spin_nuke_gizmos v2.0

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Contributor: Spin VFX
Collection of Nuke Gizmos and Tools used in production at SPIN VFX. Established in 1987, SPIN is a visual effects studio producing imagery for feature film and television.
12.0, 11.3, 11.2, 11.1, 11.0, 10.5, 10.0 or later
Linux, Mac, Windows
31 Dec 2019

SPINVFX - Nuke Gizmos

Collection of Nuke Gizmos and Tools used in production at SPIN VFX.

Installation Instructions

For easy installation of the toolset, we provide a script that will make menu entries for each of our tools and ensure they are all part of the Nuke plugin path.

Installation instructions are similar for any OS. However, the paths we are using in the example are formatted for an UNIX system (Mac or Linux).

  1. Download the full content of the spin_nuke_gizmos repository. If downloaded as a .ZIP, uncompress the zip in the desired location. For the following steps, we will assume the folder is present on disk as: /my_nuke_gizmos/spin_nuke_gizmos/.

  2. Add the path to the folder in your NUKE_PATH, either via an environment variable (Defining Nuke plugin path) or via an existing/new init.py file, in which you would add the line:


This should be enough to Install the suite of tools.

Manual Installation

While the default installation is probably ideal for many users, it may not be the best for Studio Environments where tools need to be installed in a specific location or for users who already have their own Gizmo loader.

For manual installation of the tools, only the content of the gizmos/spin_tools folder is necessary and contains all the .nk and .gizmo files. It can be reorganized as required.

.gizmo files need to be added to the nuke plugin path. See instructions by the foundry:

Please note that a few gizmos are using callbacks to improve on user experience. These callbacks are defined in the file /gizmos/spin_tools/spin_tools_callbacks.py and would need to be set somewhere, though the tools will function without the callbacks as well.

List of Tools


Noise 3D

Generate Noise in 3D space based on Position passes. It includes pre-made Position passes for some 3D primitives, or can use a custom Position pass. Uses a 4D noise internally so that the 4th dimension can be used to add a 'boiling' effect.


This gizmo does camera projection using a render point position pass (in world space) and a 3D camera to to remap all the layers in the input image.

NOTE: The projection works best with unmatted input images or at least unpremulted matting with some coverage, then all masking occurs within the gizmo. It can mask the projected image in the following ways:

  • Input alpha from the 3D render.
  • Projecting on surfaces facing camera, using normal (N) in world space.


Simpliflied relight node. Only requires a normal map to get started.

This node will not reproduce accurate lighting, as it does not take into account the actual 3D world space, but instead considers the image in its own local space.



Allows you to match Black and white points of an image (source) to another (Target).


Suppress (or boost) specific colors: Red, Green, Blue, Cyan, Magenta or Yellow.



Adds synthetic grain. The defaults are setup to resemble an HD Alexa plate's grain. You can adjust the sliders to match a sample grain.


A lightwrap node with a more physical response than Nuke's default.


Allows to morph between two moving plates automatically, or can be used to improve manual Morphs.



Chromatic aberration node using a spectral wavelength gradient.


Exponential Glow node, with options to recolor and adjust falloff.



Expand edges to fix fringing on keys.


Erode an image with fine controls, as opposed to Nuke's default erode node which can only erode full pixels.

Spill Correct

Use this tool to 'despill' or mute colors introduced from Red/Green/Blue screens. Can replace the spill with a chosen color.


Many of the tools in this collection are based on tools made available freely by the VFX community.

The resources shared by the community have been invaluable to us at Spin VFX and this collection is our first small step in our effort to give back.

We would like to thank all of the members of the VFX community who made this possible, in particular:

  • Frank Rueter, for creating and maintaining Nukepedia.
  • Mads Hagbarth, for the innovating techniques shared online and the Blinkscript inspiration.
  • Charles Taylor, for laying out a lot of foundations on which the current 2D team at Spin built and improved on.
  • All the Compositors here at Spin who tested and suggested improvements on these tools.

Gizmos put together by Erwan Leroy.

Please enjoy.

This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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# Roman Antonjuk 2018-12-25 17:42
Can you help me fix an issue:
"ImportError: No module named scandir"
Thanks a lot!
+3 # Erwan Leroy 2018-12-25 17:52
I just updated to version 1.1.0, in which I fixed this issue, as well as another issue in Windows. My apologies, I only had tested on Linux previously.
# Roman Antonjuk 2018-12-25 17:56
# manpreet singh bhambra 2020-09-02 19:48
Can you please tell me how to install in window because I tried many times but failed.
# Erwan Leroy 2020-09-06 01:52
You can put the content of the download in C:\Users\YOUR_U SERNAME\.nuke and add the path to your init.py file. If you never added an init.py file, you should be able to just put the content of the 'gizmo' folder (another folder and an init.py) directly in your .nuke folder.
# Ian Zainea 2020-09-05 01:42
Thanks so much for releasing these! Really some great stuff in here from a great company! The morph tool, how would you use that to enhance a manual morph?
# Erwan Leroy 2020-09-06 01:54
If you're doing the morph via a splinewarp, instead of using the mix from the splinewarp, you could leave the mix not animated.
Duplicate the splinewarp, with the mix towards the other input now (so one splinewarp with mix at 0, one with mix at one). Then you can use the morph dissolve to do the mixing. Might be worth precomping the two splinewarps if things are acting strange.

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