Unreal Engine to Nuke

Andiamo a vedere come lavorare con le scene in real time di Unreal Engine importandole in Nuke per la fase di compositing. In questo tutorial rilasciato da William Faucher, vedremo come utilizzare il nuovo nodo UnrealReader di Foundry in Nuke 13.2.

Come visualizzare le scene di Unreal Engine in Nuke and NukeX?

UnrealReader node in Nuke ti permette di connette NukeX o Nuke Indie a una sessione di Unreal Editor.

Intro to UnrealReader in Nuke

UE4 to Nuke – with UnrealReader

UnrealReader node rende facile e veloce per i compositori lavorare con i pixel che escono da UE4 and EU5 suddividendo gli oggetti in livelli di rendering, estraendo AOV,  crendo l’environment maps e apportando modifiche all’inquadratura.

UnrealReader – Come Visualizzare le scene di Unreal in NukeX?

Come installare Nuke Server to Connect Unreal Editor e Nuke?

Per installare il server Nuke e connettere Unreal Editor a Nuke, segui questo breve video di installazione o scorri verso il basso per una guida passo passo:

Andiamo a collegare NukeX e Unreal Engine in modo rapido e semplice utilizzando il plug-in Nuke Server. Qui per maggiori info: /learn.foundry.com/unrealreader/

Real-Time Compositing Tools

Unreal Reader è uno strumento che collega Nuke a Unreal Editor. Unreal Reader richiede l’installazione di un plug-in Unreal Editor chiamato Nuke Server:

Donwload Nuke Server plugin:


Q: Question
A: Answer

Q: I switch to a different Map and Nuke just hangs for a long time, and then finally renders an image

A: This could be because the shaders are still building in the map you’re trying to access from the UE project. If this is the case, switch to UE and you’ll likely see the Movie Render Queue rendering window showing a message along the lines of “building shaders”.

Q: Some elements in my render (like smoke and sparks) look different from what is shown in UE’s viewport, and also change if I alter a UnrealReader setting on the same frame?

A: Some of the physics/emitters in UE are non-deterministic (and may not have an option to be made deterministic), so individual renders from UnrealReader may not match. This can also apply to motion blur or any post-process items that use temporal/spatial samples.

When using the UnrealReader node Write section render option to render the whole Sequence out to EXRs, the problem should not exist and the elements should be temporally correct.

Q: I’ve created a new Camera in a level sequence using either the + Track button / right-click-on-left-area-of-panel – Actor to Sequencer, but in Nuke the UnrealReader doesn’t seem to render the correct thing, and the Camera tab shows 0,0,0 for the transform and rotation data (with no animation)?

A: This is likely caused by a UE Level Sequence issue whereby adding a camera using this method to an existing Camera Cuts track will not bind the camera to that Camera Cuts track, even if the name of the camera is the same as the one you had before (and perhaps deleted).

You need to click on the Camera Cuts + Camera button and rebind the camera you’ve just added.

If there is no Camera Cut track to start with, then UE will do it correctly and bind it on creation, so there won’t be any issues as mentioned above

Q: When I add a UnrealReader node initially it hangs Nuke for about a minute, then finally connects (beach ball on Mac, blue spinner on Windows)

A: This can be one of two things. From experience when this has occurred, it tends to be that the port number being used has had some form of issue. First, try changing to a new port in both Nuke and Unreal. If a new port fails, restart your computer to try and clean up the ports.

It can also be due to the number of Maps/Sequences in a UE project being very large, which can mean a lot of data to read. We have seen this in the Matrix City scene released with UE5.

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