XMesh Source v0.12 for Nuke. Supports Nuke 7.0, 8.0 and 9.0 on Windows, Mac and Linux.
Release notes:
- Fixed velocity offset mode.
- Scaled velocity attribute so that time is measured in frames, not seconds.
[size=85]XMeshNK_0.12.0.58210_windows.zip - removed
installer for Windows
(4.46 MiB) Downloaded 3 times
XMeshNK_0.12.0.58210_osx.app.zip - removed
installer for MacOS
(13.54 MiB) Downloaded 3 times
XMeshNK_0.12.0.58210_linux.zip - removed
installer for Linux
(6.32 MiB) Downloaded 2 times
xMesh_windows_network_bundle.zip - removed
Alternate directory organization for manual network install, (Gavin’s preferred organization) Windows only
(1.1 MiB) Downloaded 3 times[/size]
Hi Andrea, this is working quite well!
I’ve exported some geometry from 3dsmax with some animation and deformation, then done a render via vray with a velocity pass so I can do motion blur in 2d with nuke. I was able to bring in the two xmesh caches into nuke, pop them through nuke’s 3d renderer and output velocity information which worked perfectly with nuke’s vector blur node. In the attached quicktime, the top left is the 3dsmax render with motion blur applied in nuke, the bottom left is the xmesh cache brought into nuke and put through the scanline render and vector blur. The two line up quite nicely!
Not the toughest of tests but you’d think that if the simple things are putting out correct vector directions for motion blur there shouldn’t be too much more that it’d need to be able to do!
There’s an archive of the 3d rendered images, the xmesh caches and also a nuke script that made this quicktime up at copy.com/JftFYqoUXzpdl3I4 if any of it is useful to you.
Much appreciated for all the work, this’ll probably come in very handy for a lot of our jobs.
Cheers!
John
xmesh_io_001.mov (10.9 MB)
Fantastic, that’s great to hear! Thank you very much for testing the build and giving feedback! I believe we’re very close to coming out of beta.