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The Foundry NUKE STUDIO 10.0v3 + HIERO 10.0v3 [En] - Версия программы: 10.0v3
Официальный сайт: ссылка
Язык интерфейса: Английский
Лечение: в комплекте
Тип лекарства: другое
Системные требования:
Операционная система: Windows 7 64-bit и Windows 8 64-bit
Процессор: x86-64 начиная от Intel Core 2 Duo и далее
Место на диске: 5 GB
Оперативная память: минимум 8 GB
Видеокарта с 512 MB видео памяти и с поддержкой OpenGL 2.0

Описание:
Nuke Studio — мощнейший пакет для композитинга, обеспечивающий пользователей высочайшей скоростью и набором первоклассных функций, не имеющий себе равных на рынке настольных систем. Решение является проверенным в производстве инструментом для создания визуальных эффектов, которое придаст скорости, функциональности и гибкости вашему VFX-конвейеру. Hiero, позволяет создавать единый производственный процесс, объединяя потоки данных из различных источников. Пакет обладает возможностью стыковки материалов с различных этапов создания на единой временной шкале, что позволяет очень быстро оценить создаваемый проект в соответствии со сценарием и этапами создания. Автоматизация многих функций избавит от сложных ручных процессов.

3D Compositing & Visual Effects

3D Camera Tracker
NUKE STUDIO and NUKEX's 3D Camera Tracker integrates directly into the 2D/3D image processing environment to analyze 2D image sequences and reconstruct the 3D camera with unknown/approximate/known and constant/varying constraints. Including automatic track selection and distribution controls, tools to add user-generated track data, flexible options for creating reference geometry, ability to track and solve from reference stills as well as a locator system to simplify manual solves, the Camera Tracker improves efficiency and accuracy of common compositing tasks.
3D Particle System
Available in NUKE STUDIO and NUKEX, the 3D Particle System makes it quick and easy to emit, manipulate and create a range of advanced particle effects - such as breaking windows, dust, fire and rain - without the need to go back and forth from external applications.
3D workspace
Combine live action 2D and 3D elements quickly and seamlessly with NUKE's integrated 3D environment. You can create cards, extended bicubics, bilinear meshes and standard geometric primitives and also import pre-constructed meshes and cameras. NUKE gives you extra control and flexibility with functionality that includes a 3D environment that offers displacement, 3D alpha shadows and stochastic samples control for motion blur.
Model Builder
NUKE STUDIO and NUKEX's Model Builder provides an easy way to create 3D models and add them to your image sequences in realistic positions directly in NUKE, using a tracked camera and an input image sequence for visual reference. You can also use other 3D geometry and point clouds as a reference if you already have these for your scene. UV creation within NUKE's Model Builder lets you create seams, or 'unwrap marks' on models as well as use the UV window to refine unwrapped UV's live and in context.
Point Cloud and Depth Generation
NUKE STUDIO and NUKEX's powerful Point Cloud and Depth Generation tools help take the grind out of day-to-day compositing tasks. The Point Cloud Generator uses pre-tracked camera and image data to create a 3D point cloud of your scene, which can be used as a reference for positioning lights and 3D objects. The Depth Generator node creates a depth-pass sequence of your scene for use in grading, displacements and other common compositing tasks.
UDIM import
Using NUKE’s UDIM import you can pull in a set of texture patches that follow the UDIM numbering scheme and quickly apply them to the surface of a 3D object. This feature makes it simple to work in conjunction with our 3D paint tool MARI and other compatible applications.

2D Compositing & Visual Effects

2D Tracker
NUKE's 2D Tracker lets you track and correct difficult objects with ease and accuracy, giving you fast and powerful control over core tracking functionality. The unique keyframe tracking functionality allows you to tackle difficult occlusion problems quickly and easily. With NUKE’s 2D Tracker, it is simple to average multiple tracks, deal with luminance variations, assist rotoscoping and work in stereo.
32-bit floating point color channels
Powerful and highly scalable, NUKE's resolution-independent, multi-channel pipeline allows you to read and output at any image size and manage over 1,000 user-definable 32-bit floating point color channels. Even processing super-high resolution footage at the highest 32-bit floating point precision on modest hardware gives rapid feedback and accurate results with NUKE's multi-threaded, scanline-based rendering engine.
Curve Editor
NUKE's Curve Editor allows you to see and manipulate animation data. Once a node panel with animation data is opened, the animation curves of that data are visible within the Curve Editor. This makes it easy to look at all animated curves within a certain node, or at individual curves of different nodes. You can modify any animation by moving or adding keyframes, adjusting animation curves, retiming, or changing curve interpolation.
Deep Image Compositing
Deep Compositing tools allow artists to work with 'deep images' containing multiple opacity and color samples per pixel. These enable you to render CG elements without the need for predetermined holdout mattes, so there's no need to re-render when content changes. Deep Compositing can also be used to create new volumetric effects and merge 3D images with reduced-edge artifacts.
Denoise
The Denoise node enables you to create cleaner images with less grain. NUKE’s powerful wavelet-based noise removal tool enables the quick and effective reduction of image noise and grain, giving you clearer and more visually pleasing results with fewer artifacts.
Dope Sheet
Providing an easy way to see and move keys around in time, NUKE’S Dope Sheet makes working with scripts that involve time manipulation simple. Connect the viewer to different parts of the node graph, with keys updating automatically and view multiple paths through the viewer to show how key frames alter along each path. With an enhanced view of shots and frame ranges, the read node and all time nodes appear as bars in the time context of the viewer and can be dragged and resized, whilst automatically adjusting affected key frame positions.
Full HDRI support
The entire NUKE range fully supports HDRI formats to ensure you are always working with final shot quality imagery. NUKE’s high dynamic range floating point processing pipeline ensures any edits or changes you make are done non-destructivly, without compromising quality. And thanks to NUKE’s powerful color management system, you can even review on low dynamic range monitors when working on the original high resolution version.
FURNACE plugins
NUKE STUDIO and NUKEX come pre-packed with a select number of plugins taken from our award-winning FURNACE toolset, designed to reduce the hard grind of day-to-day compositing. The seven plugins that come out of the box with NUKEX include tools for shot clean up and restoration, noise and grain management and shot stablization and alignment.
Keying
NUKE provides a wide range of keyers to assist in the extraction of mattes from images. This includes industry standard keyers such as Primatte, Ultimatte and NUKE's own IBK, as well as The Foundry's KEYLIGHT, an award-winning, production-proven blue and green screen keyer. KEYLIGHT is particularly good at working with reflections and keying around semi-transparent areas and hair.
KRONOS retiming
Exclusive to NUKE STUDIO and NUKEX, KRONOS offers high quality GPU accelerated retiming, useful when you have to make something fit an allotted time segment or want to creatively move in "super slow-motion". Based on our Academy Award®-winning FURNACE algorithms and OCULA research, KRONOS offers the choice of multiple algorythms for retiming and includes matte inputs for highest quality results when retiming, speed-ramping, time-remapping, adding slow-motion effects and realistic motion blur.
Lens Distortion
Available in NUKE STUDIO and NUKEX, the Lens Distortion tool integrates directly into NUKE's 2D image processing environment and supports advanced lens modeling to let you add, remove or adjust lens distortion in image sequences. It allows you to use image, grid or line analysis to calculate the lens distortion on the input, and then sets the appropriate values. You can also calculate the lens distortion on one image and apply that distortion to another with the help of an STMap node.
Match Grade
Exclusive to NUKE STUDIO and NUKEX, the Match Grade node automatically modifies the color histogram of an image to match a reference, making grading simple and fast. The node can be used to extract a baked-in grade and match it to the target image when frames are the same across both images. It can also match grades between completely different shots or match elements between source and target shots such as grass areas and face regions within shots.
Multi-channel workflow
NUKE's robust multi-channel workflow makes for more efficient compositing by allowing you to manage multi-pass renders in a single stream, separate out individual passes for manipulation and work natively with high dynamic range imagery (HDRI). Multi-channel, multi-view and high dynamic range compositing are part and parcel of the NUKE toolset, meaning increased productivity and better data management.
Nodal toolset
With over 200 creative nodes at your disposal, NUKE provides all the tools you need to tackle the diverse challenges of CG compositing. These include all the industry standard keyers (Ultimatte, Primatte, KEYLIGHT), together with rotoscope and vector paint tools, time manipulators and multiple color correction approaches, to name just a few.
OFlow retiming
NUKE’s OFlow tool, based on KRONOS technology, offers high quality GPU accelerated retiming across the NUKE range. This functionality is useful for any artists working with retiming, speed-ramping, time-remapping, slow-motion effects and motion blur.
Optical Flow based Motion Blur
Optical Flow based Motion Blur, available in NUKE STUDIO and NUKEX, lets you manage motion blur with ease, taking the headache out of shot retiming. It generates high quality GPU accelerated motion vectors, enabling you to add realistic blur to clips based on the movement of objects within it and vastly speeding up the compositing process.
Pixel Analyzer
NUKE's Pixel Analyzer gives you easy access to a wide variety of image color values through intuitive in-viewer scrubbing or region box selection tools. Sampling multiple pixels from a specific channel layer with the Pixel Analyzer, you can clearly see live variants between images and elements - a useful tool when color correcting.
Planar Tracker
NUKE STUDIO and NUKEX’s Planar Tracker allows you to track areas in your image sequence that lie on a plane, letting you easily place new 2D elements on a flat surface, such as the face of a building, the floor or the side of a car, and then automatically animate with correct perspective as required. It dramatically speeds up common compositing tasks like sign replacement, element inserts and clean plate generation.
Relighting
NUKE’s Relight node makes it possible to relight renders in the comp environment, without having to use other packages for quick fixes and adjustments. You can also create point clouds quickly and easily using the ‘Position to Points’ tool to see your relighting results in the 3D environment.
Rotoscoping
Rotoscoping in NUKE is done natively thanks to the integrated Roto node that includes bezier curves, b splines and open splines to which per shape or global motion blur and per point feathering can be applied. All accessible within an intuitive fold-down layer system, NUKE’s Roto node gives precise control over even the most complicated rotoscope work.
Scopes
Scopes in NUKE are designed to give you access to detailed levels of color data on images displayed in the viewer and include standard scopes such as histogram, waveform and vectorscope. Scopes provide plotted information on tonal and hue values within each channel and help to determine whether an image is under or over saturated, what the contrast is, and whether there is any color imbalance. They also give you access to a mode where channels can be displayed individually, analyzed in greater detail and luminance levels can be set.
Stereoscopic workflow
Save time with NUKE’s stereoscopic workflow by keeping your stereo footage as one image stream, separating left and right streams only when you need to. NUKE supports any number of image streams, making it simple to work with multiple camera views. Whatever your preferred technique, NUKE has everything you need to tackle 2D to 3D conversion work, from simple pixel displacement to complex 3D match-moved geometry, with a ‘displacement shader’ tool to help achieve higher quality stereoscopic conversion.
Text
With the Text node in NUKE, you can enter text directly into the viewer and edit, modify or animate on a per-character basis, with all the standard word processing and editing features you would expect, such as block selection, copy, cut and paste. Enter or select text simply by clicking anywhere in the viewer and starting to type or dragging to select. NUKE's virtual slider knob gives you easy and detailed control over adjustments with a simple click and drag solution and the shadow tab adds drop shadows and outlines to text.
Vector Generators
Vector Generators, available in NUKE STUDIO and NUKEX, produce high quality, GPU accelerated motion vector renders for use in other nodes. They can be used in optical flow retimes or for adding motion blur to your shots.
Warp Effects
Warp Effects within NUKE allow you to transform or morph images within parameters set by you. You can choose to warp images based on either grids, splines or vectors depending on how you work. The Spline Warp node is also linked to the Roto tools, meaning splines can be copied between nodes.
ZDefocus
GPU accelerated and available within NUKE STUDIO and NUKEX, the ZDefocus node has the ability to create camera defocusing based on a depth pass. Using this node, you can choose a focus point on camera and blur an image according to the depth map channel to create a depth of field effect.

Collaboration

2D format support
NUKE supports a wide range of 2D formats, both for for reading and writing. The range includes standard image formats such as DPX, EXR, JPEG, MXF and Quicktime and support for RAW camera formats such as RED raw, ARRI raw, Sony Raw and more.
3D format support
NUKE supports a range of 3D file formats, including Alembic, FBX and OBJ, that allow you to read and write geometry and cameras. This allows easy exchange of 3D content between different platforms and applications.
Annotations
Use annotations to clearly and easily provide feedback on shots, add artistic direction or comp notes, and communicate your ideas visually to others. Useful during review sessions or when working as part of a team, annotations let you draw or write directly in the NUKE STUDIO viewer on a shot-by-shot basis and then share those comments within the script with the artist working on the shot.
Digital ingest
Digital ingest in NUKE STUDIO lets you bring in any media from your project either from the file browser or via drag and drop directly into the media bin. Supporting a full range of both 2D and 3D formats, you’ll have the confidence that everything you need for your project is stored and organised in one place.
Export structure
NUKE STUDIO’s powerful export structure provides an organized foundation for both individual and collaborative work. Acting as a simple shot management tool, the structure automates the creation of shared directories and naming conventions to make sharing shots with other VFX artists and managing multiple deliveries fast and simple. The tools even let you force transcode media during the export process by creating a simple copy of it, or by creating quick and light symbolic links back to the original files to save export time and disk space.
Native Flipbook
Enjoy real-time playback in NUKE and NUKEX's native Flipbook panel, and the NUKE STUDIO timeline. Playback features include audio support, along with stack, horizontal and vertical views, blending modes, color sample tools, split wipe tool, gamma and gain sliders, and multi-channel support to give precise control. You can even playback stereo imagery from multi-view Stereo EXRs, while NUKE STUDIO also offers the ability to use a stereo monitor for viewing through SDI-out.
NUKE Assist
NUKE Assist gives you access to two extra NUKE licenses with a core set of nodes for performing the everyday tasks of paint, roto, 2D and planar tracking. It lets you share out essential tasks and scale up and down according to workload and deadlines at no additional cost. NUKE Assist comes free with valid maintenance with NUKE STUDIO and NUKEX.
OpenColorIO color management
With OpenColorIO (OCIO), the open source color management solution from Sony Picture Imageworks, NUKE can handle color transform and image display across multiple applications by setting up a single profile to provide consistent colors across all compatible applications. A key tool in simplifying the color management process, OCIO is suitable for both visual effects work and animated features and is specifically geared towards post-production work.
Review & playback
Review and real-time playback provide a seamless workflow between timeline and effects in NUKE STUDIO thanks to core viewer functionality that compares clips, sequences, tracks and versions directly in the A/B viewer. This includes stack, horizontal and vertical views, blending modes, color sample tools, split wipe tool, gamma and gain sliders, and multi-channel support to give precise control. In addition, histogram, waveform and vectorscope tools allow you to analyze the image information in each shot in detail.
User presets & node toolsets
NUKE’s user presets enable you to set tailored node parameters for effects and save these for use across multiple projects or shots to save time and ensure consistent results. Node toolsets in NUKE let you automate your workflow by creating grouped configurations of nodes for specific tasks. These can then be re-used at a studio, job, shot or individual artist level, saving you time and effort.
Versioning
NUKE STUDIO’s powerful versioning functionality allows you to bring new versions of shots into the timeline and switch between them quickly and easily. Capable of handling multiple versions, this functionality makes review sessions and client attend simple. You can even jump straight into the comp of any version directly from the timeline - whether it was done by you personally or another NUKE artist - and make any tweaks or updates on demand.

Editorial & Finishing

Audio Tools
Import .WAV or .AIFF files into your projects and play them back to ensure audio and video align, and give context to shot review and editorial work. View an audio track’s waveform in the timeline, with separate waveforms displayed for stereo audio files. With NUKE STUDIO, you can easily adjust audio tracks directly in the timeline with the ability to apply cross-fades, fades-in and fades-out, and edit them using handles.
Comp containers
Comp containers within NUKE STUDIO allow you to jump into a compositing shot directly from the timeline. They 'wrap up' a NUKE script and allow it to be played back, versioned and edited on the timeline in the same way as image clip media. You can create a comp from one piece of footage, even include Soft Effects, or leverage shot names and the clips position in time to combine multiple footage elements into one script for work in the node-graph. And with the power of the export presets, you can even distribute these scripts to other NUKE artists or bring in external comps to review and modify directly on NUKE STUDIO’s timeline.
Editorial tools
The editorial tools within NUKE STUDIO provide easy to use, familiar functionality for artists accustomed to standard editorial packages - all accessible on the timeline. Editorial tools at your disposal include select track, slip & slide, roll & ripple, retime, razor, razor all and join. Accessible as either individual tools on the timeline or through a unique multi-tool with NUKE STUDIO, VFX editorial is made fast and simple.
In-timeline Soft Effects
Add powerful GPU-accelerated effects right on the timeline, in real time. Whether you’re working alone or in client-attended review session, in-timeline soft effects let you quickly and easily get shots set up, experiment with ideas and interactively refine your work. Appearing as a layer above shots on the timeline, soft effects can be applied, stacked, cloned and copied on a per-shot basis, across an entire track or to each separate video track layer.
Media bins
Media bins within NUKE STUDIO allow for easy access to all shots and media relating to the project, making it fast and easy for you to find relevant content for a project. These bins are easily searchable and allow tagging and grouping, with content able to be added via the file browser or dragged and dropped.
Multi-track editorial timeline
NUKE STUDIO comes complete with a multi-track editorial timeline that lets you playback, review and edit multi-layered sequences containing a mixture of video and audio tracks. You can stack unlimited tracks containing as many clips as you need, even at variable speeds. You can even create timeline effects, flip them into the node graph, as well as edit and render composites in the timeline. Support for multiple overlay tracks lets you quickly and easily create editorial effects requiring overlays, such as insets, product logos and multi-window setups.
Non-linear retiming
Non-linear retiming is available as a Soft Effect directly on the timeline of NUKE STUDIO, enabling you to animate your retimes throughout the length of the clip in real-time. Removing the need to jump into the compositing workspace, this functionality makes it fast and easy to match retimes against an offline, gives extra power to the editorial process and enhances creative retime decisions.
Onlining & conform
Alongside all the standard editing features, NUKE STUDIO conforms AAFs, EDLs and XMLs into a multi-resolution, multi-track timeline complete with audio, helping to take the pain out of the conform process. Soft effects—including animated nonlinear retiming, transforms and crops—in imported XML files are retained and automatically recreated in NUKE STUDIO. With NUKE STUDIO, you can get your project set up without the hassle of roundtripping to other applications.
SDI broadcast monitor support
The NUKE range provides SDI broadcast monitor support on compatible AJA and Blackmagic SDI-out hardware. With this support, you can accurately check color space and aspect ratios on broadcast content during the review process.
Source/record viewer
The timeline in NUKE STUDIO provides a familiar editorial layout, giving you the ability to insert and overwrite clips from the source view directly into the timeline, through the use of standard 3-point editing techniques.
Spreadsheet view
The sophisticated spreadsheet view within NUKE STUDIO provides a breakdown of every timeline item's source and destination, both for visual feedback and modification. Items selected in the timeline link to selections in the spreadsheet and vice versa. This can be called upon at any time to give a side-by-side comparison of the timeline against an offline source. You can click into timecode items and alter them on case by case basis or you can group select and alter by a relative value - all handy for precise control.
Tagging
The tagging system in NUKE STUDIO allows you to tag shots and media to make them easier to organize and find. NUKE STUDIO's tagging abilities allow the addition of notes and let you create custom tags, as well as store arbitrary metadata on shots and clips in the timeline, viewer and media bin view.

Performance & Pipeline

Asset Management
The entire NUKE range has the ability to connect to asset management software, such as ftrack and Shotgun or in-house systems, ensuring smoother collaboration and organization between artists in teams.
Background rendering
NUKE STUDIO offers background rendering of comps or sequences directly from the timeline, allowing you to continue working whilst renders are processed. Built-in render farm functionality automatically uses all available resources to enhance speed and performance, either on a single machine or when connected to multiple.
Blink GPU acceleration
NUKE’s Blink framework is responsible for GPU acceleration inside NUKE, making it possible to harness the power of the GPU and speed up interactive processing when using tools such as Motion Blur, KRONOS, Denoise, OFlow, Vector Generator, Convolve and ZDefocus. If the GPU is unavailable, NUKE will simply revert back to the CPU, with no need for you to adjust any settings.
Blink Script
NUKE's Blink Script node lets you write your own image processing operations inside NUKE. Getting the best possible performance from a team’s hardware, it ensures code can be written once and then run fully optimized on a variety of devices. It can also translate image processing code into standard x86 or SIMD accelerated code to run on the CPU, or OpenCL to run on the GPU. NUKE also includes an API that allows C++ plug-in developers to harness The Foundry's Blink technology, giving the ability to create faster and more complex effects.
Customizable workspaces
There are six built-in workspaces within NUKE STUDIO to cover the compositing, editing, finishing, conforming, reviewing and timeline functions. All of these can be customized and moved around your screen into whatever position suits your workflow best. Personalization and customization means you can set up your toolset in a way that works best for you
In-context help
NUKE’s intelligent in-context help system provides an easy to use interactive online HTML help that loads in your default browser directly from within NUKE and gives you access to all of the information found in NUKE’s Getting Started Guide, User Guide and Reference Guide, as well as video tutorials and example .nk scripts that will open in your existing session.
Performance metrics
Performance metrics in NUKE give accurate and detailed performance information on scripts running across all platforms. Displayed in the node-graph on individual nodes, NUKE’s performance metrics give you color-coded visibility of total processing time spent on each one. NUKE can also be run from the command line to get the full performance profile for a render in XML format. These metrics exist to help you debug slow scripts and give visibility of any bottlenecks to help you make the work you’re doing faster and more effective. In addition, Python calls exist to provide Python access to timing information for individual nodes.
Pixar Renderman Pro Server support
Available in NUKE STUDIO and NUKEX, Pixar RenderMan Pro Server Support adds an alternative to the in-built scanline renderer that aligns rendered scenes with the 3D pipeline. RenderMan Integration seamlessly matches motion blur and depth of field, whilst providing flexible control of new rendering capabilities, such as ray-traced shadows and reflections. You can inject and manipulate RIB files and statements, allowing you to bring in external shaders and RIB sources from your 3D pipeline and render real elements live without going back to 3D.
Python API and PySide
Available across the entire NUKE range and accessible via the script editor or by running scripts on startup, NUKE’s Python API can be used for full pipeline integration and for automating common tasks and procedures. PySide is also included to allow users to build their own custom user interfaces via Python and the Qt frameworks.

Основные возможности HIERO:

Multi-track editorial timeline
HIERO lets you play back and review sequences containing a mixture of video and audio tracks at variable speeds on a familiar multi-track editorial timeline. You can also create and edit new sequences using the standard move, trim, slip, slide, roll and razor timeline editing tools.
Broad format support
HIERO shares image and audio reading functionality with NUKE, so all applications can read the same formats in the same way. Supported formats include: R3D, ARRIRAW, EXR, MOV and DPX.
OpenColorIO color management
HIERO’s unparalleled color management system lets you match color grading from any particular source throughout a sequence. HIERO includes OpenColorIO, the open source color management library backed by Sony Pictures Imageworks, which is consistent across all our products to standardize color space conversions.
HIERO also offers extended export functionality that allow the creation of OpenColorIO colour space nodes in exported NUKE scripts to match the custom OpenColorIO configuration.
Audio import and playback
HIERO lets you easily import WAV files for preview and for addition to existing timelines, giving context to shot review.
Review and playback tools
HIERO gives you the core viewer functionality that you need to compare clips, sequences, tracks and versions in the A/B viewer. This includes stack, horizontal and vertical views, blending modes, colour sample tools, split wipe tool, gamma and gain sliders, and multi-channel support.
The histogram, waveform and vectorscope allow you to analyze the image information in each shot in detail whilst playing back in context. HIERO also provides fast and intuitive control of frame shuttling directly in the viewer through the mouse, for precision playback and review.
SDI broadcast monitor support
You can accurately check color space and aspect ratios on broadcast content during review on compatible Blackmagic and AJA SDI-Out Hardware.
Modal editorial tools
All the familiar editorial functionality is available in HIERO, in the form of individual tools including select track, slip & slide, roll & ripple, retime, razor, razor all and join. These provide the complete set of standard and easy-to-use controls straight on the timeline, as well as in HIERO’s unique multi-tool.
Source / record 2-up viewer layout & 3-point editing
A familiar editorial layout gives you the ability to insert and overwrite clips from the source view directly into the timeline, through the use of standard 3-point editing techniques.
Editorial keyboard interface
HIERO offers in-depth precision clip or edit selection and nudging, as well as playhead shuttling from timecode and extended JKL functionality, to give you advanced control straight from the keyboard.
Import EDL and FCP XML
Alongside all the standard editing features, HIERO conforms EDLs and XMLs into a multi-resolution, multi-track timeline, including audio, helping to take the pain out of the conform process.
Session-wide spreadsheet view
HIERO makes life easy with its sophisticated, session-wide spreadsheet view. This can be called upon at any time to give a side-by-side comparison of the timeline against an offline, and offers extensive metadata for inspection at any point in the conform process.
Export functionality
HIERO allows you to send shots to VFX quickly and simply, whether you want to bake out EDLs or XMLs plus media selects (with handles) from the timeline, or simply bake out the entire timeline as a single clip in the required delivery format. HIERO lets you force transcode media during the export process by creating a simple copy of it, or by creating quick and light symbolic links back to the original files to save export time and disk space.
Color management is easy with HIERO’s extended export options that allow the creation of OpenColorIO colour space nodes in exported NUKE scripts to match the custom OpenColorIO configuration.
Templating
HIERO lets you create and share templated NUKE scripts to improve collaboration across VFX departments. Thanks to its tight integration with NUKE, HIERO removes the risk of problems occurring due to mistyped paths and poorly communicated templates.
Ingest
HIERO gives you the ability to automatically pass back rendered shots from NUKE and other VFX tools into the full timeline. You can also ingest new media from the file browser, or via drag and drop into the project bin view.
Versioning
HIERO makes it easy to bring in new versions of shots and switch between them in a timeline view, to easily review changes in context. HIERO’s tagging abilities allow the addition of notes and let you store arbitrary metadata on shots and clips in the timeline, viewer and project bin view.
Python API & Pyside
Accessible via the script editor or by running scripts on startup, Python API makes HIERO suitable for full integration with asset management and production tracking systems. PySide is also included to allow you to build your own custom user interfaces via Python and the Qt frameworks.

Новые возможности 10 версии:

AMD GPU Support
Similar to the work done for the late 2013 MacPro 6,1, Nuke now supports AMD OpenCL-only GPUs for mid 2015 MacBook Pros 11,5 or later.
ARRIRAW SDK
The ARRI SDK third-party library has been updated to version 5.1, which adds some new color space options and ADA-5 debayer controls.
Audio Scrubbing
Nuke Studio and Hiero's timeline now supports audio scrubbing, allowing you to synchronize audio and video more easily. Audio scrubbing is disabled by default, but you can enable it by right-clicking in the timeline tab and clicking Audio > Audio Scrubbing or by pressing Ctrl/Cmd+Alt+S.
ChromaKeyer
ChromaKeyer is a green and blue screen keyer developed for use as a soft effect in Nuke Studio's timeline environment. It can also take advantage of modern GPUs and multi-core CPUs to accelerate the keying process when used for compositing in Nuke's Node Graph.
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 controls to pick skin tones from the source. Use the matte parameters to improve the matte.
Multi-NVIDIA GPU Support
Nuke now supports multiple identical GPUs on a single machine. For example, if you have two GPUs in your machine that both have the name Quadro K5000, Nuke can use both of them for GPU-accelerated nodes, sharing the work equally between them if enable multi-GPU support is turned on in the Preferences.
Most GPU-accelerated nodes utilize all the identical GPUs that they find, but the following nodes are limited to using no more than two identical GPUs only:
• MotionBlur
• Kronos
• VectorGenerator
• OFlow
RayRender (Beta)
Nuke now ships with another render node, RayRender, a ray-tracing renderer that traces a path from the camera, or virtual eye, to the light source pixel-by-pixel, rather than row-by-row, advancing down the picture like ScanlineRender.
RayRender generally produces very accurate reflections, but at the cost of processing time. You can use RayRender in the same way as ScanlineRender, it has the same inputs and shares some of the same controls as ScanlineRender. RayRender isn’t quite as stable as we would like, but we still want to give you a chance to try it out, so we have included it as an unsupported feature in Nuke 10.0v1. We'll keep working on this feature, so keep an eye out for fixes in an upcoming maintenance release.
Smart Vector Toolset
The Smart Vector Toolset allows you to work on one frame in a sequence and then use motion vector information to accurately propagate the paint throughout the rest of the sequence. The vectors are generated in the SmartVector node and then piped into the VectorDistort node, so you only need to render the motion vectors once.
The basic workflow is as follows:
1. Connect the SmartVector node to your footage and specify a file path in the node's Properties panel.
2. Click Render to generate the necessary motion vectors.
3. Locate a good reference frame in the sequence and add the required paint to the frame.
4. Add a VectorDistort node downstream from your corrections and then connect the SmartVector node to the SmartVector input.
5. Merge the alpha output of the VectorDistort node over the original footage to complete the comp.
Soft Effects
Nuke Studio and Hiero now include three new soft effects: BlinkScript, ChromaKeyer, and ColorCorrect. The BlinkScript and ColorCorrect effects work in the same way as the existing Nuke nodes. ChromaKeyer is a new Nuke luminance keyer with GPU acceleration. See ChromaKeyer for more information.
Transcode Performance Improvements
A new option, Read All Lines (Where Possible), has been added to Nuke Studio and Hiero's Export dialog when transcoding from .dpx to ProRes 4444 and 422. The new option, enabled by default for .dpx to ProRes 4444 and 422, can improve performance for I/O heavy exports by reading whole .dpx files in one chunk, rather than line-byline.

Расширенные возможности 10 версии:

Faster RotoPainting
The Paint tools in Nuke's RotoPaint node have been improved, including performance in general and iterative optimizations on multiple paint strokes.
Localization System Improvements
Nuke, Nuke Studio, and Hiero now employ the same improved localization workflow, controlled initially from the Performance > Localization preferences and then on a file-by-file basis. Improvements include:
• The localization process has been moved onto a background thread, meaning you can now continue to work while localization carries on in the background.
• When localizing Read nodes, the orange localized indicator bar on the node now updates in real-time, ‘filling up’ as the localization process is carried out.
• The Cache > Localization menu has been rewritten for clarity and now includes the following controls:
• Pause - pauses all localization actions. All currently localized files are used during playback, and any localization actions in progress are paused.
• Always Use Source Files - forces Nuke to use the source file from the original location, regardless of whether the file has been localized or not. All currently localized files remain on disk.
• Force Update > All - forces all localized files to be checked against source files, and (where appropriate) relocalized if the source is newer than the localized versions.
• Force Update > Selected - forces selected localized files to be checked against source files, and (where appropriate) re-localized if the source is newer than the localized versions.
• Delete Unused Local Files - deletes any files from your localization directory that are not being used in the current session, freeing up useful space on disk.
OpenEXR 2.2
The OpenEXR library that ships with Nuke, Nuke Studio, and Hiero has been updated to version 2.2, which includes the addition of DWAA/DWAB compression.
OpenColorIO
You can now apply OpenColorIO color transforms directly to Read inputs and before Write outputs, without the need to add OCIOColorspace nodes to your Node Graph. The Color Management options in the Project settings have been updated to govern this functionality. When Nuke is selected, Reads and Writes work the same as in previous versions of Nuke, with no integrated OCIO transforms.
When OCIO is selected:
• Reads and Writes use OCIO transforms, with no Nuke built-in LUTs applied to the image.
• Read and Write colorspace controls are populated with the list of colorspaces defined in your currently selected OCIO config.
• The default LUT settings menus are also populated with the list of colorspaces or display transforms defined in your OCIO config. The default value for each menu matches the defaults in a Nuke Studio project with the same config. These defaults can be overridden by Python callbacks.
• A new working space option has been added to the Project Settings. The working space allows you to change the colorspace that Nuke uses internally for its image processing. This automatically sets the 'in' colorspace of Write nodes and Viewer Processes, and the 'out' colorspace for Read nodes. This defaults to the scene linear role defined in your OCIO config.
• Nuke Studio-created comps no longer include automatically injected OCIOColorspace nodes. Instead, OCIO color management is automatically set in the comp’s Project Settings, and the correct OCIO colorspace is set directly into the Read and Write nodes.
In addition, whether using Nuke or OCIO color management, it’s now possible to override the default colorspace used for any Read or Write node using Python callbacks. See Developer Notes for more information.
Timeline Performance Improvements
Various performance improvements have been made to enhance customer experience when working with Nuke Studio and Hiero's timeline:
• Significant improvements in interactivity when performing edits in large or complex sequences, including major optimizations in the spreadsheet view.
• Improved memory handling, which previously tended to increase in the course of a session when working with large projects.
• The load time of large projects has been reduced.
• Improvements to the stability of playback. These improvements address causes of intermittent drops in performance, some cross-platform and others specific to Linux.
VectorBlur
Nuke’s VectorBlur node has been re-implemented to provide GPU acceleration and improved CPU performance. Additionally, improvements have been made to the algorithm to reduce the hard edge artifacts that were common between regions with different motion when using the existing VectorBlur node.

Изменения и улучшения в данном релизе:

Feature Enhancements
• BUG ID 145439 - Spreadsheet: Switching to a workspace that contains a spreadsheet now automatically populates
the spreadsheet, when appropriate.
• BUG ID 148467 - Export: A new {filepath} token has been added to the shot template, which resolves the path to
the media used in the export.-Bug Fixes
• BUG ID 152155 - Roto/RotoPaint: Creating, cusping, and then smoothing points on B-Splines produced poor results.
• BUG ID 155626 - Roto/RotoPaint: Copying and pasting a Roto or RotoPaint node and then adjusting a shape created keyframes automatically, even when autokey was disabled.
• BUG ID 157439 - Roto: Using the arrow keys to change frame, with splines selected in the Viewer, caused Nuke to crash.
• BUG ID 158696 - Export: Track items set to Type > Disabled in the timeline Properties panel created .nk scripts with the wrong format applied, if the collate options were enabled in the Export dialog.
• BUG ID 158893 - OCIO: Exporting bin items failed when Use OCIO nodes when exporting in Nuke was enabled in the Project Settings > Color Management tab.
• BUG ID 161633 - Convolve: Rendering scripts containing Convolve nodes from the command-line did not render the first frame.
• BUG ID 162171 - Alembic: Cameras imported from .abc files calculated win_translate.y incorrectly using the vertical aperture instead of the horizontal aperture.
• BUG ID 163183 - Export: Transcoding ProRes 4444 or ProRes XQ files to .dpx resulted in a one frame offset.
• BUG ID 163313 - Alembic: Replacing file paths referencing .abc file in an Axis node Properties panel caused Nuke to crash.
• BUG ID 163526 - Roto/RotoPaint: Feather handles in the Viewer were scaled proportionally to the downrez or proxy mode setting, resulting in large handles for some settings.
• BUG ID 163554 - Conforming: Importing certain .aaf files caused Nuke to crash.
• BUG ID 167265 - Versioning: Updating track items on long timelines to Max Version, without first Scanning For Versions, caused Nuke to crash.
• BUG ID 168785/176070 - Create Comp: Using a custom preset with Create Comp Special displayed an unsupported operand type(s) for +=: 'int' and 'NoneType' error in a customer project.
• BUG ID 174808 - RayRender: No motion vectors were generated for geometry animated using methods other than Nuke's transform controls.
• BUG ID 175375 - VectorGenerator: Viewing the motion channel from a VectorBlur node downstream of a Roto node caused Nuke to crash.
• BUG ID 176243 - Export: Timelines containing sequence-level annotations did not export correctly.
• BUG ID 194854 - OCIO: Setting the gamma space control to REDLog in Read nodes referencing .r3d files caused the Read node to error unretrievably.
• BUG ID 194880 - Soft Effects: Saving none in a Preset for the Burn-In effect did not work as expected.
• BUG ID 195424 - Blackmagic Monitor Output: The last two frames were not displayed through the output device when the playhead passed over a cut on the timeline.
• BUG ID 195638 - OCIO: Family names in OCIO nodes were serialized.
• BUG ID 196670 - RayRender: Adding lights with cast shadows enabled on scene geometry created artifacts.
• BUG ID 196684 - Timeline: Executing New Track from XML with certain .xml files caused Nuke to crash.
• BUG ID 197066 - Loading a customer Nuke Studio project referencing .r3d and .arri clips caused Nuke to crash.
• BUG ID 197564 - OCIO: Opening non-OCIO scripts occasionally applied the OCIO config specified in the Preferences.
• BUG ID 198247 - RayRender: Loading a customer script containing a RayRender node caused Nuke to become unresponsive.
• BUG ID 198311 - EXR: Reading in an .exr sequence occasionally altered or corrupted the channel order when using custom channel names.
• BUG ID 198361 - Soft Effects: Razoring track items and then retiming them allowed you to add effects that overlapped track item cuts, causing Create Comp to fail.
• BUG ID 198401 - RayRender: Using the Camera skew on the Y/Z axes produced incorrect output when compared with ScanlineRender.
• BUG ID 198562 - OFlow: Scrubbing the Viewer in scripts containing OFlow nodes reading extremely high frame ranges caused Nuke to crash.
• BUG ID 198588 - RayRender: Using combinations of transforms, such as rotate/scale and rotate/skew, rendered the scene at the wrong scale.
• BUG ID 198829 - OCIO: An Illegal lut requested (270), maximum lut index is 100 error was occasionally printed in the terminal when opening and closing scripts.
• BUG ID 199031 - Monitor Output: Disabling audio before playback caused Nuke to crash.
• BUG ID 199173/201795 - Soft Effects: Adding multiple Text or OCIO effects occasionally caused dissolves between track items to playback incorrectly.
• BUG ID 199498 - Import: Using certain include and exclude patterns in the Import Options dialog caused Nuke to crash.
• BUG ID 199512 - RayRender: Setting the xyz transform scale to 0 produced incorrect output.
• BUG ID 199514 - RayRender: The transform order didn't match ScanlineRender output.
• BUG ID 199549 - Spreadsheets: Certain .xml files caused Nuke to crash on import.
• BUG ID 199681 - Soft Effects: Cutting and pasting effects did not work as expected.
• BUG ID 199951 - Keyboard Shortcuts: The timeline editing tool shortcuts (Q, W, E, R, and T) only worked in the first timeline view created.
• BUG ID 200161 - Export: Closing the Additional Nodes dialog and then adjusting other Export dialog controls occasionally caused Nuke to crash.
• BUG ID 200206 - OCIO: Read node controls were not set up correctly when the colorspace for the input file could not be found, even after choosing a different colorspace manually.
• BUG ID 200812 - MatchGrade: Clicking Align Target to Source caused Nuke to crash.
• BUG ID 200908 - Create Comp: Opening a comp, while rendering out a Write node in another comp, caused Nuke to crash.
• BUG ID 201150 - Localization didn't work as expected on bin clips if they were reconnected using the right-click Clip > Reconnect Media option.
• BUG ID 201153 - MatchGrade: Clicking Analyze Reference Frames occasionally caused Nuke to crash.
• BUG ID 201214 - Localization: Scripts containing multiple Read nodes pointing to very long image sequences were occasionally slow to open with certain localization settings.
• BUG ID 201222 - NVIDIA Multi-GPU: Convolve and ZDefocus performance did not improve when using two GPUs.
• BUG ID 201837 - Roto: Using the Zoom keyboard shortcuts + and - caused Nuke to become unresponsive.
• BUG ID 202068 - Soft Effects: Creating an effect with in and out markers active did not fill the entire marked range.
• BUG ID 202136 - Stereo: Correlating points between views in Roto or RotoPaint did not work as expected in downrez mode.
• BUG ID 207908 - Monitor Output: Setting the timeline Viewer playback to Bounce mode dropped frames in the monitor output.
• BUG ID 208029 - RayRender: Black, wireframe-like lines were rendered with a point Light in the scene and cast shadow enabled.
• BUG ID 208193 - Export: Exporting sequences from the Project bin with Start Frame set to Custom in the Export dialog did not include soft effects in the output.
• BUG ID 208209 - Soft Effects: Exporting using In/Out points failed when a soft effect outside the selected range was in an error state.
• BUG ID 208296 - Passing command-line arguments without spaces between them caused Nuke to crash.
• BUG ID 208353/208373 - RayRender: Enabling or disabling cast shadow and receive shadows for scene objects had no effect on the rendered output.
• BUG ID 208524 - RayRender: Interpolated motion blur occasionally contained gaps.
• BUG ID 208624 - Localization: Loading a customer .nk file with localization enabled caused Nuke to crash.
• BUG ID 208817 - Export: Animated soft effect keyframes were not respected during export.
• BUG ID 208933 - RayRender: Dark, horizontal lines appeared in the output of RayRender in a customer script.
• BUG ID 215268 - RayRender: Orthographic projection output didn't match ScanlineRender output when the rotate z control was set to 90.
• BUG ID 215474 - RayRender: Setting projection mode to perspective did not generate motion vectors.
• BUG ID 215478 - RayRender: Scripts containing VectorBlur nodes produced incorrect output.
• BUG ID 215479 - RayRender: Incorrect motion vectors were generated for geometry animated using methods other than Nuke's transform controls.
• BUG ID 215845 - Mac OS X: Sequences output through the built-in Floating Window monitor option exhibited tearing.
• BUG ID 216554 - RayRender: The green and blue channels were not output seperately in AOVs.
• BUG ID 216594 - Export: Track items exported using the Apple ProRes 4444 .mov codec occasionally rendered fewer frames than specified in the export.
• BUG ID 217010 - RayRender: Rendering geometry with no UVs and an image as texture did not work as expected.

1 RLM FLT

1. Установите программу Foundry
2. Установите FLT7 сервер (если уже установлен,настроен и исправно работает, то переходите к 9 пункту)
3. Остановите Foundry License Server в службах или в утилите Foundry License Utility (RLM Server -> Stop Server)
4. Копируем файл rlm.foundry.exe в папку "C:\Program Files (x86)\The Foundry\LicensingTools7.0\bin\RLM\rlm.foundry.exe")
5. Отредактируйте xf_foundry.lic заменив HOST_NAME, MAC_ADDRESS и PORT значениями любым из следующих способов:
- утилита rlmutil.exe с параметром rlmhostid ("C:\Program Files (x86)\The Foundry\LicensingTools7.0\bin\RLM")
- через CMD команда ipconfig/all (поля - имя компьютера и физический адрес (записывать без дефисов))
- запустить от админа Foundry License Utility меню Diagnostics -> Run Diagnostics (поля hostname и System ID)
- значение PORT задать по умолчанию 4101 (5053, хотя можно и ничего не писать)
Пример: HOST win-5o9oa5csm8s 001bdc060b7a 4101
6. Переместите отредактированный файл xf_foundry.lic в папку "C:\ProgramData\The Foundry\RLM"
7. Запустите RLM Server в службах или в утилите Foundry License Utility (RLM Server -> Start Server)
8. Проверьте в Foundry License Utility меню Diagnostics -> Run Diagnostics наличие лицензий (чтобы не было красных строк)
9. Запустите ваш продукт Foundry и пользуйтесь в свое удовольствие!

2 RLM GenArts

1. Устанавливаем программу.
2. Устанавливаем GenArts rlm сервер лицензирования.
3. Останавливаем сервер rlm GenArts в службах.
4. Копируем файлы rlm.exe, foundry.opt, foundry.set, and foundry.lic в папку "C:\Program Files (x86)\GenArts\rlm"
5. Отредактируйте foundry.lic заменив HOST_NAME, MAC_ADDRESS и PORT значениями любым из следующих способов:
- файл hostid.bat (расположен в папке "C:\Program Files (x86)\GenArts\rlm")
- через CMD команда ipconfig/all (имя компьютера и физический адрес (без дефисов))
- значение PORT задать по умолчанию 4101 (5053, хотя можно и ничего не писать)
Пример: HOST win-5o9oa5csm8s 001bdc060b7a 4101
6. Копируем отредактированный foundry.lic в папку "C:\ProgramData\The Foundry\RLM"
7. Запускаем сервер rlm GenArts в службах.
8. Открываем программу Foundry.
9. Если среда сразу запустилась без запросов лицензий, значит лечение успешно.
Скриншоты:

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