Foundry has unveiled Nuke 16.0, marking the latest evolution of its popular node-based compositing software. Nuke offers powerful tools for 3D compositing, motion tracking, and deep image integration, making it particularly valuable for creating pre-rendered cinematic cutscenes, trailers, and high-quality visual effects for games.

This release introduces several workflow improvements, with one of the standout features being the ability to work on multiple shots or entire sequences within a single script. This removes the limitations of the previous single-shot workflow, where each Nuke script typically corresponded to just one shot. Nuke now supports variable-enabled multishot workflows, enabling efficient, reliable, and scalable compositing. This makes it easier and more intuitive to apply consistent changes across similar shots.

Multishot Intro

The update introduces new artist tools, including Link Nodes, which allow users to link node changes, making it easier to manage and update multiple instances at once. A new Group Node internal view enables users to see and edit the contents of Groups and LiveGroups directly within the Node Graph. Users can also monitor the final sequence more easily with the Contact Sheet in HieroPlayer, which displays all shots at once for quick review.

Additionally, the Roto Node has been enhanced to improve performance in scripts containing a large number of shapes. Key improvements include caching, smoother playback, and better interactivity when editing and moving shapes in the Viewer. Various updates have also been made to the USD-based 3D system, which is still in beta. Designed with direct input from artists, this new system will run alongside the classic 3D system. It now offers artists more control when working with 3D assets and is closer to being fully released. This system now includes a refreshed UI with easier-to-use snap controls, new GeoConstrain, GeoXformPrim, and ScanlineRender2 nodes, as well as improved USD support.

Other additions in this release include updates to BlinkScript, a feature that allows users to write custom code for unique effects using the BlinkScript node. The process of creating BlinkScripts has been streamlined, making code easier to read, write, learn, and troubleshoot. Among the improvements are an enhanced and more intuitive BlinkScript Editor, more extensible BlinkScript Kernels, and new Safety Rails options for catching and reporting operations that could cause problems when run directly on the underlying processor.

Finally, there's a new Quick Export option, enabling the export of sequences for review up to 12 times faster, new mask-enabled soft effects, and various other enhancements.

For additional information, be sure to visit the announcement on Foundry's website.

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