Weta Digital put together a breakdown showing how Eddy for Nuke was used in Avengers: Infinity War. Check it out below.
Eddy for Nuke 2.2.2 has now been released, please download it from your client portal.
Multiple GPUs are now supported. Both rendering and simulation can now be accelerated by distributing over multiple cards. See the documentation for the requirements and instructions to enable it.
Volume integrators now support equi-angular sampling to improve quality when lights are embedded inside a volume.
Thin media volume integrator to allow tracking volume integrators to work well even with optically thin media.
Camera window_translate/window_scale/window_roll are now supported by the renderer.
Improved allocation performance of E_MeshToVolume node.
Some small quality improvements to transmittance integrators.
Field channel nodes provide script access to bounding box information.
E_ParticeToVolume velocity fixed when using a sub-stepped particle system.
Cameras using look-at inputs will now work when used in the renderer.
Fixed environment lights becoming permanently disabled after errors in the node graph.
Fixed an issue causing unnecessary re-voxelization by E_MeshToVolume
Fixed renderer crash related to overscan.
Fixed a rare renderer crash.
Fixed an issue with camera transform motion blur.
E_PerlinNoise now sets its feature size correctly.
Fixed E_Velocity transformation when used as a renderer input.
Fixed spot light sampling issue.
Fixed possible supervoxel artefacts on sharp density boundaries.
Fixed issues with E_Instancer inputs.
Fixed incorrect value when using Additive mode in Instancer.
Fixed crash when disconnecting an Axis from the Instancer.
Fixed lag when selecting nodes in large scenes
Eddy for Nuke 2.1.0 has now been released, please download it from your client portal.
Note that this release has a new minimum required display driver version.
Turing and Volta GPUs are now officially supported. Please note that a newer display driver version is now required, for all GPUs. The minimum is 411.31 for Windows and 410.48 for Linux.
Limits on numbers of lights in a scene have been removed.
Fixed crash when doing a deep render of an empty volume.
Fixed default crop window size in visualizer.
API: Renamed ‘field’ parameter in IsoMaskField constructor.
Fixes to ‘Quality Mode’ setting in simulation element nodes.
Eddy for Nuke 2.0.2 has now been released, please download it from your client portal.
Improvements to volume emission integrators, reducing noise. Now also supports arbitrary emission integration in implicit volumes (i.e. with a zero feature size).
E_CacheLoader now warns when file is missing instead of failing with an error.
E_MeshToVolume now initializes the channel transform type appropriately.
Fixed E_Image issue where other errors in the graph during script load could put it into an invalid state.
E_ParticleToVolume now allows interpolator types to be selected.
Fixed E_ParticleToVolume distance to be SDF type even when no particles are found.
Fixed error on rendering empty volume.
Fixed deep compositing issue with zero alpha regions, e.g. emission without extinction.
Fixed bug where wrong progression count was used when raymarch integrator was used with tracking transmittance integrator.
E_Rasterize now sets ambient value correctly for SDF fields.
Fixed a E_ExpressionField transform bug when using field inputs to the expression.
Fixed bug with E_Cache write range not using the correct range.
We are happy to announce Eddy for Nuke 2.0.1 has now been officially released, it should now be available to download from your client portal. This version has major changes under the hood, with a mostly rewritten core which has allowed us to fix some long-standing issues and also provide a more solid foundation going forward.
New feature highlights and improvements:
Nuke 11 builds now available.
Improved substepping quality on animated emitters and colliders.
General performance and stability improvements.
Eddy API is now available. This includes a full Python and C API allowing the Eddy Engine to be ran outside of Nuke, integrated into other packages, scripted, and customized nodes to be created.
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.
Element has min/max substeps.
MeshToVolume and ParticleToVolume improvements
Optimizations and re-designed UI
Better interpolation behaviour for voxelized mesh channels.
Mesh velocity channel 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.
Miscellaneous new nodes: E_TransformField, E_SetBounds, E_ExtractBounds, E_Rasterize.