| Relight for Nuke (win+linux) 0.7.1 |
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Fast depth-based 3D and HDRI relighting
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UPDATED:
11/03/07
FILE SIZE:
271 KB
DOWNLOADED: 1,421
HOMEPAGE:
http://www.lowrez.net
LICENSE TYPE:
Freeware
Nuke Versions:
4.x
OWNER:
makal
Author Name: Marco Aliano
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DETAILS:
DISCLAIMER
This
thing
is probably old enough to be out of alpha stage, nonetheless
you'll likely experience crashes, lockups,
hard disk formats, backup tapes shreddings, natural disasters etc. -
under Linux feel free to multiply that likelihood by a factor of
your choice (just make sure it's >1).
USE IT AT YOUR OWN
RISK!
ABOUT
This is a partial an improved porting of Relight plugin suite for Fusion, also written by yours truly.
These plugins allow fast
(really! heavy algorithms are hand-optimized) 'true 3D' relighting
of rendered sequences, given a depth channel and the 3D camera. This
means the lighting will take into account the actual position of the
surfaces and not only their normals. And this means, in turn, that you
can relight using a spot light with quadratic decay, for example.
Now, here's why 'true 3D'
is NOT true 3D (and you can't kiss mental ray goodbye - yet):
- no REAL shadows
- unless you provide a real (hopefully low-poly) 3D model of the scene
- no raytracing -
no reflections, no refractions, no nothing
- no light
volumes of
any kind
There is a video showing Relight in action in the plugin's page at my site, check it out!
  The Sponza atrium ((c) Marko Dabrovic) before and after 9 spotlights plus image-based "fake ambient occlusion"
INSTALLATION
Put the files in %NukeDir%/plugins/user
QUICK START
Have a
node with depth and normals and a matching camera. Create a relight3D
node,
select
depth and normal channels, and depth type (eg -1/z for
Maya). Connect the
camera. Create rlLights as needed and connect these also. Create
rlMaterials as needed and connect them to the relight3D node, they
compute the actual lighting according to the material
properties
you define.
DETAILED INSTRUCTIONS
Skipped, waiting for a source of inspiration ;)
VERSION HISTORY v0.7.1 - Linux is back
- somehow ported to Linux again - dynamic_cast<> and
vague linkage aren't really cooperating, workaround is not very
elegant...
- rewrote internal hash management, now relight3D should work correctly with DiskBuffer (v0.2.0) ;)
- fixed 'external' shadowmap update bug
- fixed silly alpha-related bug in bump3D
- fixed seldom-occurring requested channels bug in rlMaterial
v0.7.0 - tons
of new features
- added support
for geometry-based
shadow maps in rlLight, and rlShadowmap gizmo to produce them
effortlessly (a dirty hack, but works)
- added support
for light projection in rlLight
- added lookat
input in rlLight
- added support
for color, specularity and reflectivity passes in rlMaterial to spare
the lazy compers some nodes
- added
position3D convenience node and the ability to use a position pass
instead of depth in all nodes
- added normal3D
node to compute normals - or just smooth them - from depth or position
pass
- added bump3D
node to bump normals via UV bumpmapping, color pass luma or 3D perlin
noise
- added
occlusion3D node - fake ambient occlusion, most effective with
high-detail geometry
- rl3D is now
called relight3D for no particular reason, the same for relightIBL
- added
antialiasing (coverage based and/or normals based) to relight3D, with
the additional benefit of solving the interactive zoom
issue
- faster and more
accurate algorithms, some parameters now behave differently (e.g.
shadow threshold)
- tweaks
everywhere
- more minor
bugfixes
KNOWN BUGS
- File/Buffer
reports will crash...
- there could be
multithreading issues
- Linux version is as untested as it could possibly be, unexpected behaviour is to be expected
TODO LIST
- reorganize everything from scratch once again to allow for more complex materials - that is distant future...
- suggestions?
Any testing and feedback VERY
appreciated. .
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