequences.
shutter shutter 0.5 Enter the number of frames the shutter stays open
when motion blurring. For example, a value of 0.5
corresponds to half a frame. Increasing the value
produces more blur, and decreasing the value less.
shutter offset shutteroffset start Controls how the shutter behaves with respect to
the current frame value:
• centred - center the shutter around the current
frame. For example, if you set the shutter value to
1 and your current frame is 30, the shutter stays
open from frame 29,5 to 30,5.
• start - open the shutter at the current frame. For
example, if you set the shutter value to 1 and your
current frame is 30, the shutter stays open from
frame 30 to 31.
• end - close the shutter at the current frame. For
example, if you set the shutter value to 1 and your
current frame is 30, the shutter stays open from
frame 29 to 30.
• custom - open the shutter at the time you specify.
In the field next to the dropdown menu, enter a
value (in frames) you want to add to the current
frame. To open the shutter before the current
frame, enter a negative value. For example, a value
of - 0.5 would open the shutter half a frame before
the current frame.
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Transform Nodes | TransformMasked
TransformMasked
This node lets you translate, rotate, scale, or skew an image in 2D in the same way as the Transform node,
but it also offers controls for assigning a mask to protect certain areas of the frame from transforms.
Input unnamed The input you want to translate, rotate, scale, or skew.
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If you
cannot see the mask input, ensure that the mask control is disabled
or set to none.
Transform Tab
scale scale 1 Scales the input. Scale width and height are ganged
by default.
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Transform Nodes | TransformMasked
skew order skew_order XY Sets the order in which skew transforms are applied
to the input:
• XY
• YX
center xy center N/A The center of rotation and scaling. You can also
move it using Ctrl/Cmd+drag.
invert invert_matrix disabled When enabled, any transform you applied using the
translate xy, rotate, scale, skew, or center xy
controls is inverted.
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Transform Nodes | TransformMasked
clamp clamp disabled When using filters that employ sharpening, such as
Rifman and Lanczos, you may see a haloing effect.
If necessary, check clamp to correct this problem.
black outside black_outside enabled This renders as black pixels outside the image
boundary, making it easier to layer the element over
another. If you uncheck this control, the outside area
is filled with the outermost pixels of the image
sequence.
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Transform Nodes | TransformMasked
shutter shutter 0.5 How long the shutter remains open (measured in
frames) to produce motion blurring. The default
value sets the shutter open for half a frame.
shutter offset shutteroffset start This value controls how the shutter behaves with
respect to the current frame value. It has four
options:
• centred - center the shutter around the current
frame. For example, if you set the shutter value to
1 and your current frame is 30, the shutter stays
open from frame 29,5 to 30,5.
• start - open the shutter at the current frame. For
example, if you set the shutter value to 1 and your
current frame is 30, the shutter stays open from
frame 30 to 31.
• end - close the shutter at the current frame. For
example, if you set the shutter value to 1 and your
current frame is 30, the shutter stays open from
frame 29 to 30.
• custom - open the shutter at the time you specify.
In the field next to the dropdown menu, enter a
value (in frames) you want to add to the current
frame. To open the shutter before the current
frame, enter a negative value. For example, a value
of - 0.5 would open the shutter half a frame before
the current frame.
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Transform Nodes | TVIScale
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
same mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel, so that the
transform is limited to the non-white areas of the
mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
TVIScale
This node scales an image by a factor of two. It uses a Total Variational Inpainting (TVI) technique that
minimizes noise while still preserving the edges. The Lambda control is the main control here. The larger
the value, the less smoothing is allowed and the more noise present in the original image makes it to the
larger image.
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Transform Nodes | TVIScale
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If you
cannot see the mask input, ensure that the mask control is disabled
or set to none.
TVIScale Tab
Lambda Lambda 5 Controls how far the filtered values are allowed to
stray from the original input.
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Transform Nodes | VectorCornerPin
mask N/A disabled Enables the associated mask channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
inject inject disabled Copies the mask input to the predefined mask.a
channel. Injecting the mask allows you to use the
same mask further downstream.
invert invert_mask disabled Inverts the use of the mask channel, so that the
transform is limited to the non-white areas of the
mask.
fringe fringe disabled When enabled, only apply the effect to the edge of
the mask.
mix mix 1 Dissolves between the original image at 0 and the full
effect at 1.
VectorCornerPin
The VectorCornerPin node takes paint or an image from a reference frame and propagates it through the
rest of the sequence using the motion vectors generated by the SmartVector node. This node, similar to
CornerPin2D, allows you to set keyframes on the image, but uses vector information from SmartVector
rather than tracking information to drive the warp.
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Transform Nodes | VectorCornerPin
Input Source The sequence containing the paint corrections or image and the
source of the motion vectors.
SmartVector The motion vectors generated by the SmartVector node. You can
connect the SmartVector directly or read in the .exr files created by
the node.
VectorDistort Tab
Local GPU gpuName N/A Displays the GPU used for rendering when Use GPU
if available is enabled. Local GPU displays Not
available when:
• Use CPU is selected as the default blink device in
the Preferences.
• no suitable GPU was found on your system.
• it was not possible to create a context for
processing on the selected GPU, such as when
there is not enough free memory available on the
GPU.
Use GPU if useGPUIfAvailable enabled When enabled, rendering occurs on the Local GPU
available specified, if available, rather than the CPU.
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Transform Nodes | VectorCornerPin
User Keys N/A 0 Displays the total number of user keyframes added
to the sequence.
User1 xy user1 N/A Controls the position of the pins at the current
keyframe.
User2 xy user2 N/A
To Corners
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Transform Nodes | VectorCornerPin
To1 xy to1 N/A Displays the position of the pins at the current
frame, once you've set a user keyframe.
To2 xy to2 N/A
Copy 'From' N/A N/A Click to copy and paste the From1-4 values to the
To1-4 values.
Bake Corners bakeCorners N/A Click to calculate the position of the pins for each
frame specified in the Render dialog. The baked
position is driven by the vectors, independent of the
user keyframes, so the pins need less drastic
correction than between keyframes.
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Transform Nodes | VectorCornerPin
From Tab
From1 xy to1 N/A Pin 1 controls the bottom left corner of the warp.
From2 xy to2 N/A Pin 2 controls the bottom right corner of the warp.
From3 xy to3 N/A Pin 3 controls the top right corner of the warp.
From4 xy to4 N/A Pin 4 controls the top left corner of the warp.
Set To Input N/A N/A Click to set the From controls to the size of the input
format.
Copy 'To' N/A N/A Click to copy and paste the To1-4 values to the
From1-4 values.
SmartVector Tab
Frame frameDistance 1 frame Sets the trade-off between warping things well for
Distance nearby frames against frames further away. Each shot
has its own optimum frame distance value so try
several values to see what produces the best results.
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Transform Nodes | VectorCornerPin
Blur Size blurSize 0 Controls the amount of blur applied to the internally
calculated STMap. Increasing the blur size can
remove local distortions in the warped result,
particularly in longer sequences.
Python Tab (These controls are for Python callbacks and can be used to have Python functions
automatically called when various events happen in Nuke.)
before each beforeFrameRender none These functions run prior to starting rendering of
frame each individual frame. If they throw an exception,
the render aborts.
after each afterFrameRender none These functions run after each frame is finished
frame rendering. They are not called if the render aborts. If
they throw an exception, the render aborts.
after render afterRender none These functions run after rendering of all frames is
finished. If they throw an error, the render aborts.
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Transform Nodes | VectorDistort
VectorDistort
The VectorDistort node takes the paint from a reference frame and propagates it through the rest of the
sequence using the motion vectors generated by the SmartVector node.
Input Source The sequence containing the paint corrections and the source of the
motion vectors.
VectorDistort Tab
Local GPU gpuName N/A Displays the GPU used for rendering when Use GPU if
available is enabled. Local GPU displays Not
available when:
• Use CPU is selected as the default blink device in
the Preferences.
• no suitable GPU was found on your system.
• it was not possible to create a context for
processing on the selected GPU, such as when there
is not enough free memory available on the GPU.
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Transform Nodes | VectorDistort
Use GPU if useGPUIfAvailable enabled When enabled, rendering occurs on the Local GPU
available specified, if available, rather than the CPU.
Reference referenceFrame 1 Sets the frame used to calculate the warp at every
Frame other frame in the sequence.
set to current N/A N/A Click to set the reference frame to the frame currently
frame under the playhead.
Hold Frame holdFrame enabled When enabled, the reference frame is warped instead
of the current frame. This is equivalent to inserting a
FrameHold node into the node tree after the source.
Frame frameDistance 1 frame Sets the trade-off between warping things well for
Distance nearby frames against frames further away. Each shot
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Transform Nodes | VectorDistort
Output
Output outputMode warped src Sets the type of output produced by VectorDistort:
• warped src - output the warped Src input using the
reference frame as a template for warping the rest
of the sequence.
• st-map - output the st-map for the warp from the
reference frame to the current frame. This is useful if
you want to bake the results of the node for later.
• st-map inverse - output the inverse st-map for the
warp, that is, the warp from the current frame to the
reference frame.
Blur Size blurSize 0 Controls the amount of blur applied to the internally
calculated STMap. Increasing the blur size can remove
local distortions in the warped result, particularly in
longer sequences.
Channels channels rgba Sets the channels to which the warp is applied.
Filter imageFilter Cubic Select the filtering algorithm to apply the warp to the
image, similar to that of the filters used in the IDistort
and STMap nodes.
• Impulse - remapped pixels carry their original
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Transform Nodes | VectorDistort
values.
• Cubic - remapped pixels receive some smoothing.
• Keys - remapped pixels receive some smoothing,
plus minor sharpening (as shown by the negative -y
portions of the curve).
• Simon - remapped pixels receive some smoothing,
plus medium sharpening (as shown by the negative -
y portions of the curve).
• Rifman - remapped pixels receive some smoothing,
plus significant sharpening (as shown by the
negative -y portions of the curve).
• Mitchell - remapped pixels receive some
smoothing, plus blurring to hide pixelation.
• Parzen - remapped pixels receive the greatest
smoothing of all filters.
• Notch - remapped pixels receive flat smoothing
(which tends to hide moire patterns).
• Lanczos4, Lanczos6, and Sinc4 - remapped pixels
receive sharpening which can be useful for scaling
down. Lanczos4 provides the least sharpening and
Sinc4 the most.
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3D Nodes
3D nodes deal with Nuke's 3D workspace, which allows you to set up a 3D composite for camera moves,
set replacement, and other applications where you need to simulate a "real" dimensional environment.
AmbientOcclusion
This shader node calculates ambient occlusion for 3D scenes rendered into 2D using the RayRender node.
AmbientOcclusion is not supported by ScanlineRender or PrmanRender.
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3D Nodes | ApplyMaterial
full hemisphere).
ApplyMaterial
Apply a material from the mat input to your 3D object(s). For example, you can use this node to apply a
global material to several merged objects (note that this overrides any individual materials applied to the
geometry before it was merged).
Input unnamed The 3D geometry object to which you want to apply a material. If you
want to apply the same material to several objects, you can also
connect a MergeGeo node here.
mat The material you want to apply to your 3D object, for example, a
BasicMaterial node.
ApplyMaterial Tab
display display unchanged Adjust the display characteristics of the 3D object. These
settings don’t affect the render output of the scene;
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3D Nodes | ApplyMaterial
selectable selectable enabled When enabled, you can make selections as normal in the
Viewer. When disabled, points cannot be selected or
changed.
render render_mode unchanged Sets how the object will render. This control is
independent from the display selection, but has the
same settings.
filter filter_type all Select the geometry objects to which the material is
applied:
• all - apply the material to all incoming geometry
objects.
• name - only apply the material to incoming geometry
objects that match the filter name settings.
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3D Nodes | Axis
filter name N/A The filter name to use to determine which objects the
material is applied to. You can type the filter name
directly into this field or use the choose button to select
a filter name from a list of incoming geometry objects.
choose filter_refresh N/A Open the Object Name Chooser dialog. This allows you
to select a filter name from a list of incoming geometry
objects.
Axis
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3D Nodes | Axis
Axis nodes act as null objects by adding a new transformational axis to which other objects may be
parented. Even when objects already have their own internal axes, it’s sometimes useful to parent in a
separate axis. For example, when an Axis node is parented to other objects in a scene, the node globally
controls the scene - rotating the axis rotates all objects in the scene.
Input axis An optional Axis node input. This links the position, rotation, scale, and
skew of the transformed 3D object(s) to the Axis node, so that the
transformation controls on the Axis node override the corresponding
controls on the TransformGeo node.
If you’ve worked with other 3D applications, you may know the Axis
node as a “null” or “locator” object.
look An optional input where you can connect a Camera, Light, or another
Axis that the Axis is automatically rotated to point toward. The Axis
automatically rotated to point towards the connected input whenever
the look input is moved.
Axis Tab
read from file read_from_ disabled When disabled, the axis is configured using the controls
file on the Axis tab. Enable read from file if you want to
read in axis information from an .fbx file using the File
tab.
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3D Nodes | Axis
display display wireframe Adjust the display characteristics of the 3D object. These
settings don’t affect the render output of the scene;
these are for display purposes only in the 3D Viewer.
• off - hides the 3D geometry object.
• wireframe - displays only the outlines of the object’s
geometry.
• solid - displays all geometry with a solid color.
• solid + lines - displays the geometry as solid color
with the object’s geometry outlines.
• textured - displays only the surface texture.
• textured + lines - displays the wireframe plus the
surface texture.
selectable selectable enabled When enabled, you can make selections as normal in the
Viewer. When disabled, points cannot be selected or
changed.
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3D Nodes | Axis
transform xform_order SRT Sets the operation order for scale (S), rotation (R), and
order translation (T). The possible operation combinations are
SRT, STR, RST, RTS, TSR, TRS.
rotation order rot_order ZXY Sets the order of rotation. The possible axial
combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX.
translate translate 0, 0, 0 Lets you translate the 3D objects attached to the Axis
node along the x, y, and z axes. You can also adjust
translate values by clicking and dragging the axis in the
3D Viewer.
rotate rotate 0, 0, 0 Lets you rotate the 3D objects attached to the Axis node
around the x, y, and z axes. You can adjust rotate values
by holding down Ctrl/Cmd and dragging in the 3D
Viewer.
scale scaling 1, 1, 1 Lets you scale the 3D objects attached to the Axis node
on the x, y, and z axes.
uniform scale uniform_scale 1 Lets you scale the 3D objects attached to the Axis node
simultaneously on the x, y, and z axes.
skew skew 0, 0, 0 Lets you skew the 3D objects attached to the Axis node
on the x, y, and z axes.
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3D Nodes | Axis
Local Matrix
specify matrix useMatrix N/A Enable this control to specify matrix values for the
object you’re transforming as an alternative to setting
transform, scale, skew and pivot values above.
matrix matrix N/A The matrix displays values from the object’s transform,
rotate, scale, skew, and pivot controls.
World Matrix
World matrix world_matrix N/A Displays the world or absolute xyz transform of the node
in world coordinates.
File Tab
read from file read_from_ disabled When disabled, the axis is configured using the controls
file on the Axis tab. Enable read from file if you want to
read in axis information from an .fbx file.
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3D Nodes | Axis
file file N/A Sets the file path for the .fbx file from which you intend
to import axis information.
reload reload N/A Click to reload the axis information from the specified
file.
USD Options scene_graph N/A When the file path is pointing to a valid .usd file, the
USD Options are displayed.
animation fbx_take_ N/A When the file control is pointing to a valid .fbx file,
stack name name select the required take name from the dropdown
menu.
node name fbx_node_ N/A When the file control is pointing to a valid .fbx file,
name select the required node name from the dropdown
menu.
frame rate frame_rate 24 When use frame rate is enabled, enter the required
frame rate to use instead of the rate specified in the
input file.
use frame rate use_frame_ disabled When enabled, the frame rate from the input file is
rate ignored and the specified frame rate is used instead.
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3D Nodes | BasicMaterial
Look Tab
look axis look_axis -Z The axis around which the Axis is rotated to face the
look input.
rotate X look_rotate_x enabled Determines whether the rotation occurs around the X
axis. Note that for the rotation to truly "look at" the look
input, all three of these options must be activated.
rotate Y look_rotate_y enabled Determines whether the rotation occurs around the Y
axis. Note that for the rotation to truly "look at" the look
input, you have to set all three of these options.
rotate Z look_rotate_z enabled Determines whether the rotation occurs around the Z
axis. Note that for the rotation to truly "look at" the look
input, you have to set all three of these options.
look strength look_strength 1 Determines to what extent the Axis rotates to the new
orientation. The smaller the value, the less the object is
rotated. Setting the value to 0 produces no rotation.
use look_use_ disabled Uses an alternate scheme to calculate the look rotation.
quaternions quaternions This option may be useful to smooth out erratic
rotations along the look axis.
BasicMaterial
This node lets you control what material your objects seem to be made of. It combines the Diffuse,
Specular, and Emission nodes, allowing you to control all three aspects of the material with a single node.
Note: To see the effect of your changes to an object’s material properties, you need to have at
least one light node in your Scene. You also need to enable transparency and lighting in the
Viewer settings. Press S over the 3D Viewer, and check transparency and headlamp on the 3D
tab.
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3D Nodes | BasicMaterial
Input mapSh An optional mask for varying the shininess value. Where the mask is
black, the shininess is set to min shininess. Where the mask is white,
the shininess is set to max shininess. Values in between (where the
matte is gray) are attenuated accordingly.
mapS An optional mask for limiting the effect of the specular component.
Any changes you make to specular are limited to the non-black areas
of the mask.
mapE An optional mask for limiting the effect of the emissive component.
Any changes you make to emission are limited to the non-black areas
of the mask.
mapD An optional mask for limiting the effect of the diffuse component.
Any changes you make to diffuse are limited to the non-black areas
of the mask.
unnamed Either:
• The 2D image you’re using for the surface texture, or
• Another shader node, such as Diffuse, Specular, or Emission. Adding
several shader nodes one after the other allows you to produce
more complex effects.
BasicMaterial Tab
emission emission 0 Sets the color of the light the material emits. Note that
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3D Nodes | BasicMaterial
diffuse diffuse 0.18 Sets the color of the material when illuminated. Note
that when you have an image connected to the unnamed
input of the BasicMaterial node and adjust this value, you
need to look at the rendered 2D image to see the effect
of your changes. Changing the diffuse value does not
have any effect in the 3D Viewer.
specular specular 0.8 Sets how bright the highlights on the material seem.
min shininess min_shininess 10 Sets the shininess value controlling the width of the
highlights. The higher the value, the wider the highlights.
max shininess max_shininess 10 Sets the shininess value controlling the width of the
highlights. The higher the value, the wider the highlights.
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3D Nodes | BlendMat
shininess shininess_ luminance Selects which channel from the mapSh input is used to
channel channel map the black and white values to the minshininess and
maxshininess controls. Choose:
• red - use the red channel for the mapping.
• green - use the green channel.
• blue - use the blue channel.
• alpha - use the alpha channel.
• luminance - use the luminance.
• average rgb - use the average of the red, green, and
blue channels.
BlendMat
The BlendMat node sets how the pixels colored by the material it is applied to combine with the pixels
from objects behind. It is like the MergeMat node, but instead of blending with another material, it blends
with whatever is rendered behind in the 3D scene.
Note: Multiple BlendMat operations on the same layer may produce unexpected results.
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3D Nodes | BlendMat
Input unnamed The 2D image you’re using for the material to merge with the
background pixels in the 3D scene.
BlendMat Tab
operation operation over Select how you want to composite the BlendMat node’s
input material and the background pixels together:
• none - set the material to black.
• replace - show the material where the material and the
background overlap.
• over - composite the material over the background
pixels according to the material’s alpha.
• stencil - show the background pixels where the
material’s alpha is black. Where the material’s alpha is
white, the material is set to black. For this to work, the
BlendMat node needs to process the alpha channel, so
set channels to rgba. This operation is the opposite of
mask.
• mask - show the background pixels where the
material’s alpha is white. Where the material’s alpha is
black, the material is also set to black. For this to work,
the BlendMat node needs to process the alpha channel,
so set channels to rgba. This operation is the opposite
of stencil.
• plus - add the background pixels to the material.
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3D Nodes | Camera
surface blend surfaceblend input Determines how the input texture blends with the vertex
fragment color of the geometry to which the shader is applied:
• input texture - only use the input texture.
• vertex color - only use the vertex color.
• modulate - texture * vertex color.
• plus - texture + vertex color.
• over - (texture + ((1 - a) * vertex color)).
• subtract - texture - vertex color.
Camera
Cameras may be connected to either the Scene node or the ScanlineRender node. Camera connected to a
ScanlineRender node define the projection for use by the 3D renderer. You can connect additional
cameras to the Scene node and switch between them by choosing the viewing camera from the
dropdown menu at the top of the Viewer. You can also read in .fbx and .abc scene files containing
standard cameras, though only one camera per Camera node can be read.
Cameras can also be used to project 2D textures onto 3D objects in a scene using the controls on the
Projection tab and a Project3D node.
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3D Nodes | Camera
Input axis An optional Axis node input. This links the position, rotation, scale,
and skew of the transformed 3D object(s) to the Axis node, so that
the transformation controls on the Axis node override the
corresponding controls on the TransformGeo node.
If you’ve worked with other 3D applications, you may know the Axis
node as a “null” or “locator” object.
look An optional input where you can connect a Camera, Light, or Axis that
the Light is automatically rotated to point toward. The Light is
automatically rotated to point towards the connected input whenever
the look input is moved.
Camera Tab
read from file read_from_ disabled When disabled, the camera is configured using the
file controls on the Camera tab. Enable read from file if you
want to read in camera information from an .fbx file
using the File tab.
display display wireframe Adjust the display characteristics of the camera. These
settings don’t affect the render output of the scene;
these are for display purposes only in the 3D Viewer.
• off - doesn't display the camera geometry.
• wireframe - displays only the outlines of the camera
geometry.
• solid - displays the camera geometry with a solid
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3D Nodes | Camera
color.
• solid + lines - displays the camera geometry as solid
color with the camera’s geometry outlines.
• textured - displays only the surface texture.
• textured + lines - displays the wireframe plus the
surface texture.
selectable selectable enabled When enabled, you can make selections as normal in the
Viewer. When disabled, points cannot be selected or
changed.
transform xform_order SRT Sets the operation order for scale (S), rotation (R), and
order translation (T). The possible operation combinations are
SRT, STR, RST, RTS, TSR, TRS.
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3D Nodes | Camera
rotation order rot_order ZXY Sets the order of rotation. The possible axial
combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX.
translate translate 0, 0, 0 Lets you translate the camera along the x, y, and z axes.
You can also adjust translate values by clicking and
dragging the camera in the 3D Viewer.
rotate rotate 0, 0, 0 Lets you rotate the camera around the x, y, and z axes.
You can adjust rotate values by holding down Ctrl/Cmd
and dragging in the 3D Viewer.
scale scaling 1, 1, 1 Lets you scale the camera on the x, y, and z axes.
uniform scale uniform_scale 1 Lets you scale the camera simultaneously on the x, y, and
z axes.
skew skew 0, 0, 0 Lets you skew the camera on the x, y, and z axes.
Local Matrix
specify matrix useMatrix N/A Enable this control to specify matrix values for the
camera you’re transforming as an alternative to setting
transform, scale, skew and pivot values above.
matrix matrix N/A The matrix displays values from the camera’s transform,
rotate, scale, skew, and pivot controls.
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3D Nodes | Camera
World Matrix
World matrix world_matrix N/A Displays the world or absolute xyz transform of the node
in world coordinates.
Projection Tab
projection project_mode perspective Sets the camera projection type when projecting 2D
textures:
• perspective - objects in front of the camera have the
illusion of depth defined by the camera's focal-length
and aperture.
• orthographic - objects are viewed using parallel
projection.
• uv - every object renders its UV space into the output
format. Use this to cook out texture maps.
• spherical - the entire 360° world is rendered as a
spherical map.
horiz aperture haperture 24.576 Sets the horizontal aperture of the camera.
vert aperture vaperture 18.672 Sets the vertical aperture of the camera.
near near 0.1 Adjusts the position of the camera’s forward clipping
plane. Objects closer to the camera than this plane are
not rendered.
far far 10000 Adjusts the position of the camera’s rearward clipping
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3D Nodes | Camera
window scale win_scale 1, 1 Scales the camera’s output along the uv axes.
uv
window roll winroll 0 Rotates the camera’s output around the z axis.
focal distance focal_point 2 Controls the distance from the lens where the camera
focuses.
fstop fstop 16 Sets the f-stop value (relative aperture) of the camera.
File Tab
read from file read_from_ disabled When disabled, the camera is configured using the
file controls on the Camera tab. Enable read from file if you
want to read in camera information from an .fbx or .abc
file using the File tab.
file file N/A Sets the file path for the .fbx or .abc file from which you
intend to import camera information.
reload reload N/A Click to reload the camera information from the
specified file.
USD Options scene_graph N/A When the file path is pointing to a valid .usd file, the
USD Options are displayed.
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3D Nodes | Camera
animation fbx_take_ N/A When the file control is pointing to a valid .fbx or .abc
stack name name file, select the required take name from the dropdown
menu.
node name fbx_node_ N/A When the file control is pointing to a valid .fbx or .abc
name file, select the required node name from the dropdown
menu.
frame rate frame_rate 24 When use frame rate is enabled, enter the required
frame rate to use instead of the rate specified in the
input file.
use frame rate use_frame_ disabled When enabled, the frame rate from the input file is
rate ignored and the specified frame rate is used instead.
compute compute_ disabled When enabled, compute the camera rotation values
rotation rotation using the look up vector and look at position. The
rotation values are always computed when there is a
look at target.
Look Tab
look axis look_axis -Z The axis around which the Camera is rotated to face the
look input.
rotate X look_rotate_x enabled Determines whether the rotation occurs around the X
axis. Note that for the rotation to truly "look at" the look
input, all three of these options must be activated.
rotate Y look_rotate_y enabled Determines whether the rotation occurs around the Y
axis. Note that for the rotation to truly "look at" the look
input, you have to set all three of these options.
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3D Nodes | CameraTracker
rotate Z look_rotate_z enabled Determines whether the rotation occurs around the Z
axis. Note that for the rotation to truly "look at" the look
input, you have to set all three of these options.
look strength look_strength 1 Determines to what extent the Camera rotates to the
new orientation. The smaller the value, the less the
object is rotated. Setting the value to 0 produces no
rotation.
use look_use_ disabled Uses an alternate scheme to calculate the look rotation.
quaternions quaternions This option may be useful to smooth out erratic
rotations along the look axis.
CameraTracker
CameraTracker (NukeX and Nuke Studio only) is designed to provide an integrated camera tracking or
matchmoving tool, allowing you to create a virtual camera whose movement matches that of your original
camera. Tracking camera movement in a 2D footage enables you to add virtual 3D objects to your 2D
footage.
Input Source The sequence whose camera movement you want to track.
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3D Nodes | CameraTracker
CameraTracker Tab
Input
Source sourceType Sequence Sets the type of source footage you intend to
track:
• Sequence - designed to track a contiguous
frame sequence with minimal intervention
from you.
• Stills - creates a camera track from
reference frame stills taken on site. These
represent the minimum number of frames
required to cover your subject with
sufficient overlap.
Mask ignore None Set the mask type to exclude areas of the
sequence when tracking:
• None - none of the footage is ignored.
• Source Alpha - use the alpha channel of the
source clip to define which areas to ignore.
• Source Inverted Alpha - use the inverted
alpha channel of the source clip to define
which areas to ignore.
• Mask Luminance - use the luminance of the
Mask input to define which areas to ignore.
• Mask Inverted Luminance - use the
inverted luminance of the Mask input to
define which areas to ignore.
• Mask Alpha - use the Mask input alpha
channel to define which areas to ignore.
• Mask Inverted Alpha - use the inverted
Mask input alpha channel to define which
areas to ignore.
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3D Nodes | CameraTracker
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3D Nodes | CameraTracker
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3D Nodes | CameraTracker
Camera
Principal View principalView left Sets the principal view where features are
tracked and the Mask input is applied. The
secondary camera is calculated relative to this
Principal View camera.
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3D Nodes | CameraTracker
Focal Length focalLengthType Unknown Sets the focal length for the camera:
Constant • Known - select this option if the focal
length is available and enter a value in the
Length control.
• Approximate Varying - select this option if
an approximate focal length is available and
enter keyframed focal length values in the
Length control.
• Approximate Constant - select this option
if an approximate focal length is available
and there is no zoom, and enter a focal
length value in the Length control.
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3D Nodes | CameraTracker
(mm or inches).
Film Back filmBackSizePresets Custom Sets the Film Back Size controls
Preset automatically, depending on which preset
you choose.
Film Back Size filmBackSize 36,24 Sets the size of the camera imaging sensor.
xy Specify the units you want to use by selecting
either millimeters or inches in the Units
dropdown. The units should match the units
used for the Length.
Units filmbackUnits mm Sets the unit of measure for the Film Back
Size, either millimeters or inches.
Analysis
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3D Nodes | CameraTracker
Solve solveCamera N/A Click to begin calculating the solve using the
controls specified in the Settings tab. Solve
calculates the camera path and projection
creating a 3D point for each 2D feature track
within a minimum projection error, including
auto-tracks, User Tracks, and tracks created
from imported Trackers.
Update Solve updateSolve N/A Click to update the solve calculation, such as
when you have extended the frame range or
used some of the Settings tab Solving
refinement controls.
Clear Solve resetSolve N/A Click to clear all solve data. A confirmation
message needs acknowledging before the
action is completed.
Error solveRMSE N/A Displays the RMS (root mean square) error of
your solve, in pixels. As a general rule of
thumb, if your solve reports an RMS
projection rate higher than 1.0 pixel, you may
want to consider fine-tuning your solve or
tracking data.
per frame solveError N/A Displays the RMS (root mean square) error of
your solve at each frame, in pixels.
Export
[export menu] exportMenu Camera Determines how the track and solve data is
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3D Nodes | CameraTracker
Link output linkOutput enabled When enabled, cameras and points are
updated when the solve is updated.
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3D Nodes | CameraTracker
UserTracks Tab
User Track userTrackViews Dependent on You can only set up User Tracks in a
Views the Project maximum of two views. This control allows
Settings you to select which views correspond with
the left (lx, ly) and right (rx, ry) 2D User Track
location columns.
[user tracks userTracks N/A Displays positional information for any User
table] Tracks in the script.
Add Track addUserTrack N/A Click to add a User Track in the center of the
Viewer.
Delete Tracks deleteUserTracks N/A Click to delete the current selections in the
tracks list.
Export Tracks exportUserTracks N/A Click to export the current selections in the
tracks list.
Export Tracker exportTracker N/A Click to export the current selections in the
tracks list to a Tracker node within the script.
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3D Nodes | CameraTracker
AutoTracks Tab
Solve Error SolveRMSE N/A Displays the RMS (root mean square) error of
your solve, in pixels. As a general rule of
thumb, if your solve reports an RMS
projection rate higher than 1.0 pixel, you may
want to consider fine-tuning your solve or
tracking data.
per frame solveError N/A Displays the RMS (root mean square) error of
your solve at each frame, in pixels.
Curves View curvesView Dependent on Sets the view for the track curves.
the Project
Settings This control is only displayed if you have set
up more than one view in your Project
Settings (typically, if you’re working on a
stereoscopic project).
[track curves] trackCurves N/A Displays the following track and solve
information in the form of curves:
• num tracks - the number of tracked
features at each frame.
• track len - min - the minimum length of
the tracks at each frame (in frames).
• track len - avg - the average length of the
tracks at each frame (in frames).
• track len - max - the maximum length of
the tracks at each frame (in frames).
• Min Length - the threshold for minimum
track length. You can adjust the minimum
using the Min Length control.
• Solve Error - displays the constant Solve
Error parameter.
• error min - the minimum reprojection error
at each frame (in pixels).
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3D Nodes | CameraTracker
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3D Nodes | CameraTracker
Refinement
Focal Length refineOptions disabled When enabled, clicking Refine Solve causes
CameraTracker to finess the solve calculation
using an updated Focal Length.
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3D Nodes | CameraTracker
Delete Auto- deleteAutoTracks N/A Click to delete all auto-tracks from the script,
tracks while retaining User Track and solve data. You
can use this button to reduce the size of the
script once you're happy with the solve.
Settings Tab
Features
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3D Nodes | CameraTracker
tracking.
Tracking
Solving
Principal View principalView left Sets the principal view where features are
tracked and the Mask input is applied. The
secondary camera is calculated relative to this
Principal View camera.
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3D Nodes | CameraTracker
Set reference setRootFrame disabled When enabled, use the Reference Frame field
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3D Nodes | CameraTracker
Stereo (These controls are only displayed if you have set up more than one view in your Project
Settings, typically when working on a stereoscopic projects.)
Display
Show key keyframePointsOnly disabled When enabled, only the longest tracks used
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3D Nodes | CameraTracker
Scene Tab
Scene Transform
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3D Nodes | CameraTracker
rotation order rot_order ZXY Sets the order of rotation. The possible axial
combinations are ZXY, XYZ, XZY, YXZ, YZX,
ZXY, ZYX.
translate xyz translate 0,0,0 Translates the scene along the x, y, and z axes.
You can also adjust translate values by
clicking and dragging the handles in the 3D
Viewer.
rotate xyz rotate 0,0,0 Rotates the scene around the x, y, and z axes.
You can adjust rotate values by holding down
Ctrl/Cmd and dragging in the 3D Viewer.
scale xyz scale 0,0,0 Scales the scene around the x, y, and z axes.
You can adjust scale values by holding down
Ctrl/Cmd+Shift and dragging in the 3D
Viewer.
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3D Nodes | CameraTracker
Local matrix
specify matrix useMatrix disabled When enabled, specify matrix values for the
object you’re transforming as an alternative
to setting transform and scale values above.
[matrix] local_matrix N/A The matrix displays values from the object’s
transform, rotate, scale, skew, and pivot
controls.
World matrix
Reset Scene resetSceneTransform N/A Click to reset any transforms applied to the
Transform scene to the default value.
Output Tab
Camera
Translate xyz camTranslate 0,0,0 Sets the translate values for the virtual
camera’s position.
Rotate xyz camRotate 0,0,0 Sets the rotation values for the virtual
camera’s position.
Focal Length focalLength 0 Sets the focal length for the virtual camera.
Aperture xy aperture 0,0 Sets the aperture angle for the virtual camera.
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3D Nodes | CameraTracker
Window windowTranslate 0,0 Sets the center point offset for the camera
Translate xy projection.
Window Scale windowScale 0,0 Sets the relative pixel scaling value for the
xy camera projection.
Lens
Lens Type lensType Spherical Sets the lens type that CameraTracker should
expect: Spherical or Anamorphic.
Distortion distortionCenter 0,0 Sets the values for the center of the radial
Center xy distortion.
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3D Nodes | CameraTracker
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3D Nodes | CameraTracker
patterns).
Card Parameters
scale xyz cardScale 1,1,1 Equivalent value for the scale parameter on
the Card node, used to produce horizontal
scale in conjunction with the Radial
Distortion controls.
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3D Nodes | Card
Card
The Card node creates the simplest type of object you can add to a 3D scene - a plane onto which you can
map a texture. A card object may be distorted using the Lens Distortion tab or deformed as a bilinear or
bicubic object using the Deform tab.
Card Tab
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3D Nodes | Card
selectable selectable enabled When enabled, you can make selections as normal in
the Viewer. When disabled, points cannot be selected
or changed.
render render_mode textured Sets how the object will render. This control is
independent from the display selection, but has the
same settings.
cast shadow cast_shadow enabled When enabled, the card object can cast shadows.
receive receive_ enabled When enabled, and a material shader has been added,
shadow shadow the card object can have shadows cast onto it by other
objects.
frame range range_first 1 Sets the start frame for the frame range displayed in the
Viewer when the Timeline range is set to Input. This can
be used to display the offset used in the TimeOffset
node.
range_last 1 Sets the end frame for the frame range displayed in the
Viewer when the Timeline range is set to Input. This can
be used to display the offset used in the TimeOffset
node.
orientation orientation XY Set the orientation of the card on the XY, YZ, or ZX axes.
image aspect image_aspect enabled When enabled, the card is the same shape as the input
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3D Nodes | Card
rows/columns rows 8 The number of rows in the selection grid. The maximum
value is 4096, but high values may cause instability.
z z 0 The card is placed this far from the origin and scaled in
line with the lens-in focal distance and lens-in
haperture value.
lens-in focal lens_in_focal 1 This is the focal length of the camera that took the
picture on the card. The card is scaled to the correct
size so that at distance z it fills this field of view.
lens-in lens_in_ 1 This is the horizontal aperture of the camera that took
haperture haperture the picture on the card. The card is scaled to the correct
size so that at distance z it fills this field of view.
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3D Nodes | Card
transform xform_order SRT Sets the operation order for scale (S), rotation (R), and
order translation (T). The possible operation combinations are
SRT, STR, RST, RTS, TSR, TRS.
rotation order rot_order ZXY Sets the order of rotation. The possible axial
combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX.
translate translate 0, 0, 0 Lets you translate the card along the x, y, and z axes. You
can also adjust translate values by clicking and dragging
the card in the 3D Viewer.
rotate rotate 0, 0, 0 Lets you rotate the card around the x, y, and z axes. you
can adjust rotate values by holding down Ctrl/Cmd and
dragging in the 3D Viewer.
scale scaling 1, 1, 1 Lets you scale the card on the x, y, and z axes.
uniform scale uniform_scale 1 Lets you scale the card simultaneously on the x, y, and z
axes.
skew skew 0, 0, 0 Lets you skew the card on the x, y, and z axes.
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3D Nodes | Card
Local Matrix
specify matrix useMatrix N/A Enable this control to specify matrix values for the
object you’re transforming as an alternative to setting
transform, scale, skew and pivot values above.
matrix matrix N/A The matrix displays values from the object’s transform,
rotate, scale, skew, and pivot controls.
lock to vertical use_vertical_ disabled When enabled, the distortion is limited to the width -
lock vertical distortion is locked.
a (r^3) lens_in_ 0 Defines a cubic term that affects the radial distortion of
distort_a the texture applied to the card, and the edges of the
card.
b (r^2) lens_in_ 0 Defines a square term that affects the radial distortion
distort_b of the texture applied to the card, and the edges of the
card.
c (r^1) lens_in_ 0 Defines a linear term that affects the radial distortion of
distort_c the texture applied to the card, and the edges of the
card.
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3D Nodes | Card
Deform Tab
type type none Select the deform type from the dropdown menu:
• none - the card is not deformed.
• bilinear - the card is deformed using handles and the
bilinear controls.
• bicubic - the card is deformed using handles,
tangents, and the bicubic controls.
reset handles reset_handles N/A Click to reset the handles and tangents to their default
position. A warning displays to confirm the reset.
reset tangents reset_ N/A When break tangents is disabled, click to reset the
tangents tangents to a third of the distance between their handle
points to smooth out the deform curves. A warning
displays to confirm the reset.
copy copy_shape N/A Click to copy the current handle and tangent positions
into a temporary buffer.
paste paste_shape N/A Click to paste the handle and tangent positions from
the temporary buffer onto the card.
set key set_key_shape N/A Click to set a key for this frame on the handles and
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3D Nodes | Card
tangents.
delete key del_key_shape N/A Click to delete a key from this frame on the handles and
tangents.
delete anim del_anim_ N/A Click to delete the entire animation of all handles and
shape tangents.
Bilinear
x/y points x_points 3 Sets the number of x/y control points in the grid. The
grid is not modified until you click new shape.
y_points 3
new shape new_shape N/A Click to apply the current x/y points values to the grid.
A warning displays to confirm the new shape.
x subdivide x_subdivide N/A Subdivides the control points on the x axis creating new
points equal to x points -1.
y subdivide y_subdivide N/A Subdivides the control points on the y axis creating new
points equal to y points -1.
uv subdivide uv_subdivide N/A Click to subdivide the card at the uv position. If the uv
subdivide handle is on the card edge then only the u or
v is subdivided.
u subdivide u_subdivide N/A Subdivide the card at the u position. If the uv subdivide
handle is on the card edge then there is no subdivision.
v subdivide v_subdivide N/A Subdivide the card at the v position. If the uv subdivide
handle is on the card edge then there is no subdivision.
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3D Nodes | Card
control point.
Bicubic
x/y points x_points 3 Sets the number of x/y control points in the grid. The
grid is not modified until you click new shape.
y_points 3
new shape new_shape N/A Click to apply the current x/y points values to the grid.
A warning displays to confirm the new shape.
x subdivide x_subdivide N/A Subdivides the control points on the x axis creating new
points equal to x points -1.
y subdivide y_subdivide N/A Subdivides the control points on the y axis creating new
points equal to y points -1.
uv subdivide uv_subdivide N/A Click to subdivide the card at the uv position. If the uv
subdivide handle is on the card edge then only the u or
v is subdivided.
u subdivide u_subdivide N/A Subdivide the card at the u position. If the uv subdivide
handle is on the card edge then there is no subdivision.
v subdivide v_subdivide N/A Subdivide the card at the v position. If the uv subdivide
handle is on the card edge then there is no subdivision.
x/y points x_points 3 Sets the number of x/y control points in the grid. The
grid is not modified until you click new shape.
uniform uniform_ enabled When enabled, the tangents are shortened to create a
subdivide subdivide more uniform subdivide.
break tangent break_tangent disabled This control is present for the purposes of backward
compatibility and should not be used in new scripts.
mirror tangent mirror_ disabled This control is present for the purposes of backward
tangent compatibility and should not be used in new scripts.
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3D Nodes | CrosstalkGeo
CrosstalkGeo
With the CrosstalkGeo node, you can move the XYZ points on your geometry using the crosstalk curves for
each axis.
Input unnamed The 3D geometry object whose vertices you want to adjust.
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3D Nodes | CrosstalkGeo
CrosstalkGeo Tab
selectable selectable enabled When enabled, you can make selections as normal in the
Viewer. When disabled, points cannot be selected or
changed.
render render_mode unchanged Sets how the object will render. This control is
independent from the display selection, but has the
same settings.
[crossover crossover N/A From the curve list on the left, select the curve you want
curves] to modify.
You can also select y->x, for example, to use the vertex
y value to evaluate the curve and add the result to the
vertex x value. Adjust the curve as necessary. To insert
points on the curve, Ctrl/Cmd+Alt+click on the curve.
Reset N/A N/A Resets the selected curves to their initial positions.
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3D Nodes | Cube
Cube
The Cube node creates an adjustable cube in a 3D scene. You can map a texture on to the cube by
attaching an image to the img input.
Input img The texture you want to project on to the object’s faces.
Cube Tab
selectable selectable enabled When enabled, you can make selections as normal in
the Viewer. When disabled, points cannot be selected
or changed.
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3D Nodes | Cube
render render_mode textured Sets how the object will render. This control is
independent from the display selection, but has the
same settings.
cast shadows cast_shadow enabled When enabled, the cube object can cast shadows.
receive receive_ enabled When enabled, and a material shader has been added,
shadows shadow the cube object can have shadows cast onto it by other
objects.
frame range frame_first 1 Sets the start frame for the frame range displayed in the
Viewer when the Timeline range is set to Input. This can
be used to display the offset used in the TimeOffset
node.
frame_last 1 Sets the end frame for the frame range displayed in the
Viewer when the Timeline range is set to Input. This can
be used to display the offset used in the TimeOffset
node.
rows/columns rows 10 Sets the number of rows on each face of the object. The
maximum value is 512, but high values may cause
instability.
separate faces separate_ enabled When enabled, the vertices that describe the separate
faces cube faces do not share UV coordinate information.
cube cube -0.5, 0.5 Specifies the dimensions of the cube (from a positive z
axis viewpoint):
• x - controls the left face on the x axis.
• y - controls the bottom face on the y axis.
• n - controls the back face on the z axis.
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3D Nodes | Cube
transform xform_order SRT Sets the operation order for scale (S), rotation (R), and
order translation (T). The possible operation combinations are
SRT, STR, RST, RTS, TSR, TRS.
rotation order rot_order ZXY Sets the order of rotation. The possible axial
combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX.
translate translate 0, 0, 0 Lets you translate the object along the x, y, and z axes.
You can also adjust translate values by clicking and
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3D Nodes | Cube
rotate rotate 0, 0, 0 Lets you rotate the object around the x, y, and z axes.
You can adjust rotate values by holding down Ctrl/Cmd
and dragging in the 3D Viewer.
scale scaling 1, 1, 1 Lets you scale the object on the x, y, and z axes.
uniform scale uniform_scale 1 Lets you scale the object simultaneously on the x, y, and
z axes.
skew skew 0, 0, 0 Lets you skew the object on the x, y, and z axes.
Local Matrix
specify matrix useMatrix N/A Enable this control to specify matrix values for the
object you’re transforming as an alternative to setting
transform, scale, skew and pivot values above.
matrix matrix N/A The matrix displays values from the object’s transform,
rotate, scale, skew, and pivot controls.
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3D Nodes | Cylinder
Cylinder
The Cylinder node creates an adjustable cylinder in a 3D scene. You can map a texture on to the cylinder
by attaching an image to the img input.
Input img The texture you want to project on to the object’s face.
Cylinder Tab
selectable selectable enabled When enabled, you can make selections as normal in
the Viewer. When disabled, points cannot be selected
or changed.
render render_mode textured Sets how the object will render. This control is
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3D Nodes | Cylinder
cast shadows cast_shadow enabled When enabled, the cylinder object can cast shadows.
receive receive_ enabled When enabled, and a material shader has been added,
shadows shadow the cylinder object can have shadows cast onto it by
other objects.
frame range frame_first 1 Sets the start frame for the frame range displayed in the
Viewer when the Timeline range is set to Input. This can
be used to display the offset used in the TimeOffset
node.
frame_last 1 Sets the end frame for the frame range displayed in the
Viewer when the Timeline range is set to Input. This can
be used to display the offset used in the TimeOffset
node.
rows/columns rows 30 Sets the number of rows on the outer face of the
object. The maximum value is 512, but high values may
cause instability.
u extent u_extent 360 Sets the extent to which the input image wraps around
the cylinder without extrapolating from the image
edges.
close top close_top disabled When enabled, the top of the cylinder is closed off. The
input image is extrapolated from the edge to the center
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3D Nodes | Cylinder
of the cylinder.
close bottom close_bottom disabled When enabled, the bottom of the cylinder is closed off.
The input image is extrapolated from the edge to the
center of the cylinder.
transform xform_order SRT Sets the operation order for scale (S), rotation (R), and
order translation (T). The possible operation combinations are
SRT, STR, RST, RTS, TSR, TRS.
rotation order rot_order ZXY Sets the order of rotation. The possible axial
combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX.
translate translate 0, 0, 0 Lets you translate the object along the x, y, and z axes.
You can also adjust translate values by clicking and
dragging the object in the 3D Viewer.
rotate rotate 0, 0, 0 Lets you rotate the object around the x, y, and z axes.
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3D Nodes | DepthGenerator
scale scaling 1, 1, 1 Lets you scale the object on the x, y, and z axes.
uniform scale uniform_scale 1 Lets you scale the object simultaneously on the x, y, and
z axes.
skew skew 0, 0, 0 Lets you skew the object on the x, y, and z axes.
Local Matrix
specify matrix useMatrix N/A Enable this control to specify matrix values for the
object you’re transforming as an alternative to setting
transform, scale, skew and pivot values above.
matrix matrix N/A The matrix displays values from the object’s transform,
rotate, scale, skew, and pivot controls.
DepthGenerator
The DepthGenerator node (NukeX and Nuke Studio only) allows you to generate a depth map from your
footage. The node uses information from a tracked camera to create a channel that displays variations in
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3D Nodes | DepthGenerator
depth.
A depth map is an image that uses the brightness of each pixel to specify the distance between the 3D
scene point and the virtual camera used to capture the scene.
DepthGenerator also allows you to output depth as normals and position passes, and create a Card3D
node positioned in 3D space and displaced according to the depth channel.
Input Mask The mask used to ignore areas of the source image. DepthGenerator
expects alpha values of either 0 (for regions to use) or 1 (for regions
to ignore).
The Mask input only appears once you’ve connected the other two
inputs.
Camera A tracked Camera that matches the Source footage. If necessary, you
can create one using the CameraTracker node.
Source The source footage from which the Camera track was derived.
DepthGenerator Tab
Ignore Mask ignoreMask None Sets the mask type to exclude areas of the Source
footage during depth calculation. DepthGenerator
expects values of either 0 (for regions to use) or 1 (for
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3D Nodes | DepthGenerator
regions to ignore).
Output
Depth Output outputType Depth (1/Z) Sets the type of output produced:
• Depth 1/Z - output 1/Z where Z is the distance
along the camera Z axis. This matches the depth
output of the ScanlineRender node.
• Distance - output the distance along the ray from
the camera center to the 3D surface point.
Create Card createCard N/A Click to create a group containing a displaced Card to
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3D Nodes | DepthGenerator
Surface Point P_channel none Sets the channel(s) to output depth as a position pass.
Surface N_channel none Sets the channel(s) to output depth as a normals pass.
Normal Use the NormalDetail control to affect the
smoothness of the normals pass.
Frame Separation
Analyze analyzeFrame N/A Click to calculate the Frame Separation to use at the
Frame playhead frame.
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3D Nodes | DepthGenerator
Frame frameSeparation 1 Adjusts the offset between the current frame and the
Separation frame against which to calculate depth for your input.
Calculated accuracy N/A Displays the depth accuracy calculated when analyzing
Accuracy frame separation. Values closer to 1 are considered
accurate, and values closer to 0 inaccurate.
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3D Nodes | DepthGenerator
Depth Generation
Depth Detail vectorDetail 0.5 Adjust this to vary the resolution of the images used
to calculate the depth map. The default value of 0.5
equals half the image resolution. Lower values speed
up processing and deliver a smoother result. Higher
values pick up finer details, but also increase
processing time.
Normal normalDetail 0.25 Adjusts the resolution of the surface normals. Reduce
Detail the detail to smooth out the normals pass.
Noise noiseLevel 0.01 Sets the amount of noise to ignore in the input
footage when calculating the depth map.
Sharpness sharpness 0.5 Defines how distinct object boundaries should be.
Increase sharpness to separate objects and reduce it to
smooth depth.
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3D Nodes | DepthToPoints
Depth Limits
Near Clip near 0.1 Sets the minimum z depth. All depth values that are
Plane lower than this number are set to this value.
Far Clip Plane far 10000 Sets the maximum z depth. All depth values that are
higher than this number are set to this value.
Mark Bad markRegions disabled When enabled, the regions where the depth
Regions calculation is ambiguous are marked in the depth map
as very large values.
DepthToPoints
DepthToPoints is a gizmo containing the DepthToPosition and PositionToPoints nodes. It can be used to
generate a 3D point cloud from a depth pass and 3D camera.
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3D Nodes | DepthToPoints
Input camera The camera required by the DepthToPosition node to create the
position pass from the depth pass.
image The image from which the point cloud is generated, and where all the
depth data resides. This is also where the color information for the
point cloud is taken from.
norm The image containing normals data. Note that this input takes the
place of the channels specified in the surface normal control.
User Tab
selectable selectable enabled When enabled, you can make selections as normal in the
Viewer. When disabled, points cannot be selected or
changed.
render render_mode solid Sets how the points will render. This control is
independent from the display selection, but has the
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3D Nodes | DepthToPosition
same settings.
cast shadow cast-shadow enabled When enabled, and a material shader is added to the
object, the object can cast shadows.
receive receive_ enabled When enabled, and a material is added to the object, the
shadow shadow object can receive shadows.
frame range range_first 1 Sets the start frame for the frame range displayed in the
Viewer when the Timeline range is set to Input. This can
be used to display the offset used in the TimeOffset
node.
range_last 1 Sets the end frame for the frame range displayed in the
Viewer when the Timeline range is set to Input. This can
be used to display the offset used in the TimeOffset
node.
depth depth depth.Z Sets the channel that you want to use for the depth.
invert depth invert disabled Invert the depth before processing the depth pass
image. This is best used when the depth channel is z, as
opposed to 1/z.
surface N_channel none The point normals are taken from these channels in the
normal first input. If the norm input is used, these channels are
ignored.
point detail detail 0.5 Controls the number of available points to display in the
Viewer. A value of 0 means no points are displayed. A
value of 1 displays all available points.
point size pointSize 5 Controls the display size of the points in the Viewer.
DepthToPosition
Generates a position pass from a depth pass and a 3D camera.
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3D Nodes | Diffuse
Input camera The 3D tracked camera that corresponds to the image input.
image The image from which the position pass is generated, and where all
the depth data resides.
DepthToPosition Tab
output output rgb Specifies the channels the output position pass is put
into, and includes the option to create a new layer for
this purpose.
depth depth depth.Z Sets the channel that you want to use for the depth.
invert depth invert disabled Invert the depth before processing the depth pass
image. This is best used when the depth channel is z, as
opposed to 1/z.
far far 10000 Specifies a value at which depth beyond this distance
from the camera are ignored when calculating the
position pass.
Diffuse
The Diffuse node lets you adjust the color of an illuminated material in a scene. The material appears
darker as the surface points away from the light.
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3D Nodes | Direct
Input map The image used to modulate the diffuse properties of the material.
unnamed Either:
• The 2D image you’re using for the surface texture, or
• Another shader node, such as Diffuse, Specular, or Emission. Adding
several shader nodes one after the other allows you to produce
more complex effects.
Diffuse Tab
white white 0.18 The color of the material when illuminated. Note that
when you have an image connected to the unnamed
input of the node and adjust this value, you need to look
at the rendered 2D image to see the effect of your
changes. Changing the white value does not have any
effect in the 3D Viewer.
Direct
Direct lights emit parallel light in one direction and appear to illuminate all objects with equal intensity, as
if it was coming from a far away source - you can use direct light to simulate sunlight and moonlight, for
example. Being at an infinite distance from the objects, direct light has orientation, but no position. To
generate accurate shadows from a Direct light, view the scene through the light (using the Viewer's camera
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3D Nodes | Direct
dropdown menu, just like a camera) and adjust the Direct light's scale control so that the part of the scene
that should cast shadows fits within the view. This ensures that none of the shadow-casting geometry is
missed by the depth map.
DirectLight Tab
selectable selectable enabled When enabled, you can make selections as normal in the
Viewer. When disabled, points cannot be selected or
changed.
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3D Nodes | Direct
transform xform_order SRT Sets the operation order for scale (S), rotation (R), and
order translation (T). The possible operation combinations are
SRT, STR, RST, RTS, TSR, TRS.
rotation order rot_order ZXY Sets the order of rotation. The possible axial
combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX.
translate translate 0, 0, 0 Lets you translate the object along the x, y, and z axes.
You can also adjust translate values by clicking and
dragging the object in the 3D Viewer.
rotate rotate 0, 0, 0 Lets you rotate the object around the x, y, and z axes.
You can adjust rotate values by holding down Ctrl/Cmd
and dragging in the 3D Viewer.
scale scaling 1, 1, 1 Lets you scale the object on the x, y, and z axes.
uniform scale uniform_scale 1 Lets you scale the object simultaneously on the x, y, and
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3D Nodes | Direct
z axes.
skew skew 0, 0, 0 Lets you skew the object on the x, y, and z axes.
Local Matrix
specify matrix useMatrix N/A Enable this control to specify matrix values for the
object you’re transforming as an alternative to setting
transform, scale, skew and pivot values above.
matrix matrix N/A The matrix displays values from the object’s transform,
rotate, scale, skew, and pivot controls.
World Matrix
matrix matrix N/A Displays the world or absolute xyz transform of the node
in world coordinates.
Shadows Tab
cast shadows cast_shadows disabled When enabled, the light casts shadows as defined by the
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3D Nodes | Direct
Shadow controls.
shadow mode shadow_ solid Presents three shadow casting modes that affect
mode shadows cast by objects, based on the objects’ opacity:
• solid - objects that cast shadows are considered to be
completely solid. This option can be used with both
ScanlineRender and PrmanRender.
• clipped alpha - objects that cast shadows are
considered to be transparent if the object’s alpha is
below the light’s clipping threshold control in the
Shadows tab. This option is only relevant if you are
using ScanlineRender to render your shadows.
• full alpha - shadows are calculated based on how light
is reduced when it passes through non-opaque
occluders. This option is only relevant if you are using
ScanlineRender to render your shadows.
filter filter cubic Determines the type of filter that the shadow mode
uses when it’s set to clipped alpha or full alpha.
scene epsilon scene_epsilon 0.001 An offset that moves the sampling point away from the
geometry surface, towards the light that is casting the
shadow. Increasing this value can reduce self-shadowing
artifacts.
samples samples 1 Sets the number of samples for the light when
generating soft shadows. If soft shadows in your scene
appear dotty or noisy, try increasing this value. The
higher the value, the smoother the soft the shadows
become.
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3D Nodes | Direct
sample width sample_width 1 Sets the size of the light for soft shadows. This value
determines the width of the soft area around the egde
of a shadow. The higher the value, the larger the soft
area.
bias depthmap_ 0.01 Sets the bias for the raytracing or shadow map. Increase
bias this value if self shadowing artifacts appear in the image.
This moves the surface sample point away from surface.
Note, however, that if you increase the value too much,
some shadows may start moving away from the base of
the objects that cast them.
slope bias depthmap_ 0.01 Bias for the shadow map. This is like bias, but the offset
slope_ is proportional to the slope of the depth map. This
bias allows you to give a different offset to each value in the
depth map, depending on the surface’s slope relative to
the light.
clipping clipping_ 0.5 Objects that are set to cast shadows are considered
threshold threshold transparent if their alpha is below the value set here.
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3D Nodes | DisplaceGeo
jitter scale shadow_jitter_ 3 Sets the amount of jitter used when doing percentage-
scale closer filtering (PCF) for soft shadows. A larger jitter
scale value results in softer, more perceptually accurate
shadows.
depthmap depthmap_ 1024 Sets the resolution of the depth map. Larger values will
resolution width result in a less crunchy edge, but will require more time
to process.
output mask shadow_mask disabled Enables the associated channel to the right. Disabling
this checkbox is the same as setting the channel to none.
none Sets the channel you want to output the shadow map
into. This can be enabled even if the cast shadows box
is disabled.
DisplaceGeo
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3D Nodes | DisplaceGeo
With the DisplaceGeo node, you can modify the shape of your 3D geometry object based on an image.
When using the node, each vertex is displaced along its normal with a value corresponding to the image
pixel the vertex’s uv attribute points to. The higher the pixel value, the greater the displacement.
Input unnamed The 3D geometry object you want to modify. This can be a Card
node, for example. If you want to modify several objects together,
you can also connect a MergeGeo node here.
displace The image you want to use to modify the 3D geometry object.
DisplaceGeo Tab
display display unchanged Adjust the display characteristics of the 3D object. These
settings don’t affect the render output of the scene;
these are for display purposes only in the 3D Viewer.
• off - hides the 3D geometry object.
• wireframe - displays only the outlines of the object’s
geometry.
• solid - displays all geometry with a solid color.
• solid+wireframe - displays the geometry as solid
color with the object’s geometry outlines.
• textured - displays only the surface texture.
• textured+wireframe - displays the wireframe plus the
surface texture.
• unchanged - doesn't change the object's display
mode. The Viewer can override this setting.
selectable selectable enabled When enabled, you can make selections as normal in the
Viewer. When disabled, points cannot be selected or
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3D Nodes | DisplaceGeo
changed.
render render_mode unchanged Sets how the object will render. This control is
independent from the display selection, but has the
same settings.
channels channels rgb The displace input’s channels to use for the
displacement value.
source source luminance The source channel you want DisplaceGeo to get a
displacement map from. For example, if you selected
rgb or rgba from the channels dropdown menu, you can
use the red, green, or blue channel, or the pixel
luminance as the source.
• luminance - create a displacement map from
luminance values.
• red - create a displacement map from red color values.
• green - create a displacement map from green color
values.
• blue - create a displacement map from blue color
values.
• alpha - create a displacement map from the alpha
channel values.
• rgb absolute - move your geometry object’s vertices
to the values in rgb.
• rgb relative - move your geometry object’s vertices
on the x, y and z axes by the amounts in rgb.
scale scale 0.1 Increase or decrease the scale of the displacement. The
higher the value, the bigger the displacement.
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3D Nodes | DisplaceGeo
filter size filter_size 5 Change the size of the filtering applied to the image
before the displacement.
filter filter Parzen Select the filtering algorithm to use when remapping
pixels from their original positions to new positions.
This allows you to avoid problems with image quality,
particularly in high contrast areas of the frame (where
highly aliased, or jaggy, edges may appear if pixels are
not filtered and retain their original values).
• Impulse - remapped pixels carry their original values.
• Cubic - remapped pixels receive some smoothing.
• Keys - remapped pixels receive some smoothing, plus
minor sharpening (as shown by the negative -y
portions of the curve).
• Simon - remapped pixels receive some smoothing,
plus medium sharpening (as shown by the negative -y
portions of the curve).
• Rifman - remapped pixels receive some smoothing,
plus significant sharpening (as shown by the negative -
y portions of the curve).
• Mitchell - remapped pixels receive some smoothing,
plus blurring to hide pixelation.
• Parzen - remapped pixels receive the greatest
smoothing of all filters.
• Notch - remapped pixels receive flat smoothing
(which tends to hide moire patterns).
• Lanczos4, Lanczos6, and Sinc4 - remapped pixels
receive sharpening which can be useful for scaling
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3D Nodes | Displacement
attrib name uv_attrib_ uv Change the name of the attribute that’s used as the
name vertex’s UV coordinates to find the image pixel. Normals
are stored as a named attribute of a piece of geometry.
• Cf - surface color
• N - normal
• PW - world-space point
• uv - texture coordinates
• vel - point velocity.
recalculate recalc_ enabled After the displacement, check this to recalculate the
normals normals normals, which usually aren't correct after the vertices
have been moved.
Displacement
Like the DisplaceGeo node, the Displacement shader node also performs displacement mapping, and at
first glance the nodes seem very similar. However, the approach they have on performing displacement
mapping is different.
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3D Nodes | Displacement
Displacement mapping is a technique for adding geometric detail to object surfaces as you render them.
Unlike the DisplaceGeo node, the Displacement node does this on the fly, only displacing those parts of
the geometry that are visible at any given moment. Displacement considers the point of view of camera to
determine which parts of the displacement need rendering, thus saving render time. It’s also possible to
optimize the level of tessellation to be the level that you need for an object at a certain distance.
Input normal An optional map for calculating the normals (an RGB image where
each pixel corresponds to the X, Y, and Z coordinates of a surface
normal).
unnamed Either:
• The 2D image you’re using for the surface texture, or
• Another shader node, such as Diffuse, Specular, or Emission. Adding
several shader nodes one after the other allows you to produce
more complex effects.
Displacement Tab
displacement displacement_ luminance Choose the channel from the displacement input that
channel channel you want to use as the displacement map:
• red - use the red channel.
• green - use the green channel.
• blue - use the blue channel.
• alpha - use the alpha channel.
• luminance - use the luminance.
• average - use the average of the red, green, and blue
channels.
normal normal_ none If you’re using the normals input, uncheck the build
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3D Nodes | Displacement
expansion expansion normals box and choose how you want the normals to
be calculated:
• none - to use the normals as they are (XYZ).
• XY - to multiply the normals in the x and y dimensions
(2*XY-1).
• XYZ - to multiply the normals in the x, y, and z
dimensions
(2*XYZ-1).
filter size filter_size 5 The size of the filter to use when sampling the input
image.
filter filter Cubic Select the filtering algorithm to use when remapping
pixels from their original positions to new positions.
This allows you to avoid problems with image quality,
particularly in high contrast areas of the frame (where
highly aliased, or jaggy, edges may appear if pixels are
not filtered and retain their original values).
• Impulse - remapped pixels carry their original values.
• Cubic - remapped pixels receive some smoothing.
• Keys - remapped pixels receive some smoothing, plus
minor sharpening (as shown by the negative -y
portions of the curve).
• Simon - remapped pixels receive some smoothing,
plus medium sharpening (as shown by the negative -y
portions of the curve).
• Rifman - remapped pixels receive some smoothing,
plus significant sharpening (as shown by the negative -
y portions of the curve).
• Mitchell - remapped pixels receive some smoothing,
plus blurring to hide pixelation.
• Parzen - remapped pixels receive the greatest
smoothing of all filters.
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3D Nodes | Displacement
build normals build_normals enabled Check this to automatically calculate the normals after
the displacement.
Tessellation Tab
max displacement_ 4 Sets the number of times that the polygon subdivision
subdivision max_ is applied.
tessellation
pixel edge displacement_ 20 Sets the length, in pixels, of the subdivision polygon
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3D Nodes | Displacement
edge displacement_ 0.01 Sets the edge threshold controlling subdivision. Edges
threshold edge_ larger than this get subdivided automatically, edges
threshold smaller than this get subdivided based on the normal
threshold and the displace threshold. The smaller the
threshold, the higher the amount of tessellation.
normal displacement_ 0.9 Sets the normal threshold when detecting changes in
threshold normal_ the normal orientation of the displaced samples. A
threshold value of 0.0 indicates normals with the same orientation.
A value of 90.0 indicates orthogonal normals. The
smaller threshold, the higher the amount of tessellation.
displace displacement_ 0.01 Sets the displace threshold when detecting changes in
threshold displace_ the height of the displaced samples. The smaller the
threshold threshold, the higher the amount of tessellation.
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3D Nodes | EditGeo
EditGeo
The EditGeo node lets you modify geometry, including point cloud meshes, by selecting vertices and
manipulating them in the 3D Viewer. EditGeo also includes a Transform tab to translate, rotate, and scale
3D objects.
Input unnamed The 3D geometry object you want to edit. If you want to edit several
objects together, you can also connect a MergeGeo node here.
EditGeo Tab
display display unchanged Adjust the display characteristics of the 3D object. These
settings don’t affect the render output of the scene;
these are for display purposes only in the 3D Viewer.
• off - hides the 3D geometry object.
• wireframe - displays only the outlines of the object’s
geometry.
• solid - displays all geometry with a solid color.
• solid +wireframe - displays the geometry as solid
color with the object’s geometry outlines.
• textured - displays only the surface texture.
• textured +wireframe - displays the wireframe plus
the surface texture.
• unchanged - doesn't change the object's display
mode. The Viewer can override this setting.
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3D Nodes | EditGeo
selectable selectable enabled When enabled, you can make selections as normal in the
Viewer. When disabled, points cannot be selected or
changed.
render render_mode unchanged Sets how the object will render. This control is
independent from the display selection, but has the
same settings.
axis axis_align object Sets how the current selection's axis is aligned in the
alignment Viewer:
• object - the position of the xyz axis is determined by
the average position of all vertices in the selection. The
orientation of the axis is the same as the object's
orientation.
• average normal - the position of the xyz axis is
determined by the average position of all vertices in
the selection. The orientation of the axis is aligned to
the average of the current selection's normals.
set_key N/A Click to set a keyframe for the position of the currently
selected vertices at the current frame.
reset reset N/A Click to reset the vertices of the selected geometry to
geometry their original positions.
Transform Tab
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3D Nodes | EditGeo
transform xform_order SRT Sets the operation order for scale (S), rotation (R), and
order translation (T). The possible operation combinations are
SRT, STR, RST, RTS, TSR, TRS.
rotation order rot_order ZXY Sets the order of rotation. The possible axial
combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX.
translate translate 0,0,0 Lets you translate the 3D object along the x, y, and z
axes. you can also adjust translate values by clicking and
dragging the axis in the 3D Viewer.
rotate rotate 0,0,0 Lets you rotate the 3D object around the x, y, and z axes.
You can adjust rotate values by holding down Ctrl/Cmd
and dragging in the 3D Viewer.
scale scale 1,1,1 Lets you scale the 3D object on the x, y, and z axes.
uniform scale uniform_scale 1 Lets you scale the 3D object simultaneously on the x, y,
and z axes.
skew skew 0,0,0 Lets you skew the object on the x, y, and z axes.
pivot pivot 0,0,0 When you make changes to the 3D object’s position,
scaling, skewing, and rotation, these occur from the
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3D Nodes | Emission
Local Matrix
specify matrix useMatrix disabled Enable this control to specify matrix values for the
object you’re transforming as an alternative to setting
transform, scale, skew and pivot values above.
matrix matrix N/A The matrix displays values from the object’s transform,
rotate, scale, skew, and pivot controls.
Emission
The Emission node simulates lamps or other sources that emit light.
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3D Nodes | Environment
Input map The image used to modulate the emission properties of the material.
unnamed Either:
• The 2D image you’re using for the surface texture, or
• Another shader node, such as Diffuse, Specular, or Emission. Adding
several shader nodes one after the other allows you to produce
more complex effects.
Emission Tab
emission emission 0 The color of the light the material emits. Note that when
you have an image connected to the unnamed input of
the node and adjust this value, you need to look at the
rendered 2D image to see the effect of your changes.
Changing the emission value does not have any effect in
the 3D Viewer.
Environment
Environment lights illuminates objects using an image of light from a real-world environment. This image-
based lighting is generated using High Dynamic Range (HDR) images.
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3D Nodes | Environment
To use environment light, you first need to shoot a real life environment as an HDR image. Using the
SphericalTransform node, you then convert this image into a spherical mapped image. The sphere is used
to surround the 3D objects, so that the mapped image color illuminates them.
Environment light only works with shiny object materials that can reflect the mapped image. It results in a
very realistic lighting that makes it easier to integrate the objects into the environment.
Input map The transformed HDR image to create the environment light.
Environment Tab
filter filter Cubic Select the filtering algorithm to use when remapping
pixels from their original positions to new positions.
This allows you to avoid problems with image quality,
particularly in high contrast areas of the frame (where
highly aliased, or jaggy, edges may appear if pixels are
not filtered and retain their original values).
• Impulse - remapped pixels carry their original values.
• Cubic - remapped pixels receive some smoothing.
• Keys - remapped pixels receive some smoothing, plus
minor sharpening (as shown by the negative -y
portions of the curve).
• Simon - remapped pixels receive some smoothing,
plus medium sharpening (as shown by the negative -y
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3D Nodes | Environment
mirror image mirror enabled Mirror the HDR image attached to the map input.
blur size blur_size 1 Sets the blur size of the HDR image attached to the map
input.
selectable selectable enabled When enabled, you can make selections as normal in the
Viewer. When disabled, points cannot be selected or
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3D Nodes | Environment
changed.
transform xform_order SRT Sets the operation order for scale (S), rotation (R), and
order translation (T). The possible operation combinations are
SRT, STR, RST, RTS, TSR, TRS.
rotation order rot_order ZXY Sets the order of rotation. The possible axial
combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX.
translate translate 0, 0, 0 Lets you translate the object along the x, y, and z axes.
You can also adjust translate values by clicking and
dragging the object in the 3D Viewer.
rotate rotate 0, 0, 0 Lets you rotate the object around the x, y, and z axes.
You can adjust rotate values by holding down Ctrl/Cmd
and dragging in the 3D Viewer.
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3D Nodes | Environment
scale scaling 1, 1, 1 Lets you scale the object on the x, y, and z axes.
uniform scale uniform_scale 1 Lets you scale the object simultaneously on the x, y, and
z axes.
skew skew 0, 0, 0 Lets you skew the object on the x, y, and z axes.
Local Matrix
specify matrix useMatrix N/A Enable this control to specify matrix values for the
object you’re transforming as an alternative to setting
transform, scale, skew and pivot values above.
matrix matrix N/A The matrix displays values from the object’s transform,
rotate, scale, skew, and pivot controls.
World Matrix
matrix matrix N/A Displays the world or absolute xyz transform of the node
in world coordinates.
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3D Nodes | FillMat
FillMat
The FillMat node lets you replace selected material channels with a constant color. Typically, you would
use this node to make one object hold out the others, similar to using a black Constant node as the input
texture. However, the advantage of using the FillMat node is that you can easily apply it to the alpha
channel in addition to the rgb channels and the it doesn’t break the shading sequence, so you can insert it
after other material nodes in your node tree.
Input unnamed The 2D image you’re using for the surface texture.
FillMat Tab
color color 0 Adjusts the color used as the constant to replace the
material.
GeoSelect
The GeoSelect node allows you to select individual vertices on a 3D geometry object and save and restore
your selections.
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3D Nodes | GeoSelect
Input unnamed The 3D geometry object you want to select vertices on, for example,
a Sphere or a Cube node. If you want to manipulate several objects
together, you can also connect a MergeGeo node here.
GeoSelect Tab
selectable selectable enabled When enabled, you can make selections as normal in the
Viewer. When disabled, points cannot be selected or
changed.
render render_mode unchanged Sets how the object will render. This control is
independent from the display selection, but has the
same settings.
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3D Nodes | Light
save selection save_selection N/A Saves your selection into the GeoSelect node.
Light
You can use the Light node to add a direct, point, or spot light into your script rather than using specific
predefined light nodes. The light type dropdown defines which light is created and enables or disables
the relevant controls in the properties panel. The node can also import lights from .fbx files using the File
tab.
Input axis An optional Axis node input. This links the position, rotation, scale,
and skew of the transformed 3D object(s) to the Axis node, so that
the transformation controls on the Axis node override the
corresponding controls on the TransformGeo node.
If you’ve worked with other 3D applications, you may know the Axis
node as a “null” or “locator” object.
look An optional input where you can connect a Camera, Light, or Axis that
the Light is automatically rotated to point toward. The Light is
automatically rotated to point towards the connected input
whenever the look input is moved.
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3D Nodes | Light
Light Tab
read from file read_from_ disabled When disabled, the light is configured using the controls
file on the Light tab. Enable read from file if you want to
read in light information from an .fbx file using the File
tab.
light type light_type point Sets the light type to point, directional, or spot and
disables irrelevant controls.
cone angle cone_angle 40 Sets the spot light cone angle adjusting the spread of
the light. Valid angles are from 0 to 180 degrees.
cone cone_ 0 Controls spot light softness along the edge of the area
penumbra penumbra_ of illumination. A negative value fades inward from the
angle angle circle's edge and vice versa. The cone falloff should be
set to zero or a low amount in order to see the softness.
cone falloff cone_falloff 0 Sets how much the spot light diminishes from the center
of the circular region out to the edge. The higher the
value, the more focused the light. The falloff is
independent of the falloff type
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3D Nodes | Light
falloff type falloff_type No falloff Sets the amount of light the object gets from the light
source, based on the distance between the light source
and the object.
• No falloff - light does not diminish with distance.
• Linear - diminish the light at a fixed rate as it travels
from the object.
• Quadratic and Cubic - diminish the light at an
exponential rate.
selectable selectable enabled When enabled, you can make selections as normal in the
Viewer. When disabled, points cannot be selected or
changed.
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3D Nodes | Light
transform xform_order SRT Sets the operation order for scale (S), rotation (R), and
order translation (T). The possible operation combinations are
SRT, STR, RST, RTS, TSR, TRS.
rotation order rot_order ZXY Sets the order of rotation. The possible axial
combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX.
translate translate 0, 0, 0 Lets you translate the object along the x, y, and z axes.
You can also adjust translate values by clicking and
dragging the object in the 3D Viewer.
rotate rotate 0, 0, 0 Lets you rotate the object around the x, y, and z axes.
You can adjust rotate values by holding down Ctrl/Cmd
and dragging in the 3D Viewer.
scale scaling 1, 1, 1 Lets you scale the object on the x, y, and z axes.
uniform scale uniform_scale 1 Lets you scale the object simultaneously on the x, y, and
z axes.
skew skew 0, 0, 0 Lets you skew the object on the x, y, and z axes.
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3D Nodes | Light
Local Matrix
specify matrix useMatrix N/A Enable this control to specify matrix values for the
object you’re transforming as an alternative to setting
transform, scale, skew and pivot values above.
matrix matrix N/A The matrix displays values from the object’s transform,
rotate, scale, skew, and pivot controls.
World Matrix
matrix matrix N/A Displays the world or absolute xyz transform of the node
in world coordinates.
Shadows Tab
cast shadows cast_shadows disabled When enabled, the light casts shadow as defined by the
Shadow controls. If using a ScanlineRender node, this
only applies if the light type control was set to
directional or spot. Casting shadows from a point light
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3D Nodes | Light
shadow mode shadow_ solid Presents three shadow casting modes that affect
mode shadows cast by objects, based on the objects’ opacity:
• solid - objects that cast shadows are considered to be
completely solid. This option can be used with both
ScanlineRender and PrmanRender.
• clipped alpha - objects that cast shadows are
considered to be transparent if the object’s alpha is
below the light’s clipping threshold control in the
Shadows tab. This option is only relevant if you are
using ScanlineRender to render your shadows.
• full alpha - shadows are calculated based on how light
is reduced when it passes through non-opaque
occluders. This option is only relevant if you are using
ScanlineRender to render your shadows.
filter filter cubic Determines the type of filter that the shadow mode
uses when it’s set to clipped alpha or full alpha.
scene epsilon scene_epsilon 0.001 An offset that moves the sampling point away from the
geometry surface, towards the light that is casting the
shadow. Increasing this value can reduce self-shadowing
artifacts.
samples samples 1 Sets the number of samples for the light when
generating soft shadows. If soft shadows in your scene
appear dotty or noisy, try increasing this value. The
higher the value, the smoother the soft the shadows
become.
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3D Nodes | Light
sample width sample_width 1 Sets the size of the light for soft shadows. This value
determines the width of the soft area around the egde
of a shadow. The higher the value, the larger the soft
area.
bias depthmap_ 0.01 Sets the bias for the raytracing or shadow map. Increase
bias this value if self shadowing artifacts appear in the image.
This moves the surface sample point away from surface.
Note, however, that if you increase the value too much,
some shadows may start moving away from the base of
the objects that cast them.
slope bias depthmap_ 0.01 Bias for the shadow map. This is like bias, but the offset
slope_bias is proportional to the slope of the depth map. This
allows you to give a different offset to each value in the
depth map, depending on the surface’s slope relative to
the light.
clipping clipping_ 0.5 Objects that are set to cast shadows are considered
threshold threshold transparent if their alpha is below the value set here.
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3D Nodes | Light
jitter scale shadow_jitter_ 3 Sets the amount of jitter used when doing percentage-
scale closer filtering (PCF) for soft shadows. A larger jitter
scale value results in softer, more perceptually accurate
shadows.
depthmap depthmap_ 1024 Sets the resolution of the depth map. Larger values will
resolution width result in a less crunchy edge, but will require more time
to process.
output mask shadow_mask disabled Enables the associated channel to the right. Disabling
this checkbox is the same as setting the channel to none.
none Sets the channel you want to output the shadow map
into. This can be enabled even if the cast shadows box
is disabled.
File Tab (Controls on this tab are only active when read from file is enabled.)
read from file read_from_ disabled When disabled, the light is configured using the controls
file on the Light tab. Enable read from file if you want to
read in light information from an .fbx file using the File
tab.
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3D Nodes | Light
file file N/A Sets the file path for the .fbx file from which you intend
to import axis information.
reload reload N/A Click to reload the axis information from the specified
file.
USD Options scene_graph N/A When the file path is pointing to a valid .usd file, the
USD Options are displayed.
animation fbx_take_ N/A When the file control is pointing to a valid .fbx file,
stack name name select the required take name from the dropdown
menu.
node name fbx_node_ N/A When the file control is pointing to a valid .fbx file,
name select the required node name from the dropdown
menu.
frame rate frame_rate 24 When use frame rate is enabled, enter the required
frame rate to use instead of the rate specified in the
input file.
use frame rate use_frame_ disabled When enabled, the frame rate from the input file is
rate ignored and the specified frame rate is used instead.
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3D Nodes | LogGeo
Look Tab
look axis look_axis -Z The axis around which the Light is rotated to face the
look input.
rotate X look_rotate_x enabled Determines whether the rotation occurs around the X
axis. Note that for the rotation to truly "look at" the look
input, all three of these options must be activated.
rotate Y look_rotate_y enabled Determines whether the rotation occurs around the Y
axis. Note that for the rotation to truly "look at" the look
input, you have to set all three of these options.
rotate Z look_rotate_z enabled Determines whether the rotation occurs around the Z
axis. Note that for the rotation to truly "look at" the look
input, you have to set all three of these options.
look strength look_strength 1 Determines to what extent the Light rotates to the new
orientation. The smaller the value, the less the object is
rotated. Setting the value to 0 produces no rotation.
use look_use_ disabled Uses an alternate scheme to calculate the look rotation.
quaternions quaternions This option may be useful to smooth out erratic
rotations along the look axis.
LogGeo
Move the XYZ of the points by raising the values to a power. This can be useful if you need to visualize rgb
values as a point cloud by treating the rgb values as xyz positions.
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3D Nodes | LogGeo
Input unnamed The 3D geometry object you want to modify. This can be a Card
node, for example. If you want to modify several objects together,
you can also connect a MergeGeo node here.
LogGeo Tab
selectable selectable enabled When enabled, you can make selections as normal in the
Viewer. When disabled, points cannot be selected or
changed.
render render_mode unchanged Sets how the object will render. This control is
independent from the display selection, but has the
same settings.
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3D Nodes | LookupGeo
log log 10, 10, 10 Enter the power you want to raise the respective vertex
values to. For example, if you want to raise the vertex z
values to the power of 20, enter 20 in the z field.
swap swap disabled When swap is disabled, the vertex values are calculated
as follows:
vx = vxlogx
vy = vylogy
vz = vzlogz
vx = logxvx - 1.0
vy = logyvy - 1.0
vz = logzvz - 1.0
clamp black clamp_black disabled To clamp the negative x, y, and z values to 0.0, check
clamp black. This prevents your calculated values from
continuing to infinity. This option is only valid if you
have checked swap.
LookupGeo
The LookupGeo node lets you use lookup curves to modify the shape of your 3D geometry objects. It
offers you direct global control over each of the vertex x, y, and z values respectively. You can, for
example, only modify all the y values without touching the x and z values.
You change the different vertex values (x, y, or z) by modifying their associated 2D curves in lookup tables
(LUTs). The x axis in the LUT represents the current vertex value, and the y axis the new vertex value. By
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3D Nodes | LookupGeo
default, the curve is a diagonal line where all the points in the curve have the same value on the y axis (the
new value) as they do on the x axis (the current value). Because both x and y values are the same, there is
no change in the object’s shape.
Input unnamed The 3D geometry object whose shape you want to modify. This can
be a Card node, for example. If you want to modify several objects
together, you can also connect a MergeGeo node here.
LookupGeo Tab
selectable selectable enabled When enabled, you can make selections as normal in the
Viewer. When disabled, points cannot be selected or
changed.
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3D Nodes | MergeGeo
render render_mode unchanged Sets how the object will render. This control is
independent from the display selection, but has the
same settings.
LUT curves lut N/A Selects the curve you want to modify. Choose X, Y or Z.
For example, you’d select Z to only modify the vertex z
values.
reset N/A N/A Resets the selected curve(s) to their initial values.
MergeGeo
Merges your 3D geometry objects together into one big geometry so you can process all of them at the
same time.
MergeGeo Tab
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3D Nodes | MergeGeo
Viewer.
• off - hides the 3D geometry object.
• wireframe - displays only the outlines of the object’s
geometry.
• solid - displays all geometry with a solid color.
• solid +wireframe - displays the geometry as solid
color with the object’s geometry outlines.
• textured - displays only the surface texture
• textured +wireframe - displays the wireframe plus
the surface texture.
• unchanged - doesn't change the object's display
mode. The Viewer can override this setting.
selectable selectable enabled When enabled, you can make selections as normal in the
Viewer. When disabled, points cannot be selected or
changed.
render render_mode unchanged Sets how the merged objects will render. This control is
independent from the display selection, but has the
same settings.
cast shadow cast_shadow disabled If the shadow operation is set to override inputs, cast
shadow enables the geometry to cast shadows on other
objects.
REFERENCE GUIDE
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3D Nodes | MergeMat
MergeMat
Combine two shader nodes together, using compositing algorithms like none, replace, over, and stencil.
The MergeMat node is particularly useful for combining multiple Project3D nodes, allowing you to
composite 2D images projected onto the 3D geometry atop each other.
MergeMat Tab
operation operation over Selects how you want to composite the results of the
two shader nodes together:
• none - only use input B in the composite.
• replace - only use input A in the composite.
• over - composite input A over input B using a mask.
• stencil - use input B outside the mask area.
• mask - use input B inside the mask area.
• plus - add input B to input A.
• max - use input A if it is greater than input B, otherwise
use input B.
• min - use input A if it is less than input B, otherwise use
input B.
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3D Nodes | ModelBuilder
ModelBuilder
The ModelBuilder node (NukeX and Nuke Studio only) provides an easy way to create 3D models for 2D
shots. You can build a model by creating shapes and then editing them, and align models over your 2D
footage by dragging vertices to their corresponding 2D location.
To be able to align models, ModelBuilder needs a tracked camera and an input image for visual reference.
You can also use other 3D geometry and point clouds as a reference if you already have these for your
scene.
If you don’t connect a camera, image sequence, or reference geometry, you can still create and edit 3D
models, you just can’t do anything in Align mode.
Creating and editing models using ModelBuilder requires a NukeX license, but the resulting geometry can
also be used in Nuke.
cam The camera track of the scene in which you intend to use the
ModelBuilder.
src The source footage from which the camera information was
obtained.
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3D Nodes | ModelBuilder
ModelBuilder Tab
render render_mode textured Sets how the object will render. This control is
independent from the display selection, but
has the same settings.
cast shadow cast_shadow enabled When enabled, the shape(s) can cast shadows.
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3D Nodes | ModelBuilder
Textures
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3D Nodes | ModelBuilder
Preview previewTexture tex input Sets whether to display the image connected
to the tex input in the UV preview window
and on the 3D model:
• off - Do not display the image in the UV
preview or on the 3D model.
• tex input - Display the image as a
background in the UV preview and set it as
the texture for the currently selected object
in the 3D Viewer. This allows you to line up
your UVs over features in the tex image and
see how well the UVs work on the actual
model.
Export
[bake menu] bakeMenu Selected geometry Sets what ModelBuilder creates when you click
the Bake button:
• Selected geometry - ModelBuilder creates a
geometry node for the selected items in the
scene. You can use this to bake out parts of
the scene to set up projections by baking
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3D Nodes | ModelBuilder
Projection.
• Projection - ModelBuilder creates a
projection at the current texture frame. This
creates a Project3D node with a FrameHold
node set to lock the input image and camera
to the texture frame. You can then use the
ApplyMaterial node to apply the projection
to geometry created by baking Selected
geometry.
Bake bake N/A Bakes out a feature of your model. You can
choose the feature using the bake menu.
Pass passThroughGeo enabled When enabled, the geometry from the geo
Through input appears both in the Viewer and renders.
Geo This can be useful when you want to use the
geo input as a reference for building your
model. For example, when creating new
shapes, you can select points or vertices on
the geometry to automatically align the
shapes with the geometry.
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3D Nodes | ModelBuilder
Point
Create createPoint N/A Creates a new point in the scene. You can use
points to define locators on different parts of
the scene.
Card
Rows newCardRows 4 Sets the default number of rows for new cards.
Cube
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3D Nodes | ModelBuilder
Sphere
Cone
Cylinder
REFERENCE GUIDE
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3D Nodes | ModifyRIB
ModifyRIB
The ModifyRIB node (NukeX only) lets you insert RIB (RenderMan Interface Bytestream) statements into
your script to modify a RenderMan bytestream before it’s passed to the PrmanRender node.
Input unnamed The object or scene that you want to modify. Depending on the type
of operation you choose, you may place the ModifyRIB node before
or after the Scene node in your script.
ModifyRIB Tab
operation operation object Sets how RIB statements are modified in the RIB stream.
You can choose from the following operations:
• object - RIB statements are inserted before the
statements for the object connected to the input.
• shader - RIB statements replace all of the shader
definitions for the object connected to the input.
• replace - RIB statements completely replace the
object connected to the input. A transform can then
be applied to the RIB statements. Setting the
operation to replace enables the transform knobs.
• world - RIB statements are inserted at the start of the
world in the RIB stream.
archive ribArchive N/A Specifies the RIB archive (from Nuke or another 3D
application) to add to the scene.
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3D Nodes | ModifyRIB
use useRibArchive disabled When, enabled the RIB archive is added to the scene,
otherwise the RIB statements are added.
transform xform_order SRT Sets the operation order for scale (S), rotation (R), and
order translation (T). The possible operation combinations are
SRT, STR, RST, RTS, TSR, TRS.
rotation order rot_order ZXY Sets the order of rotation. The possible axial
combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX.
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3D Nodes | ModifyRIB
translate translate 0,0,0 Lets you translate the 3D object along the x, y, and z
axes. You can also adjust translate values by clicking and
dragging the axis in the 3D Viewer.
rotate rotate 0,0,0 Lets you rotate the 3D object around the x, y, and z axes.
You can adjust rotate values by holding down Ctrl/Cmd
and dragging in the 3D Viewer.
scale scale 1,1,1 Lets you scale the 3D object on the x, y, and z axes.
uniform scale uniform_scale 1 Lets you scale the 3D object simultaneously on the x, y,
and z axes.
skew skew 0,0,0 Lets you skew the object on the x, y, and z axes.
pivot pivot 0,0,0 When you make changes to the 3D object’s position,
scaling, skewing, and rotation, these occur from the
location of the object’s origin point or pivot. The pivot
x, y, and z controls allow you to offset the pivot point
and move it anywhere you like - you can even move it
outside of the object. Subsequent transformations will
then occur relative to the new pivot point location.
Local Matrix
specify matrix useMatrix disabled Enable this control to specify matrix values for the
object you’re transforming as an alternative to setting
transform, scale, skew and pivot values above.
matrix matrix N/A The matrix displays values from the object’s transform,
rotate, scale, skew, and pivot controls.
REFERENCE GUIDE
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3D Nodes | Normals
Normals
The Normals node lets you manipulate the normals of your 3D geometry object. Object normals are
vectors that are perpendicular to the surface. They are used in lighting calculations to determine how the
light should bounce off a surface at any particular point. By manipulating them, you can control the diffuse
and specular light contributions.
Input unnamed The 3D geometry object whose normals you want to manipulate. If
you want to manipulate several objects together, you can also
connect a MergeGeo node here.
lookat Any Camera, Axis, or light node. If you set action to lookat, the node
points all normals towards this input. (optional)
Normals Tab
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3D Nodes | Normals
selectable selectable enabled When enabled, you can make selections as normal in the
Viewer. When disabled, points cannot be selected or
changed.
render render_mode unchanged Sets how the object will render. This control is
independent from the display selection, but has the
same settings.
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3D Nodes | Phong
invert invert disabled Inverts the resulting normals. This works in all action
modes.
normal normal N/A Constant x, y, and z values. These are used in the set and
lookataction modes.
angle threshold 45 If the angle between two faces is greater than this, break
threshold the normal. This only works with vertex normals and is
only available if build is selected in the action
dropdown. Broken normals create sharp edges when lit.
attrib name N_attrib_ N The name of the normal attribute to delete (this only
name works if you set action to delete). Normals are stored as
a named attribute of a piece of geometry. By default the
attribute name is "N". With this control, you can tell the
node to perform the delete action on normals from
another attribute instead.
• Cf - surface color
• N - normal
• PW - world-space point
• uv - texture coordinates
• vel - point velocity.
Phong
Uses the Phong shading algorithm to provide accurate shading and highlights. The Phong node has several
map inputs you can use to mask the effect of the node.
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3D Nodes | Phong
Input mapsh An optional mask for varying the shininess value. Where the mask is
black, the shininess is set to min shininess. Where the mask is white,
the shininess is set to max shininess. Values in between (where the
matte is gray) are attenuated accordingly.
mapS An optional mask for limiting the effect of the specular component.
Any changes you make to specular are limited to the non-black areas
of the mask.
mapE An optional mask for limiting the effect of the emissive component.
Any changes you make to emission are limited to the non-black areas
of the mask.
mapD An optional mask for limiting the effect of the diffuse component.
Any changes you make to diffuse are limited to the non-black areas
of the mask.
unnamed Either:
• The 2D image you’re using for the surface texture, or
• Another shader node, such as Diffuse, Specular, or Emission. Adding
several shader nodes one after the other allows you to produce
more complex effects.
Phong Tab
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3D Nodes | Phong
emission emission 0 The color of the light the material emits. Note that when
you have an image connected to the unnamed input of
the node and adjust this value, you need to look at the
rendered 2D image to see the effect of your changes.
Changing the emission value does not have any effect in
the 3D Viewer.
diffuse diffuse 0.18 The color of the material when illuminated. Note that
when you have an image connected to the unnamed
input of the node and adjust this value, you need to look
at the rendered 2D image to see the effect of your
changes. Changing the white value does not have any
effect in the 3D Viewer.
specular specular 0.8 Adjusts how bright the highlights on the material seem.
min shininess min_shininess 10 The shininess value controls the width of the highlights.
The higher the value, the wider the highlights.
max shininess max_shininess 10 The shininess value controls the width of the highlights.
The higher the value, the wider the highlights.
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3D Nodes | Point
shininess shininess_ luminance Select which channel from the mapSh input is used to
channel channel map the black and white values to the minshininess and
maxshininess controls. Choose:
• red to use the red channel for the mapping,
• green to use the green channel,
• blue to use the blue channel,
• alpha to use the alpha channel,
• luminance to use the luminance, or
• averagergb to use the average of the red, green, and
blue channels.
Point
A Point light is a point in 3D space that emits light in every direction. A real world example of a point light
is a light bulb. You can use Point lights to simulate light bulbs, lamps, and candles, for example.
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3D Nodes | Point
Point Tab
falloff type falloff_type No falloff Sets the amount of light the object gets from the light
source, based on the distance between the light source
and the object.
• No falloff - light does not diminish with distance.
• Linear - diminish the light at a fixed rate as it travels
from the object.
• Quadratic and Cubic - diminish the light at an
exponential rate.
selectable selectable enabled When enabled, you can make selections as normal in the
Viewer. When disabled, points cannot be selected or
changed.
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3D Nodes | Point
transform xform_order SRT Sets the operation order for scale (S), rotation (R), and
order translation (T). The possible operation combinations are
SRT, STR, RST, RTS, TSR, TRS.
rotation order rot_order ZXY Sets the order of rotation. The possible axial
combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX.
translate translate 0, 0, 0 Lets you translate the object along the x, y, and z axes.
You can also adjust translate values by clicking and
dragging the object in the 3D Viewer.
rotate rotate 0, 0, 0 Lets you rotate the object around the x, y, and z axes.
You can adjust rotate values by holding down Ctrl/Cmd
and dragging in the 3D Viewer.
scale scaling 1, 1, 1 Lets you scale the object on the x, y, and z axes.
uniform scale uniform_scale 1 Lets you scale the object simultaneously on the x, y, and
z axes.
skew skew 0, 0, 0 Lets you skew the object on the x, y, and z axes.
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3D Nodes | Point
Local Matrix
specify matrix useMatrix N/A Enable this control to specify matrix values for the
object you’re transforming as an alternative to setting
transform, scale, skew and pivot values above.
matrix matrix N/A The matrix displays values from the object’s transform,
rotate, scale, skew, and pivot controls.
World Matrix
matrix matrix N/A Displays the world or absolute xyz transform of the node
in world coordinates.
Projection Tab (Controls on this tab do not affect Viewer output. Projection only applies to rendered
objects.)
projection projection_ perspective Sets the projection type for the Point light on rendered
mode objects:
• perspective - objects in front of the light have the
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3D Nodes | Point
horiz aperture haperture 24.576 Sets the horizontal aperture of the light.
vert aperture vaperture 18.672 Sets the vertical aperture of the light.
near near 0.1 Adjusts the position of the light’s forward clipping
plane. Objects in front of this plane are not rendered or
displayed.
far far 10000 Adjusts the position of the light’s rearward clipping
plane. Objects behind this plane are not rendered or
displayed.
window scale win_scale 1, 1 Scales the light’s output along the uv axes.
window roll winroll 0 Rotates the light’s output around the z axis.
focal distance focal_point 2 Controls the distance from the lens where the light
focuses.
fstop fstop 16 Sets the f-stop value (relative aperture) of the light.
Shadows Tab
cast shadows cast_shadows disabled When enabled, the light casts shadow as defined by the
Shadow controls. However, casting shadows from a
Point light type is not currently supported in the
ScanlineRender node.
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3D Nodes | Point
shadow mode shadow_ solid Presents three shadow casting modes that affect
mode shadows cast by objects, based on the objects’ opacity:
• solid - objects that cast shadows are considered to be
completely solid. This option can be used with both
ScanlineRender and PrmanRender.
• clipped alpha - objects that cast shadows are
considered to be transparent if the object’s alpha is
below the light’s clipping threshold control in the
Shadows tab. This option is only relevant if you are
using ScanlineRender to render your shadows.
• full alpha - shadows are calculated based on how light
is reduced when it passes through non-opaque
occluders. This option is only relevant if you are using
ScanlineRender to render your shadows.
filter filter cubic Determines the type of filter that the shadow mode
uses when it’s set to clipped alpha or full alpha.
scene epsilon scene_epsilon 0.001 An offset that moves the sampling point away from the
geometry surface, towards the light that is casting the
shadow. Increasing this value can reduce self-shadowing
artifacts.
samples samples 1 Sets the number of samples for the light when
generating soft shadows. If soft shadows in your scene
appear dotty or noisy, try increasing this value. The
higher the value, the smoother the soft the shadows
become.
sample width sample_width 1 Sets the size of the light for soft shadows. This value
determines the width of the soft area around the egde
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3D Nodes | Point
bias depthmap_ 0.01 Sets the bias for the raytracing or shadow map. Increase
bias this value if self shadowing artifacts appear in the image.
This moves the surface sample point away from surface.
Note, however, that if you increase the value too much,
some shadows may start moving away from the base of
the objects that cast them.
slope bias depthmap_ 0.01 Bias for the shadow map. This is like bias, but the offset
slope_ is proportional to the slope of the depth map. This
bias allows you to give a different offset to each value in the
depth map, depending on the surface’s slope relative to
the light.
clipping clipping_ 0.5 Objects that are set to cast shadows are considered
threshold threshold transparent if their alpha is below the value set here.
jitter scale shadow_jitter_ 3 Sets the amount of jitter used when doing percentage-
scale closer filtering (PCF) for soft shadows. A larger jitter
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3D Nodes | PointCloudGenerator
depthmap depthmap_ 1024 Sets the resolution of the depth map. Larger values will
resolution width result in a less crunchy edge, but will require more time
to process.
output mask shadow_mask disabled Enables the associated channel to the right. Disabling
this checkbox is the same as setting the channel to none.
none Sets the channel you want to output the shadow map
into. This can be enabled even if the cast shadows box
is disabled.
PointCloudGenerator
Using the PointCloudGenerator node (NukeX and Nuke Studio only) you can create a dense point cloud
based on the information generated by CameraTracker and use the dense point cloud further to create 3D
meshes of your 2D footage. Dense point clouds are a useful starting point for 3D modeling and
positioning objects in a scene.
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3D Nodes | PointCloudGenerator
Note: The analysis must be performed in NukeX, but the result can be used in Nuke.
Input Camera The camera track of the scene from which you intend to generate the
dense point cloud.
At first, the mask input appears as triangle on the right side of the
node, but when you drag it, it turns into an arrow labeled mask. If you
cannot see the mask input, ensure that the mask control is disabled
or set to none.
Source The source footage from which the camera information was
obtained.
PointCloudGenerator Tab
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3D Nodes | PointCloudGenerator
selectable selectable enabled When enabled, you can make selections as normal in
the Viewer. When disabled, points cannot be
selected or changed.
render render_mode solid Sets how the points will render. This control is
independent from the display selection, but has the
same settings.
cast shadow cast_shadow enabled When enabled, the object can cast shadows.
receive receive_shadow enabled When enabled, and a material shader is added to the
shadow object, the object can receive shadows.
Principal principalView left Sets the principal view where tracks are analyzed and
View the Mask input is applied. The secondary camera is
calculated relative to this Principal View camera.
Ignore Mask ignore None Set the mask type to exclude areas of the sequence
during generation:
• None - none of the footage is ignored.
• Source Alpha - use the alpha channel of the source
clip to define which areas to ignore.
• Source Inverted Alpha - use the inverted alpha
channel of the source clip to define which areas to
ignore.
• Mask Luminance - use the luminance of the Mask
input to define which areas to ignore.
• Mask Inverted Luminance - use the inverted
luminance of the Mask input to define which areas
to ignore.
• Mask Alpha - use the Mask input alpha channel to
define which areas to ignore.
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3D Nodes | PointCloudGenerator
Set Keyframes
Analyze analyzeSequence N/A Click to automatically analyse the sequence and set
Sequence the required keyframes to use when generating the
point cloud.
Keyframes keyframes 0 Displays the frames used to track points in the input
sequence. Both automatic and manual keyframes are
shown.
Delete deleteKeyframe N/A Click to delete the keyframe at the current frame.
Frame frameSpacing 15 Sets the interval between keyframes when you click
Spacing Add All. For example, the default value creates a
keyframe every 15th frame.
Add All addAllKeyframes N/A Click to set keyframes throughout the sequence at
intervals specified by the FrameSpacing control. For
example, for a sequence with 30 frames, the default
spacing value creates 3 keyframes.
Delete All deleteKeyframes N/A Click to delete all keyframes in the sequence.
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3D Nodes | PointCloudGenerator
Dense Tracking
Point pointSeparation 2 Sets the separation value, in pixels, for points in the
Separation dense point cloud. Reduce the separation to create
denser point clouds and vice-versa.
Track matchThreshold 0.5 Sets the correlation threshold at which point tracks
Threshold are terminated. Use a higher threshold to increase
the accuracy in matching points between keyframes.
Track Points track N/A Click to display a frame range dialog to determine
which frames are used to calculate the point cloud.
Use the standard Nuke notation, for example, 1-19,
40-60, 65-100.
Post Filtering
Display displayRejectedPoints enabled When enabled, points that fall outside the Angle and
rejected DensityThresholds are highlighted in the 3D Viewer.
points
When disabled, all rejected points are removed from
the Viewer.
Density densityThreshold 0 Sets the threshold for the minimum density for
Threshold points. Set a threshold of 0 to output all points and
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3D Nodes | PointCloudGenerator
Delete deleteRejected N/A Click to permanently delete points that are rejected
Rejected by the Angle and DensityThresholds.
Points
Output
Point Size pointSize 2 Sets the size, in pixels, of points displayed in the 3D
Viewer.
Output outputPerFrame disabled When enabled, only the points generated at the
points per current frame are displayed in the Viewer.
frame
When disabled, points from all tracked frames are
displayed.
Groups Tab
Create createGroup N/A Click to add the current vertex selections to a new
Group group. You can also use the Viewer right-click menu
to create, delete, and modify groups.
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3D Nodes | PointCloudGenerator
Delete deleteGroup N/A Click to delete all selected groups and deselect the
Selected group in the point cloud.
Group
To delete points use Vertex selection mode in the
3D Viewer and press the delete key.
Groups
groups groups None Lists all groups in the point cloud and allows you to
set the name, color, and visibility of each group.
Bake bakeMesh N/A Click to convert the selected groups to a mesh using
Selected Poisson Surface Reconstruction.
Groups to
Mesh Mesh creation is based on the SGP 2006 paper,
Poisson Surface Reconstruction by Michael Kazhdan,
Matthew Bolitho, and Hugues Hoppe. The original
source code and paper can be found at
http://www.cs.jhu.edu/~misha/Code/PoissonRecon/.
Python Tab (These controls are for Python callbacks and can be used to have Python functions
automatically called when various events happen in Nuke.)
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3D Nodes | PoissonMesh
before each beforeFrameRender none These functions run prior to starting rendering of
frame each individual frame. If they throw an exception, the
render aborts.
after each afterFrameRender none These functions run after each frame is finished
frame rendering. They are not called if the render aborts. If
they throw an exception, the render aborts.
after render afterRender none These functions run after rendering of all frames is
finished. If they throw an error, the render aborts.
PoissonMesh
The PoissonMesh node (NukeX and Nuke Studio only) uses information from a dense point cloud to
generate a mesh that you can further use as a 3D object, in 3D modeling for instance. The PoissonMesh
node is based on the Poisson Surface Reconstruction calculation method. The original source code and
paper were created by Michael Kazhdan, Matthew Bolitho, and Hugues Hoppe (for more information, see
http://www.cs.jhu.edu/~misha/Code/PoissonRecon/).
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3D Nodes | PoissonMesh
PoissonMesh Tab
Use Selection useSelection enabled When enabled, selection flags from GeoSelect nodes
further up the tree are used to create the mesh.
Filtering useFiltering enabled When enabled, only faces with normals similar to
those of the input are created.
Depth depth 8 Sets the maximum depth of the calculation tree that is
used for surface reconstruction.
Scale scale 1.25 Sets the floating point ratio between the 3D cube
used to create the mesh and the bounding box of the
footage it’s created from.
Solver Divide solverDivide 8 Sets the depth at which the solver equation is used in
the creation of your mesh. Using this parameter can
help reduce the memory overhead at the cost of a
small increase in reconstruction time. For example,
with a reconstruction Depth of 9 or higher, a
subdivide depth of 7 or 8 can reduce the memory
usage.
Iso Divide isoDivide 8 Sets the depth at which the iso-surface extractor is
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3D Nodes | PositionToPoints
Samples per samplesPerNode 1 Sets the minimum number of sample points used to
Node create your mesh.
• For noise-free samples, small values in the range [1.0
- 5.0] are acceptable.
• For more noisy samples, larger values in the range
[15.0 - 20.0] may be needed to provide a smoother,
noise-reduced reconstruction.
Confidence confidence disabled When enabled, the size of the normals is used as
confidence information when generating the mesh.
This may take longer, but can give you better results -
your point cloud point creation is double-checked.
PositionToPoints
Generates a 3D point cloud from an xyz image, such as a position pass. If all the data is in multiple
channels in the input image, then set the surface point to the channels that contain the xyz data in the
input image, and optionally set the surface normal to the channels with the point normals. If you have the
xyz and normals in separate image streams, you can instead connect the xyz stream to the pos input and
optionally connect the normals to the norm input.
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3D Nodes | PositionToPoints
Input unnamed The image from which the point cloud is generated, if all xyz data
resides in one image. This is also where the color information for the
point cloud is taken from.
pos The image containing positional data. Note that this input is hidden
until the unnamed input is connected.
norm The image containing normals data. Note that this input is hidden
until the pos input is connected.
PositionToPoints Tab
selectable selectable enabled When enabled, you can make selections as normal in the
Viewer. When disabled, points cannot be selected or
changed.
render render_mode solid Sets how the points will render. This control is
independent from the display selection, but has the
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3D Nodes | PrmanRender
same settings.
cast shadow cast_shadow enabled When enabled, the object can cast shadows.
receive receive_ enabled When enabled, and a material shader is added to the
shadow shadow object, the object can receive shadows.
frame range frame_first 1 Sets the start frame for the frame range displayed in the
Viewer when the Timeline range is set to Input. This can
be used to display the offset used in the TimeOffset
node.
frame_last 1 Sets the end frame for the frame range displayed in the
Viewer when the Timeline range is set to Input. This can
be used to display the offset used in the TimeOffset
node.
surface point P_channel none The point positions are taken from these channels in the
first input. If the pos input is used these channels are
ignored.
surface N_channel none The point normals are taken from these channels in the
normal first input. If the norm input is used these channels are
ignored.
point detail detail 0.5 Controls the number of available points to display in the
Viewer. A value of 0 means no points are displayed. A
value of 1 displays all available points.
point size pointSize 5 Controls the display size of the points in the Viewer.
PrmanRender
PrmanRender (NukeX and Nuke Studio only) is a render node that works together with Pixar’s
PhotoRealistic RenderMan® Pro Server 20, or earlier, to give you an even better quality render result.
PrmanRender is an alternative to Nuke’s ScanlineRender with additional features for rendering 3D scenes.
With PrmanRender, you have control over aspects like shadows and reflections in your render result.
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3D Nodes | PrmanRender
In order to use the PrmanRender node, you need to have Pixar's RenderMan Pro Server 20, or earlier,
installed and licensed on your machine.
Input cam An optional camera input. The scene is rendered from the
perspective of this camera. If the camera input is not connected,
PrmanRender uses a default camera positioned at the origin and
facing in the negative Z direction.
obj/scn Either:
• A Scene node that is connected to the objects and lights you want
to render, or
• a 3D object or MergeGeo node.
PrmanRender Tab
shadows shadows disabled When enabled, add shadows to your render. You
can adjust the parameters for your shadows using
the Light node’s Shadows tab.
reflections reflections disabled When enabled, add reflections to your render. You
can adjust the parameters for your reflections using
the Reflection node’s Properties panel.
refractions refractions disabled When enabled, add refractions to your render. You
can adjust the parameters for your refractions using
the Refraction node’s Properties panel.
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3D Nodes | PrmanRender
dof dof disabled When enabled, add depth of field to your render.
Sampling Tab
pixel samples pixel_samples 10 Sets the number of samples to render per pixel.
Having more samples increases your render quality,
but also increases render time.
shading rate shading_rate 0.5 Sets the number of shading calculations for
primitives. For example, a shading rate of 1.0
specifies one shading sample per pixel.
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3D Nodes | PrmanRender
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3D Nodes | PrmanRender
antialiasing antialiasing_filter Box Sets the antialiasing method used to filter the pixel
filter samples into the final color.
motion blur samples 1 Sets the number of samples to render, per pixel, to
samples produce motion blur. The maximum is 5.
shutter shutter 0.5 Sets the number of frames the shutter stays open
when motion blurring. For example, a value of 0.5
corresponds to half a frame.
shutter offset shutteroffset start This value controls how the shutter behaves with
respect to the current frame value. It has four
options:
• centred - center the shutter around the current
frame. For example, if you set the shutter value to
1 and your current frame is 30, the shutter stays
open from frame 29,5 to 30,5.
• start - open the shutter at the current frame. For
example, if you set the shutter value to 1 and your
current frame is 30, the shutter stays open from
frame 30 to 31.
• end - close the shutter at the current frame. For
example, if you set the shutter value to 1 and your
REFERENCE GUIDE
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3D Nodes | PrmanRender
Shader Tab
motion output_motion_ distance Sets the type of vectors you’d like to render:
vectors vectors_type • off - no motion vector information is rendered.
• velocity - store the velocity of every single pixel
in the motion vector channels.
• distance - for every pixel, store the distance (in
pixels) between samples in the motion vector
channels.
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3D Nodes | PrmanRender
motion vector MB_channels forward When motion vectors is set to anything other than
channels off, the selected vector type is written to this
channel or channels.
output output_shader_ disabled When enabled, shader vectors are output as well as
vectors vectors motion vectors.
surface points P_channel none When output vectors is enabled, the shader vector
surface points are written to this channel or
channels.
surface N_channel none When output vectors is enabled, the shader vector
normal surface normals are written to this channel or
channels.
RIB Tab
ouput
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3D Nodes | ProceduralNoise
file file none Sets the RIB dump file path and name.
Execute Execute N/A Click to dump RIB files for a given sequence the
path specified in the file control.
Python Tab (These controls are for Python callbacks and can be used to have Python functions
automatically called when various events happen in Nuke.)
before render beforeRender none These functions run prior to starting rendering in
execute(). If they throw an exception, the render
aborts.
before each beforeFrameRender none These functions run prior to starting rendering of
frame each individual frame. If they throw an exception,
the render aborts.
after each afterFrameRender none These functions run after each frame is finished
frame rendering. They are not called if the render aborts. If
they throw an exception, the render aborts.
after render afterRender none These functions run after rendering of all frames is
finished. If they throw an error, the render aborts.
ProceduralNoise
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3D Nodes | ProceduralNoise
The ProceduralNoise (or ProcGeo) node lets you modify your 3D geometry objects using a Perlin noise
function that creates seemingly random noise. For example, you could use this node to generate animated
noise for rippling waves or clouds, or to create a terrain from a flat card.
Input unnamed The 3D geometry object you want to modify using a noise function,
for example, a Card node. If you want to modify several objects
together, you can also connect a MergeGeo node here.
ProcGeo Tab
selectable selectable enabled When enabled, you can make selections as normal in
the Viewer. When disabled, points cannot be selected
or changed.
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3D Nodes | Project3D
render render_mode unchanged Sets how the object will render. This control is
independent from the display selection, but has the
same settings.
Lacunarity lacunarity 2.5 The size distribution of the empty space in between
noise instances.
Speed speed 1.1 The speed with which the noise changes over time.
Project3D
The Project3D node projects an input image through a camera onto the 3D object.
REFERENCE GUIDE
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3D Nodes | RadialDistort
Project3D Tab
project on project_on both Controls whether the image is projected on the front
facing, back facing, or both polygons.
crop crop enabled When enabled, the input image is extended at its edges
with black. To extend the image with the image edge
colors, disable crop.
occlusion occlusion_ disabled If you want to use raycasting to determine which parts of
mode mode the object are occluded, check self to see the geometry
connected to the shader or check world to see all the
geometries in a scene that causes occlusion.
RadialDistort
The RadialDistort node is a non-linear transformation of the vertices along directions from the object
center, giving either a barrel or pin-cushion distortion.
REFERENCE GUIDE
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3D Nodes | RadialDistort
Input unnamed The 3D geometry object whose shape you want to modify. If you
want to distort several objects together, you can also connect a
MergeGeo node here.
RadialDistort Tab
display display unchanged Adjust the display characteristics of the 3D object. These
settings don’t affect the render output of the scene;
these are for display purposes only in the 3D Viewer.
• off - hides the 3D geometry object.
• wireframe - displays only the outlines of the object’s
geometry.
• solid - displays all geometry with a solid color.
• solid +wireframe - displays the geometry as solid
color with the object’s geometry outlines.
• textured - displays only the surface texture.
• textured +wireframe - displays the wireframe plus
the surface texture.
• unchanged - doesn't change the object's display
mode. The Viewer can override this setting.
selectable selectable enabled When enabled, you can make selections as normal in the
Viewer. When disabled, points cannot be selected or
changed.
render render_mode unchanged Sets how the object will render. This control is
independent from the display selection, but has the
same settings.
REFERENCE GUIDE
841
3D Nodes | RayRender
power bias power_bias 4 The magnitude of the distortion. The higher the value,
the more distorted the object becomes.
rotation center 0,0,0 Move the center point of the rotation by entering its X,
center Y, and Z coordinates here.
preserve preserve_ enabled Check to keep the object centered in its original place in
center center the 3D space. Uncheck to allow the object offset from its
center.
RayRender
When connected to a Scene node, the RayRender node renders all the objects and lights connected to
that scene from the perspective of the Camera connected to the cam input (or a default camera if no cam
input exists). The rendered 2D image is then passed along to the next node in the compositing tree, and
you can use the result as an input to other nodes in the script.
REFERENCE GUIDE
842
3D Nodes | RayRender
Input cam An optional camera input. The scene is rendered from the
perspective of this camera. If the camera input is not connected,
RayRender uses a default camera positioned at the origin and facing
in the negative Z direction.
obj/scn Either:
• A Scene node that is connected to the objects and lights you want
to render, or
• a 3D object or MergeGeo node.
RayRender Tab
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3D Nodes | RayRender
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844
3D Nodes | RayRender
intersection triangle_intersection_ 0.000035 Sets the error threshold for the triangle
epsilon epsilon ray intersection calculations.
MotionBlur Tab
REFERENCE GUIDE
845
3D Nodes | RayRender
shutter offset shutteroffset start This value controls how the shutter
behaves with respect to the current frame
value. It has four options:
• centred - center the shutter around the
current frame. For example, if you set the
shutter value to 1 and your current frame
is 30, the shutter stays open from frame
29,5 to 30,5.
• start - open the shutter at the current
frame. For example, if you set the shutter
value to 1 and your current frame is 30,
the shutter stays open from frame 30 to
31.
• end - close the shutter at the current
frame. For example, if you set the shutter
value to 1 and your current frame is 30,
the shutter stays open from frame 29 to
REFERENCE GUIDE
846
3D Nodes | RayRender
30.
• custom - open the shutter at the time
you specify. In the field next to the
dropdown menu, enter a value (in
frames) you want to add to the current
frame. To open the shutter before the
current frame, enter a negative value. For
example, a value of - 0.5 would open the
shutter half a frame before the current
frame.
AOVs Tab
output AOV output_shader_vectors disabled When enabled, all the arbitrary output
variables specified are passed into the
specified channels.
remove AOV remove_from_beauty enabled When enabled, the specified AOV are not
from beauty included in the output of the node.
pass
When disabled, all specified AOV channels
are output.
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3D Nodes | RayRender
Camera Tab
Left View leftView N/A Sets the view to use for the left eye in the
output.
Right View rightView N/A Sets the view to use for the right eye in
the output.
Eye Separation eyeSeparation 0.065 Determines how far apart the two views
are, from a viewer's perspective. If you set
the Eye Separation, or interpupillary
distance (IPD), too low, objects in the
scene appear crushed horizontally, but
raising it too high can leave holes in the
stitch.
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3D Nodes | RayRender
Falloff separationFalloffExponent 1 Sets the rate off falloff for the eye
Exponent separation towards the poles when Falloff
Type is set to Cosine.
Sample Ray sampleRayFromCamera disabled When enabled, sample rays with respect
REFERENCE GUIDE
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3D Nodes | ReadGeo
Rig Size rigDiameter 0.1 Sets the diameter of the camera rig used
to generate a corresponding stereoscopic
image stitch, when Sample Ray From
Camera is enabled.
ReadGeo
Imports geometry from a specified location. You can read in:
• Alembic (.abc) files containing meshes or point clouds. The mesh's vertices, normals, UVs, and vertex
colors are read on a per frame basis or at the first frame. Materials and textures are not read in. Any
cameras in the file are passed to Camera nodes.
For more information on Alembic, see http://code.google.com/p/alembic/
• FBX (.fbx) files containing meshes or point clouds. The mesh's vertices, normals, UVs, and vertex colors
are read on a per frame basis or at the first frame. Materials and textures are not read in. Any cameras in
the file are passed to Camera nodes.
• OBJ (.obj) files
• USD (.usd/.usda) files containing meshes and point clouds. The mesh's vertices, normals, UVs, and vertex
colors are read on a per frame basis or at the first frame. Materials and textures are not read in. Cameras
are not currently supported an are grayed-out in the scenegraph.
For more information on USD, see https://graphics.pixar.com/usd/docs/index.html
REFERENCE GUIDE
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3D Nodes | ReadGeo
ReadGeo Tab
file file none Enter the file path and file name or use the folder
icon to browse to the required location.
Localization localizationPolicy from auto- Sets the local file caching behavior. Copies of the
Policy localize path files are stored in a specified local folder for faster
access times:
• on - the files are cached, regardless of location, as
long as the limit to (GB) limit is not breached.
• from auto-localize path - the files are cached if
they reside in the auto-localize from directory, as
long as the limit to (GB) limit is not breached.
• on demand - only localize these source clips when
you manually update them. See Nuke's Online Help
for more information.
• off - the files are never cached, regardless of
location.
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3D Nodes | ReadGeo
reload reload N/A Click to reload the geometry from disk, overwriting
any changes.
frame range range_first 1 Sets the start frame for the frame range displayed in
the Viewer when the frame slider range is set to
Input. This can be used to display the offset used in
the TimeOffset node.
range_last 1 Sets the end frame for the frame range displayed in
the Viewer when the frame slider range is set to
Input. This can be used to display the offset used in
the TimeOffset node.
display display textured Adjust the display characteristics of the object. These
settings don’t affect the render output of the scene;
these are for display purposes only in the 3D Viewer.
• off - hides the 3D geometry object.
• wireframe - displays only the outlines of the
object’s geometry.
• solid - displays all geometry with a solid color.
• solid+wireframe - displays the geometry as solid
color with the object’s geometry outlines.
• textured - displays only the surface texture.
• textured+wireframe - displays the wireframe plus
the surface texture.
selectable selectable enabled When enabled, you can make selections as normal in
the Viewer. When disabled, points cannot be
selected or changed.
render render_mode textured Sets how the object will render. This control is
independent from the display selection, but has the
same settings.
cast shadow cast_shadow enabled When enabled, the object can cast shadows.
receive receive_shadow enabled When enabled, and a material shader has been added
shadow to the geometry, the object can receive shadows.
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852
3D Nodes | ReadGeo
Transform Tab
transform xform_order SRT Sets the operation order for scale (S), rotation (R), and
order translation (T). The possible operation combinations
are SRT, STR, RST, RTS, TSR, TRS.
rotation rot_order ZXY Sets the order of rotation. The possible axial
order combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX.
translate translate 0, 0, 0 Lets you translate the object along the x, y, and z
axes. You can also adjust translate values by clicking
and dragging the object in the 3D Viewer.
rotate rotate 0, 0, 0 Lets you rotate the object around the x, y, and z axes.
you can adjust rotate values by holding down
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3D Nodes | ReadGeo
scale scaling 1, 1, 1 Lets you scale the object on the x, y, and z axes.
uniform scale uniform_scale 1 Lets you scale the object simultaneously on the x, y,
and z axes.
skew skew 0, 0, 0 Lets you skew the object on the x, y, and z axes.
Local matrix
specify useMatrix N/A Enable this to specify matrix values for the object
matrix you’re transforming as an alternative to setting
transform, scale, skew and pivot values above.
matrix matrix N/A The matrix displays values from the object’s
transform, rotate, scale, skew, and pivot controls.
REFERENCE GUIDE
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3D Nodes | ReadGeo
ABC
ABC Options - These controls are only shown if you have imported an .abc file.
read on each read_on_ enabled When enabled, ReadGeo bakes each object's transform
frame each_frame into the mesh points and preserves the animation.
sub frame sub_frame enabled When enabled, objects are read on sub frames which can
be used to render motion blur.
lock frame lock_frame 1 When read on each frame is disabled, the object is read
at this frame.
frame rate frame_rate 24 The frame rate (frames per second) to use to sample the
animation.
render points point_render_ point clouds Determines how point primitives are rendered:
as mode • point clouds - Render primitives as Nuke point clouds.
• particles - Render primitives as Nuke particles.
use geometry use_ disabled When enabled, apply geometry color attributes read
colors geometry_ from .abc files and apply them to the Nuke geometry.
colors
Scenegraph Tab
scene view scene_view N/A Displays the mesh nodes in the scene. The point cloud
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3D Nodes | ReadGeo
Click the Load icons to show and hide the selected item
and its children.
view entire all_objects disabled When disabled, only meshes imported into this
scenegraph ReadGeo node are shown.
FBX
FBX Options - These controls are only shown if you have imported an .fbx file.
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3D Nodes | ReadGeo
animation fbx_take_ dependent on The take you want to use from the .fbx file. FBX supports
stack name file multiple takes in one file. Usually, one of the takes is a
default take with no animation.
node name fbx_node_ dependent on The mesh node you want to import from the .fbx file.
name file
Point cloud nodes are not listed.
frame rate frame_rate 24 The frame rate (frames per second) to use to sample the
animation curves. To use this rate rather than the one
defined in the FBX file, check use frame rate.
use frame rate use_frame_ disabled When enabled, the frame rate defined above is used to
rate sample the animation curves.
all objects all_objects disabled When enabled, ReadGeo imports all the meshes in the
.fbx file rather than just one. This overrides whatever
you have selected under node name.
read on each read_on_ enabled When enabled, ReadGeo bakes each object's transform
frame each_frame into the mesh points and preserves the animation.
read read_from_ enabled When enabled, transform properties are imported from
transform file the .fbx file and, while you can view them and use them
from file in expressions, you cannot modify them. Whenever you
reload the script, the transform properties are re-read
from the .fbx file to ensure they match the file content.
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3D Nodes | ReadGeo
OBJ
OBJ Options - These controls are only shown if you have imported an .obj file.
update mode update_mode all Sets the update mode for the OBJ geometry:
• all - loads all geometry groups for each frame.
• point-cloud - loads only point and point attributes
group data at each frame. The primitives frame
control specifies which frame in the sequence contains
the primitive and vertex attribute group data.
read texture read_texture_ enabled When enabled, w coordinates are read along with uv
w coord w_coord coordinates, where present.
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3D Nodes | ReadGeo
USD
USD Options - These controls are only shown if you have imported a .usd or .usda file.
read on each read_on_ enabled When enabled, ReadGeo bakes each object's transform
frame each_frame into the mesh points and preserves the animation.
Scenegraph Tab
scene view scene_graph N/A Displays all items in the file, including currently
unsupported items such as cameras.
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3D Nodes | Reflection
view entire all_objects disabled When disabled, only items imported into this ReadGeo
scenegraph node are shown.
When enabled, all meshes that exist in the USD file are
displayed. This allows you to show or hide imported
items by clicking on the icons on the left. Alternatively,
you can choose select or deselect from the right-click
menu.
Reflection
Reflection is the familiar physical phenomenon where an image of an object is cast back from a particular
kind of surface, such as glass or water. Using the PositionToPoints node, you can replicate this effect in
your render result of 3D objects, and using the Reflection node, you can adjust the controls for creating
the reflection effect.
Nuke's RayRender node and PrmanRender use raytracing to create this effect and you can use the
Reflection node to adjust the result.
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3D Nodes | Refraction
Output unnamed The 3D geometry object to which you want to apply a reflection
effect. If you want to apply the same effect to several objects, you can
also connect a MergeGeo node here.
Reflection Tab
Refraction
Refraction is the familiar physical phenomenon of light traveling differently through different materials
and thus reflecting differently off objects behind that material. For example, if you have a glass of water
with a straw in it, the part of the straw that’s not in water appears to be in a different angle to the part that
is in the water. This is due to water bending the light waves.
PrmanRender uses raytracing to create this effect and you can use the Refraction node to adjust the result.
Without the PrmanRender node and RenderMan Pro Server software though, the Refraction node has no
effect.
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3D Nodes | Relight
Output unnamed The 3D geometry object to which you want to apply a refraction
effect. If you want to apply the same effect to several objects, you can
also connect a MergeGeo node here.
Refraction Tab
Relight
The Relight node takes a 2D image containing normal and point position passes and lets you relight it
using 3D lights. Essentially bypassing the need to return to a 3D application and re-render the lighting,
Relight provides a quick and interactive way to relight a 3D scene in a 2D environment.
Relight works by applying a 3D shader to a 2D image using the normal and point position passes stored in
separate image channels, and lets you attach and manipulate a 3D light (or multiple lights via a Scene
node).
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3D Nodes | Relight
Input color The 2D image to relight using 3D lights. This image should contain
normal and point position passes.
You can create normal and point position passes using the
DepthGenerator node in NukeX, for example.
Note: The cam input only appears once the lights input
has been connected to a light or scene node.
lights The light node to use to relight the color image. If you want to use
multiple lights, you can also connect a Scene node here.
material The 3D shader to apply to the color image. This can be a Phong
node, for example.
Note: The material input only appears once the cam input
has been connected.
Relight Tab
use alpha use_alpha disabled When enabled, the alpha channel of the color image is
used as a mask to limit the effects of Relight on the
original scene.
normal normal none The channel from the color input that contains the
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3D Nodes | ScanlineRender
point position none The channel from the color input that contains the point
positions position pass.
ambient ambient 0 Sets the global ambient light level for the scene.
ScanlineRender
When connected to a Scene node, the ScanlineRender node renders all the objects and lights connected
to that scene from the perspective of the Camera connected to the cam input (or a default camera if no
cam input exists). The rendered 2D image is then passed along to the next node in the compositing tree,
and you can use the result as an input to other nodes in the script.
The ScanlineRender node also outputs deep data if there is a Deep node downstream.
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3D Nodes | ScanlineRender
ScanlineRender Tab
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3D Nodes | ScanlineRender
antialiasing antialiasing none Sets the level of antialiasing to reduce any aliasing
artifacts in the render. Choose from none, low,
medium and high.
Z-blend zblend_mode none Type of ramp to use to blend two surfaces within
mode the Z-blend range of each other. Smooth looks
better, but linear is provided for back-compatibility.
Z-blend range zblend_range 0.1 Any two surfaces closer together than this distance
on the Z axis are blended together to smooth the
transition between intersecting objects.
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3D Nodes | ScanlineRender
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3D Nodes | ScanlineRender
MultiSample Tab
shutter shutter 0.5 Enter the number of frames the shutter stays open
when motion blurring. For example, a value of 0.5
corresponds to half a frame.
shutter offset shutteroffset start This value controls how the shutter behaves with
respect to the current frame value. It has four
options:
• centred - center the shutter around the current
frame. For example, if you set the shutter value to
1 and your current frame is 30, the shutter stays
open from frame 29,5 to 30,5.
• start - open the shutter at the current frame. For
example, if you set the shutter value to 1 and your
current frame is 30, the shutter stays open from
frame 30 to 31.
• end - close the shutter at the current frame. For
example, if you set the shutter value to 1 and your
current frame is 30, the shutter stays open from
frame 29 to 30.
• custom - open the shutter at the time you specify.
In the field next to the dropdown menu, enter a
value (in frames) you want to add to the current
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3D Nodes | ScanlineRender
sample spacial_jitter 1 The diameter of the circle that the samples for each
diameter pixel are placed in for antialiasing. The larger the
value, the more pixels are jittered.
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3D Nodes | ScanlineRender
Shader Tab
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3D Nodes | ScanlineRender
motion vector MB_channel forward The channels the motion vectors are output to.
channels
You can use the checkboxes on the right to select
individual channels.
output output_shader_ disabled When enabled, shader vectors (surface points and
vectors vectors surface normals) are output as well as motion
vectors. These can be useful if you want to relight
the rendered 3D scene in the compositing phase.
surface points P_channel none The channel to use as the surface point channel.
When output vectors is enabled, ScanlineRender
outputs the surface point positions (in world space
coordinates) into this channel.
surface N_channel none The channel to use as the surface normal channel.
normal When output vectors is enabled, ScanlineRender
outputs the surface point normals (in world space
coordinates) into this channel.
Deep Tab
drop zero drop_zero_alpha_ enabled When enabled, deep samples with an alpha value of
alpha samples samples 0 do not contribute to the output.
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3D Nodes | Scene
Scene
Regardless of its location in your script, the Scene node is the highest-level node in the scene hierarchy
because it references all the elements in a 3D workspace - all the geometric objects, cameras, and lights.
Every Scene node in a script should be connected to a ScanlineRender, RayRender, or PrmanRender node,
which render the results of the scene.
Input [numbered 3D objects, Lights, Cameras, and materials. You can connect any
inputs] number of nodes to a Scene node.
Scene Tab
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3D Nodes | Specular
selectable selectable enabled When enabled, you can make selections as normal in the
Viewer. When disabled, points cannot be selected or
changed.
render render_mode unchanged Sets how objects connected to the scene will render.
This control is independent from the display selection,
but has the same settings.
cast shadow cast_shadow disabled If the shadow operation is set to override inputs, cast
shadow enables the geometry to cast shadows on other
objects.
Specular
The Specular node controls how bright and wide the highlights on a material seem. The location of the
viewpoint is significant: the specular highlights are the brightest along the direct angle of reflection.
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3D Nodes | Specular
Input mapsh An optional mask for varying the shininess value. Where the mask is
black, the shininess is set to min shininess. Where the mask is white,
the shininess is set to max shininess. Values in between (where the
matte is gray) are attenuated accordingly.
map The image used to modulate the specular properties of the material.
unnamed Either:
• The 2D image you’re using for the surface texture, or
• Another shader node, such as Diffuse, Specular, or Emission. Adding
several shader nodes one after the other allows you to produce
more complex effects.
Specular Tab
white white 0.18 The brightness of the specular highlight. The higher the
value, the shinier the material seems.
min shininess min_shininess 10 The shininess value controls the width of the highlights.
The higher the value, the wider the highlights.
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3D Nodes | Sphere
max shininess max_shininess 10 The shininess value controls the width of the highlights.
The higher the value, the wider the highlights.
shininess shininess_ luminance Select which channel from the mapSh input is used to
channel channel map the black and white values to the minshininess and
maxshininess controls. Choose:
• red to use the red channel for the mapping,
• green to use the green channel,
• blue to use the blue channel,
• alpha to use the alpha channel,
• luminance to use the luminance, or
• average rgb to use the average of the red, green, and
blue channels.
Sphere
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3D Nodes | Sphere
The Sphere node creates an adjustable sphere in a 3D scene. You can map a texture on to the sphere by
attaching an image to the img input.
Input img The texture you want to project on to the object’s face.
Sphere Tab
display display textured Adjust the display characteristics of the 3D object. These
settings don’t affect the render output of the scene;
these are for display purposes only in the 3D Viewer.
• off - hides the 3D geometry object.
• wireframe - displays only the outlines of the object’s
geometry.
• solid - displays all geometry with a solid color.
• solid+wireframe - displays the geometry as solid
color with the object’s geometry outlines.
• textured - displays only the surface texture.
• textured+wireframe - displays the wireframe plus
the surface texture.
selectable selectable enabled When enabled, you can make selections as normal in
the Viewer. When disabled, points cannot be selected
or changed.
render render_mode textured Sets how the object will render. This control is
independent from the display selection, but has the
same settings.
cast shadows cast_shadow enabled When enabled, the sphere object can cast shadows.
receive receive_ enabled When enabled, and a material shader has been added,
shadows shadow the sphere object can have shadows cast onto it by
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3D Nodes | Sphere
other objects.
frame range frame_first 1 Sets the start frame for the frame range displayed in the
Viewer when the Timeline range is set to Input. This can
be used to display the offset used in the TimeOffset
node.
frame_last 1 Sets the end frame for the frame range displayed in the
Viewer when the Timeline range is set to Input. This can
be used to display the offset used in the TimeOffset
node.
rows/columns rows 30 Sets the number of rows on the outer face of the
object. The maximum value is 512, but high values may
cause instability.
u extent u_extent 360 Sets the extent to which the input image wraps around
the sphere horizontally without extrapolating from the
image edges.
v extent v_extent 180 Sets the extent to which the input image wraps around
the sphere vertically without extrapolating from the
image edges.
close top close_top enabled When enabled, the top of the sphere is closed off.
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3D Nodes | Sphere
close bottom close_bottom enabled When enabled, the bottom of the cylinder is closed off.
transform xform_order SRT Sets the operation order for scale (S), rotation (R), and
order translation (T). The possible operation combinations are
SRT, STR, RST, RTS, TSR, TRS.
rotation order rot_order ZXY Sets the order of rotation. The possible axial
combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX.
translate translate 0, 0, 0 Lets you translate the object along the x, y, and z axes.
You can also adjust translate values by clicking and
dragging the object in the 3D Viewer.
rotate rotate 0, 0, 0 Lets you rotate the object around the x, y, and z axes.
You can adjust rotate values by holding down Ctrl/Cmd
and dragging in the 3D Viewer.
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3D Nodes | Spot
scale scaling 1, 1, 1 Lets you scale the object on the x, y, and z axes.
uniform scale uniform_scale 1 Lets you scale the object simultaneously on the x, y, and
z axes.
skew skew 0, 0, 0 Lets you skew the object on the x, y, and z axes.
Local Matrix
specify matrix useMatrix N/A Enable this to specify matrix values for the object you’re
transforming as an alternative to setting transform,
scale, skew and pivot values above.
matrix matrix N/A The matrix displays values from the object’s transform,
rotate, scale, skew, and pivot controls.
Spot
Spot nodes create a point in 3D space that emits a cone-shaped light in a given direction. A real world
example of a spot light is a desk lamp.
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3D Nodes | Spot
Spot Tab
cone angle cone_angle 40 Sets the spot light cone angle adjusting the spread of
the light. Valid angles are from 0 to 180 degrees.
cone cone_ 0 Controls spot light softness along the edge of the area
penumbra penumbra_ of illumination. A negative value fades inward from the
angle angle circle's edge and vice versa. The cone falloff should be
set to zero or a low amount in order to see the softness.
cone falloff cone_falloff 0 Sets how much the spot light diminishes from the center
of the circular region out to the edge. The higher the
value, the more focused the light. The falloff is
independent of the falloff type
falloff type falloff_type No falloff Sets the amount of light the object gets from the light
source, based on the distance between the light source
and the object.
• No falloff - light does not diminish with distance.
• Linear - diminish the light at a fixed rate as it travels
from the object.
• Quadratic and Cubic - diminish the light at an
exponential rate.
display display wireframe Adjust the display characteristics of the 3D object. These
settings don’t affect the render output of the scene;
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3D Nodes | Spot
selectable selectable enabled When enabled, you can make selections as normal in the
Viewer. When disabled, points cannot be selected or
changed.
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3D Nodes | Spot
transform xform_order SRT Sets the operation order for scale (S), rotation (R), and
order translation (T). The possible operation combinations are
SRT, STR, RST, RTS, TSR, TRS.
rotation order rot_order ZXY Sets the order of rotation. The possible axial
combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX.
translate translate 0, 0, 0 Lets you translate the object along the x, y, and z axes.
You can also adjust translate values by clicking and
dragging the object in the 3D Viewer.
rotate rotate 0, 0, 0 Lets you rotate the object around the x, y, and z axes.
You can adjust rotate values by holding down Ctrl/Cmd
and dragging in the 3D Viewer.
scale scaling 1, 1, 1 Lets you scale the object on the x, y, and z axes.
uniform scale uniform_scale 1 Lets you scale the object simultaneously on the x, y, and
z axes.
skew skew 0, 0, 0 Lets you skew the object on the x, y, and z axes.
Local Matrix
specify matrix useMatrix N/A Enable this control to specify matrix values for the
object you’re transforming as an alternative to setting
transform, scale, skew and pivot values above.
matrix matrix N/A The matrix displays values from the object’s transform,
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3D Nodes | Spot
World Matrix
matrix matrix N/A Displays the world or absolute xyz transform of the node
in world coordinates.
Shadows Tab
cast shadows cast_shadows disabled When enabled, the light casts shadow as defined by the
Shadow controls.
shadow mode shadow_ solid Presents three shadow casting modes that affect
mode shadows cast by objects, based on the objects’ opacity:
• solid - objects that cast shadows are considered to be
completely solid. This option can be used with both
ScanlineRender and PrmanRender.
• clipped alpha - objects that cast shadows are
considered to be transparent if the object’s alpha is
below the light’s clipping threshold control in the
Shadows tab. This option is only relevant if you are
using ScanlineRender to render your shadows.
• full alpha - shadows are calculated based on how light
is reduced when it passes through non-opaque
occluders. This option is only relevant if you are using
ScanlineRender to render your shadows.
filter filter cubic Determines the type of filter that the shadow mode
uses when it’s set to clipped alpha or full alpha.
scene epsilon scene_epsilon 0.001 An offset that moves the sampling point away from the
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3D Nodes | Spot
samples samples 1 Sets the number of samples for the light when
generating soft shadows. If soft shadows in your scene
appear dotty or noisy, try increasing this value. The
higher the value, the smoother the soft the shadows
become.
sample width sample_width 1 Sets the size of the light for soft shadows. This value
determines the width of the soft area around the egde
of a shadow. The higher the value, the larger the soft
area.
bias depthmap_ 0.01 Sets the bias for the raytracing or shadow map. Increase
bias this value if self shadowing artifacts appear in the image.
This moves the surface sample point away from surface.
Note, however, that if you increase the value too much,
some shadows may start moving away from the base of
the objects that cast them.
slope bias depthmap_ 0.001 Bias for the shadow map. This is like bias, but the offset
slope_ is proportional to the slope of the depth map. This
bias allows you to give a different offset to each value in the
depth map, depending on the surface’s slope relative to
the light.
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3D Nodes | Spot
clipping clipping_ 0.5 Objects that are set to cast shadows are considered solid
threshold threshold if their alpha is below the value set here.
jitter scale shadow_jitter_ 3 Sets the amount of jitter used when doing percentage-
scale closer filtering (PCF) for soft shadows. A larger jitter
scale value results in softer, more perceptually accurate
shadows.
depthmap depthmap_ 1024 Sets the resolution of the depth map. Larger values will
resolution width result in a less crunchy edge, but will require more time
to process.
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3D Nodes | TransformGeo
output mask shadow_mask disabled Enables the associated channel to the right. Disabling
this checkbox is the same as setting the channel to none.
none Sets the channel you want to output the shadow map
into. This can be enabled even if the cast shadows box
is disabled.
TransformGeo
The TransformGeo node lets you translate, rotate, scale, and skew 3D geometry objects.
Input unnamed The 3D geometry object you want to translate, rotate, scale, or skew.
If you want to transform several objects together, you can also
connect a MergeGeo node here.
look An optional input where you can connect a Camera or 3D object that
the transformed 3D object should face. If a look input exists, the
transformed 3D object is automatically rotated to point towards the
look input whenever the look input is moved.
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3D Nodes | TransformGeo
axis An optional Axis node input. This links the position, rotation, scale,
and skew of the transformed 3D object(s) to the Axis node, so that
the transformation controls on the Axis node override the
corresponding controls on the TransformGeo node.
If you’ve worked with other 3D applications, you may know the Axis
node as a “null” or “locator” object.
TransformGeo Tab
display display unchanged Adjust the display characteristics of the 3D object. These
settings don’t affect the render output of the scene;
these are for display purposes only in the 3D Viewer.
• off - hides the 3D geometry object.
• wireframe - displays only the outlines of the object’s
geometry.
• solid - displays all geometry with a solid color.
• solid +wireframe - displays the geometry as solid
color with the object’s geometry outlines.
• textured - displays only the surface texture.
• textured +wireframe - displays the wireframe plus
the surface texture.
• unchanged - doesn't change the object's display
mode. The Viewer can override this setting.
selectable selectable enabled When enabled, you can make selections as normal in the
Viewer. When disabled, points cannot be selected or
changed.
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3D Nodes | TransformGeo
render render_mode unchanged Sets how the object will render. This control is
independent from the display selection, but has the
same settings.
transform xform_order SRT Sets the operation order for scale (S), rotation (R), and
order translation (T). The possible operation combinations are
SRT, STR, RST, RTS, TSR, TRS.
rotation order rot_order ZXY Sets the order of rotation. The possible axial
combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX.
translate translate 0,0,0 Lets you translate the 3D object along the x, y, and z
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3D Nodes | TransformGeo
rotate rotate 0,0,0 Lets you rotate the 3D object around the x, y, and z axes.
You can adjust rotate values by holding down Ctrl/Cmd
and dragging in the 3D Viewer.
scale scale 1,1,1 Lets you scale the 3D object on the x, y, and z axes.
uniform scale uniform_scale 1 Lets you scale the 3D object simultaneously on the x, y,
and z axes.
skew skew 0,0,0 Lets you skew the object on the x, y, and z axes.
pivot pivot 0,0,0 When you make changes to the 3D object’s position,
scaling, skewing, and rotation, these occur from the
location of the object’s origin point or pivot. The pivot
x, y, and z controls allow you to offset the pivot point
and move it anywhere you like - you can even move it
outside of the object. Subsequent transformations will
then occur relative to the new pivot point location.
Local Matrix
specify matrix useMatrix disabled Enable this control to specify matrix values for the
object you’re transforming as an alternative to setting
transform, scale, skew and pivot values above.
matrix matrix N/A The matrix displays values from the object’s transform,
rotate, scale, skew, and pivot controls.
Look Tab
look axis look_axis The axis around which the 3D object is rotated to face
the look input.
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3D Nodes | Transmission
rotate X rotate_x enabled Determines whether the rotation occurs around the X
axis. Note that for the rotation to truly "look at" the look
input, all three of these options must be activated.
rotate Y rotate_y enabled Determines whether the rotation occurs around the Y
axis. Note that for the rotation to truly "look at" the look
input, you have to set all three of these options.
rotate Z rotate_z enabled Determines whether the rotation occurs around the Z
axis. Note that for the rotation to truly "look at" the look
input, you have to set all three of these options.
look strength look_strength 1 Determines to what extent the 3D object rotates to the
new orientation. The smaller the value, the less the
object is rotated. Setting the value to 0 produces no
rotation.
use use_ disabled Uses an alternate scheme to calculate the look rotation.
quaternions quaternions This option may be useful to smooth out erratic
rotations along the look axis.
Transmission
The Transmission node allows you to render semi-transparent, colored shadows by simulating the
absorption of light passing through a surface. The Transmission shader must be used in conjunction with
lights that cast full alpha shadows.
Note: The Transmission node only works if your 3D scene contains a light that casts full alpha
shadows and is rendered using RayRender.
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3D Nodes | Transmission
Input map An optional mask for limiting the effect. Any changes you make to
the shadows are limited to the non-black areas of the mask.
unnamed Either:
• The 2D image you’re using for the surface texture, or
• Another shader node, such as Diffuse, Specular, or Emission. Adding
several shader nodes one after the other allows you to produce
more complex effects.
Transmission Tab
transmittance transmittance 0.18 When absorption mode is set to constant, controls how much
light passes through from the texture image. 0 is equal to no
light passing through and 1 is all light passing through.
absorption absorption_ constant Sets the absorption mode used to calculate the shadow:
mode mode • constant - uses the transmittance control to set the amount
of absorption.
• solid - uses the solid component of the input material to set
the amount of absorption.
• diffuse - uses the diffuse component of the input material to
set the amount of absorption.
• map - uses the map input to set the amount of absorption.
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3D Nodes | Trilinear
Trilinear
The Trilinear node lets you warp your 3D geometry object as a whole by using trilinear interpolation from
the object’s bounding box to the given destination box. For example, you can use this node to create
animated object deformations, such as the squash of a bouncing ball.
Input unnamed The 3D geometry object you want to warp. If you want to warp
several objects together, you can also connect a MergeGeo node
here.
Trilinear Tab
display display unchanged Adjust the display characteristics of the 3D object. These
settings don’t affect the render output of the scene;
these are for display purposes only in the 3D Viewer.
• off - hides the 3D geometry object.
• wireframe - displays only the outlines of the object’s
geometry.
• solid - displays all geometry with a solid color.
• solid +wireframe - displays the geometry as solid
color with the object’s geometry outlines.
• textured - displays only the surface texture.
• textured +wireframe - displays the wireframe plus
the surface texture.
• unchanged - doesn't change the object's display
mode. The Viewer can override this setting.
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3D Nodes | Trilinear
selectable selectable enabled When enabled, you can make selections as normal in the
Viewer. When disabled, points cannot be selected or
changed.
render render_mode unchanged Sets how the object will render. This control is
independent from the display selection, but has the
same settings.
reset shape to reset_shape N/A Cancels your changes and resets the input to its original
input shape.
copy copy_shape N/A Copies the current positions of the bounding box
corners (p0-p7) into a temporary buffer.
paste paste_shape N/A Pastes previously copied positions of the bounding box
corners (p0-p7).
set key set_key_shape N/A Sets keys for the positions of all the bounding box
corners (p0-p7) on the current frame. This is the same as
selecting Setkey from the animation menu next to each
of the controls.
delete key del_key_shape N/A Deletes the keys on the positions of all the bounding
box corners (p0-p7) on the current frame.
delete anim del_anim_ N/A Deletes the keys on the positions of all the bounding
shape box corners (p0-p7) on all frames.
p0 xyz p0 -0.5, -0.5, -0.5 The x, y, and z coordinates for the p0 corner of the
bounding box. You can also adjust these by dragging
the corner in the Viewer.
p1 xyz p1 -0.5, 0.5, -0.5 The x, y, and z coordinates for the p1 corner of the
bounding box. You can also adjust these by dragging
the corner in the Viewer.
p2 xyz p2 0.5, 0.5, -0.5 The x, y, and z coordinates for the p2 corner of the
bounding box. You can also adjust these by dragging
the corner in the Viewer.
p3 xyz p3 0.5, -0.5, -0.5 The x, y, and z coordinates for the p3 corner of the
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3D Nodes | Trilinear
p4 xyz p4 -0.5, -0.5, 0.5 The x, y, and z coordinates for the p4 corner of the
bounding box. You can also adjust these by dragging
the corner in the Viewer.
p5 xyz p5 -0.5, 0.5, 0.5 The x, y, and z coordinates for the p5 corner of the
bounding box. You can also adjust these by dragging
the corner in the Viewer.
p6 xyz p6 0.5, 0.5, 0.5 The x, y, and z coordinates for the p6 corner of the
bounding box. You can also adjust these by dragging
the corner in the Viewer.
p7 xyz p7 0.5, -0.5, 0.5 The x, y, and z coordinates for the p7 corner of the
bounding box. You can also adjust these by dragging
the corner in the Viewer.
use incoming src_use_bbox enabled By default, the node warps the bounding box of the
bounding box input object. If you'd rather warp a custom bounding
box, uncheck this and use the controls below to define
the custom box.
reset source reset_src_ N/A Cancels any changes you've made to the custom
box to input shape bounding box and resets it to the original settings taken
from the input.
box src_color red The color of the custom bounding box in the 3D Viewer.
src0 xyz src0 -0.5, -0.5, -0.5 Sets the x, y, and z coordinates for one of the two
custom bounding box corners you can adjust.
src1 xyz src1 0.5, 0.5, 0.5 Sets the x, y, and z coordinates for one of the two
custom bounding box corners you can adjust.
REFERENCE GUIDE
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3D Nodes | UVProject
UVProject
The UVProject node sets the UV coordinates for an object, allowing you to project a texture image onto
the object. If the object already has UV coordinates, this node replaces them.
Input axis/cam The Axis or Camera node controlling the projection attributes.
UVProject Tab
display display unchanged Adjust the display characteristics of the 3D object. These
settings don’t affect the render output of the scene;
these are for display purposes only in the 3D Viewer.
• off - doesn't display geometry outlines.
• wireframe - displays only the outlines of the object’s
geometry.
• solid - displays all geometry with a solid color.
• solid +wireframe - displays the geometry as solid
color with the object’s geometry outlines.
• textured - displays only the surface texture.
• textured +wireframe - displays the wireframe plus
the surface texture.
• unchanged - doesn't change the object's display
mode. The Viewer can override this setting.
REFERENCE GUIDE
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3D Nodes | UVProject
selectable selectable enabled When enabled, you can make selections as normal in the
Viewer. When disabled, points cannot be selected or
changed.
render render_mode unchanged Sets how the object will render. This control is
independent from the display selection, but has the
same settings.
projection projection_ perspective Sets the projection type for rendered objects. Usually,
mode it’s best to select a type that’s close to the object’s
surface shape.
• off
• perspective
• planar
• spherical
• cylindrical
project on project_on both Sets which surfaces of a 3D object the projection falls on
through the camera:
• both
• front
• back
view frustum frustum_ disabled When enabled, the UVProject node affects only the
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3D Nodes | UVTile
culling culling vertices inside the camera view frustum. Any vertices
outside the view frustum will not be affected and they
still keep their original uv coordinates.
invert u u_invert disabled When enabled, the u coordinates are inverted on the
horizontal axis.
invert v v_invert disabled When enabled, the v coordinates are inverted on the
vertical axis.
attrib name uv_attrib_ uv Specifies the name of the attribute to use for the UV
name coordinates of the upstream geometry. If your geometry
has more than one set of UV coordinates, you can
choose the attribute that suits the projection type.
UVTile
When projecting textures onto an object, use the UVTile node to modify the coordinates of a given UV (or
UDIM) patch and adjust the behavior of individual patches.
Input unnamed The Read node with the UV (or UDIM) patch whose coordinates or
behavior you want to adjust.
REFERENCE GUIDE
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3D Nodes | Wireframe
UVTile Tab
udim udim 1001 The patch’s UDIM coordinates. Enter an alternative UDIM
value here to offset the given patch to that point. Check
enable to adjust the value here.
enable udim_enable disabled Check to enable the UDIM numbering scheme. Checking
this disables the u and v fields.
wrap mode wrap_u clamp Sets how existing patches are used to fill in the areas on
the u axis where unique textures are not present:
• clamp - Patch edges are stretched indefinitely.
• repeat - Patches are tiled repeatedly.
• mirror - Patches are mirrored repeatedly.
wrap_v clamp Sets how existing patches are used to fill in the areas on
the v axis where unique textures are not present:
• clamp - Patch edges are stretched indefinitely.
• repeat - Patches are tiled repeatedly.
• mirror - Patches are mirrored repeatedly.
translate translate 0, 0 Translates the entire UV grid map on the x and y axes.
scale scale 1 Scales the width and height of the UV grid map.
Wireframe
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3D Nodes | Wireframe
The Wireframe node allows you to render a wireframe overlay on the surface of your geometry object.
Note: The Wireframe node only works if you are rendering your 3D scene using ScanlineRender.
Wireframe Tab
operation operation opaque Sets how the wireframe overlay is applied to the
geometry:
• opaque - display the wireframe on fully opaque black
input geometry.
• see through - display the wireframe on fully
transparent geometry.
• over - display the wireframe on top of the input
shader or texture.
• multiply - multiply the wireframe by the input shader
or texture and display it on fully transparent geometry.
• modulate - apply standard diffuse shading to the
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3D Nodes | WriteGeo
line width line_width 0.5 Sets the width of the wireframe lines (in pixels).
line color line_color 1 Sets the color and transparency of the wireframe lines.
WriteGeo
Writes out geometry to a specified file. You can export:
• OBJ files
• FBX files containing meshes, point clouds, cameras, lights, and axes.
• Alembic (.abc) files containing meshes, point clouds, cameras, or axes. For more information on Alembic,
see http://code.google.com/p/alembic/.
You can write the geometry by clicking the Execute button and specifying a range of frames you want
written or by running the Nuke script with the -x switch.
Input unnamed The geometry or scene you want to write out to a specified file.
WriteGeo Tab
file file none Enter the file path and file name or use the folder
icon to browse to the required location.
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3D Nodes | WriteGeo
Execute Execute N/A Click to write the input geometry to the file
specified in the file control.
frame range first 1 When limit to range is enabled, enter the first
frame to write to the specified file.
limit to use_limit disabled When enabled, enter the first and last frames to
range write to the specified file.
views views main When you’re working with stereo footage, select
the required view.
file type file_type none Select the file type you intend to write:
• none - Nuke attempts to guess the file type from
the file name, but you cannot set any type-
specific controls.
• abc - when the WriteGeo node is connected to a
Scene node, writes to an .abc file and exposes the
Alembic-specific controls (see abc Options).
• fbx - when the WriteGeo node is connected to a
Scene node, writes to an .fbx file and exposes the
FBX-specific controls (see fbx Options).
• obj - write to an .obj file.
abc Options (These controls are only exposed when file type is set to abc.)
geometries writeGeometries enabled When enabled, write the scene geometries into the
.abc file.
pointClouds writePointClouds enabled When enabled, write the scene point clouds into
the .abc file.
cameras writeCameras enabled When enabled, write the scene cameras to the .abc
file.
axes writeAxes enabled When enabled, write the scene axes into the .abc
file.
REFERENCE GUIDE
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3D Nodes | WriteGeo
storage storageFormat HDF Select the storage format to use when writing the
format file:
• HDF - A storage format that maintains backwards
compatibility.
• Ogawa - A storage format that offers faster file
reading and smaller files.
fbx Options (These controls are only exposed when file type is set to fbx.)
geometries writeGeometries enabled When enabled, write the scene geometries into the
.fbx file.
cameras writeCameras enabled When enabled, write the scene cameras to the .fbx
file.
lights writeLights enabled When enabled, write the scene lights into the .fbx
file.
axes writeAxes enabled When enabled, write the scene axes into the .fbx
file.
point clouds writePointClouds enabled When enabled, write the scene point clouds into
the .fbx file.
ascii file asciiFileFormat disabled When disabled, a binary .fbx file is written. Check
format ascii file format to write the scene as an ascii .fbx
file.
animate animateMeshVertices disabled When enabled, the mesh vertices are animated and
mesh keyframes created at every frame. The animated
vertices meshes use vertex point cache for the data and a
directory with _fpc appended to the file name is
created to contain the point caches.
Python Tab (These controls are for Python callbacks and can be used to have Python functions
automatically called when various events happen in Nuke.)
REFERENCE GUIDE
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3D Nodes | WriteGeo
before each beforeFrameRender none These functions run prior to starting rendering of
frame each individual frame. If they throw an exception,
the render aborts.
after each afterFrameRender none These functions run after each frame is finished
frame rendering. They are not called if the render aborts.
If they throw an exception, the render aborts.
after render afterRender none These functions run after rendering of all frames is
finished. If they throw an error, the render aborts.
REFERENCE GUIDE
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Particles Nodes
Particles nodes (NukeX and Nuke Studio only) deal with Nuke's built-in particle system, often used for
creating effects like fog, smoke, rain, snow, and explosions.
ParticleBlinkScript
The ParticleBlinkScript node is similar to the BlinkScript node, running Foundry's Blink framework it
enables us to write our code once and run it on any supported device. This is achieved through code
translation, in which the Blink code is turned into specific code for each target device.
Unlike the BlinkScript node which works on images, the ParticleBlinkScript node works on a particle
system. It’s a ParticleOp which lets you write a Blink kernel to modify the particles, allowing custom
behavior that can’t be achieved with Nuke’s built in particle nodes.
REFERENCE GUIDE
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Particles Nodes |
render render_mode unchanged Sets how the object is rendered. This control
is independent from the display selection,
but has the same settings.
Kernel File kernelFile none Sets the file path of the kernel used for Load
REFERENCE GUIDE
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Particles Nodes |
Kernel Source
REFERENCE GUIDE
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Particles Nodes |
probability probability 1 This defines the probability that any given particle is
affected by this node.
min age min_age 0 Define the minimum required age of a particle for it to be
affected by this node. This node only applies to particles
which are above this age, where the age is normalized to 0-
1.
max age max_age 1 Define the maximum required age of a particle for it to be
affected by this node. This node only applies to particles
which are below this age, where the age is normalized to 0-
1.
random seed 0 Altering this value produces different results for anything
seed that requires random numbers. It is used in particular for
probability but can also be used for the range knobs within
a ParticleEmitter.
channels channels all Select which channels to apply this force to.
REFERENCE GUIDE
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Particles Nodes |
region region none Sets the region which you want to use to confine the particle
effect to. For example, if you choose a sphere, only particles
inside that sphere shaped region are affected by particle
effects.
invert region_invert disabled If enabled, particles outside the region are affected, rather
region than those inside it.
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Particles Nodes |
transform xform_order SRT Sets the operation order for scale (S), rotation (R), and
order translation (T). The possible operation combinations are SRT,
STR, RST, RTS, TSR, TRS.
rotation rot_order ZXY Sets the order of rotation. The possible axial combinations
order are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX.
translate translate 0, 0, 0 Lets you translate the region marker along the x, y, and z axes.
You can also adjust translate values by clicking and dragging
the axis in the 3D Viewer.
rotate rotate 0, 0, 0 Lets you rotate the region marker around the x, y, and z axes.
You can adjust rotate values by holding down Ctrl/Cmd and
dragging in the 3D Viewer.
scale scaling 1, 1, 1 Lets you scale the region marker on the x, y, and z axes.
uniform uniform_scale 1 Lets you scale the region marker simultaneously on the x, y,
scale and z axes.
skew skew 0, 0, 0 Lets you skew the region marker on the x, y, and z axes.
pivot pivot 0, 0, 0 When you make changes to the region marker’s position,
scaling, skewing, and rotation, these occur from the location
of the object’s origin point or pivot. The pivot x, y, and z
controls allow you to offset the pivot point and move it
anywhere you like - you can even move it outside of the
object. Subsequent transformations applied will then occur
relative to the new pivot point location.
You can also hold down Ctrl/Cmd+Alt and drag the pivot
point to a new location in the 3D Viewer.
Local Matrix
specify useMatrix N/A Enable this control to specify matrix values for the object
matrix you’re transforming as an alternative to setting transform,
scale, skew and pivot values above.
matrix matrix N/A The matrix displays values from the object’s transform, rotate,
scale, skew, and pivot controls.
REFERENCE GUIDE
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Particles Nodes | ParticleBounce
ParticleBounce
With ParticleBounce, you can make your particles appear to bounce off a 3D shape instead of traveling
through it. Use the ParticleBounce object control in combination with real geometry to make it look as
though the particles are interacting with it. Each particle checks for intersection with the geometry, then
bounces according to the normal at that point. This is currently limited to the primitive Nuke shapes plane,
sphere, and cylinder.
Input geometry The geometry to bounce particles off when object is set to input.
ParticleBounce Tab
display display unchanged Adjust the display characteristics of the particles. These
settings don’t affect the render output of the scene;
these are for display purposes only in the 3D Viewer.
• off - hides the particles.
• wireframe - displays only the outlines of the particle.
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Particles Nodes | ParticleBounce
selectable selectable enabled When enabled, you can select the particles in the Viewer
by clicking on them.
render render_mode unchanged Sets how the particles will render. This control is
independent from the display selection, but has the
same settings.
new channels out_new_ none Sets the channel where a particle should be assigned to
channels when an external bounce is detected.
bounce out_bounce 1 Sets the strength of the bounce effect. Higher values
cause the bounce angle to be closer to the normal, and
vice versa.
friction out_friction 0 Controls the slow down of particles as they hit the
external surface at an angle to the normal. Higher values
cause a backspin effect - the bounce angle becomes
closer to the normal, and vice versa.
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Particles Nodes | ParticleBounce
new channels in_new_ none Sets the channel where a particle should be assigned to
channels when an internal bounce is detected.
bounce in_bounce 1 Sets the strength of the bounce effect. Higher values
cause the bounce angle to be closer to the normal, and
vice versa.
friction in_friction 0 Controls the slow down of particles as they hit the
internal surface at an angle to the normal. Higher values
cause a backspin effect - the bounce angle becomes
closer to the normal, and vice versa.
object object plane Sets the geometry used to simulate bounce. Selecting
plane, sphere, or cylinder uses Nuke standard
primitives, but you can select input to use custom
geometry attached to the geometry input.
REFERENCE GUIDE
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Particles Nodes | ParticleBounce
transform bounceaxis_ SRT Sets the operation order for scale (S), rotation (R), and
order xform_order translation (T). The possible operation combinations are
SRT, STR, RST, RTS, TSR, TRS.
rotation order bounceaxis_ ZXY Sets the order of rotation. The possible axial
rot_order combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX.
translate bounceaxis_ 0, 0, 0 Lets you translate the bounce object along the x, y, and z
translate axes. You can also adjust translate values by clicking and
dragging the axis in the 3D Viewer.
rotate bounceaxis_ 0, 0, 0 Lets you rotate the bounce object around the x, y, and z
rotate axes. You can adjust rotate values by holding down
Ctrl/Cmd and dragging in the 3D Viewer.
scale bounceaxis_ 1, 1, 1 Lets you scale the bounce object on the x, y, and z axes.
scaling
uniform scale bounceaxis_ 1 Lets you scale the bounce object simultaneously on the
uniform_scale x, y, and z axes.
skew bounceaxis_ 0, 0, 0 Lets you skew the bounce object on the x, y, and z axes.
skew
REFERENCE GUIDE
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Particles Nodes | ParticleBounce
Local Matrix
specify matrix useMatrix N/A Enable this control to specify matrix values for the
object you’re transforming as an alternative to setting
transform, scale, skew and pivot values above.
matrix bounceaxis_ N/A The matrix displays values from the object’s transform,
matrix rotate, scale, skew, and pivot controls.
Conditions Tab
probability Sets the probability that this node affects your particles.
If you set this to zero, the node won’t affect any
particles, and if the value is 1, the node will affect every
particle.
min age Limits the effect of this node to particles above this
minimum age. The age of the particle is its lifetime
normalized between 0 and 1.
max age Limits the effect of this node to particles below this
maximum age. The age of the particle is its lifetime
normalized between 0 and 1.
REFERENCE GUIDE
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Particles Nodes | ParticleBounce
Region Tab
region region none Sets the region which you want to use to confine the
particle effect to. For example, if you choose a sphere,
only particles inside that sphere shaped region will be
affected by particle effects.
• none - all particles are affected as normal.
• sphere, box, half-space, and cylinder - controls the
region’s boundary shape.
invert region region_invert disabled When enabled, particles outside the region are affected
rather than those inside it.
REFERENCE GUIDE
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Particles Nodes | ParticleBounce
transform xform_order SRT Sets the operation order for scale (S), rotation (R), and
order translation (T). The possible operation combinations are
SRT, STR, RST, RTS, TSR, TRS.
rotation order rot_order ZXY Sets the order of rotation. The possible axial
combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX.
translate translate 0, 0, 0 Lets you translate the region marker along the x, y, and z
axes. You can also adjust translate values by clicking and
dragging the axis in the 3D Viewer.
rotate rotate 0, 0, 0 Lets you rotate the region marker around the x, y, and z
axes. You can adjust rotate values by holding down
Ctrl/Cmd and dragging in the 3D Viewer.
scale scaling 1, 1, 1 Lets you scale the region marker on the x, y, and z axes.
uniform scale uniform_scale 1 Lets you scale the region marker simultaneously on the
x, y, and z axes.
skew skew 0, 0, 0 Lets you skew the region marker on the x, y, and z axes.
pivot pivot 0, 0, 0 When you make changes to the region marker’s position,
scaling, skewing, and rotation, these occur from the
location of the object’s origin point or pivot. The pivot
x, y, and z controls allow you to offset the pivot point
and move it anywhere you like - you can even move it
outside of the object. Subsequent transformations
applied will then occur relative to the new pivot point
location.
REFERENCE GUIDE
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Particles Nodes | ParticleBounce
Local Matrix
specify matrix useMatrix N/A Enable this control to specify matrix values for the
object you’re transforming as an alternative to setting
transform, scale, skew and pivot values above.
matrix matrix N/A The matrix displays values from the object’s transform,
rotate, scale, skew, and pivot controls.
REFERENCE GUIDE
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Particles Nodes | ParticleCache
ParticleCache
The ParticleCache node allows you to store the geometry simulation for a particle system to file. It can
then be read back in different sessions of Nuke or on different machines without the need for
recalculation.
This allows a particle system to be produced by an artist and then used by a render farm without
recalculation, speeding up render times.
Caching does not replace the particle system rendered, as it relies on its inputs.
Note: ParticleCache nodes must be placed at the bottom of a single particle system or multiple
merged particle systems. They cannot be placed beneath a Scene node connected to two
separate streams or in the middle of a string of particle nodes.
Cache Tab
file file none Sets the file path to save the particle system to using
the .nkpc file extension.
REFERENCE GUIDE
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Particles Nodes | ParticleCache
padding particle_cache_ 1 The number of extra frames added to the start and
padding end of the ParticleCache render. This is required if
you have nodes downstream requesting frames
outside the normal frame range due to motion blur
(for example, if you have increased the shutter value
in a downstream ScanlineRender node).
Render Render N/A Click to render the particle system to the location
specified in the file control.
read from particle_cache_ disabled When enabled, use the particle system rendered to
file read_from_file the location specified in the file control.
Python Tab (These controls are for Python callbacks and can be used to have Python functions
automatically called when various events happen in Nuke.)
before each beforeFrameRender none These functions run prior to starting rendering of
frame each individual frame. If they throw an exception, the
render aborts.
REFERENCE GUIDE
919
Particles Nodes | ParticleCurve
after each afterFrameRender none These functions run after each frame is finished
frame rendering. They are not called if the render aborts. If
they throw an exception, the render aborts.
after render afterRender none These functions run after rendering of all frames is
finished. If they throw an error, the render aborts.
ParticleCurve
With ParticleCurve, you can apply a curve to particle properties (such as size or mass) to change them over
time. You can, for instance, adjust the curve for your particles’ alpha channel so that each particle fades to
invisibility toward the end of its lifetime.
Input particles The particle system to which you intend to apply the curve.
ParticleCurve Tab
display display unchanged Adjust the display characteristics of the particles. These
settings don’t affect the render output of the scene;
these are for display purposes only in the 3D Viewer.
• off - hides the particles.
REFERENCE GUIDE
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Particles Nodes | ParticleCurve
selectable selectable enabled When enabled, you can select the particles in the Viewer
by clicking on them.
render render_mode unchanged Sets how the particles will render. This control is
independent from the display selection, but has the
same settings.
curve editor curves N/A Specifies the curves to apply to particles each frame. The
x-axis is the particle's age (expressed as a proportion of
its maximum lifetime, so 0.0 is a new particle and 1.0 is a
particle about to expire).
reset N/A N/A Click to reset all curves to their original values.
rgb affect_rgb enabled When enabled, changes to the curves are applied in the
red, green, and blue channels.
alpha affect_alpha enabled When enabled, changes to the curves are applied in the
alpha channel.
size affect_size disabled When enabled, changes to the curves are applied to the
size of the particles.
REFERENCE GUIDE
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Particles Nodes | ParticleCurve
mass affect_mass disabled When enabled, changes to the curves are applied to the
mass of the particles.
Conditions Tab
probability probability 1 Sets the probability that this node affects your particles.
If you set this to zero, the node won’t affect any
particles, and if the value is 1, the node will affect every
particle.
min age min_age 0 Limits the effect of this node to particles above this
minimum age. The age of the particle is its lifetime
normalized between 0 and 1.
max age max_age 1 Limits the effect of this node to particles below this
maximum age. The age of the particle is its lifetime
normalized between 0 and 1.
random seed seed 0 Sets the integer to change the results of generated
randomness in your particles. You can achieve slightly
different effects by changing this number.
channels channels all Specifies which particle channels the effect of this node
should be applied to. Channels a and b are arbitrary
names for channels which are useful if you want different
ParticleEmitter nodes or other particle force nodes to
have an effect on separate channels.
Region Tab
region region none Sets the region which you want to use to confine the
particle effect to. For example, if you choose a sphere,
only particles inside that sphere shaped region will be
affected by particle effects.
• none - all particles are affected as normal.
• sphere, box, half-space, and cylinder - controls the
region’s boundary shape.
invert region region_invert disabled When enabled, particles outside the region are affected
rather than those inside it.
REFERENCE GUIDE
922
Particles Nodes | ParticleCurve
transform xform_order SRT Sets the operation order for scale (S), rotation (R), and
order translation (T). The possible operation combinations are
SRT, STR, RST, RTS, TSR, TRS.
rotation order rot_order ZXY Sets the order of rotation. The possible axial
combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX.
translate translate 0, 0, 0 Lets you translate the region marker along the x, y, and z
axes. You can also adjust translate values by clicking and
dragging the axis in the 3D Viewer.
rotate rotate 0, 0, 0 Lets you rotate the region marker around the x, y, and z
axes. You can adjust rotate values by holding down
Ctrl/Cmd and dragging in the 3D Viewer.
scale scaling 1, 1, 1 Lets you scale the region marker on the x, y, and z axes.
REFERENCE GUIDE
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Particles Nodes | ParticleDirectionalForce
uniform scale uniform_scale 1 Lets you scale the region marker simultaneously on the
x, y, and z axes.
skew skew 0, 0, 0 Lets you skew the region marker on the x, y, and z axes.
pivot pivot 0, 0, 0 When you make changes to the region marker’s position,
scaling, skewing, and rotation, these occur from the
location of the object’s origin point or pivot. The pivot
x, y, and z controls allow you to offset the pivot point
and move it anywhere you like - you can even move it
outside of the object. Subsequent transformations
applied will then occur relative to the new pivot point
location.
Local Matrix
specify matrix useMatrix N/A Enable this control to specify matrix values for the
object you’re transforming as an alternative to setting
transform, scale, skew and pivot values above.
matrix matrix N/A The matrix displays values from the object’s transform,
rotate, scale, skew, and pivot controls.
ParticleDirectionalForce
Use ParticleDirectionalForce to apply a directional force, rather like gravity, to your particles.
REFERENCE GUIDE
924
Particles Nodes | ParticleDirectionalForce
Input particles The particle system to which you intend to apply the force.
ParticleDirectionalForce Tab
display display unchanged Adjust the display characteristics of the particles. These
settings don’t affect the render output of the scene;
these are for display purposes only in the 3D Viewer.
• off - hides the particles.
• wireframe - displays only the outlines of the particle.
• solid - displays all particles with a solid color.
• solid+wireframe - displays the particles as solid
color with the particles outlines.
• textured - displays only the surface texture.
• textured+wireframe - displays the wireframe plus
the surface texture.
• unchanged - doesn't change the particles display
mode. The Viewer can override this setting.
selectable selectable enabled When enabled, you can select the particles in the
Viewer by clicking on them.
render render_mode unchanged Sets how the particles will render. This control is
independent from the display selection, but has the
same settings.
Strength xyz strength 0, 0, 0 Sets the direction of force applied to the particles on
the x, y, and z axes.
REFERENCE GUIDE
925
Particles Nodes | ParticleDirectionalForce
Conditions Tab
probability probability 1 Sets the probability that this node affects your
particles. If you set this to zero, the node won’t affect
any particles, and if the value is 1, the node will affect
every particle.
min age min_age 0 Limits the effect of this node to particles above this
minimum age. The age of the particle is its lifetime
normalized between 0 and 1.
max age max_age 1 Limits the effect of this node to particles below this
maximum age. The age of the particle is its lifetime
normalized between 0 and 1.
random seed seed 0 Sets the integer to change the results of generated
randomness in your particles. You can achieve slightly
different effects by changing this number.
channels channels all Specifies which particle channels the effect of this
node should be applied to. Channels a and b are
arbitrary names for channels which are useful if you
want different ParticleEmitter nodes or other particle
force nodes to have an effect on separate channels.
Region Tab
region region none Sets the region which you want to use to confine the
particle effect to. For example, if you choose a sphere,
only particles inside that sphere shaped region will be
affected by particle effects.
• none - all particles are affected as normal.
• sphere, box, half-space, and cylinder - controls the
region’s boundary shape.
invert region region_invert disabled When enabled, particles outside the region are
affected rather than those inside it.
REFERENCE GUIDE
926
Particles Nodes | ParticleDirectionalForce
transform xform_order SRT Sets the operation order for scale (S), rotation (R), and
order translation (T). The possible operation combinations
are SRT, STR, RST, RTS, TSR, TRS.
rotation rot_order ZXY Sets the order of rotation. The possible axial
order combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX.
translate translate 0, 0, 0 Lets you translate the region marker along the x, y, and
z axes. You can also adjust translate values by clicking
and dragging the axis in the 3D Viewer.
rotate rotate 0, 0, 0 Lets you rotate the region marker around the x, y, and z
axes. you can adjust rotate values by holding down
Ctrl/Cmd and dragging in the 3D Viewer.
scale scaling 1, 1, 1 Lets you scale the region marker on the x, y, and z axes.
REFERENCE GUIDE
927
Particles Nodes | ParticleDrag
uniform scale uniform_scale 1 Lets you scale the region marker simultaneously on the
x, y, and z axes.
skew skew 0, 0, 0 Lets you skew the region marker on the x, y, and z axes.
Local Matrix
specify useMatrix N/A Enable this control to specify matrix values for the
matrix object you’re transforming as an alternative to setting
transform, scale, skew and pivot values above.
matrix matrix N/A The matrix displays values from the object’s transform,
rotate, scale, skew, and pivot controls.
ParticleDrag
With ParticleDrag, you can apply drag on your particles to gradually alter their velocity over time. This
means particles will start off fast and gradually slow down, unless you use negative values to apply the
reverse effect.
REFERENCE GUIDE
928
Particles Nodes | ParticleDrag
The formula is: particle velocity*(1-drag). If the drag value is 0.01, the particles lose 1% of their velocity
per frame.
Input particles The particle system to which you intend to apply drag.
ParticleDrag Tab
display display unchanged Adjust the display characteristics of the particles. These
settings don’t affect the render output of the scene;
these are for display purposes only in the 3D Viewer.
• off - hides the particles.
• wireframe - displays only the outlines of the particle.
• solid - displays all particles with a solid color.
• solid+wireframe - displays the particles as solid color
with the particles outlines.
• textured - displays only the surface texture.
• textured+wireframe - displays the wireframe plus the
surface texture.
• unchanged - doesn't change the particles display
mode. The Viewer can override this setting.
selectable selectable enabled When enabled, you can select the particles in the Viewer
by clicking on them.
render render_mode unchanged Sets how the particles will render. This control is
independent from the display selection, but has the
same settings.
drag drag 0 Sets the proportion of each particle's velocity that is lost
per frame, where 0.01 = 1 percent and 1 = 100 percent.
REFERENCE GUIDE
929
Particles Nodes | ParticleDrag
rotational rotational_ 0 Sets the proportion of each particle's rotation that is lost
drag drag per frame, where 0.01 = 1 percent and 1 = 100 percent.
Conditions Tab
probability probability 1 Sets the probability that this node affects your particles.
If you set this to zero, the node won’t affect any
particles, and if the value is 1, the node will affect every
particle.
min age min_age 0 Limits the effect of this node to particles above this
minimum age. The age of the particle is its lifetime
normalized between 0 and 1.
max age max_age 1 Limits the effect of this node to particles below this
maximum age. The age of the particle is its lifetime
normalized between 0 and 1.
random seed seed 0 Sets the integer to change the results of generated
randomness in your particles. You can achieve slightly
different effects by changing this number.
channels channels all Specifies which particle channels the effect of this node
should be applied to. Channels a and b are arbitrary
names for channels which are useful if you want different
ParticleEmitter nodes or other particle force nodes to
have an effect on separate channels.
Region Tab
region region none Sets the region which you want to use to confine the
particle effect to. For example, if you choose a sphere,
REFERENCE GUIDE
930
Particles Nodes | ParticleDrag
invert region region_invert disabled When enabled, particles outside the region are affected
rather than those inside it.
transform xform_order SRT Sets the operation order for scale (S), rotation (R), and
order translation (T). The possible operation combinations are
SRT, STR, RST, RTS, TSR, TRS.
rotation order rot_order ZXY Sets the order of rotation. The possible axial
REFERENCE GUIDE
931
Particles Nodes | ParticleDrag
translate translate 0, 0, 0 Lets you translate the region marker along the x, y, and z
axes. you can also adjust translate values by clicking and
dragging the axis in the 3D Viewer.
rotate rotate 0, 0, 0 Lets you rotate the region marker around the x, y, and z
axes. You can adjust rotate values by holding down
Ctrl/Cmd and dragging in the 3D Viewer.
scale scaling 1, 1, 1 Lets you scale the region marker on the x, y, and z axes.
uniform scale uniform_scale 1 Lets you scale the region marker simultaneously on the
x, y, and z axes.
skew skew 0, 0, 0 Lets you skew the region marker on the x, y, and z axes.
pivot pivot 0, 0, 0 When you make changes to the region marker’s position,
scaling, skewing, and rotation, these occur from the
location of the object’s origin point or pivot. The pivot
x, y, and z controls allow you to offset the pivot point
and move it anywhere you like - you can even move it
outside of the object. Subsequent transformations
applied will then occur relative to the new pivot point
location.
Local Matrix
specify matrix useMatrix N/A Enable this control to specify matrix values for the
object you’re transforming as an alternative to setting
transform, scale, skew and pivot values above.
matrix matrix N/A The matrix displays values from the object’s transform,
rotate, scale, skew, and pivot controls.
REFERENCE GUIDE
932
Particles Nodes | ParticleEmitter
ParticleEmitter
ParticleEmitter is the only required node for creating particles, but with no geometry input the normal
along which particles travel is the y-axis. Once you’ve connected a Viewer and your geometry, click play on
the timeline to see the default set of particles emitting from your geometry.
Input particle The image or geometry to emit as particles - when you connect up
this input, another particle input is created allowing you to mix
particle types. You can also use a PositionToPoints point cloud as the
emitted particle.
emit The geometry from which the particles are emitted. You can also
emit from PositionToPoints point clouds using any normals
information present.
ParticleEmitter Tab
display display unchanged Adjust the display characteristics of the particles. These
settings don’t affect the render output of the scene;
these are for display purposes only in the 3D Viewer.
• off - hides the particles.
• wireframe - displays only the outlines of the particle.
• solid - displays all particles with a solid color.
• solid+wireframe - displays the particles as solid color
REFERENCE GUIDE
933
Particles Nodes | ParticleEmitter
selectable selectable enabled When enabled, you can select the particles in the Viewer
by clicking on them.
render render_mode unchanged Sets how the particles will render. This control is
independent from the display selection, but has the
same settings.
start at start_frame 0 Sets which frame the particles start emitting. Negative
values cause the particles to start before frame 0, and
positive values delay the particles.
REFERENCE GUIDE
934
Particles Nodes | ParticleEmitter
randomize_ no_random_ Sets how the initial particle velocity directions are
type direction randomized:
• no random direction - directions are not randomized.
The emit object's normals are used to determine
direction.
• randomized direction - the initial directions are
completely randomized.
• randomized outwards - a randomly selected
direction, depending on emit from:
bbox - particles move away from the center.
points, edges, and faces - particles move away at no
more than 90 degrees from the nearest normal.
emission rate rate 10 Sets the exact number of particles emitted per frame
and is affected by the rate channel control. If your rate
channel is less than 1 all the way through, the emission
rate lessens.
REFERENCE GUIDE
935
Particles Nodes | ParticleEmitter
only emit selection_only disabled When enabled, only points selected in a preceding
from selected GeoSelect node are used as emit from sites. See
GeoSelect for more information.
threshold selection_ 0.5 When only emit from selected is enabled and emit
threshold from is set to something other than points, this control
indicates the threshold used for selection testing. For
example, if set to 0.5 then the boundary is exactly
halfway between selected and unselected points.
rate channel N/A disabled Enables the associated rate channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
rate_channel none Sets the channel of the input geometry texture which is
used to modulate the emission rate. You can use this
control to emit particles from certain areas of the input
geometry.
REFERENCE GUIDE
936
Particles Nodes | ParticleEmitter
max lifetime lifetime 10 Sets the number of frames that each particle exists for.
lifetime N/A disabled Enables the associated lifetime channel to the right.
channel Disabling this checkbox is the same as setting the
channel to none.
lifetime_ none Sets the channel of the input geometry texture which is
channel used to modulate the max lifetime.
velocity velocity 1 Sets the speed in units per frame of the particles as they
leave the emitter.
REFERENCE GUIDE
937
Particles Nodes | ParticleEmitter
velocity N/A disabled Enables the associated velocity channel to the right.
channel Disabling this checkbox is the same as setting the
channel to none.
velocity_ none Sets the channel of the input geometry texture which is
channel used to modulate the velocity.
rotation rotation_ 0 Sets how quickly particles spin around their local y axis
velocity velocity in 3D space.
REFERENCE GUIDE
938
Particles Nodes | ParticleEmitter
rotation N/A disabled Enables the associated rotation velocity channel to the
velocity right. Disabling this checkbox is the same as setting the
channel channel to none.
rotation_ none Sets the channel of the input geometry texture which is
velocity_ used to modulate the rotation velocity.
channel
For example, if you are emitting from a Card which has a
Ramp texture, particles are emitted from the light parts
of the ramp at a higher rotation velocity (values closer
to 1) than from the dark parts (values closer to 0).
size size 0.1 Sets the size of each particle. If the particle input is
geometry, the instance of that geometry at each particle
is affected by this value.
size channel N/A disabled Enables the associated size channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
size_channel none Sets the channel of the input geometry texture which is
used to modulate the size of the particles.
REFERENCE GUIDE
939
Particles Nodes | ParticleEmitter
mass mass 1 Sets the mass of each particle when a force is applied,
for example when using the ParticlePointForce node.
mass channel N/A disabled Enables the associated mass channel to the right.
Disabling this checkbox is the same as setting the
channel to none.
mass_channel none Sets the channel of the input geometry texture which is
used to modulate the mass of the particles. You can use
this control to emit particles with different mass from
different areas.
transfer transfer_ 0 Sets the transfer strength of any velocity that the initial
velocity velocity emitter had to the particles.
transfer transfer_ 1 Sets the time, in frames, to look forward and backward
window window to determine the transfer velocity.
color color 1 Sets the initial color of particles when the particle input
is not connected.
REFERENCE GUIDE
940
Particles Nodes | ParticleEmitter
color from color_from_ disabled When enabled, the particles take their initial color from
texture texture the color of the emitter geometry texture at the point of
emission. The color modulates as the texture changes.
input order input_order randomly Sets the order of particle inputs used for the
representation:
• randomly - a random input is picked for each particle
emitted.
• in order - the inputs are cycled through for each
particle emitted.
limit to range start_wrap disabled When enabled, particle start frames are forced to be
within the range of the representation input. This causes
the start at > in order and current options to wrap
round back to the start of the frame range once it has
been exceeded, in a continuous loop.
max clip max_clip_ 100 Sets the number of frames used in animation from the
REFERENCE GUIDE
941
Particles Nodes | ParticleEmitter
random seed seed 0 Sets a random seed to create more varied results, for
example in conjunction with the range controls in the
emitter such as velocity range. You can achieve slightly
different effects by changing the seed number.
Region Tab
region region none Sets the region which you want to use to confine the
particle effect to. For example, if you choose a sphere,
only particles inside that sphere shaped region will be
affected by particle effects.
• none - all particles are affected as normal.
• sphere, box, half-space, and cylinder - controls the
region’s boundary shape.
invert region region_invert disabled When enabled, particles outside the region are affected
rather than those inside it.
REFERENCE GUIDE
942
Particles Nodes | ParticleEmitter
transform xform_order SRT Sets the operation order for scale (S), rotation (R), and
order translation (T). The possible operation combinations are
SRT, STR, RST, RTS, TSR, TRS.
rotation order rot_order ZXY Sets the order of rotation. The possible axial
combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX.
translate translate 0, 0, 0 Lets you translate the region marker along the x, y, and z
axes. You can also adjust translate values by clicking and
dragging the axis in the 3D Viewer.
rotate rotate 0, 0, 0 Lets you rotate the region marker around the x, y, and z
axes. You can adjust rotate values by holding down
Ctrl/Cmd and dragging in the 3D Viewer.
scale scaling 1, 1, 1 Lets you scale the region marker on the x, y, and z axes.
uniform scale uniform_scale 1 Lets you scale the region marker simultaneously on the
x, y, and z axes.
skew skew 0, 0, 0 Lets you skew the region marker on the x, y, and z axes.
pivot pivot 0, 0, 0 When you make changes to the region marker’s position,
scaling, skewing, and rotation, these occur from the
location of the object’s origin point or pivot. The pivot
x, y, and z controls allow you to offset the pivot point
and move it anywhere you like - you can even move it
outside of the object. Subsequent transformations
applied will then occur relative to the new pivot point
location.
REFERENCE GUIDE
943
Particles Nodes | ParticleExpression
Local Matrix
specify matrix useMatrix N/A Enable this control to specify matrix values for the
object you’re transforming as an alternative to setting
transform, scale, skew and pivot values above.
matrix matrix N/A The matrix displays values from the object’s transform,
rotate, scale, skew, and pivot controls.
ParticleExpression
With ParticleExpression, you can adjust your particles by setting expressions on their attributes. Using
expressions gives you a vast variety of ways of adjusting the way your particles behave. You can use a
similar expression syntax as you would elsewhere in Nuke, with the exception that some functions which
work in normal Nuke expressions aren't available in particle expressions and vice versa. The main
difference between Nuke’s Expression node and ParticleExpression is that particle expressions can return a
3D vector instead of just a single floating point number. If a particle expression returns a single number N
in a field that expects a vector (such as velocity or acceleration) it will be converted into a vector with N
for each of its components. For more information about functions you can use with ParticleExpression, see
Nuke's online help.
Input particles The particle system to which you intend to apply expressions.
REFERENCE GUIDE
944
Particles Nodes | ParticleExpression
ParticleExpression Tab
[temp name temp_name0 N/A If you need to use a long expression in several fields,
field] you can use this row for assigning the expression
temporarily to a variable. Enter the variable name here,
and the expression on the right of the = sign. You can
then use the variable to represent the expression in the
= fields next to the other particle controls.
[temp name temp_name1 N/A If you need to use a long expression in several fields,
field] you can use this row for assigning the expression
temporarily to a variable. Enter the variable name here,
and the expression on the right of the = sign. You can
then use the variable to represent the expression in the
= fields next to the other particle controls.
[temp name temp_name2 N/A If you need to use a long expression in several fields,
REFERENCE GUIDE
945
Particles Nodes | ParticleExpression
field] you can use this row for assigning the expression
temporarily to a variable. Enter the variable name here,
and the expression on the right of the = sign. You can
then use the variable to represent the expression in the
= fields next to the other particle controls.
[temp name temp_name3 N/A If you need to use a long expression in several fields,
field] you can use this row for assigning the expression
temporarily to a variable. Enter the variable name here,
and the expression on the right of the = sign. You can
then use the variable to represent the expression in the
= fields next to the other particle controls.
only on new colexpr_onlynew disabled When disabled, the expression affects all particles.
When enabled, the expression only affects new
REFERENCE GUIDE
946
Particles Nodes | ParticleExpression
particles.
only on new opacityexpr_ disabled When disabled, the expression affects all particles.
onlynew When enabled, the expression only affects new
particles.
only on new sizeexpr_ disabled When disabled, the expression affects all particles.
onlynew When enabled, the expression only affects new
particles.
only on new massexpr_ disabled When disabled, the expression affects all particles.
onlynew When enabled, the expression only affects new
particles.
only on new accelexpr_ disabled When disabled, the expression affects all particles.
onlynew When enabled, the expression only affects new
particles.
only on new forceexpr_ disabled When disabled, the expression affects all particles.
onlynew When enabled, the expression only affects new
particles.
only on new _ disabled When disabled, the expression affects all particles.
onlynewposexpr When enabled, the expression only affects new
particles.
only on new velexpr_onlynew disabled When disabled, the expression affects all particles.
When enabled, the expression only affects new
particles.
REFERENCE GUIDE
947
Particles Nodes | ParticleExpression
frame frameexpr N/A Sets expressions controlling the frame used for
particle geometry or texture.
only on new frameexpr_ disabled When disabled, the expression affects all particles.
onlynew When enabled, the expression only affects new
particles.
only on new channelsexpr_ disabled When disabled, the expression affects all particles.
onlynew When enabled, the expression only affects new
particles.
Conditions Tab
probability probability 1 Sets the probability that this node affects your
particles. If you set this to zero, the node won’t affect
any particles, and if the value is 1, the node will affect
every particle.
min age min_age 0 Limits the effect of this node to particles above this
minimum age. The age of the particle is its lifetime
normalized between 0 and 1.
max age max_age 1 Limits the effect of this node to particles below this
maximum age. The age of the particle is its lifetime
normalized between 0 and 1.
random seed seed 0 Sets the integer to change the results of generated
randomness in your particles. You can achieve slightly
different effects by changing this number.
REFERENCE GUIDE
948
Particles Nodes | ParticleExpression
channels channels all Specifies which particle channels the effect of this
node should be applied to. Channels a and b are
arbitrary names for channels which are useful if you
want different ParticleEmitter nodes or other particle
force nodes to have an effect on separate channels.
Region Tab
region region none Sets the region which you want to use to confine the
particle effect to. For example, if you choose a sphere,
only particles inside that sphere shaped region will be
affected by particle effects.
• none - all particles are affected as normal.
• sphere, box, half-space, and cylinder - controls the
region’s boundary shape.
invert region region_invert disabled When enabled, particles outside the region are
affected rather than those inside it.
REFERENCE GUIDE
949
Particles Nodes | ParticleExpression
transform xform_order SRT Sets the operation order for scale (S), rotation (R), and
order translation (T). The possible operation combinations
are SRT, STR, RST, RTS, TSR, TRS.
rotation rot_order ZXY Sets the order of rotation. The possible axial
order combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX.
translate translate 0, 0, 0 Lets you translate the region marker along the x, y, and
z axes. You can also adjust translate values by clicking
and dragging the axis in the 3D Viewer.
rotate rotate 0, 0, 0 Lets you rotate the region marker around the x, y, and z
axes. You can adjust rotate values by holding down
Ctrl/Cmd and dragging in the 3D Viewer.
scale scaling 1, 1, 1 Lets you scale the region marker on the x, y, and z axes.
uniform scale uniform_scale 1 Lets you scale the region marker simultaneously on the
x, y, and z axes.
skew skew 0, 0, 0 Lets you skew the region marker on the x, y, and z axes.
REFERENCE GUIDE
950
Particles Nodes | ParticleGravity
Local Matrix
specify useMatrix N/A Enable this control to specify matrix values for the
matrix object you’re transforming as an alternative to setting
transform, scale, skew and pivot values above.
matrix matrix N/A The matrix displays values from the object’s transform,
rotate, scale, skew, and pivot controls.
ParticleGravity
With ParticleGravity, you can apply gravity to your particles. Unlike our familiar gravity, particle gravity
works in any or all of the x, y and z directions, and you can also set negative values to them. When you
connect the ParticleGravity node to your particle stream, an arrow appears in the Viewer, which you can
then use to control the gravity. The bigger and longer the arrow, the stronger the gravity effect.
Input particles The particle system to which you intend to apply gravity.
ParticleGravity Tab
REFERENCE GUIDE
951
Particles Nodes | ParticleGravity
display display unchanged Adjust the display characteristics of the particles. These
settings don’t affect the render output of the scene;
these are for display purposes only in the 3D Viewer.
• off - hides the particles.
• wireframe - displays only the outlines of the particle.
• solid - displays all particles with a solid color.
• solid+wireframe - displays the particles as solid color
with the particles outlines.
• textured - displays only the surface texture.
• textured+wireframe - displays the wireframe plus the
surface texture.
• unchanged - doesn't change the particles display
mode. The Viewer can override this setting.
selectable selectable enabled When enabled, you can select the particles in the Viewer
by clicking on them.
render render_mode unchanged Sets how the particles will render. This control is
independent from the display selection, but has the
same settings.
from xyz from N/A Sets the point of origin for the vector on the x, y, and z
axes.
Conditions Tab
probability probability 1 Sets the probability that this node affects your particles.
If you set this to zero, the node won’t affect any
particles, and if the value is 1, the node will affect every
particle.
REFERENCE GUIDE
952
Particles Nodes | ParticleGravity
min age min_age 0 Limits the effect of this node to particles above this
minimum age. The age of the particle is its lifetime
normalized between 0 and 1.
max age max_age 1 Limits the effect of this node to particles below this
maximum age. The age of the particle is its lifetime
normalized between 0 and 1.
random seed seed 0 Sets the integer to change the results of generated
randomness in your particles. You can achieve slightly
different effects by changing this number.
channels channels all Specifies which particle channels the effect of this node
should be applied to. Channels a and b are arbitrary
names for channels which are useful if you want different
ParticleEmitter nodes or other particle force nodes to
have an effect on separate channels.
Region Tab
region region none Sets the region which you want to use to confine the
particle effect to. For example, if you choose a sphere,
only particles inside that sphere shaped region will be
affected by particle effects.
• none - all particles are affected as normal.
• sphere, box, half-space, and cylinder - controls the
region’s boundary shape.
invert region region_invert disabled When enabled, particles outside the region are affected
rather than those inside it.
REFERENCE GUIDE
953
Particles Nodes | ParticleGravity
transform xform_order SRT Sets the operation order for scale (S), rotation (R), and
order translation (T). The possible operation combinations are
SRT, STR, RST, RTS, TSR, TRS.
rotation order rot_order ZXY Sets the order of rotation. The possible axial
combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX.
translate translate 0, 0, 0 Lets you translate the region marker along the x, y, and z
axes. You can also adjust translate values by clicking and
dragging the axis in the 3D Viewer.
rotate rotate 0, 0, 0 Lets you rotate the region marker around the x, y, and z
axes. You can adjust rotate values by holding down
Ctrl/Cmd and dragging in the 3D Viewer.
scale scaling 1, 1, 1 Lets you scale the region marker on the x, y, and z axes.
uniform scale uniform_scale 1 Lets you scale the region marker simultaneously on the
x, y, and z axes.
skew skew 0, 0, 0 Lets you skew the region marker on the x, y, and z axes.
REFERENCE GUIDE
954
Particles Nodes | ParticleLookAt
pivot pivot 0, 0, 0 When you make changes to the region marker’s position,
scaling, skewing, and rotation, these occur from the
location of the object’s origin point or pivot. The pivot
x, y, and z controls allow you to offset the pivot point
and move it anywhere you like - you can even move it
outside of the object. Subsequent transformations
applied will then occur relative to the new pivot point
location.
Local Matrix
specify matrix useMatrix N/A Enable this control to specify matrix values for the
object you’re transforming as an alternative to setting
transform, scale, skew and pivot values above.
matrix matrix N/A The matrix displays values from the object’s transform,
rotate, scale, skew, and pivot controls.
ParticleLookAt
With ParticleLookAt, you can determine a 3D point at which all the particles within a certain region are
looking toward.
REFERENCE GUIDE
955
Particles Nodes | ParticleLookAt
Input particles The particle system you intend to align with a certain point.
ParticleLookAt Tab
display display unchanged Adjust the display characteristics of the particles. These
settings don’t affect the render output of the scene;
these are for display purposes only in the 3D Viewer.
• off - hides the particles.
• wireframe - displays only the outlines of the particle.
• solid - displays all particles with a solid color.
• solid+wireframe - displays the particles as solid color
with the particles outlines.
• textured - displays only the surface texture.
• textured+wireframe - displays the wireframe plus the
surface texture.
• unchanged - doesn't change the particles display
mode. The Viewer can override this setting.
selectable selectable enabled When enabled, you can select the particles in the Viewer
by clicking on them.
render render_mode unchanged Sets how the particles will render. This control is
independent from the display selection, but has the
same settings.
position xyz position 0, 0, 0 Sets the xyz coordinates that all particles look toward.
strength strength 1 Sets the speed at which particles turn to look at the
specified position. A strength of 0 has no effect on the
particles and a strength of 1 forces them to look at the
position instantly.
REFERENCE GUIDE
956
Particles Nodes | ParticleLookAt
Conditions Tab
probability probability 1 Sets the probability that this node affects your particles.
If you set this to zero, the node won’t affect any
particles, and if the value is 1, the node will affect every
particle.
min age min_age 0 Limits the effect of this node to particles above this
minimum age. The age of the particle is its lifetime
normalized between 0 and 1.
max age max_age 1 Limits the effect of this node to particles below this
maximum age. The age of the particle is its lifetime
normalized between 0 and 1.
random seed seed 0 Sets the integer to change the results of generated
randomness in your particles. You can achieve slightly
different effects by changing this number.
channels channels all Specifies which particle channels the effect of this node
should be applied to. Channels a and b are arbitrary
names for channels which are useful if you want different
ParticleEmitter nodes or other particle force nodes to
have an effect on separate channels.
Region Tab
region region none Sets the region which you want to use to confine the
particle effect to. For example, if you choose a sphere,
only particles inside that sphere shaped region will be
affected by particle effects.
• none - all particles are affected as normal.
• sphere, box, half-space, and cylinder - controls the
region’s boundary shape.
invert region region_invert disabled When enabled, particles outside the region are affected
rather than those inside it.
REFERENCE GUIDE
957
Particles Nodes | ParticleLookAt
transform xform_order SRT Sets the operation order for scale (S), rotation (R), and
order translation (T). The possible operation combinations are
SRT, STR, RST, RTS, TSR, TRS.
rotation order rot_order ZXY Sets the order of rotation. The possible axial
combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX.
translate translate 0, 0, 0 Lets you translate the region marker along the x, y, and z
axes. You can also adjust translate values by clicking and
dragging the axis in the 3D Viewer.
rotate rotate 0, 0, 0 Lets you rotate the region marker around the x, y, and z
axes. You can adjust rotate values by holding down
Ctrl/Cmd and dragging in the 3D Viewer.
scale scaling 1, 1, 1 Lets you scale the region marker on the x, y, and z axes.
uniform scale uniform_scale 1 Lets you scale the region marker simultaneously on the
REFERENCE GUIDE
958
Particles Nodes | ParticleMerge
x, y, and z axes.
skew skew 0, 0, 0 Lets you skew the region marker on the x, y, and z axes.
pivot pivot 0, 0, 0 When you make changes to the region marker’s position,
scaling, skewing, and rotation, these occur from the
location of the object’s origin point or pivot. The pivot
x, y, and z controls allow you to offset the pivot point
and move it anywhere you like - you can even move it
outside of the object. Subsequent transformations
applied will then occur relative to the new pivot point
location.
Local Matrix
specify matrix useMatrix N/A Enable this control to specify matrix values for the
object you’re transforming as an alternative to setting
transform, scale, skew and pivot values above.
matrix matrix N/A The matrix displays values from the object’s transform,
rotate, scale, skew, and pivot controls.
ParticleMerge
If you have more than one set of particle nodes, and you want to combine them into one stream,
ParticleMerge is your node. Attach your particle streams to ParticleMerge’s numbered inputs and you’re all
set.
REFERENCE GUIDE
959
Particles Nodes | ParticleMotionAlign
Input numbered inputs The first particle system you intend to merge. Adding a particle
system spawns another numbered input.
ParticleMotionAlign
You can add ParticleMotionAlign in your particle stream to realign all the particles along their direction of
motion.
ParticleMotionAlign Tab
display display unchanged Adjust the display characteristics of the particles. These
settings don’t affect the render output of the scene;
these are for display purposes only in the 3D Viewer.
• off - hides the particles.
• wireframe - displays only the outlines of the particle.
• solid - displays all particles with a solid color.
• solid+wireframe - displays the particles as solid color
REFERENCE GUIDE
960
Particles Nodes | ParticleMotionAlign
selectable selectable enabled When enabled, you can select the particles in the Viewer
by clicking on them.
render render_mode unchanged Sets how the particles will render. This control is
independent from the display selection, but has the
same settings.
Conditions Tab
probability probability 1 Sets the probability that this node affects your particles.
If you set this to zero, the node won’t affect any
particles, and if the value is 1, the node will affect every
particle.
min age min_age 0 Limits the effect of this node to particles above this
minimum age. The age of the particle is its lifetime
normalized between 0 and 1.
max age max_age 1 Limits the effect of this node to particles below this
maximum age. The age of the particle is its lifetime
normalized between 0 and 1.
random seed seed 0 Sets the integer to change the results of generated
randomness in your particles. You can achieve slightly
different effects by changing this number.
channels channels all Specifies which particle channels the effect of this node
should be applied to. Channels a and b are arbitrary
names for channels which are useful if you want different
REFERENCE GUIDE
961
Particles Nodes | ParticleMotionAlign
Region Tab
region region none Sets the region which you want to use to confine the
particle effect to. For example, if you choose a sphere,
only particles inside that sphere shaped region will be
affected by particle effects.
• none - all particles are affected as normal.
• sphere, box, half-space, and cylinder - controls the
region’s boundary shape.
invert region region_invert disabled When enabled, particles outside the region are affected
rather than those inside it.
REFERENCE GUIDE
962
Particles Nodes | ParticleMotionAlign
transform xform_order SRT Sets the operation order for scale (S), rotation (R), and
order translation (T). The possible operation combinations are
SRT, STR, RST, RTS, TSR, TRS.
rotation order rot_order ZXY Sets the order of rotation. The possible axial
combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX.
translate translate 0, 0, 0 Lets you translate the region marker along the x, y, and z
axes. You can also adjust translate values by clicking and
dragging the axis in the 3D Viewer.
rotate rotate 0, 0, 0 Lets you rotate the region marker around the x, y, and z
axes. You can adjust rotate values by holding down
Ctrl/Cmd and dragging in the 3D Viewer.
scale scaling 1, 1, 1 Lets you scale the region marker on the x, y, and z axes.
uniform scale uniform_scale 1 Lets you scale the region marker simultaneously on the
x, y, and z axes.
skew skew 0, 0, 0 Lets you skew the region marker on the x, y, and z axes.
pivot pivot 0, 0, 0 When you make changes to the region marker’s position,
scaling, skewing, and rotation, these occur from the
location of the object’s origin point or pivot. The pivot
x, y, and z controls allow you to offset the pivot point
and move it anywhere you like - you can even move it
outside of the object. Subsequent transformations
applied will then occur relative to the new pivot point
location.
REFERENCE GUIDE
963
Particles Nodes | ParticlePointForce
Local Matrix
specify matrix useMatrix N/A Enable this control to specify matrix values for the
object you’re transforming as an alternative to setting
transform, scale, skew and pivot values above.
matrix matrix N/A The matrix displays values from the object’s transform,
rotate, scale, skew, and pivot controls.
ParticlePointForce
With ParticlePointForce, you can attract or repel particles to or from a certain point in the 3D space. You
can use an animated or still axis expression-linked to the position value, or a value you have chosen to
enter manually.
Input particles The particle system to which you intend to apply forces.
ParticlePointForce Tab
display display unchanged Adjust the display characteristics of the particles. These
REFERENCE GUIDE
964
Particles Nodes | ParticlePointForce
selectable selectable enabled When enabled, you can select the particles in the Viewer
by clicking on them.
render render_mode unchanged Sets how the particles will render. This control is
independent from the display selection, but has the
same settings.
falloff falloff inverse square How quickly the strength of the attraction falls off with
respect to distance:
• none - attraction or repulsion is constant, regardless of
the distance from the position values.
• inverse and inverse square - falloff is calculated with
respect to the selected law.
radius radius 0 The radius of influence. Particles outside the radius are
ignored, particles inside will be attracted to or repelled
from the chosen point position.
position xyz position 0, 0, 0 Sets the position of the point which attracts or repels
the particles.
REFERENCE GUIDE
965
Particles Nodes | ParticlePointForce
Conditions Tab
probability probability 1 Sets the probability that this node affects your particles.
If you set this to zero, the node won’t affect any
particles, and if the value is 1, the node will affect every
particle.
min age min_age 0 Limits the effect of this node to particles above this
minimum age. The age of the particle is its lifetime
normalized between 0 and 1.
max age max_age 1 Limits the effect of this node to particles below this
maximum age. The age of the particle is its lifetime
normalized between 0 and 1.
random seed seed 0 Sets the integer to change the results of generated
randomness in your particles. You can achieve slightly
different effects by changing this number.
channels channels all Specifies which particle channels the effect of this node
should be applied to. Channels a and b are arbitrary
names for channels which are useful if you want different
ParticleEmitter nodes or other particle force nodes to
have an effect on separate channels.
Region Tab
region region none Sets the region which you want to use to confine the
particle effect to. For example, if you choose a sphere,
only particles inside that sphere shaped region will be
affected by particle effects.
• none - all particles are affected as normal.
• sphere, box, half-space, and cylinder - controls the
region’s boundary shape.
invert region region_invert disabled When enabled, particles outside the region are affected
rather than those inside it.
REFERENCE GUIDE
966
Particles Nodes | ParticlePointForce
transform xform_order SRT Sets the operation order for scale (S), rotation (R), and
order translation (T). The possible operation combinations are
SRT, STR, RST, RTS, TSR, TRS.
rotation order rot_order ZXY Sets the order of rotation. The possible axial
combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX.
translate translate 0, 0, 0 Lets you translate the region marker along the x, y, and z
axes. You can also adjust translate values by clicking and
dragging the axis in the 3D Viewer.
rotate rotate 0, 0, 0 Lets you rotate the region marker around the x, y, and z
axes. You can adjust rotate values by holding down
Ctrl/Cmd and dragging in the 3D Viewer.
scale scaling 1, 1, 1 Lets you scale the region marker on the x, y, and z axes.
uniform scale uniform_scale 1 Lets you scale the region marker simultaneously on the
REFERENCE GUIDE
967
Particles Nodes | ParticleSettings
x, y, and z axes.
skew skew 0, 0, 0 Lets you skew the region marker on the x, y, and z axes.
pivot pivot 0, 0, 0 When you make changes to the region marker’s position,
scaling, skewing, and rotation, these occur from the
location of the object’s origin point or pivot. The pivot
x, y, and z controls allow you to offset the pivot point
and move it anywhere you like - you can even move it
outside of the object. Subsequent transformations
applied will then occur relative to the new pivot point
location.
Local Matrix
specify matrix useMatrix N/A Enable this control to specify matrix values for the
object you’re transforming as an alternative to setting
transform, scale, skew and pivot values above.
matrix matrix N/A The matrix displays values from the object’s transform,
rotate, scale, skew, and pivot controls.
ParticleSettings
Use the steps per frame control in the ParticleSettings control panel to adjust how many steps of particle
simulation take place per animation frame.
REFERENCE GUIDE
968
Particles Nodes | ParticleSpawn
Input particles The particle system for which you intend modify settings.
ParticleSettings Tab
steps per steps_per_ 1 Sets how many steps of particle simulation take place
frame frame per animation frame.
ParticleSpawn
If you’re looking to have your existing particles emit even more particles, you should turn to
ParticleSpawn. This node emits particles from existing particles.
Input particle The image or geometry to emit as particles - when you connect up
REFERENCE GUIDE
969
Particles Nodes | ParticleSpawn
ParticleSpawn Tab
selectable selectable enabled When enabled, you can select the spawned particles in
the Viewer by clicking on them.
render render_mode unchanged Sets how the particles will render. This control is
independent from the display selection, but has the
same settings.
channels channels b The spawned particles only exist in the selected channel
(s).
emission rate rate 10 Sets the exact number of particles spawned per frame
and is affected by the rate channel control of the
REFERENCE GUIDE
970
Particles Nodes | ParticleSpawn
lifetime lifetime 10 Sets the number of frames that each spawned particle
exists for.
velocity velocity 1 Sets the speed in units per frame of the particles as they
spawn.
rotation rotation_ 0 Sets how quickly spawned particles spin around their
REFERENCE GUIDE
971
Particles Nodes | ParticleSpawn
size size 0.1 Sets the size of each spawned particle. If the particle
input is geometry, the instance of that geometry at each
particle is affected by this value.
mass mass 0.1 Sets the mass of each spawned particle when a force is
applied, for example when using the ParticlePointForce
node.
transfer transfer_ 1 Transfers velocity from the initial emitter to the spawned
velocity velocity particles on a sliding scale - all inherited velocity at 1,
REFERENCE GUIDE
972
Particles Nodes | ParticleSpawn
conservation conserve_ enabled When enabled, the mass of any spawned particle is
of mass mass subtracted from the originating particle. If the mass of
the originating particle is zero at the end of a frame, it is
deleted.
conservation conserve_ enabled When enabled, the momentum of any spawned particle
of momentum is subtracted from the momentum of the originating
momentum particle, in correspondence with Newton's third law of
motion.
align velocity velocity_ enabled When enabled, spawned particles inherit the velocity
to direction direction from the parent particle, but the direction of motion is
of motion dictated by the ParticleSpawn controls.
color color 1 Sets the initial color of spawned particles when the
particle input is not connected.
inherit color inherit_color disabled When enabled, the spawned particle’s color is taken
from the originating particle. When disabled, spawned
particles derive their color from the particle input, if
connected, or the color control.
input order input_order randomly Sets the order of particle inputs used for the
representation:
• randomly - a random input is picked for each particle
emitted.
• in order - the inputs are cycled through for each
particle emitted.
REFERENCE GUIDE
973
Particles Nodes | ParticleSpawn
limit to range start_wrap disabled When enabled, particle start frames are forced to be
within the range of the representation input. This causes
the start at > in order and current options to wrap
round back to the start of the frame range once it has
been exceeded, in a continuous loop.
max clip max_clip_ 100 Sets the number of frames used in animation from the
length length representation input.
Conditions Tab
probability probability 1 Sets the probability that this node affects your particles.
If you set this to zero, the node won’t affect any
particles, and if the value is 1, the node will affect every
particle.
min age min_age 0 Limits the effect of this node to particles above this
minimum age. The age of the particle is its lifetime
normalized between 0 and 1.
REFERENCE GUIDE
974
Particles Nodes | ParticleSpawn
max age max_age 1 Limits the effect of this node to particles below this
maximum age. The age of the particle is its lifetime
normalized between 0 and 1.
random seed seed 0 Sets the integer to change the results of generated
randomness in your particles. You can achieve slightly
different effects by changing this number.
channels channels all Specifies which particle channels the effect of this node
should be applied to. Channels a and b are arbitrary
names for channels which are useful if you want different
ParticleEmitter nodes or other particle force nodes to
have an effect on separate channels.
Region Tab
region region none Sets the region which you want to use to confine the
particle effect to. For example, if you choose a sphere,
only particles inside that sphere shaped region will be
affected by particle effects.
• none - all particles are affected as normal.
• sphere, box, half-space, and cylinder - controls the
region’s boundary shape.
invert region region_invert disabled When enabled, particles outside the region are affected
rather than those inside it.
REFERENCE GUIDE
975
Particles Nodes | ParticleSpawn
artists.
transform xform_order SRT Sets the operation order for scale (S), rotation (R), and
order translation (T). The possible operation combinations are
SRT, STR, RST, RTS, TSR, TRS.
rotation order rot_order ZXY Sets the order of rotation. The possible axial
combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX.
translate translate 0, 0, 0 Lets you translate the region marker along the x, y, and z
axes. You can also adjust translate values by clicking and
dragging the axis in the 3D Viewer.
rotate rotate 0, 0, 0 Lets you rotate the region marker around the x, y, and z
axes. You can adjust rotate values by holding down
Ctrl/Cmd and dragging in the 3D Viewer.
scale scaling 1, 1, 1 Lets you scale the region marker on the x, y, and z axes.
uniform scale uniform_scale 1 Lets you scale the region marker simultaneously on the
x, y, and z axes.
skew skew 0, 0, 0 Lets you skew the region marker on the x, y, and z axes.
REFERENCE GUIDE
976
Particles Nodes | ParticleSpeedLimit
pivot pivot 0, 0, 0 When you make changes to the region marker’s position,
scaling, skewing, and rotation, these occur from the
location of the object’s origin point or pivot. The pivot
x, y, and z controls allow you to offset the pivot point
and move it anywhere you like - you can even move it
outside of the object. Subsequent transformations
applied will then occur relative to the new pivot point
location.
Local Matrix
specify matrix useMatrix N/A Enable this control to specify matrix values for the
object you’re transforming as an alternative to setting
transform, scale, skew and pivot values above.
matrix matrix N/A The matrix displays values from the object’s transform,
rotate, scale, skew, and pivot controls.
ParticleSpeedLimit
ParticleSpeedLimit restricts particles to a specified minimum and maximum speed.
Input particles The particle system in which you intend limit particle speeds.
REFERENCE GUIDE
977
Particles Nodes | ParticleSpeedLimit
ParticleSpeedLimit Tab
display display unchanged Adjust the display characteristics of the particles. These
settings don’t affect the render output of the scene;
these are for display purposes only in the 3D Viewer.
• off - hides the particles.
• wireframe - displays only the outlines of the particle.
• solid - displays all particles with a solid color.
• solid+wireframe - displays the particles as solid color
with the particles outlines.
• textured - displays only the surface texture.
• textured+wireframe - displays the wireframe plus the
surface texture.
• unchanged - doesn't change the particles display
mode. The Viewer can override this setting.
selectable selectable enabled When enabled, you can select the particles in the Viewer
by clicking on them.
render render_mode unchanged Sets how the particles will render. This control is
independent from the display selection, but has the
same settings.
minimum minimum 0 Sets the minimum speed at which a particle can travel.
maximum maximum 100 Sets the maximum speed at which a particle can travel.
strength strength 1 Sets how quickly the particles change speed toward the
minimum and maximum values. A strength of 0 has no
effect on the particles and a strength of 1 forces them
to change speed instantly.
Conditions Tab
probability probability 1 Sets the probability that this node affects your particles.
If you set this to zero, the node won’t affect any
particles, and if the value is 1, the node will affect every
particle.
REFERENCE GUIDE
978
Particles Nodes | ParticleSpeedLimit
min age min_age 0 Limits the effect of this node to particles above this
minimum age. The age of the particle is its lifetime
normalized between 0 and 1.
max age max_age 1 Limits the effect of this node to particles below this
maximum age. The age of the particle is its lifetime
normalized between 0 and 1.
random seed seed 0 Sets the integer to change the results of generated
randomness in your particles. You can achieve slightly
different effects by changing this number.
channels channels all Specifies which particle channels the effect of this node
should be applied to. Channels a and b are arbitrary
names for channels which are useful if you want different
ParticleEmitter nodes or other particle force nodes to
have an effect on separate channels.
Region Tab
region region none Sets the region which you want to use to confine the
particle effect to. For example, if you choose a sphere,
only particles inside that sphere shaped region will be
affected by particle effects.
• none - all particles are affected as normal.
• sphere, box, half-space, and cylinder - controls the
region’s boundary shape.
invert region region_invert disabled When enabled, particles outside the region are affected
rather than those inside it.
REFERENCE GUIDE
979
Particles Nodes | ParticleSpeedLimit
transform xform_order SRT Sets the operation order for scale (S), rotation (R), and
order translation (T). The possible operation combinations are
SRT, STR, RST, RTS, TSR, TRS.
rotation order rot_order ZXY Sets the order of rotation. The possible axial
combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX.
translate translate 0, 0, 0 Lets you translate the region marker along the x, y, and z
axes. You can also adjust translate values by clicking and
dragging the axis in the 3D Viewer.
rotate rotate 0, 0, 0 Lets you rotate the region marker around the x, y, and z
axes. You can adjust rotate values by holding down
Ctrl/Cmd and dragging in the 3D Viewer.
scale scaling 1, 1, 1 Lets you scale the region marker on the x, y, and z axes.
uniform scale uniform_scale 1 Lets you scale the region marker simultaneously on the
x, y, and z axes.
skew skew 0, 0, 0 Lets you skew the region marker on the x, y, and z axes.
REFERENCE GUIDE
980
Particles Nodes | ParticleToGeo
pivot pivot 0, 0, 0 When you make changes to the region marker’s position,
scaling, skewing, and rotation, these occur from the
location of the object’s origin point or pivot. The pivot
x, y, and z controls allow you to offset the pivot point
and move it anywhere you like - you can even move it
outside of the object. Subsequent transformations
applied will then occur relative to the new pivot point
location.
Local Matrix
specify matrix useMatrix N/A Enable this control to specify matrix values for the
object you’re transforming as an alternative to setting
transform, scale, skew and pivot values above.
matrix matrix N/A The matrix displays values from the object’s transform,
rotate, scale, skew, and pivot controls.
ParticleToGeo
With ParticleToGeo, you can control particles in a simulation by channel, giving you the ability to isolate
certain particles at any point in the Node Graph. For example, you might want to freeze certain particles
within a simulation while allowing others to emit as normal or apply a particle effect to the particles in a
single channel.
REFERENCE GUIDE
981
Particles Nodes | ParticleToGeo
Input particles The particle system for which you intend to create particle
geometry.
ParticleToGeo Tab
display display unchanged Adjust the display characteristics of the particles. These
settings don’t affect the render output of the scene;
these are for display purposes only in the 3D Viewer.
• off - hides the particles.
• wireframe - displays only the outlines of the particle.
• solid - displays all particles with a solid color.
• solid+wireframe - displays the particles as solid color
with the particles outlines.
• textured - displays only the surface texture.
• textured+wireframe - displays the wireframe plus the
surface texture.
• unchanged - doesn't change the particles display
mode. The Viewer can override this setting.
selectable selectable enabled When enabled, you can select the particles in the Viewer
by clicking on them.
render render_mode unchanged Sets how the particles render. This control is
independent from the display selection, but has the
same settings.
channels channels all Sets which particles are affected, by channel. For
example, setting channels to a only affects particles
emitted into the a channel in the ParticleEmitter node's
Properties panel.
REFERENCE GUIDE
982
Particles Nodes | ParticleTurbulence
align mode align none Sets the way sprite particles are aligned:
• none - sprite particles are not aligned.
• spin - sprite particles are aligned according to their
rotation.
• velocity - sprite particles are aligned according to
their velocity.
specify frame use_frame disabled When enabled, the frame control can be used to freeze
particles at a certain frame in the simulation.
ParticleTurbulence
ParticleTurbulence applies noise to the particle movement, dispersing the particles in the x, y and/or z
directions.
REFERENCE GUIDE
983
Particles Nodes | ParticleTurbulence
Input particles The particle system to which you intend to apply turbulence.
ParticleTurbulence Tab
display display unchanged Adjust the display characteristics of the particles. These
settings don’t affect the render output of the scene;
these are for display purposes only in the 3D Viewer.
• off - hides the particles.
• wireframe - displays only the outlines of the particle.
• solid - displays all particles with a solid color.
• solid+wireframe - displays the particles as solid color
with the particles outlines.
• textured - displays only the surface texture.
• textured+wireframe - displays the wireframe plus the
surface texture.
• unchanged - doesn't change the particles display
mode. The Viewer can override this setting.
selectable selectable enabled When enabled, you can select the particles in the Viewer
by clicking on them.
render render_mode unchanged Sets how the particles will render. This control is
independent from the display selection, but has the
same settings.
strength xyz strength 0, 0, 0 Sets the strength of the turbulence force, which can be
different along each axis.
scale xyz scale 1, 1, 1 Sets the scale of the noise lattice, which can be different
along each axis.
REFERENCE GUIDE
984
Particles Nodes | ParticleTurbulence
offset xyz offset 0, 0, 0 Sets the offset applied to the noise lattice, which can be
different along each axis.
Conditions Tab
probability probability 1 Sets the probability that this node affects your particles.
If you set this to zero, the node won’t affect any
particles, and if the value is 1, the node will affect every
particle.
min age min_age 0 Limits the effect of this node to particles above this
minimum age. The age of the particle is its lifetime
normalized between 0 and 1.
max age max_age 1 Limits the effect of this node to particles below this
maximum age. The age of the particle is its lifetime
normalized between 0 and 1.
random seed seed 0 Sets the integer to change the results of generated
randomness in your particles. You can achieve slightly
different effects by changing this number.
channels channels all Specifies which particle channels the effect of this node
should be applied to. Channels a and b are arbitrary
names for channels which are useful if you want different
ParticleEmitter nodes or other particle force nodes to
have an effect on separate channels.
Region Tab
region region none Sets the region which you want to use to confine the
particle effect to. For example, if you choose a sphere,
only particles inside that sphere shaped region will be
affected by particle effects.
• none - all particles are affected as normal.
• sphere, box, half-space, and cylinder - controls the
region’s boundary shape.
invert region region_invert disabled When enabled, particles outside the region are affected
rather than those inside it.
REFERENCE GUIDE
985
Particles Nodes | ParticleTurbulence
transform xform_order SRT Sets the operation order for scale (S), rotation (R), and
order translation (T). The possible operation combinations are
SRT, STR, RST, RTS, TSR, TRS.
rotation order rot_order ZXY Sets the order of rotation. The possible axial
combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX.
translate translate 0, 0, 0 Lets you translate the region marker along the x, y, and z
axes. You can also adjust translate values by clicking and
dragging the axis in the 3D Viewer.
rotate rotate 0, 0, 0 Lets you rotate the region marker around the x, y, and z
axes. You can adjust rotate values by holding down
Ctrl/Cmd and dragging in the 3D Viewer.
REFERENCE GUIDE
986
Particles Nodes | ParticleVortex
scale scaling 1, 1, 1 Lets you scale the region marker on the x, y, and z axes.
uniform scale uniform_scale 1 Lets you scale the region marker simultaneously on the
x, y, and z axes.
skew skew 0, 0, 0 Lets you skew the region marker on the x, y, and z axes.
pivot pivot 0, 0, 0 When you make changes to the region marker’s position,
scaling, skewing, and rotation, these occur from the
location of the object’s origin point or pivot. The pivot
x, y, and z controls allow you to offset the pivot point
and move it anywhere you like - you can even move it
outside of the object. Subsequent transformations
applied will then occur relative to the new pivot point
location.
Local Matrix
specify matrix useMatrix N/A Enable this control to specify matrix values for the
object you’re transforming as an alternative to setting
transform, scale, skew and pivot values above.
matrix matrix N/A The matrix displays values from the object’s transform,
rotate, scale, skew, and pivot controls.
ParticleVortex
ParticleVortex applies a circular force to the particles and attracts them to an imaginary line, thus creating a
whirlpool of particles. When you connect the ParticleVortex node to your particle stream, an arrow
REFERENCE GUIDE
987
Particles Nodes | ParticleVortex
appears in the 3D Viewer, which you can then use to determine direction and velocity of the vortex effect.
The bigger and longer the arrow, the stronger the effect.
Input particles The particle system to which you intend to apply the vortex.
ParticleVortex Tab
display display unchanged Adjust the display characteristics of the particles. These
settings don’t affect the render output of the scene;
these are for display purposes only in the 3D Viewer.
• off - hides the particles.
• wireframe - displays only the outlines of the particle.
• solid - displays all particles with a solid color.
• solid+wireframe - displays the particles as solid color
with the particles outlines.
• textured - displays only the surface texture.
• textured+wireframe - displays the wireframe plus the
surface texture.
• unchanged - doesn't change the particles display
mode. The Viewer can override this setting.
selectable selectable enabled When enabled, you can select the particles in the Viewer
by clicking on them.
render render_mode unchanged Sets how the particles will render. This control is
independent from the display selection, but has the
same settings.
REFERENCE GUIDE
988
Particles Nodes | ParticleVortex
parallel falloff parallel_falloff none Sets which falloff law to use when calculating the effect
of the force on each particle:
• none - no falloff occurs, regardless of distance from
the origin.
• inverse and inverse square - falloff is calculated with
respect to the selected law.
tangential tangential_ inverse Sets which falloff law to use when calculating the effect
falloff falloff of the force on each particle:
• none - no falloff occurs regardless of distance from
the origin.
• inverse and inverse square - falloff is calculated with
respect to the selected law.
radial falloff radial_falloff inverse Sets which falloff law to use when calculating the effect
of the force on each particle:
• none - no falloff occurs regardless of distance from
the origin.
• inverse and inverse square - falloff is calculated with
respect to the selected law.
from xyz from 0, 0, 0 Sets the point of origin for the arrow on the x, y, and z
axes.
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Particles Nodes | ParticleVortex
and z axes.
Conditions Tab
probability probability 1 Sets the probability that this node affects your particles.
If you set this to zero, the node won’t affect any
particles, and if the value is 1, the node will affect every
particle.
min age min_age 0 Limits the effect of this node to particles above this
minimum age. The age of the particle is its lifetime
normalized between 0 and 1.
max age max_age 1 Limits the effect of this node to particles below this
maximum age. The age of the particle is its lifetime
normalized between 0 and 1.
random seed seed 0 Sets the integer to change the results of generated
randomness in your particles. You can achieve slightly
different effects by changing this number.
channels channels all Specifies which particle channels the effect of this node
should be applied to. Channels a and b are arbitrary
names for channels which are useful if you want different
ParticleEmitter nodes or other particle force nodes to
have an effect on separate channels.
Region Tab
region region none Sets the region which you want to use to confine the
particle effect to. For example, if you choose a sphere,
only particles inside that sphere shaped region will be
affected by particle effects.
• none - all particles are affected as normal.
• sphere, box, half-space, and cylinder - controls the
region’s boundary shape.
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Particles Nodes | ParticleVortex
invert region region_invert disabled When enabled, particles outside the region are affected
rather than those inside it.
transform xform_order SRT Sets the operation order for scale (S), rotation (R), and
order translation (T). The possible operation combinations are
SRT, STR, RST, RTS, TSR, TRS.
rotation order rot_order ZXY Sets the order of rotation. The possible axial
combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX.
translate translate 0, 0, 0 Lets you translate the region marker along the x, y, and z
axes. You can also adjust translate values by clicking and
dragging the axis in the 3D Viewer.
rotate rotate 0, 0, 0 Lets you rotate the region marker around the x, y, and z
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Particles Nodes | ParticleWind
scale scaling 1, 1, 1 Lets you scale the region marker on the x, y, and z axes.
uniform scale uniform_scale 1 Lets you scale the region marker simultaneously on the
x, y, and z axes.
skew skew 0, 0, 0 Lets you skew the region marker on the x, y, and z axes.
pivot pivot 0, 0, 0 When you make changes to the region marker’s position,
scaling, skewing, and rotation, these occur from the
location of the object’s origin point or pivot. The pivot
x, y, and z controls allow you to offset the pivot point
and move it anywhere you like - you can even move it
outside of the object. Subsequent transformations
applied will then occur relative to the new pivot point
location.
Local Matrix
specify matrix useMatrix N/A Enable this control to specify matrix values for the
object you’re transforming as an alternative to setting
transform, scale, skew and pivot values above.
matrix matrix N/A The matrix displays values from the object’s transform,
rotate, scale, skew, and pivot controls.
ParticleWind
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Particles Nodes | ParticleWind
With ParticleWind, you can simulate a wind blowing on the particles. When you connect the ParticleWind
node to your particle stream, an arrow appears in the Viewer, which you can then use to determine
direction and velocity of the wind. The bigger and longer the arrow, the stronger the wind effect.
Input particles The particle system to which you intend to apply wind.
ParticleWind Tab
display display unchanged Adjust the display characteristics of the particles. These
settings don’t affect the render output of the scene;
these are for display purposes only in the 3D Viewer.
• off - hides the particles.
• wireframe - displays only the outlines of the particle.
• solid - displays all particles with a solid color.
• solid+wireframe - displays the particles as solid color
with the particles outlines.
• textured - displays only the surface texture.
• textured+wireframe - displays the wireframe plus the
surface texture.
• unchanged - doesn't change the particles display
mode. The Viewer can override this setting.
selectable selectable enabled When enabled, you can select the particles in the Viewer
by clicking on them.
render render_mode unchanged Sets how the particles will render. This control is
independent from the display selection, but has the
same settings.
from xyz from 0, 0, 0 Sets the point of origin for the arrow on the x, y, and z
axes.
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Particles Nodes | ParticleWind
drag drag 0.2 Sets the amount of simulated drag applied to particles.
Higher values drag the particles further from their origin,
and vice versa.
air resistance air_resistance disabled When enabled, simulated resistance is added to the drag
control progressively slowing particles down over time
in a similar way to ParticleDrag.
Conditions Tab
probability probability 1 Sets the probability that this node affects your particles.
If you set this to zero, the node won’t affect any
particles, and if the value is 1, the node will affect every
particle.
min age min_age 0 Limits the effect of this node to particles above this
minimum age. The age of the particle is its lifetime
normalized between 0 and 1.
max age max_age 1 Limits the effect of this node to particles below this
maximum age. The age of the particle is its lifetime
normalized between 0 and 1.
random seed seed 0 Sets the integer to change the results of generated
randomness in your particles. You can achieve slightly
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Particles Nodes | ParticleWind
channels channels all Specifies which particle channels the effect of this node
should be applied to. Channels a and b are arbitrary
names for channels which are useful if you want different
ParticleEmitter nodes or other particle force nodes to
have an effect on separate channels.
Region Tab
region region none Sets the region which you want to use to confine the
particle effect to. For example, if you choose a sphere,
only particles inside that sphere shaped region will be
affected by particle effects.
• none - all particles are affected as normal.
• sphere, box, half-space, and cylinder - controls the
region’s boundary shape.
invert region region_invert disabled When enabled, particles outside the region are affected
rather than those inside it.
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Particles Nodes | ParticleWind
transform xform_order SRT Sets the operation order for scale (S), rotation (R), and
order translation (T). The possible operation combinations are
SRT, STR, RST, RTS, TSR, TRS.
rotation order rot_order ZXY Sets the order of rotation. The possible axial
combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX.
translate translate 0, 0, 0 Lets you translate the region marker along the x, y, and z
axes. You can also adjust translate values by clicking and
dragging the axis in the 3D Viewer.
rotate rotate 0, 0, 0 Lets you rotate the region marker around the x, y, and z
axes. You can adjust rotate values by holding down
Ctrl/Cmd and dragging in the 3D Viewer.
scale scaling 1, 1, 1 Lets you scale the region marker on the x, y, and z axes.
uniform scale uniform_scale 1 Lets you scale the region marker simultaneously on the
x, y, and z axes.
skew skew 0, 0, 0 Lets you skew the region marker on the x, y, and z axes.
pivot pivot 0, 0, 0 When you make changes to the region marker’s position,
scaling, skewing, and rotation, these occur from the
location of the object’s origin point or pivot. The pivot
x, y, and z controls allow you to offset the pivot point
and move it anywhere you like - you can even move it
outside of the object. Subsequent transformations
applied will then occur relative to the new pivot point
location.
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Particles Nodes | ParticleWind
Local Matrix
specify matrix useMatrix N/A Enable this control to specify matrix values for the
object you’re transforming as an alternative to setting
transform, scale, skew and pivot values above.
matrix matrix N/A The matrix displays values from the object’s transform,
rotate, scale, skew, and pivot controls.
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Deep Nodes
Deep nodes deal with Deep image compositing, where each pixel can have multiple values.
DeepColorCorrect
This is a ColorCorrect node for deep compositing. It applies the color correction to all samples at each
pixel. You can use DeepColorCorrect to create a matte by setting the gain value for your alpha channel to
0 and setting the offset value to 1 in the range you want the matte for.
There are control sets for adjusting shadows, midtones and highlights. You can use the lookup curves on
the Ranges tab to control these.
Input unnamed The deep image sequence to receive the color correction. This can
also be a DeepMerge node with merged deep data.
DeepColorCorrect Tab
master
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Deep Nodes |
shadows
midtones
highlights
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Deep Nodes |
image.
Masking Tab
Ranges Tab
test test disabled Lets you overlay the output with black, gray, or
white to show what is considered to be in the
shadows, midtones, or highlights. Green and
magenta indicate a mixture of ranges.
curve editor lookup N/A You can use the shadow and highlight lookup
curves to edit the range of the image that is
considered to be in the shadows or highlights.
You can also look up color information for the
current pixel in the Viewer.
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Deep Nodes | DeepCrop
reset N/A N/A Return the selected curve(s) to the default values.
DeepCrop
You can use the DeepCrop node to:
• crop deep data in front of or behind certain planes in depth, or
• crop deep images inside or outside of the crop box in the Viewer (much like the regular Crop node).
Input unnamed The deep image sequence to crop. This can also be a DeepMerge
node with merged deep data.
DeepCrop Tab
znear znear 1 Sets the near depth value of the image. By default, any
samples in front of this plane in depth (that is, below this
value) are cropped.
use use_znear enabled Whether to crop samples below the znear value.
zfar zfar 2 Sets the far depth value of the image. By default, any
samples behind this plane in depth (that is, above this
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Deep Nodes | DeepCrop
use use_zfar enabled Whether to crop samples above the zfar value.
keep outside outside_ disabled When enabled, samples between the znear and zfar
zrange zrange values are cropped.
bbox bbox N/A Set the size of the crop box in the Viewer. By default,
any areas outside this box are cropped.
use use_bbox enabled Set whether to use the crop box in the Viewer.
keep outside outside_bbox disabled When enabled, any samples inside the crop box are
bbox cropped.
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Deep Nodes | DeepExpression
DeepExpression
The DeepExpression node allows you to apply complex mathematical formulae to deep data using
expressions.
Input unnamed The deep image sequence to which you want to apply expressions
to. This can also be a DeepMerge node with merged deep data.
DeepExpression Tab
[variable name temp_name0 N/A If you need to use a long expression in several fields,
field] you can use this row for assigning the expression
temporarily to a variable. Enter the variable name here,
and the expression on the right of the = sign. You can
then use the variable to represent the expression in the
fields below the channels.
[variable name temp_name1 N/A If you need to use a long expression in several fields,
field] you can use this row for assigning the expression
temporarily to a variable. Enter the variable name here,
and the expression on the right of the = sign. You can
then use the variable to represent the expression in the
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Deep Nodes | DeepExpression
[variable name temp_name2 N/A If you need to use a long expression in several fields,
field] you can use this row for assigning the expression
temporarily to a variable. Enter the variable name here,
and the expression on the right of the = sign. You can
then use the variable to represent the expression in the
fields below the channels.
[variable name temp_name3 N/A If you need to use a long expression in several fields,
field] you can use this row for assigning the expression
temporarily to a variable. Enter the variable name here,
and the expression on the right of the = sign. You can
then use the variable to represent the expression in the
fields below the channels.
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Deep Nodes | DeepFromFrames
chans0 chans0 red, green, The channel(s) to which you want to apply expressions
blue, alpha to.
chans1 chans1 front, back The channel(s) to which you want to apply expressions
to.
chans2 chans2 none The channel(s) to which you want to apply expressions
to.
chans3 chans3 none The channel(s) to which you want to apply expressions
to.
[expression N/A N/A Expression fields for each channel selected above.
fields]
DeepFromFrames
The DeepFromFrames node copies multiple input frames from a regular 2D image to samples in a single
deep frame.
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Deep Nodes | DeepFromFrames
Input unnamed The image sequence from which you want to copy the frames from.
DeepFromFrames Tab
samples samples 5 Sets the number of frames to sample the input at.
frame range range_first 1 Sets the start frame for sampling the input. For example,
with the default samples value (5) and frame range
value (1-9) DeepFromFrames samples at frames 1, 3, 5, 7
and 9.
range_last 9 Sets the end frame for sampling the input. For example,
with the default samples value (5) and frame range
value (1-9) DeepFromFrames samples at frames 1, 3, 5, 7
and 9.
split alpha alpha_mode multiplicative Set how the alpha channel is split:
mode • additive - performs a straight division by the number
of samples. This does not result in the original alpha
values if the deep samples are flattened later on.
• multiplicative - the samples are split so that each is
1-pow(1-alpha,1/numSamples). If the deep samples
are flattened later on (for example, using
DeepToImage), the alpha values match the originals.
zmin zmin 1 Sets the depth at which the first sampled frame is
placed. This is the front-most sample in depth.
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Deep Nodes | DeepFromImage
zmax zmax 2 Sets the depth at which the last sampled frame is
placed. This is the furthermost sample in depth.
DeepFromImage
Using DeepFromImage you can convert a standard 2D image to a deep image with a single sample for
each pixel at the depth defined by the depth.z channel.
DeepFromImage Tab
premult input premult disabled Set whether the input needs premultiplying.
specify z set_z disabled When enabled, you can use the z field below to
manually specify the Z depth for the single sample at
each pixel.
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Deep Nodes | DeepMerge
DeepMerge
DeepMerge merges samples from multiple deep images, so that each output pixel contains all of the
samples from the same pixel in each input. You can also use it to holdout samples in the B input that are
occluded by samples in the A input or plus overlapping samples from the A and B inputs.
DeepMerge Tab
drop hidden drop_hidden disabled When enabled, samples that are completely obscured by
samples other samples are discarded (that is, samples behind
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Deep Nodes | DeepMerge
drop zero drop_zero_ 0.0000001 Any samples whose alpha value falls below this threshold
threshold threshold are discarded from the holdout. This can help filter out
samples with very low alpha values caused by floating
point inaccuracy.
metadata metainput B Sets which input’s metadata is passed down the node
from tree.
volumetric volumetric_ disabled Enable volumetric holdout if you want Nuke to calculate
holdout holdout occlusion using the values of the holdout samples in
front of samples from main. This is a more accurate
representation of occlusion at depth, but can take longer
to process.
For example:
M = main sample
H = holdout sample
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Deep Nodes | DeepRead
You can now view the result, which is a holdout with red,
green, blue, and alpha channels. Note that the output
image is still a deep image.
DeepRead
The DeepRead node loads deep images from disk in two formats:
• DTEX (generated from Pixar’s PhotoRealistic RenderMan® Pro Server).
• Scanline OpenEXR 2.4.2, or above (tiled OpenEXR 2.4.2, or above, files are not supported).
Note: In order to load DTEX files, you need to have Pixar's RenderMan Pro Server 20, or earlier,
installed on your machine. You don't need a RenderMan license, however. See Nuke's online help
for more information.
Unlike standard 2D images that contain a single value for each channel of each pixel, deep images contain
multiple samples per pixel at varying depths. Each sample contains per-pixel information, such as color,
opacity, and camera-relative depth.
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Deep Nodes | DeepRead
DeepRead Tab
file file N/A The image to be loaded from disk. This file should
be in:
• DTEX format, generated from RenderMan Pro
Server, or
• Scanline OpenEXR 2.4.2 format.
Localization localizationPolicy from auto- Sets the local file caching behavior. Copies of the
Policy localize path files are stored in a specified local folder for faster
access times:
• on - the files are cached, regardless of location, as
long as the limit to (GB) limit is not breached.
• from auto-localize path - the files are cached if
they reside in the auto-localize from directory, as
long as the limit to (GB) limit is not breached.
• on demand - only localize these source clips when
you manually update them. See Nuke's Online Help
for more information.
• off - the files are never cached, regardless of
location.
format format N/A Set the format of the image file. This is automatically
set based on the file header, but you can manually set
it to any of the available formats. If the format does
not yet exist, you can select new to create a new
format from scratch.
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Deep Nodes | DeepRead
proxy proxy N/A The location of the proxy image. A proxy image is
used if proxy mode is enabled and the required
resolution is less than or equal to the file size.
proxy format proxy_format root.proxy_ The proxy image is read if the format of the lower
format resolution image is smaller or equal to this. This is
automatically set based on the file header but you
can manually set it to any of the available formats. If
the format does not yet exist, you can select new to
create a new format from scratch.
frame range first N/A Sets the first frame in the range of frames to use for
the image sequence.
before hold Sets how the sequence displays before the first frame
you’ve defined.
• hold - select to show a still picture of the first
frame in the frame range.
• loop - select to start over and keep looping the
span of the frame range before the first frame in
the frame range.
• bounce - select to play the span of the frame range
backwards and forwards between the frame range
limits.
• black - select to display a black frame before the
first frame.
last N/A Sets the last frame in the range of frames to use for
the image sequence.
after hold Sets how the sequence displays after the last frame
you’ve defined.
• hold - select to show a still picture of the last frame
in the frame range.
• loop - select to start over and keep looping the
span of the frame range after the last frame in the
frame range.
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Deep Nodes | DeepRead
frame N/A The expression, start frame, or offset you want to use
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Deep Nodes | DeepRead
original origFirst N/A Set the first frame in the frame range you want to use
range from the input clip. For example, if you set the
original range to be from frame 40 to 50, then the
DeepRead node indicator in the Dope Sheet only
shows that clip as ten frames long. This is for visual
reference, rather than a change in what is read in, and
it may make it easier to work with many DeepRead
nodes in the Dope Sheet.
origLast N/A Set the last frame in the frame range you want to use
from the input clip. For example, if you set the
original range to be from frame 40 to 50, then the
DeepRead node indicator in the Dope Sheet only
shows that clip as ten frames long. This is for visual
reference, rather than a change in what is read in, and
it may make it easier to work with many DeepRead
nodes in the Dope Sheet.
missing on_error error Sets what to do if there is an error opening the file:
frames • error - display an error on the node and in the
Viewer at any missing frames.
• black - set any missing frames to black.
• checkerboard - replace any missing frames with a
checkerboard image.
• nearest frame - replace any missing frames with
their nearest frame.
reload reload N/A Reload the deep image from the disk.
dtex Options (These controls are only exposed when loading a .dtex file.)
type type auto Sets how to determine the type of .dtex file:
• auto - Nuke automatically detects the file type by
looking at the subimage name. If the name is either
Deep Shadow or ends with (or is) .deepopacity,
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Deep Nodes | DeepRead
discrete discrete disabled When enabled, Nuke treats the .dtex file as discrete
samples, with the front and back being the same.
premultiply premult disabled When enabled, Nuke premultiplies the values from
the .dtex file.
raw values raw disabled When enabled, deep samples are read "as is", without
any processing.
exr Options (These controls are only exposed when loading a .exr file.)
do not attach noprefix disabled When enabled, metadata keys are read as they are,
prefix without attaching a prefix to them.
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Deep Nodes | DeepRecolor
DeepRecolor
DeepRecolor merges:
• a standard 2D image (color input) and
• a deep image file that only contains opacity for each sample (depth input).
It spreads the color at each pixel of the color input across all the samples of the corresponding pixel in
the depth input, producing a deep output image.
Input color A standard 2D image sequence whose channels you want to copy
onto a deep image. This should be an unpremultiplied image. If
your input image is premultiplied, you can add an Unpremult node
between the image and the DeepRecolor node.
DeepRecolor Tab
channels channels rgb The channels to copy from the color input.
target input targetInputAlpha disabled When disabled, Nuke distributes the color to each
alpha sample by unpremultiplying by the color image’s
alpha and then remultiplying by the alpha of each
sample.
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Deep Nodes | DeepReformat
DeepReformat
DeepReformat is the Reformat node for deep data. You can use it to set your deep image’s dimensions,
scale, and so on.
Input unnamed The deep image to resize. This can also be a DeepMerge node with
merged deep data.
DeepReformat Tab
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Deep Nodes | DeepReformat
output format format root.format The format to which you want to output the deep image
sequence. If the format does not yet exist, you can select
new to create a new format from scratch. The default
setting, root.format, resizes the image to the format
indicated in the Project Settings.
width/height box_width 200 The output width for your deep image. The units are in
pixels.
box_height 200 The output height for your deep image. The units are in
pixels.
force this box_fixed disabled When enabled, the output image matches the
shape width/height fields exactly, even if the original image is
a different shape. To achieve this, one direction gets
either clipped or padded.
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Deep Nodes | DeepReformat
pixel aspect box_pixel_ 1 Sets the pixel aspect ratio for the output image.
aspect
This control is only available if you have set type to to
box.
scale scale 1 The scale factor for the width and the height. To scale
each direction separately using different scale factors,
click the 2 button.
resize type resize width Choose the method by which you preserve or override
the original pixel aspect ratio. Select:
• none - to not resize the original.
• width - to scale the original until its width matches the
output width. Height is then scaled in such a manner as
to preserve the original aspect ratio.
• height - to scale the original so that it fills the output
height. Width is then scaled in such a manner as to
preserve the original aspect ratio.
• fit - to scale the original so that its smallest side fills
the output width or height. The longest side is then
scaled in such a manner as to preserve the original
aspect ratio.
• fill - to scale the original so that its longest side fills
the output width or height. The smallest side is then
scaled in such a manner as to preserve the original
aspect ratio.
• distort - to scale the original so that both sides fill the
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Deep Nodes | DeepReformat
flip flip disabled When enabled, flips the image upside down.
flop flop disabled When enabled, flops the image left and right.
turn turn disabled When enabled, rotates the image 90 degrees counter-
clockwise.
black outside black_outside disabled When enabled, pixels outside the image boundary are
set to black.
preserve pbb disabled When enabled, pixels outside the output format are
bounding box preserved.
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Deep Nodes | DeepSample
DeepSample
Use this node to sample any given pixel in a deep image. Move the pos indicator over pixels in the Viewer
to produce deep sample information in the DeepSample control panel.
Input unnamed The deep image to sample. This can also be a DeepMerge node with
merged deep data.
DeepSample Tab
You can also set this by moving the pos indicator in the
Viewer.
[sample list] list N/A The deep samples at the pos pixel. The values shown
include:
• deep.front - The front-most depth value.
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Deep Nodes | DeepToImage
DeepToImage
You can use this node to flatten a deep image - in other words, merge all the samples in a deep image
into a regular 2D image.
Input unnamed The deep image to flatten. This can also be a DeepMerge node with
merged deep data.
DeepToImage Tab
volumetric volumetric_ enabled When enabled, DeepToImage calculates both the front
composition composition and back depths of each sample.
REFERENCE GUIDE
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Deep Nodes | DeepToPoints
DeepToPoints
You can use this node to transform the deep pixel samples into points in 3D space that you can see in
Nuke's 3D view, like a point cloud. This node is useful for position reference.
Input camera An optional camera through which you can look at the point cloud.
deep The deep image to view in 3D. This can also be a DeepMerge node
with merged deep data.
DeepToPoints Tab
display display solid The display type for the point cloud:
• off - hides the points.
• wireframe - displays only the outlines of the points.
• solid - displays all points with a solid color.
• solid+wireframe - displays the points as solid color
with their outlines.
• textured - displays the only the surface texture.
• textured+wireframe - displays the wireframe plus the
surface texture.
selectable selectable enabled When enabled, you can select the points in the Viewer
by clicking on them.
render render_mode solid Sets how the points will render. This control is
independent from the display selection, but has the
same settings.
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Deep Nodes | DeepTransform
Point detail detail 0.25 Sets the density of the point cloud.
DeepTransform
You can use this node to reposition deep data. It allows you to:
• translate the samples along the x, y, and z axes, and
• scale the samples’ Z depth values.
Input mask An optional image to use as a mask. The z translate and z scale
effects are limited to the non-black areas of the mask.
deep The deep image to transform. This can also be a DeepMerge node
with merged deep data.
DeepTransform Tab
translate x, y, translate 0, 0, 0 Moves all samples at each pixel along the x, y, and z
z axes.
zscale zscale 1 Scales the z depth of all samples at each pixel. Values
above 1 decrease the depth, whereas values below 1
increase it.
mask N/A enabled Enables the associated mask channel to the right.
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Deep Nodes | DeepWrite
mask_channel rgba.alpha The channel to use as a mask. The z translate and z scale
effects are limited to the non-black areas of this channel.
DeepWrite
This node renders the result of all upstream deep nodes and saves the result to disk in the scanline
OpenEXR 2.4.2 format (tiled OpenEXR files are not supported).
Note that this node executes all renders at the currently active scale: either full- or proxy-resolution. To
toggle between these, press Ctrl/Cmd+P.
DeepWrite Tab
file file none Sets the file path and name of the file to render.
proxy proxy none Sets the file path and name of a relevant proxy
image. This proxy image is used if proxy mode is on
and the required resolution is less than or equal to
the proxy format.
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Deep Nodes | DeepWrite
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Deep Nodes | DeepWrite
views views dependent When you’re working with stereo footage, select the
on Project required view to render.
Settings
file type file_type none Sets the rendered file format manually, enabling
type-specific controls.
exr Options (These controls are only exposed when file type is set to exr.)
datatype datatype 16 bit half Sets the bit depth of the rendered .exr files:
• 16-bit half
• 32-bit float
compression compression Zip (1 Sets the compression type to apply to the rendered
scanline) file.
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Deep Nodes | DeepWrite
do not attach noprefix disabled When enabled, unknown metadata keys are written
prefix into the file as they are.
render order render_order 1 When multiple nodes are rendered at once, they are
sorted into increasing order by this number.
limit to use_limit disabled When enabled, only frames within the frame range
range are rendered.
Python Tab (These controls are for Python callbacks and can be used to have Python functions
automatically called when various events happen in Nuke.)
before each beforeFrameRender none These functions run prior to starting rendering of
frame each individual frame. If they throw an exception,
REFERENCE GUIDE
1028
Deep Nodes | DeepWrite
after each afterFrameRender none These functions run after each frame is finished
frame rendering. They are not called if the render aborts. If
they throw an exception, the render aborts.
after render afterRender none These functions run after rendering of all frames is
finished. If they throw an error, the render aborts.
REFERENCE GUIDE
1029
Views Nodes
Views nodes deal with stereoscopic or multi-view compositing.
Anaglyph
If you’re working on a stereoscopic or multi-view project, you can use this node to convert your input into
an anaglyph image. By default, the left input is filtered to remove blue and green, and the right view to
remove red.
Anaglyph images produce a 3D effect when viewed with two-color anaglyph glasses.
Input unnamed The image you want to convert into an anaglyph image. This input
needs to contain at least two views, one for the left eye and another
for the right eye:
• If your input is an .exr file, the file may already contain both views.
This is because .exr files support multiple views in a single file.
• With any other file types, you need to have separate files for the
left and right views. You can combine these files into a single input
using a JoinViews node.
REFERENCE GUIDE
1030
Views Nodes | JoinViews
Anaglyph Tab
views views N/A The views to use for the left and the right eye.
(right=red) swap disabled When enabled, the colors are inverted so that the red
channel is used from the right input and the blue and
green channels from the left.
horizontal offset 0 Sets where the images appear in relation to the screen
offset when viewed with anaglyph glasses. To have the images
appear in front of the screen, you would usually enter a
negative value. To have the images appear further away,
you would usually enter a positive value. (This is not the
case if you have swapped the left and right views
around.)
JoinViews
If you have separate files for the views that exist in your Project Settings (for example, one file for the left
view and another for the right), JoinViews lets you combine these files into a single output. This can be
useful if:
• You want to perform the same actions on all views. By default, Nuke applies any changes you make to all
views of the processed node.
• Your subsequent nodes (for example, Split and Join) require a single input that contains two views.
REFERENCE GUIDE
1031
Views Nodes | MixViews
Input There’s one The views that you want to combine into a single output.
input for each
view defined in
the Project
Settings.
MixViews
If you’re working on a stereoscopic or multi-view project, you can use this node to display a blend
between two views in the Viewer. This allows you to check how elements in these views are aligned.
Input unnamed The image that contains the two views you want to dissolve between:
• If your input is an .exr file, the file may already contain both views.
This is because .exr files support multiple views in a single file.
• With any other file types, you need to have separate files for the
left and right views. You can combine these files into a single input
using a JoinViews node.
REFERENCE GUIDE
1032
Views Nodes | OneView
MixViews Tab
mix mix 0 Adjust the blend between the views. Setting this to 0 or
1 displays only one of the views. Values between 0 and 1
produce a gradual transition from one view to the other.
OneView
OneView lets you separate one view for processing. This is useful if you need to perform different actions
on different views, for example if you want to color correct one view but not the other. Any changes you
make using subsequent nodes are only applied to the extracted view (regardless of what view you are
displaying in the Viewer).
If you want to perform the same action on both views but use different values for each, you can split the
view off in the node’s controls instead.
To merge the views back together further down the node tree, use the JoinViews node.
Input unnamed The image that contains the view you want to separate for
processing.
OneView Tab
REFERENCE GUIDE
1033
Views Nodes | ReConverge
ReConverge
If you’re working on a stereoscopic or multi-view project, the ReConverge node lets you shift
convergence (the inward rotation of the eyes or cameras) so that any selected point in the image appears
at screen depth when viewed with 3D glasses. This point is called the convergence point. It is the point
where the lines of sight from the two cameras meet.
At the convergence point, the different views in the image are aligned and appear at screen depth when
viewed with 3D glasses. Anything behind the convergence point appears behind the screen, while anything
in front of it seems to pop out of the screen.
To calculate the convergence shift, the ReConverge node needs a disparity field that maps the location of
a pixel in one view to the location of its corresponding pixel in the other view. To create the disparity
field, you can use O_DisparityGenerator plug-in, which is part of the Ocula plug-in set. Alternatively, you
can create the disparity field in a 3D application. Once you have the disparity field, you can store it in the
channels of an .exr file, or use the Shuffle node to add the disparity channels in the data stream where you
need them.
It is also possible to use the same element as the convergence point throughout the image sequence. To
do so, link the ReConverge node with a Tracker node.
To better view the effect of the ReConverge node, you can insert an Anaglyph node between the
ReConverge node and the Viewer.
Note: The ReConverge node only shifts views horizontally, not vertically.
Input unnamed The image whose convergence you want to adjust. This input should
contain at least two views (one for the left eye and another for the
right) and a disparity field:
• If your input is an .exr file, the file may already contain both views.
REFERENCE GUIDE
1034
Views Nodes | ShuffleViews
This is because .exr files support multiple views in a single file. With
any other file types, you need to have separate files for the left and
right views. You can combine these files into a single input using a
JoinViews node.
• Make sure there is a disparity field upstream from the image
sequence. If the image sequence is an .exr file, the disparity field
can be included in its channels. Otherwise, you can use a Shuffle
node or Ocula’s O_DisparityGenerator plug-in to add it in the data
stream.
ReConverge Tab
Convergence offset 0 Adjusts the offset for convergence (in pixels). To bring
offset all elements of your image forward from the screen
level, enter a positive value. To move all elements
further away, enter a negative value.
Mode convergemode shift right The view to move to achieve the convergence shift:
• shift right - move the right view.
• shift left - move the left view.
• shift both - move both views.
ShuffleViews
You can use this node to rearrange the views in your script. For example, you can swap the left and right
views around in the pipeline, so that Nuke uses the left input for the right eye and vice versa.
REFERENCE GUIDE
1035
Views Nodes | SideBySide
Input unnamed The image that contains the views you want to rearrange.
ShuffleViews Tab
views to use views N/A 1. Click add to add rows of controls to the control
panel, or delete to remove unnecessary rows.
2. Use the buttons or dropdown menus to select which
view to replace with which. For example, to swap the
left and right views around, you need to make the
following selections:
• On one row, select left under get, and right under
from (“get left from right”). The left view is now
replaced with the right view.
• On another row, select right under get, and left
under from (“get right from left”).
SideBySide
If you’re working on a stereoscopic or multi-view project, you can use this node to display two views next
to each other in the Viewer.
REFERENCE GUIDE
1036
Views Nodes | Split and Join
Input unnamed The image that contains the two views you want to display side by
side:
• If your input is an .exr file, the file may already contain both views.
This is because .exr files support multiple views in a single file.
• With any other file types, you need to have separate files for the left
and right views. You can combine these files into a single input
using a JoinViews node.
SideBySide Tab
vertical vertical disabled Enable this to display one view on top of another.
view1 view1 N/A Select the view to display on the left (or the top if you
have checked vertical).
view2 view2 N/A Select the view to display on the right (or the bottom if
you have checked vertical).
REFERENCE GUIDE
1037
Views Nodes | Split and Join
Once you’ve used Split and Join, you can add any necessary nodes, such as color corrections, between the
OneView and JoinViews nodes.
REFERENCE GUIDE
1038
Metadata Nodes
Metadata nodes deal with information embedded in your images, such as the image’s original bit depth,
width, and height.
AddTimeCode
Adds a time code to the metadata passed down from an input node. The default settings add the time
code 01:00:00:00 to the first frame. This time code is updated throughout the frame range according to
the input clip’s playback speed, which in turn is controlled by the fps (frames per second) control in the
Project Settings. If you change the fps value in the Project Settings, the time code in the metadata is
updated to reflect the change.
TimeCode Tab
startcode startcode 01:00:00:00 Enter the time code value to add to the first frame of the
input.
fps fps 24 If you want to specify the playback speed manually rather
than get it from the Project Settings, disable get FPS
from metadata and enter a new value in this field.
get FPS metafps enabled By default, frames per second is read from the input’s
REFERENCE GUIDE
1039
Metadata Nodes | CompareMetaData
start frame frame 1 If you want to specify a different start frame than the first
frame, enable use start frame? and enter a new value in
this field.
use start useFrame disabled By default, the start frame is always 1. If you want to
frame? override this value, enable this control and enter the
required frame in the start frame field.
CompareMetaData
Connecting nodes to the CompareMetaData node enables you to quickly determine metadata differences
between files. The CompareMetaData node only shows keys and values where there are differences
between the two inputs. For example, if you were having trouble with QuickTime frame rates, you could
connect up two QuickTime files and immediately see differences between the input/frame_rate key
values.
REFERENCE GUIDE
1040
Metadata Nodes | CopyMetaData
CompareMetaData Tab
metadata metadata N/A Displays the differences between the metadata of any
viewer two nodes connected to the inputs.
CopyMetaData
This node copies metadata from one image to another, filtering the metadata to exclude some keys if
required.
Input Meta The node whose metadata you want to copy to the output.
Image The node whose image you want to pass down the tree.
CopyMetaData Tab
metadata mergeMode Image + Set the image and metadata combination you
from Meta intend to pass down the tree:
• Image+Meta - add the metadata from the
Meta input to the meta- data from the Image
input. If the inputs share any common
metadata keys, the values taken from the Meta
input override those taken from the Image
input.
• Meta only - only use the metadata from the
REFERENCE GUIDE
1041
Metadata Nodes | CopyMetaData
Meta input.
• Meta+Image - add the metadata from the
Image input to the meta- data from the Meta
input. If the inputs share any common
metadata keys, the values taken from the
Image input override those taken from the
Meta input.
• Image only - only use the metadata from the
Image input. This produces the same result as
not using a CopyMetaData at all: both the
image and metadata are taken from the
Image input. This option can be useful if you
want to filter the metadata passed down the
tree.
Meta copy metadatafilter N/A Enter search criteria to select the metadata to
only copy from the Meta input.
within metadatafilterMode keys and Limit the metadata you want to pass down the
values tree to certain fields:
• keys and values
• keys only
• values only
Image copy imageMetadatafilter N/A Enter search criteria to select the metadata to
only copy from the Image input.
within imageMetadatafilterMode keys and Limit the metadata you want to pass down the
REFERENCE GUIDE
1042
Metadata Nodes | ModifyMetaData
ModifyMetaData
The ModifyMetaData node enables you to add, edit, or remove the metadata associated with a file.
ModifyMetaData Tab
REFERENCE GUIDE
1043
Metadata Nodes | ViewMetaData
ViewMetaData
ViewMetaData lets you inspect metadata (such as the image’s original bit depth, width, and height) passed
down by an input node. The data is split into two columns, keys and the values associated with them.
ViewMetaData Tab
metadata shownmetadata N/A Displays the metadata of any node connected to the
viewer input. Once you know which keys exist on the input,
you can reference them in expressions.
REFERENCE GUIDE
1044
Metadata Nodes | ViewMetaData
search metadatafilter N/A Filter the metadata by entering text in this field. By
metadata for default, only metadata containing the keys and
values entered are displayed. You can change this
behavior using the within control.
within metadatafiltermode keys and Defines how to filter the search metadata for
values control. You can search keysandvalues, keysonly, or
valuesonly.
REFERENCE GUIDE
1045
ToolSets Nodes
Tool sets deal with custom tools created in Nuke. You can create your own ToolSets from scratch or
modify the existing 2D and 3D examples that ship with Nuke. The example scripts also contain a link to
footage you can download to use with the examples:
http://thefoundry.s3.amazonaws.com/products/nuke/toolsets/toolset_examples.zip
2D ToolSets
Nuke ships with the following 2D ToolSets:
CG_Beauty
Keying
REFERENCE GUIDE
1046
ToolSets Nodes |
SmartPaint
3D ToolSets
Nuke ships with the following 3D ToolSets:
Particles
REFERENCE GUIDE
1047
ToolSets Nodes |
REFERENCE GUIDE
1048
ToolSets Nodes |
REFERENCE GUIDE
1049
ToolSets Nodes |
Relighting
REFERENCE GUIDE
1050
ToolSets Nodes | Create
Create
Creates a node tool set in the Nuke toolbar. This can be useful if you find yourself creating the same set of
nodes repeatedly. Once you have created a tool set, you can easily create the nodes that it contains by
selecting it in the ToolSets menu (rather than creating each node separately).
To create a tool set, select the nodes you want to include in the Node Graph and click ToolSets > Create.
In the Create ToolSet dialog that appears, use the ToolSets menu to select the menu where you’d like to
place your new tool set. Then give it a name in the Menu item field and click Create.
By default, your new tool set goes under the ToolSets menu, but if you’d like to create a subfolder for the
tool set, you can do that by specifying the folder name before the tool set name, separated by a forward
slash, in the Menu item field. For example, entering Roto/BasicRoto would create a subfolder called
Roto in the ToolSets menu, and place a new tool set by the name of BasicRoto in it.
Like gizmos, tool sets can be shared between artists if they are using a centralized .nuke folder. This needs
to be accessed through a NUKE_PATH environment variable that you can set up.
Delete
Allows you to delete a tool set you’ve created earlier. Simply click ToolSets > Delete in the toolbar and
select the tool set you want to remove. A dialog displays asking you to confirm the removal. Click Yes.
REFERENCE GUIDE
1051
Other Nodes
Other nodes contain additional nodes for script and Viewer management.
Assert
You can use this node to test the validity of a Tcl expression. If the expression resolves to false, this node
raises an error.
The Assert node does not alter the input image in any way.
For more information on Tcl expressions, see Nuke's online help or select Help > Documentation > Knob
Math Expressions in Nuke.
AudioRead
You can use this node to read in an audio file and view it in the Curve Editor and Dope Sheet in order to
line up keyframes of your composition with the waveform of the sound. You can then flipbook the audio
with your footage to preview your comp with sound.
AudioRead Tab
file file N/A Sets the file path of the audio file you’re reading in. This
can be an uncompressed WAV or AIFF file.
REFERENCE GUIDE
1052
Other Nodes | Backdrop
time range begintime 0, 0 Sets the start and end times for the audio in Nuke.
file time filebegintime 0, 0 Sets the start and end times of the audio file read in.
range These are automatically set to the values in the file, but
you can change them to trim the data used in Nuke.
ratesource ratesource file Sets the source for the sample rate. File reads the rate
from the audio file, custom lets you specify a custom
rate in the rate field.
curves
key interval keyinterval 0 Sets the key interval you want to use when creating the
curves.
generate generate N/A Click to generate the audio data as a curve that you can
use in the Curve Editor and Dope Sheet.
Backdrop
This node visually groups nodes in the Node Graph. Inserting a Backdrop node creates a box behind the
nodes. When you move the box, all the nodes that overlap the box are moved too. By inserting several
Backdrop nodes, you can group the nodes in your node tree onto boxes of different colors and titles. This
makes it easier to find a particular node in a large node tree, for example.
You can also use the Z Order control in the Properties panel to layer-up Backdrop nodes. Backdrops with
lower Z Order values appear underneath those with a higher value.
REFERENCE GUIDE
1053
Other Nodes | BlinkScript
BlinkScript
The BlinkScript node runs Foundry's Blink framework enabling us to write our code once and run it on any
supported device. This is achieved through code translation, in which the Blink code is turned into specific
code for each target device. Code is generated and compiled on-the-fly, allowing you to switch between
devices at will.
BlinkScript runs a Blink "kernel" over every pixel in the output, where a Blink kernel is similar to a C++ class,
but with some special parameter types and functions. Through translation, the code in the BlinkScript node
can be turned into normal C++ or SIMD code for the CPU, or OpenCL for the GPU.
The Blink framework streamlines plug-in development workflow significantly, as you no longer have to
exit Nuke to compile your code.
Note: To use the GPU when rendering from the command line, add --gpu to your command.
See the Nuke Online Help installation pages for more information on GPU support.
You can publish kernels in Group nodes which can then be saved as gizmos, if required. Published kernels
can be encoded to protect your IP using BlinkScript's built-in kernel protection. Protected kernels are not
readable when the published node is saved to a script.
Warning: BlinkScript is very flexible, as there are no restrictions on the code you can write
within a kernel. As a result, code complied from the Kernel Source can cause Nuke to crash, so
please use caution!
REFERENCE GUIDE
1054
Other Nodes | BlinkScript
BlinkScript Tab
Kernel File kernelSourceFile none Sets the file path of the kernel used for Load
and Save operations. BlinkScript kernels use the
.rpp file extension.
Load reloadKernelSourceFile N/A Click to load and compile the kernel specified
in the Kernel File field.
Save saveKernelFile N/A Click to save the current kernel to the location
and file name specified in the Kernel File field.
Kernel Source
Kernel kernelSource SaturationKernel Enter the kernel you intend to compile or edit
Editor the default SaturationKernel to suit your
purposes.
Local GPU gpuName N/A Displays the GPU used for rendering when Use
GPU if available is enabled. Local GPU displays
Not available when:
• Use CPU is selected as the default blink
device in the Preferences.
• no suitable GPU was found on your system.
• it was not possible to create a context for
processing on the selected GPU, such as when
there is not enough free memory available on
the GPU.
REFERENCE GUIDE
1055
Other Nodes | BlinkScript
Use GPU if useGPUIfAvailable enabled When enabled, rendering occurs on the Local
available GPU specified, if available, rather than the CPU.
REFERENCE GUIDE
1056
Other Nodes | BurnIn
format format Dependent on Sets the output format when Specify output
Project format is enabled, but otherwise defaults to
Settings the input format size.
Specify specifiedFormat disabled When enabled, allows you to set the output
output format using the format control.
format
Enabling this control also exposes the format
dropdown in the published Group node.
BurnIn
The BurnIn node allows you to add text to certain areas of your footage quickly, without relying on the
Text node.
REFERENCE GUIDE
1057
Other Nodes | BurnIn
BurnIn Tab
y- burnIn_yPadding 30
padding
font font family Utopia Sets the burn-in font and style.
REFERENCE GUIDE
1058
Other Nodes | DiskCache
Background Tab
y- burnIn_ 5
border backgroundYBorder
DiskCache
DiskCache caches to disk scanlines from its input as they are requested by its output. It does this at full 32-
bit floating point. This allows Nuke to reference the cached data instead of constantly recalculating the
REFERENCE GUIDE
1059
Other Nodes | DiskCache
By default, DiskCache caches the selected channels of the current frame at the current zoom level.
The cached images are saved in the same directory as the images the Nuke Viewer caches automatically.
You can set the location and size of this directory in the Preferences. A large, fast local disk is DiskCache's
best friend.
If you make a change in the nodes upstream, the affected cached images are discarded and automatically
recalculated.
DiskCache Tab
channels channels all Sets the channels to cache from the current frame at
the current zoom level.
Precache Precache n/a Click to force all lines in the frame to be calculated
and cached.
Python Tab (These controls are for Python callbacks and can be used to have Python functions
automatically called when various events happen in Nuke.)
REFERENCE GUIDE
1060
Other Nodes | Dot
before each beforeFrameRender none These functions run prior to starting rendering of
frame each individual frame. If they throw an exception,
the render aborts.
after each afterFrameRender none These functions run after each frame is finished
frame rendering. They are not called if the render aborts. If
they throw an exception, the render aborts.
after render afterRender none These functions run after rendering of all frames is
finished. If they throw an error, the render aborts.
Dot
You can use the Dot node to make bends in the connecting arrows between other nodes. This can help
you keep your script easy to read.
The Dot node does not alter the input image in any way.
You can also create this node by pressing . (period) on the Node Graph.
Input unnamed The image sequence after which you want to add a bend in the
connecting arrow.
REFERENCE GUIDE
1061
Other Nodes | Group
Group
You can use the Group node to nest multiple nodes inside a single node. The original nodes are replaced
with the Group node. When you create a Group node, its internal structure is shown in a separate Node
Graph that opens.
You can also create this node by pressing Ctrl/Cmd+G on the Node Graph.
Input unnamed The image sequence to which you want to apply the nodes nested
inside the Group node.
Group Tab (this includes the controls common to all nodes plus the following)
export as N/A N/A Exports the group of nodes as a gizmo that can be
gizmo... reused by other artists. Gizmos are saved in a separate
.gizmo file in your Nuke plug-in folder. Nuke scripts can
use gizmos just like any other node type. Saved scripts
only contain the name and control settings for the
gizmo; the definition is in the gizmo file and it is read at
the same time the script is loaded into Nuke. Thus, you
can alter the implementation of the gizmo and change
all the scripts that are using it.
REFERENCE GUIDE
1062
Other Nodes | Input
lock all lock_ disabled When enabled, the connections between the grouped
connections connections nodes are locked so that they cannot be accidentally
disconnected.
Input
Adds an input arrow to a Group node. This allows you to add multiple inputs to your Group or gizmo (for
example a main input and a mask input). By default, the inputs are numbered, but if you want to name
them, you can do so by renaming the Input nodes.
Note that you should always connect the main input first and any optional inputs after.
LiveGroup
LiveGroup nodes can be used in conjunction with LiveInput nodes so that multiple artists can work on
different parts of the same shot as separate scripts, without the need for rendering. See LiveInput for more
information.
LiveGroups are a hybrid of the functionality offered by Precomps, Groups, and Gizmos combining all the
functionality that they lack individually. Just like Precomps, LiveGroups can store independent .nk files,
allowing you to save a subset of the node tree as a separate .nk script, render the output of this saved
script, and read the rendered output back into the master comp as a single image input.
You can also use LiveGroups like Group nodes to nest multiple nodes inside a single node. The original
nodes are replaced with the LiveGroup node. When you create a LiveGroup node, its internal structure is
shown in a separate Node Graph tab.
REFERENCE GUIDE
1063
Other Nodes | LiveGroup
Input LiveInput1 The image sequence to which you want to apply the nodes or script
inside the LiveGroup node.
LiveGroup Tab
Publish publish N/A Click to change the LiveGroup to the 'Published' state
and save the current LiveGroup as a .nk script to the
location specified in the file control.
Make Editable make_ N/A Click to change the LiveGroup to the editable state.
editable
Make Editable adds the contents of the LiveGroup to
the current script when the script is saved.
file file none Sets the location that the contents of the LiveGroup are
read from or written to, depending on whether you're
publishing or editing the group.
Reload reload_script n/a Click to recalculate the .nk script specified in the file
control to create the output.
Open open n/a Click to open the .nk script specified in the file control
in a new Nuke session.
Render render n/a Click to render the .nk script specified in the file control
and output the results from the LiveGroup node.
read file for reading disabled When enabled, the LiveGroup node reads in the
output rendered image rather than calculating the output of the
script.
REFERENCE GUIDE
1064
Other Nodes | LiveInput
missing on_error error Sets the behavior when there is an error opening the
frames output file:
• error - display an error message on any missing
frames.
• black - replace any missing frames with black.
• checkerboard - replace any missing frames with a
checkerboard image.
• read input - display the result of the input tree rather
than the rendered file on any missing frames.
advanced
output node output none Sets the name of the node to use instead of the Output
node in the LiveGroup.
enable useOutput disabled When enabled, the node specified in the output node
control is used instead of the Output node in the
LiveGroup.
LiveInput
The LiveInput node is a type of Input node. Adding a LiveInput to a container type node, such as a Group,
Precomp, or LiveGroup adds a corresponding input connection to that container node, just like an Input
node.
LiveInput differs from Input nodes in that they can reference Nuke scripts external to the current script,
allowing you to work collaboratively with other artists in the context of a master script without the need
for rendering or reading footage from the master script.
REFERENCE GUIDE
1065
Other Nodes | NoOp
LiveInput Tab
liveGroup liveGroup N/A Sets the LiveGroup from which the input is taken.
file file N/A Defines the location of Nuke script containing the
referenced LiveGroup.
Reload reload_script N/A Click to re-read the referenced Nuke script and
recalculate the contents of the LiveGroup.
Open open N/A Click to open the script defined in the file control in a
new Nuke session.
NoOp
NoOp passes the input image through unchanged. It does not alter the image in any way, but can be used
as an interface for controlling other nodes. To do so, right-click on the NoOp control panel, select
Manage User Knobs, and add the control you need (for example, a checkbox). Then, Ctrl+Cmd+drag this
control on top of a control in another node (for example, the disable checkbox of a Blur node). This
creates a linking Tcl expression that parents the Blur node’s disable checkbox to the checkbox in the NoOp
controls, allowing you to use the NoOp controls to disable the Blur node.
You could also use a NoOp node to change the file path of multiple Read nodes using a single control.
For more information on Tcl expressions, see Nuke's online help or select Help > Documentation > Knob
Math Expressions in Nuke.
REFERENCE GUIDE
1066
Other Nodes | Output
This input is optional - you don’t need to connect NoOp to the node
you want it to control.
Output
Adds an output arrow to a Group node. This is necessary if the node tree that forms the Group has several
branches and thus several possible output nodes. It can also be useful if you accidentally delete an Output
node from a Group.
PostageStamp
You can add this node to your script to display a thumbnail render of the output at the current frame or a
frame of your choice. This node does not alter the input image in anyway.
By default, the postage stamp is always updated to match the current frame. To change this behavior, press
Shift+S to open the Preferences dialog, go to the Node Graph tab, and set postage stamp mode to
Static frame. Then, set static frame in the PostageStamp node properties to the frame you want to
display.
Note: If the frame number you use is outside the frame range for the node, it is clamped to the
first or last frame in the range.
REFERENCE GUIDE
1067
Other Nodes | Precomp
Precomp
The Precomp node is like a Group node, but its content is stored in an independent .nk file. This allows
you to save a subset of the node tree as a separate Nuke script, render the output of this saved script, and
read the rendered output back into the main comp as a single image input. Precomp nodes can be useful
in at least two ways:
• They can be used to reduce portions of the node tree to pre-rendered image inputs. This speeds up
render time, as Nuke only has to process the single image input instead of all the nodes that were used
to create it. Because the original nodes are saved in a separate .nk script, you also maintain access to
them and can adjust them later if necessary.
• They enable a collaborative workflow. While one artist works on the main comp, others can work on the
sections that have been exported using the Precomp node. These sections can be edited, versioned, and
managed independent of the main comp.
You can also create this node by pressing Ctrl/Cmd+Shift+P on the Node Graph.
Precomp Tab
file file N/A Sets the .nk script to use as the contents
of the precomp.
read file for output reading disabled When enabled, the Precomp node reads in
REFERENCE GUIDE
1068
Other Nodes | Precomp
missing frames on_error error Sets the behavior when there is an error
opening the output file:
• error - display an error message on any
missing frames.
• black - replace any missing frames with
black.
• checkerboard - replace any missing
frames with a checkerboard image.
• read input - display the result of the
input tree rather than the rendered file
on any missing frames.
advanced
output node output N/A Sets the name of the Write node to use
instead of the Output node in the
precomp.
REFERENCE GUIDE
1069
Other Nodes | Root
Root
The Project Settings in the Compositing environment are contained within the Root node, but the node
itself is never visible in the Node Graph. When you start working on a script, you should first define the
settings for it in the Project Settings.
You can display the Project Settings by navigating to Edit > Project Settings or by pressing S in the
Node Graph.
Root Tab
REFERENCE GUIDE
1070
Other Nodes | Root
frame range first_frame 1 Sets the frame range for the script,
which is used for nodes that don't
last_frame 100 include their own frame range
controls.
full size format format 2K_Super_ Sets the default format for the
35 project.
REFERENCE GUIDE
1071
Other Nodes | Root
read proxy files proxySetting if larger Sets when Read nodes fallback to
the proxy resolution when proxy
mode is enabled:
• never - the proxy resolution files
are never used.
• if larger - the proxy resolution
files are used if the files are
equal to or larger than the scaled
size.
• if nearest - the files closest to
the scaled size is used.
• always - the proxy resolution
files are always used.
Color Tab
REFERENCE GUIDE
1072
Other Nodes | Root
Enable OCIO GPU path OCIOGPUSupport disabled When enabled, any Viewers using
for GPU Viewer the GPU to process data also
compute OCIO data on the GPU,
rather than the CPU.
REFERENCE GUIDE
1073
Other Nodes | Root
8-bit files int8LUT sRGB Sets the default LUT used when
reading and writing image data
containing 8 bits.
16-bit files int16LUT sRGB Sets the default LUT used when
REFERENCE GUIDE
1074
Other Nodes | Root
log files logLUT Cineon Sets the default LUT used when
reading and writing image data
containing Cineon/DPX style log
data. These files are typically 10-
bit.
float files floatLUT linear Sets the default LUT used when
reading and writing image data
containing floating point values.
Views Tab
REFERENCE GUIDE
1075
Other Nodes | Root
Set up views for stereo setlr N/A Click to automatically create left
and right views for stereographic
projects.
View selection uses views_button enabled When enabled, the views in the
buttons? script are displayed as buttons
above the Viewer.
REFERENCE GUIDE
1076
Other Nodes | Root
Python Tab (These controls are for Python callbacks and can be used to have Python functions
automatically called when various events happen in Nuke.)
Font Tab
include system fonts free_type_system_fonts enabled When enabled, all the system
fonts are available in addition to
those that ship with Nuke.
REFERENCE GUIDE
1077
Other Nodes | StickyNote
StickyNote
Lets you add notes to the Node Graph. The notes can be any text or HTML mark-up. Usually, they are made
as annotations to the elements in the node tree.
All plugins
This menu contains all nodes available in Nuke, including any unsupported nodes (such as earlier versions
of the currently supported nodes). Note that some of these nodes may be unstable or cause unexpected
behavior.
If you have any gizmos installed, they also appear in this menu.
REFERENCE GUIDE
1078
FurnaceCore Nodes
FurnaceCore nodes contain the most popular Furnace plug-ins incorporated in NukeX and Nuke Studio.
F_Align
F_Align takes two sequences that were shot of the same scene and lines them up spatially. It uses Global
Motion Estimation (GME) to calculate a four-corner pin so that each frame in one shot (the source input)
will be aligned with the corresponding frame in a second shot (the reference input). The result is the
source image which has been repositioned to line up with the reference image.
Input Ref The reference image used to align the source image.
F_Align Tab
Analyse analyse N/A Click to begin analysis of the input clips and calculate a
corner pin. Interrupting the analysis will not delete the
corner pin keys that have already been calculated.
Render renderOn enabled When enabled, this toggle causes the effect to update
During the time line and render a freshly analyzed frame in the
Analysis Viewer so you can see the progress of the effect.
REFERENCE GUIDE
1079
FurnaceCore Nodes |
Clear Analysis clear N/A Click to delete all key frames from the corner pin
controls, allowing you to force a re-analysis if you feel
the need to.
Analysis range Source Clip This controls the range of frames any analysis runs over:
Range Range • Specified Range - reads the Analysis Start and
Analysis Stop fields for the range of frames to analyze.
• Source Clip Range - automatically determines the
range of frames to analyze from the length of the clip
attached to the Src input.
• Current Frame - the analysis occurs only on the
current frame. This is useful for correcting any errors
that may have occurred while analyzing the entire clip.
Analysis Stop stop 100 The last frame analyzed if AnalysisRange is set to
SpecifiedRange.
Scale scale disabled Indicates whether the calculated corner pin can include a
scaling factor.
Rotate rotate enabled Indicates whether the calculated corner pin can include
rotations.
Translate translate enabled Indicates whether the calculated corner pin can include
translations on the x and y axes.
Perspective perspective disabled Indicates whether the calculated corner pin can include
perspective transforms.
Analysis Region
Analysis regionBL N/A The region analyzed to calculate the four-corner pin.
Region BL This is especially useful when doing any form of frame
REFERENCE GUIDE
1080
FurnaceCore Nodes |
Advanced
Accuracy accuracy 0.9 Controls the time/accuracy trade off. Higher values slow
the analysis, but can produce better result.
Invert invert disabled Enable this control to use the inverse of the calculated
four-corner pin during render.
Bottom Left pinBL N/A The bottom left corner pin calculated during the analysis
pass.
Bottom Right pinBR N/A The bottom right corner pin calculated during the
analysis pass.
Top Left pinTL N/A The top left corner pin calculated during the analysis
pass.
Top Right pinTR N/A The top right corner pin calculated during the analysis
pass.
REFERENCE GUIDE
1081
FurnaceCore Nodes | F_DeFlicker2
F_DeFlicker2
F_Deflicker2 is used to remove flicker - particularly flicker that is localized and dependent on the
geometry of the scene (that is, flicker that is not present across the whole of the image), such as that
caused by an un-synchronized fluorescent light in a shot.
Note: F_DeFlicker2 looks at input frames outside the current frame when performing
calculations, and therefore can be a computationally expensive node. As such, using more than
two instances of F_DeFlicker2 in a node tree will dramatically increase render times. It is strongly
advised therefore, that you render each instance out separately.
F_DeFlicker2 Tab
Block Size blockSize 9.6 Defines the width and height of the control block (in
pixels) centered around a particular pixel analysed by the
deflicker algorithm.
REFERENCE GUIDE
1082
FurnaceCore Nodes | F_ReGrain
Use Motion useMotion enabled Enables a second deflicker pass using motion-
compensated frames. This can improve results in areas
where there is fast motion, where the initial deflicker
pass may have introduced blurring.
Vector Detail vectorDetail 0.2 Set the density of the motion vectors used when
UseMotion is turned on. The maximum value of 1
generates one vector per pixel, producing the most
accurate vectors, but taking longer to render. The default
value of 0.2 generates a vector at every fifth pixel.
Analysis range 2 The number of frames searched each side of the current
Range frame when calculating the flicker. Higher values may
give better results, but can also bring in erroneous
information and take longer to process.
F_ReGrain
F_ReGrain is used to add grain to a sequence. It is designed to sample an area of grain from one image
and then to generate unlimited amounts of this grain with exactly the same statistics as the original. This
new grain can then be applied to another image.
Input Grain The image from which grain is sampled. When a Grain input is
supplied, F_ReGrain automatically switches to using grain sampled
from this input. However, the supplied grain stocks are still available.
REFERENCE GUIDE
1083
FurnaceCore Nodes | F_ReGrain
F_ReGrain Tab
Grain Type grainType Preset Stock Selects whether the grain is sampled from the Grain
input or from a set of standard stocks.
• Preset Stock - grain characteristics are sampled
from the film stock specified in the Preset Stock
field.
• From Grain Clip - samples and reconstructs the
grain characteristics from the Grain input.
Preset Stock presetStock FUJIF250under The film stock that grain characteristics are sampled
2K from when GrainType is set to PresetStock.
Grain Size size 1 Adjusts the size of the grain granules. The larger the
value, the bigger and softer the granules.
Output output Result Sets whether to render the result or a test image.
• Result - shows the Src input with the grain applied.
• Grain Plate - shows a test image with the grain
applied. This test image is composed from a
section of the input image surrounded by a uniform
solid color sampled from the image with the grain
applied. If the inner area is indistinguishable from
the outer area, then you have a good grain sample.
Analyse analyse N/A Click to begin analysis of the source. Press this button
if the input clip from which the grain was analyzed
has changed, but you do not want to move the
analysis region to trigger re-analysis.
REFERENCE GUIDE
1084
FurnaceCore Nodes | F_ReGrain
Analysis Region
Analysis regionBL N/A A selection box that marks the region of image used
Region BL to analyze the grain when GrainType is set to From
Grain Clip. This part of the frame must contain no
image detail, only grain.
Analysis regionTR N/A • Analysis Region BL - controls the position of the
Region TR bottom left corner of the analysis region.
• Analysis Region TR - controls the position of the
top right corner of the analysis region.
Grain Colour grainColourSpace sRGB This tells F_ReGrain what color space the grain
Space sample clip was in when the grain originated. Setting
this correctly ensures that the grain is not
exaggerated by any color space conversions prior to
sampling.
• Cineon
• sRGB
• Linear
Advanced
Process Red processRed enabled Disable this if you do not want to process the red
channel.
Red Amount redAmount 1 Sets the brightness of the grain in the red channel.
Red Size redSize 1 Adjusts the size of the grain granules in the red
channel.
Process processGreen enabled Disable this if you do not want to process the green
Green channel.
Green greenAmount 1 Sets the brightness of the grain in the green channel.
REFERENCE GUIDE
1085
FurnaceCore Nodes | F_ReGrain
Amount
Green Size greenSize 1 Adjusts the size of the grain granules in the green
channel.
Process Blue processBlue enabled Disable this if you do not want to process the blue
channel.
Blue Amount blueAmount 1 Sets the brightness of the grain in the blue channel.
Blue Size blueSize 1 Adjusts the size of the grain granules in the blue
channel.
Apply Grain srcColourSpace Grain Colour Sets what color space the grain sample is re-applied
In Space to the image:
• Cineon / sRGB / Linear - the grain sample is
applied in the specified space.
• Grain Colour Space - the grain sample is applied in
the color space set in the Analysis Range > Grain
Colour Space field.
Low Gain lowGain 1 Adjusts the gain of the grain in the lowlights.
Mid Gain midGain 1 Adjusts the gain of the grain in the midtones.
High Gain highGain 1 Adjusts the gain of the grain in the highlights.
Use Sampled useResponse disabled Enable this control to scale the brightness of the
Response grain as a function of the luminance of the Grain
image.
Sample Grain sample N/A Click to update the response curves from the current
REFERENCE GUIDE
1086
FurnaceCore Nodes | F_RigRemoval
Reset Grain reset N/A Click to reset the grain curves to their default (flat)
Response response.
Draw drawResponse disabled Overlay the response curves on the bottom left
Response corner of the viewer.
F_RigRemoval
F_RigRemoval eliminates unwanted objects, or rigs, from image sequences without the need for accurate
rotoscoping or keying to produce a clean plate. The rig removal algorithm works by estimating the
background motion between successive frames, ignoring the foreground object, and then using the
motion information to look forward and backward in the sequence in order to find the correct piece of
background to fill in the missing region.
REFERENCE GUIDE
1087
FurnaceCore Nodes | F_RigRemoval
Src The source image containing the unwanted object or rig. The source
may contain an alpha channel to define the rig area.
F_RigRemoval Tab
REFERENCE GUIDE
1088
FurnaceCore Nodes | F_RigRemoval
Frame Range frameRange 4 Sets the number of frames the algorithm looks
forwards and backwards in the sequence to find the
missing data. If you are getting red pixels, then
increase this value.
Frames Used framesUsed Half of If the Frame Range is set to a large number, the
in Range Frames rendering time can be prohibitive. Frames Used in
Range may speed up the repair by not using every
frame to fill the foreground region, effectively
skipping frames. However, this may reduce the quality
of the result.
• All Frames - use every frame in the specified frame
range to construct the repair.
• Half of Frames - use every other frame in the
specified frame range to construct the repair.
• Quarter of Frames - use every fourth frame in the
specified frame range to construct the repair.
• 10% of Frames - use every tenth frame in the
specified frame range to construct the repair.
• Max 25 Frames - use no more than 25 frames from
the specified frame range to construct the repair. This
option can be useful if Frame Range has been set to
a very large number.
REFERENCE GUIDE
1089
FurnaceCore Nodes | F_RigRemoval
Rig Region regionBL N/A The rectangular area used to define the repair when
BL Rig Region is set to Box.
• Rig Region BL - controls the position of the bottom
Rig Region regionTR N/A left corner of the rig region.
TL • Rig Region TR - controls the position of the top
right corner of the rig region.
Advanced
Luminance lumCorrect disabled Enable this to correct for luminance changes from
Correct information taken from other frames. This is
particularly important if the lighting changes
throughout the sequence.
Perspective perspCorrect disabled Enable this to correct for minor perspective changes.
Correct
Repair Fail failOpacity 0.5 Sets the level of transparency of the red pixels used to
Marker show where the repair has failed.
Opacity
Preserve preserveAlpha disabled Enable this to preserve the original alpha channel. By
Alpha default, the alpha channel is set to white where the
REFERENCE GUIDE
1090
FurnaceCore Nodes | F_Steadiness
F_Steadiness
F_Steadiness uses Global Motion Estimation (GME) to calculate a four-corner pin, so that camera motion
within a single shot can be smoothed out over a range of frames or removed by locking to a specific
frame.
F_Steadiness Tab
Analyse analyse N/A Click to begin an analysis of the input clip and calculate
a corner pin. Interrupting the analysis will not delete the
corner pin keys that have already been calculated.
Render renderOn enabled When enabled, this toggle causes the effect to update
During the time line and render a freshly analyzed frame in the
Analysis Viewer so you can see the progress of the effect.
REFERENCE GUIDE
1091
FurnaceCore Nodes | F_Steadiness
Clear Analysis clear N/A Click to delete all key frames from the corner pin
controls, allowing you to force a re-analysis if you feel
the need to.
Analysis range Source Clip This controls the range of frames any analysis runs over:
Range Range • Specified Range - reads the Analysis Start and
Analysis Stop fields for the range of frames to analyze.
• Source Clip Range - automatically determines the
range of frames to analyze from the length of the clip
attached to the Src input.
Analysis Stop stop 100 The last frame analyzed if AnalysisRange is set to
SpecifiedRange.
REFERENCE GUIDE
1092
FurnaceCore Nodes | F_Steadiness
Scale scale disabled Indicates whether the calculated corner pin can include a
scaling factor.
Rotate rotate enabled Indicates whether the calculated corner pin can include
rotations.
Translate translate enabled Indicates whether the calculated corner pin can include
translations on the x and y axes.
Perspective perspective disabled Indicates whether the calculated corner pin can include
perspective transforms.
Analysis Region
Analysis regionBL N/A This is the region analyzed to calculate the four-corner
Region BL pin. This is especially useful when doing any form of
frame locking, in which case, go to the lock frame, look
at the reference clip and position the box over the area
Analysis regionTR N/A you want locked.
Region TR • Analysis Region BL - controls the position of the
bottom left corner of the analysis region.
• Analysis Region TR - controls the position of the top
right corner of the analysis region.
Advanced
Lock Frame lockFrame 0 Controls the frame locked to when Mode is set to either
REFERENCE GUIDE
1093
FurnaceCore Nodes | F_Steadiness
Accuracy accuracy 0.6 Controls the time/accuracy trade off. The higher this is,
the slower the analysis, but you have a better likelihood
of a good result.v
Invert invert disabled When enabled, the inverse of the calculated four-corner
pin is used during render. This works best with the lock
modes, and can be used to track static locked-off plates
back into a shot.
Auto Scale autoScale 1 Automatically fills in the black gaps at the edges of the
Src by scaling the output image up. A value of 1 scales
the image up until no black is visible, whereas a value of
0 disables scaling and leaves the black edges untouched.
Bottom Left pinBL N/A The bottom left corner pin calculated during the analysis
pass.
Bottom Right pinBR N/A The bottom right corner pin calculated during the
analysis pass.
REFERENCE GUIDE
1094
FurnaceCore Nodes | F_WireRemoval
Top Left pinTL N/A The top left corner pin calculated during the analysis
pass.
Top Right pinTR The top right corner pin calculated during the analysis
pass.
F_WireRemoval
F_WireRemoval is particularly good at removing wires over heavily motion blurred backgrounds or wires
over smoke, dust, or clouds. It can be used to remove each wire in a sequence or to quickly create a clean
plate which can then be tracked into place.
F_WireRemoval also incorporates a tracker which automatically tracks a moving wire through a clip. This
tracker has its own control panel, which will float inside the Viewer if you have checked Show On Screen
Controls in the F_WireRemoval controls.
Input CleanPlate An optional input to allow you to supply a clean plate. This is used by
the CleanPlate repair mode which will warp the clean plate onto the
current frame and use the warped image to reconstruct the
background behind the wire.
REFERENCE GUIDE
1095
FurnaceCore Nodes | F_WireRemoval
F_WireRemoval Tab
setUserKeyFrame N/A Create user key frame - creates a user key frame.
deleteUserKeyFrame N/A Delete user key frame - deletes a user key frame.
snapToWire N/A Snap to wire - finds the edges of the wire and
snaps the edges of the region onto them.
REFERENCE GUIDE
1096
FurnaceCore Nodes | F_WireRemoval
deleteTrackKey N/A Delete track key frame - delete the current track
key frame.
deleteAllTrackKeys N/A Delete all track key frames - deletes all track key
frames from the sequence.
deleteAll N/A Delete all track and user key frames - deletes
both track key frames and user key frames.
Type wireType Three Points Controls the number of points on the on-screen
wire tool. Choose the number of points needed
to describe the wire you wish to remove.
• Two Points - choose this if your wire is
straight.
• Three Points - choose this if your wire is a
simple curve.
• Five Points - choose this if your wire has an s-
shaped curve.
On-Screen onScreenWire Show Sets the display mode for the on-screen wire
Wire tool.
• Show - shows both points and lines.
• Hide - hides both points and lines.
• Points only - only shows the points.
Show On showUI disabled Shows or hides the tracker panel in the Viewer.
Screen
REFERENCE GUIDE
1097
FurnaceCore Nodes | F_WireRemoval
Controls
Track Range range Source Clip Sets the range of frames to track the wire over.
Range • Specified Range - use the Track Start and
Track End controls to specify the range over
which to track the wire.
• Source Clip Range - track the wire over the
entire range of the Source clip.
Track Start start 0 Specifies the start of the tracking range when
Track Range is set to SpecifiedRange.
Track End end 100 Specifies the end of the tracking range when
Track Range is set to SpecifiedRange.
Repair repairMethod Spatial Sets the algorithm used to remove the wire from
under the grain:
• Spatial - this method uses a slope dependent
filter that interpolates across the wire at the
most likely angle, given the image behind the
wire. It uses information from the current frame
REFERENCE GUIDE
1098
FurnaceCore Nodes | F_WireRemoval
only.
• Temporal With Static Scene - this method
uses LME to align frames from before and after
onto the current frame. This is useful for
sequences where the wire is moving and where
the motion in the rest of the scene is non-
uniform.
• Temporal With Moving Scene - also aligns
frames from before and after onto the current
frame, but uses GME. This is useful for
sequences where the wire is moving and the
motion in the rest of the scene is fairly uniform.
• Clean Plate - choose this method if you have a
clean plate you wish to use for the repair, or if
F_WireRemoval does not do a good job of
removing the wire from each frame.
Filter Size filterSize 5 If the wire you are trying to remove has details
within it (for example, a steel wire in which the
twisted threads are reflecting light), then the
algorithm may leave these alone, thinking that
they are grain. In this situation, you can decrease
the filter size.
Luminance lumCorrect disabled Enable this where there are global luminance
Correct shifts between one frame of the sequence and
the next, or between a frame of the sequence
and a clean plate you are using for the repair.
REFERENCE GUIDE
1099
FurnaceCore Nodes | F_WireRemoval
Lum Block lumBlockSize 31.12 Altering the Lum Block Size could produce a
Size better result if Luminance Correction is not
performing as expected.
Points
Point 1 point1 N/A The position of the start point on the wire.
Point 2 point2 N/A The position of the point on the wire between
the start point and the mid point.
Point 3 point3 N/A The position of the mid point on the wire.
Point 4 point4 N/A The position of the point on the wire between
the mid point and the end point.
Point 5 point5 N/A The position of the end point on the wire.
Start Width startWidth 15.56 The width of the wire at Point 1 of the on-screen
wire tool.
End Width endWidth 15.56 The width of the wire at Point 5 of the on-screen
wire tool. This allows you to make your repair
region wider at one end than the other, for
example, where there is motion blur on the wire.
Overall overallWidth 15.56 Alter the width of the repair region along its
Width entire length, and for all key frames.
REFERENCE GUIDE
1100
AIR Machine Learning Nodes | CopyCat
CopyCat
CopyCat (NukeX and Nuke Studio only) copies sequence-specific effects, such as garbage matting, beauty
repairs, or deblurring, from a small number of frames in a sequence and then trains a network to replicate
this effect on the full sequence. CopyCat outputs a trained network in a .cat file ready for the Inference
node to apply your effect.
Input Input The image sequence before any effects have been applied.
Ground Truth The image sequence after the required effects have been applied.
This input describes what the network is attempting to learn.
Preview An optional sample image overlay. This input is used to view how the
model will work when applied to a frame that is not part of the data
set you're using to the train the model. As the training progresses, the
Preview image should move toward the ideal result defined by the
Ground Truth.
REFERENCE GUIDE
1101
AIR Machine Learning Nodes | CopyCat
CopyCat Tab
Local GPU gpuName N/A Displays the GPU used for rendering when Use GPU
if available is enabled. Local GPU displays Not
available when:
• Use CPU is selected as the default blink device in
the Preferences.
• no suitable GPU was found on your system.
• it was not possible to create a context for
processing on the selected GPU, such as when
there is not enough free memory available on the
GPU.
Use GPU if useGPUIfAvailable enabled When enabled, rendering occurs on the Local GPU
available specified, if available, rather than the CPU.
REFERENCE GUIDE
1102
AIR Machine Learning Nodes | CopyCat
Data dataDirectory N/A Sets the location to which CopyCat writes contact
Directory sheets and .cat files for use with an Inference node.
Epochs epochs 10000 Sets the number of times CopyCat processes the
entire data set during training. Higher values
generally produce better trained networks, but at
the cost of longer processing time.
Start Training startTraining N/A Click to start training the network using the current
settings.
Create createInference N/A Click to add an Inference node to the Node Graph
Inference with the Model File control automatically
referencing the correct .cat file for this CopyCat
node.
Advanced
Initial initialWeights None Sets whether training begins from scratch or from
Weights weighting defined by a previous model:
REFERENCE GUIDE
1103
AIR Machine Learning Nodes | CopyCat
Model Size modelSize Medium Allows you to trade off speed and memory use
against potentially better results. Small models are
faster to train and use the least GPU memory, but
Large models may produce better results on
complex tasks such as beauty work.
Batch Size batchSizeType Auto Sets the number of image pairs to train the network
with at each Epoch and is used to calculate the
Total Steps required to complete the training run.
Total Steps = Epochs * (Data Set Size)
/ (Batch Size)
batchSize N/A When Batch Size is set to Manual, enter the batch
REFERENCE GUIDE
1104
AIR Machine Learning Nodes | CopyCat
size to use.
Crop Size cropSize 256 Defines the size of the random crops taken from the
data set image pairs. Larger values generally
produce more accurate results, but at the expense of
processing time and memory, and smaller values
may require more iterations to produce a good
result.
Checkpoint checkpointInterval 1000 Sets the number of steps between each checkpoint
Interval .cat file saved to the Data Directory.
Contact imageInterval 100 Sets the number of steps between each contact
Sheet sheet .png file saved to the Data Directory.
Interval
You can examine the contact sheets to judge
whether the training is progressing as expected.
REFERENCE GUIDE
1105
AIR Machine Learning Nodes | CopyCat
Graphs Tab
Log Scale logScale disabled When enabled, the graph y axis is converted from
linear to log, which displays more detail at lower
values as the training progresses.
Smoothness smoothness 0.6 Controls the overall smoothness of the loss curve.
Lower values allow you to see more accurate data
points, but the overall trend can be harder to read.
Show showOriginal enabled When enabled, the original graph before applying
Original any smoothing is displayed as well as the smoothed
Curve graph.
[graph] N/A N/A Displays Step/Loss data for all training in the
specified Data Directory.
Runs runTable N/A Displays run data for all training in the specified
Data Directory.
Python Tab (These controls are for Python callbacks and can be used to have Python functions
automatically called when various events happen in Nuke.)
before each beforeFrameRender none These functions run prior to starting rendering of
frame each individual frame. If they throw an exception,
the render aborts.
after each afterFrameRender none These functions run after each frame is finished
REFERENCE GUIDE
1106
AIR Machine Learning Nodes | Deblur
after render afterRender none These functions run after rendering of all frames is
finished. If they throw an error, the render aborts.
Deblur
The Deblur node attempts to remove motion blur from the input image using a pre-trained machine
learning network.
REFERENCE GUIDE
1107
AIR Machine Learning Nodes | Deblur
mask An optional image to use as a mask. By default, the effect is limited to the
non-black areas of the mask.
At first, the mask input appears as triangle on the right side of the node, but
when you drag it, it turns into an arrow labeled mask. If you cannot see the
mask input, ensure that the mask control is disabled or set to none.
Deblur Tab
REFERENCE GUIDE
1108
AIR Machine Learning Nodes | Deblur
GPU, if available, by
navigating to the
Preferences and
selecting an alternative
from the default blink
device dropdown.
Note: Enabling
this option with
no local GPU
allows the script
to run on the
GPU whenever
the script is
opened on a
machine that
does have a
GPU available.
You should also
select this if you
wish to render
from the
command line
with the --gpu
option.
REFERENCE GUIDE
1109
AIR Machine Learning Nodes | Deblur
REFERENCE GUIDE
1110
AIR Machine Learning Nodes | Inference
Inference
The Inference node applies a .cat file supplied by the CopyCat node to create the effect modeled by the
network across the input image.
Input Input The image to which the CopyCat .cat file is applied.
Inference Tab
Local GPU gpuName N/A Displays the GPU used for rendering when Use GPU if
available is enabled. Local GPU displays Not
available when:
• Use CPU is selected as the default blink device in
the Preferences.
• no suitable GPU was found on your system.
• it was not possible to create a context for
processing on the selected GPU, such as when there
is not enough free memory available on the GPU.
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AIR Machine Learning Nodes | Inference
Use GPU if useGPUIfAvailable enabled When enabled, rendering occurs on the Local GPU
available specified, if available, rather than the CPU.
Model File modelFile N/A The path to the CopyCat .cat file you want to use to
apply the effect modeled by the network.
Optimize for inferencePrecision disabled When enabled, use 16-bit half-float precision instead
Speed and of Nuke's standard 32-bit float precision.
Memory
Enabling this control produces results more quickly,
uses less GPU memory, and can handle larger images,
but can result in artifacts with some trained networks.
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AIR Machine Learning Nodes | Upscale
Upscale
The Upscale node increases the input format by a factor of two using a pre-trained machine learning
network. For example, an input image at 1920x1080 upscales to a 3840x2160 output image.
Upscale Tab
Local GPU gpuName N/A Displays the GPU used for rendering when Use GPU if
available is enabled. Local GPU displays Not
available when:
• Use CPU is selected as the default blink device in
the Preferences.
• no suitable GPU was found on your system.
• it was not possible to create a context for
processing on the selected GPU, such as when there
is not enough free memory available on the GPU.
Use GPU if useGPUIfAvailable enabled When enabled, rendering occurs on the Local GPU
available specified, if available, rather than the CPU.
REFERENCE GUIDE
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AIR Machine Learning Nodes | Upscale
Tile Size tileSize None Controls how the input image is upscaled:
• None - the full image is processed at once, which
can use a large amount of GPU memory depending
on the image size.
• 1024, 2048, 4096 - the image is processed in tiles of
the selected size. These options allow you to
process large images on machines with limited GPU
memory.
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