Nuke Nukex For Mac

 

The Foundry NUKE 10.0 release focuses on enhancing performance, increasing stability and delivering new functionality in the areas you told us matter most: paint, playback, export and more. OpenColorIO integration leads the list of updates to keep NUKE in line with industry standards. And NUKEX® and NUKE STUDIO® get a powerful new Smart Vector toolset for automated clean-up, replacement and augmentation tasks.

The Foundry, a global developer of computer graphics, visual effects (VFX) and 3D design software for the design, visualization and entertainment industries, has released update of The Foundry NUKE 10.0, the next update to its Nuke product range, adding a new raytracing renderer, improving the performance of the RotoPaint node, and extending GPU support. The Foundry NUKE 10.0 Full Version Download For Mac release focuses on enhancing performance, increasing stability and delivering new functionality in the areas you told us matter most: paint, playback, export and more. OpenColorIO integration leads the list of updates to keep The Foundry NUKE 10.0 in line with industry standards. And NUKEX® and NUKE STUDIO get a powerful new Smart Vector toolset for automated clean-up, replacement and augmentation tasks.

Nuke Nukex For Mac

Nuke nukex for mac

About The Foundry The Foundry develops award-winning computer graphics and visual effects (VFX) software used globally by leading artists and designers. The portfolio lets users create inspiring and technical high-end visuals across a wide range of industries including film, TV, commercial and games, as well as the CAD, design and architecture markets. Together we constantly strive to produce innovative solutions that meet the needs of our customers and the ever-changing environments in which they work. New Features: 2D compositing & visual effects 3D compositing & visual effects Collaboration Editorial & finishing Performance & pipeline System Requirements:–.

Nuke

With the recent announcement of NUKE 10, it seems a fitting time to look back at where it all started, and at the journey we’ve taken down the years. We caught up with Bill Spitzak, the original author of NUKE at Digital Domain, and Simon Robinson, co-founder of The Foundry, to get the scoop. A graduate of both the Computer Science program at MIT and USC film school, and with several years of software development already under his belt, Bill was perfectly placed in the early 90s to become one of the pioneers of the still adolescent CG industry. At DD, the creative team were using a command-line script-based compositor to handle the donkey work, alongside their expensive and—at the time—fixed-resolution Flame and Inferno systems.

In 1993, Bill started to develop a visual, node-based version of the system, and NUKE as we know it today was born; it was quickly put to use on films such as True Lies, Apollo 13 and Titanic. Meanwhile, in a garage somewhere in deepest Middle Earth (oh sorry, England), Simon Robinson and Bruno Nicoletti (each with an equally impressive pedigree) were forming The Foundry, and pouring their love of post-production and visual effects into creating plug-ins for Flame and Inferno. Simon remembers, “Being software people in London just when digital effects really started to take off was great; all we wanted to do was get together to do ‘more stuff’!”. The year was 1996. In 2010, Jon Wadelton became NUKE’s product manager.

Nuke Nukex For Mac

(Jon had joined The Foundry in 2007, having been tempted over from his native Australia, and had been working as lead software engineer—today he’s the company’s CTO). That same year, NUKE expanded its range to include NUKEX, which combined the core functionality of NUKE with an out-of-the-box toolkit of exclusive features; many of these drew on The Foundry's core image-processing expertise which had proven so valuable in the plug-in market, including The Foundry’s own Academy Award winner, FURNACE. And what does the future hold for NUKE?

The world is its oyster, and as The Foundry’s chief scientist, Simon is ready for new challenges. “We're now taking the first steps into VR, where both we and our customers have just started scratching the surface,” he muses. “I'm excited to see how this field evolves over the next few years and to see the NUKE that emerges to deal with it.” He gets a faraway look in his eyes, and for a moment you might think he’s back in that garage, still looking to do “more stuff”.