Normal and Displacement maps usage in Nuke 6.2

Hi guys and gals, i am working on AppLink script for Nuke, which is bridge between 3D-Coat and Nuke, it should allow to paint/sculpt/uvmap/retopo in 3D-Coat any geometry node you have in your nuke script, then bring it back in one mouse click. For reference you can check same tool I’ve created for Fusion 6 here: http://www.vfxtalk.com/forum/3d-coat…pt-t28896.html

Generally I think that Nuke is awesome platform to script for, very well documented and tutorialized ( 😀 ), everything is scriptable, gizmo creation system is very nice as well, nuke itself is very stable and the way it works looks logical to me so i can wrap my head around it quite fast.
But there is a few problems I’ve encountered, first and foremost is unlike Fusion 6 with it’s awesome new 3D shaders and materials system, Nuke does not support normal or bump maping of 3D geometries. There is a BumpMat node, but i can’t figure how it should be used myself, nor find any relevant information about it. I’ve saw NormalBump gizmo, but i can’t figure the way to use it with baked normal map + other maps (diffuse/spec).

My question to Nuke gurus:

1) Can you please advice any good way to use baked normal maps (that’s it, normal bump maps baked in UV space and not normals render pass)? Aren’t they useful in any way inside Nuke? Maybe i can use this maps in 2.5D relight ?

2) What about 3D Displacement node, does not it support any tessellation of geometry inside ReadGeo node? Only Card/Cube/Cylinder nodes may be tessellated inside nuke, while external geometries must be pre-tessellated prior to importing it to Nuke?

Thanks in advance for your answers!

No Responses to “Normal and Displacement maps usage in Nuke 6.2”

Post a Comment