Simple 3D Enviroment with Materials
Two simple 3D scenes, one with lighting, one without.
3D Scene with Sphere
Check out the scene below. The Sphere (one of Nuke's 3D primitives) is being textured by a Grid. The Shuffle node is only there to add a solid white to the alpha. If it was not there the Sphere becomes semi-transparent. However, the result is 'flat' with no sense of volume to the Sphere.
In the example scene below, the following key nodes have been used:
- Sphere: One of Nuke's basic geometric primitives. See the page Sphere
- ScanlineRender: This converts 3D info to 2d. See the page ScanlineRender
- Camera: This provides the viewpoint to the 3D environment. See the page Camera.
- Grid: This generates a grid pattern in 2D. Piped into the Sphere, it provides texture information.
There is no light in the scene, so the color comes entirely from the grid.
Press 'Expand' and select and copy everything below this line, then paste into the Nuke node graph.
set cut_paste_input [stack 0] version 6.3 v2 Camera2 { inputs 0 translate {0 0 7.53000021} name Camera1 selected true xpos -313 ypos -388 } push $cut_paste_input Grid { output rgb number 30 size 16.5 name Grid1 selected true xpos -166 ypos -672 } Shuffle { alpha white name Shuffle1 selected true xpos -166 ypos -648 } Sphere { name Sphere1 selected true xpos -166 ypos -573 } Scene { name Scene1 selected true xpos -156 ypos -513 } push 0 ScanlineRender { inputs 3 output_motion_vectors_type accurate name ScanlineRender1 selected true xpos -166 ypos -367 }
3D Scene with sphere, material and light
In the example below, in addition to the nodes used in the previous scene, the following key nodes have been added:
- ApplyMaterial: See the page ApplyMaterial.
- BasicMaterial: See the page BasicMaterial
- Lights: See the page on the Point, Direct, Spot and Environment lights.
Instead of being piped directly into the sphere, the textures have been applied via an ApplyMaterial (which prepares the Sphere for a material) and a BasicMaterial (which specifies the specific properties of the material).
A light has also been added. In order for it to have an effect upon the texture, it must share space with the Sphere. This is done using a Scene node.

Press 'Expand' and select and copy everything below this line, then paste into the Nuke node graph.
set cut_paste_input [stack 0] version 9.0 v7 BackdropNode { inputs 0 name "BLUE BOUNCED LIGHT" tile_color 0x87854701 gl_color 0x87854701 label "BLUE BOUNCED LIGHT" note_font "Arial Black" note_font_size 20 selected true xpos -996 ypos -1004 bdwidth 244 bdheight 166 } BackdropNode { inputs 0 name "DIFFUSE MAP" tile_color 0x87854701 gl_color 0x87854701 label "DIFFUSE MAP" note_font "Arial Black" note_font_size 20 selected true xpos -869 ypos -1365 bdwidth 200 bdheight 170 } BackdropNode { inputs 0 name MAIN_LIGHT tile_color 0x87854701 gl_color 0x87854701 label "MAIN LIGHT" note_font "Arial Black" note_font_size 20 selected true xpos -558 ypos -1015 bdwidth 206 bdheight 185 } BackdropNode { inputs 0 name "SPECULAR MAP" tile_color 0x87854701 gl_color 0x87854701 label "SPECULAR MAP" note_font "Arial Black" note_font_size 20 selected true xpos -1139 ypos -1236 bdwidth 200 bdheight 150 } Camera2 { inputs 0 translate {0 0 15} pivot {0 0 -15} name Camera7 selected true xpos -765 ypos -808 } Light2 { inputs 0 color {0.178416 0.334345 0.747239} color_panelDropped true intensity 2.1 translate {-1.440000057 -1.230000019 -0.27999997} depthmap_slope_bias 0.01 name Light1 selected true xpos -976 ypos -924 } Light2 { inputs 0 intensity 2.1 translate {2.430000067 1.409999967 3} depthmap_slope_bias 0.01 name Light5 selected true xpos -540 ypos -924 } Grid { inputs 0 size 33 name Grid3 selected true xpos -1088 ypos -1166 } Grade { channels rgba black 0.17 name Grade2 selected true xpos -1088 ypos -1139 } push 0 Grid { inputs 0 size 45 color {0.455 0.138432 0 0.455} color_panelDropped true name Grid5 selected true xpos -849 ypos -1285 } push 0 BasicMaterial { inputs 4 diffuse 0.36 specular 0.48 min_shininess 19 max_shininess 3.05 name BasicMaterial2 selected true xpos -849 ypos -1139 } push $cut_paste_input Sphere { selectable false name Sphere4 selected true xpos -655 ypos -1163 } ApplyMaterial { inputs 2 name ApplyMaterial2 selected true xpos -655 ypos -1139 } Scene { inputs 3 name Scene5 selected true xpos -645 ypos -924 } push 0 ScanlineRender { inputs 3 conservative_shader_sampling false motion_vectors_type distance name ScanlineRender7 selected true xpos -655 ypos -787 } Write { name Write6 selected true xpos -655 ypos -722 }