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Eddy for Nuke 2.02 released
VortechsFX have released a new update to Eddy, a fluid solver and an unbiased volumetric renderer that allows for simulating gaseous phenomena, and rendering of VDB caches directly inside of Nuke. New features in this release include improvements to volume emission integrators reducing noise, plus support for arbitrary emission integration in implicit volumes. Other features since we last reported on Eddy include:
- Improved substepping quality on animated emitters and colliders.
- An Eddy API is now available with full Python and C support allowing the Eddy Engine to run outside of Nuke.
- Improved licensing model, simulation and rendering licenses are now available separately.
- SunSky node to create physically based environment maps for the sky which can be used for IBL.
- FieldDebug node for numerical visualization.
- Visualizer crop window improvements.
- Tooltips and other UI improvements.
- Elements have ‘Quality’ mode for an even higher quality simulation.
- Elements now support additional field input plugs for advanced control of simulation parameters.
- MeshToVolume and ParticleToVolume improvements
- Expression fields to allow custom fields to be written in either EddyScript or C++.
- Expression shaders allow custom shaders to be written in either EddyScript or C++.
- Filter node to apply blur filters to fields.
- Volume instancing mechanics have been improved.
Pricing is on application. Find out more on VortechsFX’s website.
But why???
Do Nuke compositors really enjoy frame render times of 30mins????
I’m annoyed when my comp drops below 1 frame per second, and I see some guys rendering with Vray and now rendering fluids inside theirs, WTF????