Relight for Nuke (win+linux) 0.7.1 (nuke script)

Fast depth-based 3D and HDRI relighting

Sponza2rl

License Type:

Freeware

File ID:

4778

File Size:

276.2 KB

Created / Updated:

Jul 27, 2007 / Sep 08, 2009

Owner:

Mark Lowne   More free downloads from this user See users marketplace items See this users portfolio Send a Private Message

Platforms:

linux, windows

Downloaded:

3,056

Nuke:

4.x

Tags:

relight, 2.5D, nuke


IMPORTANT UP-TO-DATE-INFO
Please see http://lowrez.marklowne.com

DISCLAIMER


This thing is probably old enough to be out of alpha stage, nonetheless you'll likely experience crashes, lockups, hard disk formats, backup tapes shreddings, natural disasters etc. - under Linux feel free to multiply that likelihood by a factor of your choice (just make sure it's >1).
USE IT AT YOUR OWN RISK!




ABOUT
This is a partial an improved porting of Relight plugin suite for Fusion, also written by yours truly.
These plugins allow fast (really! heavy algorithms are hand-optimized) 'true 3D' relighting of rendered sequences, given a depth channel and the 3D camera. This means the lighting will take into account the actual position of the surfaces and not only their normals. And this means, in turn, that you can relight using a spot light with quadratic decay, for example.
Now, here's why 'true 3D' is NOT true 3D (and you can't kiss mental ray goodbye - yet):
  • no REAL shadows - unless you provide a real (hopefully low-poly) 3D model of the scene
  • no raytracing - no reflections, no refractions, no nothing
  • no light volumes of any kind

There is a video showing Relight in action in the plugin's page at my site, check it out!



The Sponza atrium ((c) Marko Dabrovic) before and after 9 spotlights plus image-based "fake ambient occlusion"

INSTALLATION
Put the files in %NukeDir%/plugins/user



QUICK START
Have a node with depth and normals and a matching camera. Create a relight3D node, select depth and normal channels, and depth type (eg -1/z for Maya). Connect the camera. Create rlLights as needed and connect these also. Create rlMaterials as needed and connect them to the relight3D node, they compute the actual lighting according to the material properties you define.




DETAILED INSTRUCTIONS
Skipped, waiting for a source of inspiration ;)



VERSION HISTORY
v0.7.1 - Linux is back
  • somehow ported to Linux again - dynamic_cast<> and vague linkage aren't really cooperating, workaround is not very elegant...
  • rewrote internal hash management, now relight3D should work correctly with DiskBuffer (v0.2.0) ;)
  • fixed 'external' shadowmap update bug
  • fixed silly alpha-related bug in bump3D
  • fixed seldom-occurring requested channels bug in rlMaterial
v0.7.0 - tons of new features
  • added support for geometry-based shadow maps in rlLight, and rlShadowmap gizmo to produce them effortlessly (a dirty hack, but works)
  • added support for light projection in rlLight
  • added lookat input in rlLight
  • added support for color, specularity and reflectivity passes in rlMaterial to spare the lazy compers some nodes
  • added position3D convenience node and the ability to use a position pass instead of depth in all nodes
  • added normal3D node to compute normals - or just smooth them - from depth or position pass
  • added bump3D node to bump normals via UV bumpmapping, color pass luma or 3D perlin noise
  • added occlusion3D node - fake ambient occlusion, most effective with high-detail geometry
  • rl3D is now called relight3D for no particular reason, the same for relightIBL
  • added antialiasing (coverage based and/or normals based) to relight3D, with the additional benefit of solving the interactive zoom issue
  • faster and more accurate algorithms, some parameters now behave differently (e.g. shadow threshold)
  • tweaks everywhere
  • more minor bugfixes

KNOWN BUGS
  • File/Buffer reports will crash... 
  • there could be multithreading issues
  • Linux version is as untested as it could possibly be, unexpected behaviour is to be expected

TODO LIST

  • reorganize everything from scratch once again to allow for more complex materials - that is distant future...
  • suggestions?

Any testing and feedback VERY appreciated.




Please use the Bug System to report any bugs.
Please use the Feature Requests to give me ideas.
Please use the Support Forum to ask any questions.
Please rate my product in the Review section.

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