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This page provides an introductory QuickStart guide to using V-Ray for Nuke.

 

Page Contents

Table of Contents
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Overview

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In this tutorial we are going to set up and render a simple scene using the V-Ray plugin for Nuke. This exciting new plugin gives you the ability to generate realistic reflections, refractions, subsurface scattering and image-based lighting directly in Nuke.

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To follow this tutorial, you will need to have the V-Ray for Nuke plugin installed. This tutorial is a companion to go along with the QuickStart video posted on our YouTube channel.

 


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<iframe width="560" height="315" src="https://www.youtube.com/embed/6PL7des-CDw" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

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Tutorial Assets

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To download the files used in this tutorial, please click on the button below. 



 

Note

Due to licensing issues, the Road_A.hdr file used in the tutorial video is not included in the downloadable assets. Instead, please use one of the provided HDR images in its place.

 

 



Tutorial Steps

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 1) Set up comparison rendering

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Let's add a V-Ray material to the scene by adding in the VRayMtl node. Connect this node to the checkerboard which will cause the checkerboard to act as a diffuse color texture. To have the material applied to geometry, we must create an ApplyMaterial node and connect it to the VRayMtl node and ReadGeo node. Also connect it to the new scene (which has been automatically named Geom1).

 


 

 



If you take a look at the V-Ray rendering now, you'll notice that the geometry appears as completely black because there are no lights to illuminate the texture in the rendering. The Nuke Scanline renderer uses an ambient light, which is why you can see the texture in the Nuke rendering.


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Add an ApplyMaterial node just below the VRayProxy node and connect the VRayRed node to this. Just as we did before, we go to the Filter dropdown box, choose Name, then click the Choose button, only this time we pick the non-sphere parts.

 



Then add in a VRayMtlWrapper node just below the VRayRed node. In the Material ID section of the VRayMtlWrapper node's parameters, set the Multimatte ID to a value of 1. This allows us the ability to isolate and control these areas. Rename the VRayRenderElement node (not the scene) to Multi_Matte to save any confusion later.

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Let's explore another light, the V-Ray rectangular light. Create a VRayLightRect and connect it to the Lights scene. You can control this light via a large number of parameters, but for now let's just start by changing the U size and V size to 500 each. You can then interactively change the position and angle in your Nuke scene to place it exactly where you want or need the light source to be. This light source gives you shadows, and it is also visible in the reflections and in renderings unless you check the Invisible checkbox under the light's Options section.

 



V-Ray rectangular light


If we want a more of a studio lighting setup, we can disconnect the HDR from the VRayLightDome texture (and maybe even make this once again invisible). You could even disconnect the light dome and see just the contribution of the VRayLightRect when used on its own.


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Connect the VRayLightDome back up, and add a few more VRayRenderElements. Remember that each one will need to be connected to the VRayRenderElements scene.

 

 



10) Set up Zdepth element

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Congratulations! You've just set up a simple scene with V-Ray for Nuke, with render elements that can be used for further post-processing.