Foundry releases Nuke 16.0 in beta
Foundry has released Nuke 16.0, the latest update to its family of compositing apps, in beta.
The update lays the foundations of a new native multishot compositing workflow, updates Nuke’s 3D compositing system, and improves interactive performance when rotoscoping.
NukeX, the advanced edition, gets workflow improvements to the BlinkScript editor.
Nuke Studio, which includes editorial capabilities, gets support for multi-channel soft effects, and a new quick export system.
A parallel release, Nuke 15.2, provides “many” of the same features, but remains on the VFX Reference Platform CY2023 spec, rather than updating to CY2024.
In the past, Foundry has asked us not to embed demo videos from beta releases in stories, since details can change before the final release, but you can watch them on its website.
Nuke 16.0, NukeX 16.0, Nuke Studio 16.0: New native multishot workflow
Nuke 16.0 is Foundry’s first serious step towards implementing support for a native multishot compositing workflow inside the software.
Whereas Nuke was designed for use on individual shots, with a one-to-one relationship between a shot and a Nuke .nk script, Foundry now aims to let artists reuse scripts across shots.
The “backbone” of the system is Graph Scope Variables (GSVs), which make it possible to define the data required for “multiple contexts and scopes” in a single Nuke script, while Group nodes define the nature of those ‘scopes’, and make it possible to inherit and override variables.
The release introduces many of the day-to-day features needed for working with GSVs and Group nodes, including a new VariableGroup node, for defining variables or scopes, and a VariableSwitch node, for switching between different shots or scopes using those variables.
A new Variables Panel lets artists interact with the available variables within a script, and a Group View lets them view and edit the contents of multiple nodes without having to switch tabs.
GSVs are also now supported in LiveGroups, and when rendering from the command line, making it possible to render scripts in the correct shot context.
Some of the functionality was actually introduced in Nuke 15.1, but the UI for the new features was hidden by default.
Nuke 16.0, NukeX 16.0, Nuke Studio 16.0: Updates to the 3D system and ScanlineRender
The USD-based 3D compositing system introduced in Nuke 14.0 gets an update in Nuke 16.0.
Although there are a couple of new nodes, a key objective is simply to update the most commonly used nodes – including GeoCard, GeoTransform, GeoMerge and GeoScene – based on user feedback.
Foundry has also “started the building blocks for ray tracing”, with ScanlineRender2, the new version of the ScanlineRender render node, being a “ray traced architecture by default”, although shader support for lights and materials is still not fully implemented.
The functionality is aimed at compositors – particularly for generating accurate render passes late in production – and “shouldn’t be thought of as a replacement to large-scale scene renders”.
Nuke 16.0, NukeX 16.0, Nuke Studio 16.0: Better roto performance
Under the hood, the release also features a number of changes intended to improve performance when rotoscoping, particularly when using large numbers of roto shapes, or when working with motion blur.
The changes are intended to reduce UI lag, and to raise the frame rates achieved when playing back complex shots to levels sufficient to resolve edge issues like boiling.
NukeX 16.0, Nuke Studio 16.0: Quality-of-life improvements to BlinkScript
TDs get quality-of-life improvements to the BlinkScript editor, Nuke’s native scripting system, which has been updated to support “common IDE functionality”.
That includes ‘text and type’ behaviours like auto-indenting and bracket autoclosure; find and replace; and a Tab menu with autofill suggestions and context-specific documentation.
A new ‘Safety Rails’ system makes it easier to catch problems when prototyping new BlinkScripts and makes the consequences “less dramatic” when mistakes occur.
Nuke Studio 16.0: Multichannel Soft Effects and a new quick export system
Nuke Studio’s Soft Effects system gets support for multichannel effects, with users now able to view and modify multilayer EXR files within the timeline.
Potential uses include masking color effects with non-RGBA layers like mattes or depth passes.
Support for layer transforms in the timeline is intended to reduce the need for slap comps, and to enable supervisors to provide more accurate feedback when creating sample frames.
In addition, a new render engine based on Nuke Studio’s real-time playback engine speeds up exports of sequences as ProRes, DNxHD, DNxHR and H.264 videos.
It provides an “average 12-fold increase in performance” over the existing export system.
VFX Reference Platform support and changes to pipeline integration
Nuke 16.0 also moves the software to support the VFX Reference Platform CY2024 spec.
A parallel release, Nuke 15.2, is intended for studios who don’t want to update their pipelines yet, adding “many of the same features” while remaining on CY2023.
Both releases switch Nuke from Apple’s system OpenGL library to Foundry’s own alternative, FoundryGL, when running on macOS, Apple having deprecated OpenGL in macOS 10.14.
Price and system requirements
Nuke 16.0 is compatible with Windows 10+, Rocky Linux 9.0 and macOS 13.0+. It is currently in beta for users with existing licenses. Foundry hasn’t announced a final release date yet.
The software is available rental-only, with annual subscriptions costing $3,469/year for Nuke, $4,729/year for NukeX, and $5,779/year for Nuke Studio. Nuke Render licenses cost $419/year.
Subscriptions to Nuke Indie, the feature- and resolution-limited commercial edition for artists earning under $100,000/year, cost $499/year.
Read an overview of the features in the Nuke 16.0 beta on Foundry’s website
Read a full list of new features in Nuke 16.0 Beta 3 in the online release notes
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