This is a set of production tools for use in Foundry Nuke(https://www.foundry.com/products/nuke). These were developed to save time and alieviate QC errors during production of 360 Stereo content.
Clone or download this repository and save it to your ".nuke" folder. Make sure to back up your existing directory first.
In Windows 10 your .nuke folder can be found at:
C:\Users\<user>\.nuke
C1 Tools will now be loaded the next time you start Nuke.
- You must have Ffmpeg installed and the "ffmpeg" and "ffprobe" aliases added to your PATH variable in Windows.
- To learn how to do this, follow both Part 1 and Part 2 at: https://www.wikihow.com/Install-FFmpeg-on-Windows
- Install Python 2.7: https://www.python.org/downloads/
When you first open Nuke, you'll be prompted with a one-time-only popup dialogue:
- Local working directory: A local directory on preferably an SSD drive which you will be downloading to and working from using the Shot Browser.
- Artist: Artist's name. Used when submitting a shot.
Or click the "Set Working Dir" button and navigate to one.
For example:
E:\Local_Working_Dir
This directory is where shots will be downloaded to from the server. It should be local, and fast to render to.
Which will be used as an identifier when submitting shots.
Nuke will open with a new menu called "C1 Tools".
Selecting this from the c1 menu will open the Shot Browser in your right pane.
Here, I have chosen Brazil. All of the shots will be displayed as buttons(to download). The 2nd column shows the latest version on the server, or "No Submissions" if the shot hasn't been started yet.
A new shot folder will be created at your local working directory, as well as an auto-versioned folder with the previous version's nuke script inside.
This process involves downloading the production stitches for both eyes, so it could take long...
You must have a write node named "_render" connected to the end of your network at all times:
./Prerenders/<Nuke Script Filename>.####.png
C1 Naming convention:
<Show Code>_<Shot Name>_v000_%V.####.png
The %V is a variable representing whatever views are set to render - such as left and right.
The #### is a placeholder which Nuke will write the frame-number to. %04d also works, where the number represents the amount of padding.
Learn more about Rendering Stereoscopic Images in Nuke
Example:
./Prerenders/BRZ_D1S4_v003.####.png
If you follow the naming procedures above, then each time you use C1 Tools > Version Up the outpud filename will be updated and renamed for you.
Once you have rendered your nuke scene, and don't want to re-render over the existing frames, you can version up. This will duplicate the current Nuke script and creates a new versioned-up folder to work out of.
When you complete a shot and are ready to submit to the server, click C1 Tools > C1 Submit Shot from the menu, which will bring up the Shot Submission Dialogue.
This dialogue will detect if there are any conflicts in versions(as seen above), and auto-version to the next available number before saving to the server.
There are also a number of other validations that take place when opening this dialogue that you should never encounter if you always use the Shot Browser, and C1 VersionUp tools.
Don't rename your local nukescripts, "Prerenders" folder, or frames in the working directory, or you will encounter validation errors.
This tool scans the given directory for frame-sequences with LEFT, RIGHT, or MONO suffixes and creates a Squished Over-Under(see below) h264 mp4 movie for previewing in headsets.
Naming Convention for frames:
<Show Code>_<Shot Name>_v<3-Digit Version-Number>_<LEFT, RIGHT, or MONO>.<4-Digit Frame-Number>.<ext>
Example:
BRZ_D1S4_v003_LEFT.0001.png, BRZ_D1S4_v003_RIGHT.0001.png
or,
BRZ_D1S4_v003_MONO.0001.png
And an Ffmpeg .bat file will be created in the folder with your Nuke script and begin running. When complete, you'll have an mp4 located next to your Nuke script ready for viewing in a headset. At any time you can double-click the .bat file and re-render from the same folder.
The resulting .mp4 will look something like this:
Must have a write node selected with valid path to the rendered frame output in the * file * knob.
Example:
This location will be scanned for missing frames and frame-ranges.
If missing frames were detected, you'll get a dialogue with a list of them like this:
Clicking * Yes * will automatically start a nuke render with those frames input for you.
- Jacob Martinez - Senior Technical Artist - Magnetic-Lab
This project is licensed under the MIT License - see the LICENSE.md file for details
- Condition One(http://conditionone.com/)
- https://www.ffmpeg.org/