Blink Ray Marcher v1.0
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13.0, 12.1, 12.0 or later
BlinkScript Ray Marcher for Nuke
Simply download, and unzip the folder, then add the
src/python directory to your
export NUKE_PATH='$NUKE_PATH:[path/to/unzipped]/src/python'). The gizmos will appear in the nodes menu under the 'SDF' group, and all callbacks and the
FN_BLINK_INCLUDE_PATHS will be set up automatically. The most up to date version can always be downloaded from the linked github page.
This project has been tested in Nuke 12.0v8, 12.1v5, and 13.0v2. I recommend using 12.0 if you do not have much GPU memory, because it still uses OpenCL for blinkscript, rather than cuda. The cuda version will continue to increase memory consumption until crashing, so the entire framerange needs to fit in memory. You will want to have a GPU, the above examples were rendered using an NVIDIA GeForce GTX 980 Ti.
This gizmo lets you choose the shape, dimensions, location, and surface properties of an object. It takes other sdf_primitives as inputs, and all nodes in the 'children' input will be positioned relative to it. The children will also interact with the shape according to your selection, allowing you to intersect, subtract, and blend the objects. You can also use any shape as a bounding volume of its children in order to improve performance.
The surface properties include:
- diffuse colour
- emission (placeholder for planned 'path marched' global illumination)
You can select the refractive index of the object as well as the medium the camera, and therefore the ray, starts in.
There are also controls for:
- elongating about the x, y, and z axes
- mirroring the object across the x, y, and z axes
- repeating the object on a grid both finitely and infinitely with no extra memory cost
- hollowing out the objects, which can be used in combination with intersections
The current available shapes are:
- cut sphere
- hollow sphere
- death star
- solid angle
- rectangular prism
- rectangular prism frame
- triangular prism
- infinite cylinder
- infinite cone
- capped cone
- rounded cone
- capped torus
- hexagonal prism
This gizmo allows you to light the scene with a few different light types, namely:
- ambient occlusion
You can choose the colour, intensity, and falloff of the light. You can also soften the shadows with a slider.
This gizmo renders the scene using a ray marching algorithm, with support for hdri image based lighting. You can input a standard nuke camera and the perspective projection, axes, and world space coordinates, will match that of Nuke's native scanline renderer, and general 3D system.
The AOV options are: