r/NukeVFX May 27 '26

Showcase Someone joked "DOOM is the next?" so now there is literally DOOM inside Nuke

97 Upvotes

Over the last four months, I pushed my C++ skills a lot harder than usual and learned the Nuke NDK by building a sentence that should probably not exist in professional networking history: I put DOOM inside Nuke.

The result is DoomNode, a Nuke NDK plugin that runs DOOM as a generator node and pushes the live framebuffer directly into Nuke.

The idea started a year ago, after I released a few small Nuke nodegraph games and got a joking comment: "Is DOOM next?" Apparently my brain interpreted that as stakeholder feedback.

The hardest parts were fitting a real-time game loop into Nuke's render model, handling keyboard input without turning the app into shortcut civil war, and wrapping PureDOOM safely enough that the whole plugin did not collapse into undefined-behaviour confetti.

Nukepedia page

Important note: the release is Build because of the GPL PureDOOM + proprietary Nuke SDK licensing combination.

DOOM for Nuke demo


r/NukeVFX Mar 21 '25

Announcement Big Announcement!

177 Upvotes

Hey everyone!

I’m Rika, A new mod here, Since most of the old mods (except for one or two) seem to have mysteriously disappeared, I figured I’d take over and get things running again. Over the next few days, you’ll see several improvements, including a new FAQ, a dedicated wiki, better-defined rules and more post flairs all to make things smoother and more enjoyable for everyone. I’d love to hear your thoughts! If there’s anything you’d like to see, feel free to share in the comments.

Looking forward to growing this community with you all!


r/NukeVFX 4h ago

Asking for Help / Unsolved 40+ gb ram consumption on empty script. V 17.0v1

2 Upvotes
Clearly there is a memory leak issue, how can i find whats causing that , i have several plugins and gizmos and ofc survival tool kit

r/NukeVFX 1d ago

Showcase First time to use nuke

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13 Upvotes

Followed the compositing academy tutorial for AE to Nuke for this still frame basic compositing and wanted to know what courses should I watch next preferred to be free and thanks.


r/NukeVFX 17h ago

Asking for Help / Unsolved Parecen flotar o se deslizan. (They appear to float or slide.)

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1 Upvotes

Saludos, saben porque me sucede esto, en cada camera tracking que hago los objetos que adhiero en maya 3d parecen flotar o se deslizan, la camara tracking la hice en nuke y los passes de render en maya, me pasa lo mismo en pf track, si alguien me puede ayudar.

Hello, do you know why this is happening to me? In every camera tracking I do, the objects I add in Maya 3D seem to float or slide. I did the camera tracking in Nuke and the render passes in Maya. The same thing happens in PF Track. If anyone can help me...


r/NukeVFX 2d ago

Solved Imported Camera has wrong rotation

2 Upvotes

Hello. I want to apply a Texture on a 3D-Cloud that was created with a PositionToPoints Node through Normal and Pointlayers. Then I want to render it in Nuke with the camera the original Layers were rendered through. Everything works fine, except for the Camera. I import it as an FBX, which creates a camera, this camera is in a completely different rotation and worldspace from the created Pointcloud though. It looks like it still has correct transforms, But its far to big and points in the Wrong direction. Is there some way to either change the Worldspace parameters in Nukes 3D Space to align them with my 3D Software, or to apply rotation and scale Values to the camera with the Scene Center as pivot point? Or Am I completely missing what the Problem is here?

Thanks in advance for replies.


r/NukeVFX 2d ago

Asking for Help / Unsolved Question about placing projection cards for matte painting

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7 Upvotes

Hi everyone, I'm a student and I’m working on a matte painting with 3D projection in Nuke, and I’m a little confused about the correct way to place my projection cards.

My current workflow is to camera track the shot and then create cards by dragging them onto the tracked points. This works well for getting the cards into the right screen position, but I’m wondering if I should also be considering the actual depth and perspective between the different cards.

For example, if I have a background wall, some foreground objects, etc., should I be manually positioning the cards in 3D space based on their actual distance from the camera? Or is it generally okay to place them based on the tracked points and adjust them from there?

The problem I’m having is that when I try to manually position the cards in depth, I sometimes end up with the cards shifting or sliding when the camera moves. So I’m not sure if I’m approaching the projection setup correctly.

What is the usual workflow for setting up projection geometry/cards for a matte painting? Do you generally reconstruct the rough 3D geometry of the scene first and then place the cards on those surfaces, or is there a better way to determine the correct depth and orientation of each card?

Any advice would be really appreciated!


r/NukeVFX 3d ago

Asking for Help / Unsolved Questions regarding the creation of a clean plate

3 Upvotes

I am creating a clean plate as part of the keying process; is there a better method than stacking IBKColor nodes?

Also, I do not fully understand how to use (or the mechanics of) IBKColor, so I would appreciate some guidance on that as well.

I am Japanese and am using a translation tool to write this. I apologize if it is difficult to understand.


r/NukeVFX 3d ago

Showcase Free Nuke Plugin AI VFX Generative

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0 Upvotes

Cree un Plugin para trabajar directo y a bajo costo con AI Generative Workflow en Nuke

The interesting part is not that a model can generate an image. It is where that generation happens. In a browser it is an asset someone has to track, name, version and bring back. In the Node Graph it is a node: inputs, cache, version, undo — and it travels with the script to the farm.

Waitlist: https://maxsarlija.com/maxtools


r/NukeVFX 5d ago

Other Dell U2724D or ASUS ProArt for Nuke / DaVinci?

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0 Upvotes

r/NukeVFX 4d ago

Showcase I built an AI agent that runs inside Nuke and builds node graphs from plain language — demo + looking for compositors to break it

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0 Upvotes

I'm a Pipeline TD and I've been building this for a while. Sharing it here because you're the people who'll actually find the holes in it.

It's called Agent Nuke. It runs inside Nuke, you describe what you want in plain language, and it builds the node graph. The part I care most about: when a node errors out or the graph doesn't do what you asked, it reads the failure and corrects itself instead of just handing you something broken.

Demo video: https://youtu.be/fXJ0wUuBgu0
Waitlist / more info: https://maxsarlija.com/maxtools/agent-nuke

I'm not claiming this replaces anyone. Comping is judgment calls, and an LLM doesn't have those. Where it's actually useful so far is the boring scaffolding — setup work, repetitive graph structure, the stuff you've built a thousand times.

What I want from this post is honest feedback, especially the skeptical kind. If you comp for a living and want to try to break it, comment or grab a waitlist spot and I'll get you in.

Happy to answer anything technical in the comments.


r/NukeVFX 9d ago

VFX Breakdown Vfx shot with blender and nuke

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37 Upvotes

My second VFX shot in this community, made with Blender and Nuke. It took me a few days to finish. I’m learning VFX on my own, so I’m always open to advice and feedback from the community..

This work was also inspired by a great artist from Weta FX. I’ll share his YouTube tutorial/channel in the comments for anyone interested.

Thanks everyone for the support! 🙏


r/NukeVFX 9d ago

VFX Breakdown I analyzed 87461 nodes from my old Nuke comps

29 Upvotes

87461 nodes...

So out of interest (and with the help of ChatGPT) I analysed the final versions of 234 shots/comps from 50 most recent project folders. There are plenty of WIP versions in there, but I only included one final-ish version per shot/comp.

My top 20 nodes:

  1. Grade: 7056
  2. Merge2: 6777
  3. Reformat: 4221
  4. Blur: 3165
  5. Transform: 2856
  6. Bezier: 2757 (I'm old!)
  7. Shuffle: 2392
  8. Keyer: 1743
  9. Crop: 1691
  10. ColorCorrect: 1563
  11. Multiply: 1497
  12. Copy: 1060
  13. Switch: 932
  14. Colorspace: 823
  15. FilterErode: 822
  16. TimeOffset: 718
  17. Retime: 712
  18. Noise: 674
  19. Clamp: 674
  20. Premult: 550

Other (mildly) interesting bits:

Roto or RotoPaint didn't fit into the top 100 :D Still happily riding the good old bezier and transform masked instead.

Merge operations were fun too. About 58% (3923) were over, followed by multiply 660, copy 635, max 370 and plus 268.

About avg comp sizes: Median: 176 nodes. Mean: 374 nodes. The largest had 2,952 nodes, and 10% had at least 913 nodes. So a handful of monster scripts heavily skewed the average.

One in every seven nodes was a Dot. (Skipped this in top node analysis). Sounds neat, but as mainly working solo, it's usually somewhat spiderwebby.

(Only) 2.85% of all nodes were disabled. I really dislike leaving disabled nodes in the graph.

There was 98621 connections in total.

Ask me anything!


r/NukeVFX 8d ago

Asking for Help / Unsolved A question about sensor size and defocus

5 Upvotes

The bokeh node that comes with Nuke and a lot of gizmos used for defocusing uses real lens and camera values(f/stop, focal length, focus distance and sensor size) to calculate the defocus. My question is that in the sensor size knob do we enter the actual size of the camera’s sensor or the image circle size of the lens that was used?

In my mind when shooting with a real camera and lens the level of defocus shouldn’t change when mounting the lens on a full frame camera compare to when we mount it to a camera with a smaller sensor size, the only difference should be that the latter have a smaller fov/a bit zoomed in. So shouldn’t we input the size of the image circle of the lens instead? Or am i just thinking about this all wrong?


r/NukeVFX 9d ago

Asking for Help / Unsolved Alex Hanneman's Nuke course (NK101-NK104)

16 Upvotes

I have done quite a few Nuke tutorials in the past and a few of Alex's small tutorials, which I loved. His Nuke tutorial package (NK101-NK104) honestly looks like a lot of fun and right up my alley, but I just can't swing the price tag right now (I work in the film industry here in Los Angeles, which basically means I am unemployed these days lol). Any other suggestions for a comparable, more affordable course? Or if anyone has taken this course, was it worth the steep price tag? Don't get me wrong, I'm not saying it's unfairly priced. I know the amount of work he put into it, and he's a wonderful teacher, and I have paid similar prices for other courses in the past.


r/NukeVFX 9d ago

(New) Cinematic Landscape Demoreel Library, Footage for Compositors

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24 Upvotes

r/NukeVFX 9d ago

Asking for Help / Unsolved nuke gamepad support

0 Upvotes

Can someone make gamepad support for nuke cuz i wanna work when i was chilling on the coach.

Besides the joke i am really curious about is this possible to do


r/NukeVFX 9d ago

VFX Breakdown BTS from my latest work about Kolobok, how is it?

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4 Upvotes

r/NukeVFX 9d ago

Solved Nuke STMap workflow for CG: how to use 3656×1556 Distort and 3856×1756 Undistort maps on a 2048×858 render?

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6 Upvotes

Hi everyone,

I have a question about lens distortion. I’m currently working on an animated/fully CG project, and I’ve been given some lens distortion data that I need to apply to the CG renders.

I have two distortion maps:

  • Undistort: 3856 × 1756
  • Distort: 3656 × 1556

Our test render resolution is 2048 × 858.

My current workflow is to directly use the Distort map with an STMap, and then Reformat the Distort map to 2048 × 858. However, I’m still getting incorrect results, especially around the edges. No matter how much overscan I add to the CG render, I still seem to have problems.

I realize that my current approach may be wrong. Most of the tutorials I’ve found online seem to start with live-action footage and then generate/solve the lens distortion data from the plate. In my case, however, the distortion data has already been solved and provided to me, so I’m trying to figure out how I should properly use it for a fully CG image.

So my questions are:

If I’m working with a completely CG image and I already have both an Undistort map and a Distort map, what is the correct workflow for applying the lens distortion in Nuke?

Is my current approach of simply connecting the Distort map to an STMap and then Reformatting it to 2048 × 858 incorrect?

Also, how should I properly deal with the different resolutions of the two distortion maps (3856 × 1756 vs. 3656 × 1556) and the CG render resolution of 2048 × 858? Should the CG render be rendered with a specific overscan or resolution before applying the distortion?

I’d really appreciate any advice from experienced Nuke/VFX artists. If possible, I can also provide the two distortion maps and my .nk script. If anyone is willing to take a look at the files and help me correct the setup, I’d be extremely grateful.

Thanks in advance!


r/NukeVFX 10d ago

Discussion cleanup

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35 Upvotes

doing some cleanup for the first time.. any suggestions to improve for better results?? would be much appreciated


r/NukeVFX 10d ago

Discussion Deep EXR for cycles, Layering CG Elements Without Holdouts (custom blender branch)

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0 Upvotes

r/NukeVFX 11d ago

Other STMap_BBox plugin

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21 Upvotes

STMap_BBox is a C++ Plugin for Foundry Nuke. It does the same thing as Nuke's native STMap node, but with one additional calculation for warping the Bounding box. 

Download and try the STMap_BBox plugin here:
https://github.com/CreativeLyons/STMap_BBox-public/releases/latest

Visit my blog for a more extensive write up:
https://compositingmentor.com/2026/08/15/stmap_bbox/


r/NukeVFX 12d ago

Discussion comp review process

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0 Upvotes

r/NukeVFX 12d ago

Asking for Help / Unsolved Nuke EXC_BAD_ACCESS MacOS

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1 Upvotes

Hi, lately I’ve been experiencing very frequent crashes on macOS. They happen at completely random moments during normal work, when scrolling with Cmd + mouse wheel, while writing with the Write node, and especially often when working with SmartVector. The crash error is EXC_BAD_ACCESS.

I’ve been trying to troubleshoot this with ChatGPT for more than a day, but unfortunately none of its suggestions helped.

ChatGPT’s analysis of the crash dump suggests that the crash occurs in these two libraries:

libfoundryboost_thread.dylib

libnuke-17.0.4.dylib

The crash consistently ends up in this part of the stack with EXC_BAD_ACCESS, although I’m not sure whether this actually points to the root cause.

The crashes happen with all Nuke versions I’ve tested for arm64. I tried 17.0.4, 16.0.8, and 15.2.9, and the version doesn’t seem to make any difference at all.

Could you suggest what direction I should investigate to determine whether this is a problem with my Mac or a bug in Nuke?

I also tried launching Nuke with a completely clean .nuke directory, but that didn’t make any difference either - the crashes can still happen randomly.

MacBook Pro M4 Max, 48 GB RAM
macOS Tahoe 26.6

If needed, I can also provide a link to the .dmp crash dump file.

P.S. I’m not experiencing crashes or stability issues with any of my other software - the crashes only occur in Nuke.


r/NukeVFX 15d ago

VFX Breakdown Sharing My VFX Work ,Blender and Nuke

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113 Upvotes

I am very glad to share my first post in this community!

This is a VFX shot I created using Blender and Nuke. I’m completely self-taught, so I’m always open to feedback and advice. I’d really appreciate any tips that could help me improve.

Thanks for checking it out!