Relighting workflow in Nuke 7 for 3ds Max users

loocas | 3ds Max,Nuke,technical | Monday, December 10th, 2012

Nuke 7 Relighting Workflow

As you may know, Nuke 7 is out and one of its very exciting features are the new re-lighting tools.

However, I’ve bumped into a bit of a problem. Since I’m primarily a 3ds Max user, all my world render passes are Z-up oriented. This is a bit of an issue, since Nuke is, more commonly, Y-up oriented.

Fret not! There is a rather simple solution. The ColorMatrix node, nobody seems to care about. :) All you need to know, if you’re not much into math and shit, is that in order to properly convert the RGB values representing the XYZ space coordinates in Max into Nuke’s world space, just type in these values:

  • In the first row, type in: 1,0,0
  • In the second row, type in: 0,0,1
  • In the third row, type in: 0,-1,0

Or just look at the picture above. :)

Done! This is all you need in order to start re-lighting your renders in Nuke using 3ds Max’s World Point passes.


  1. I use Expression . Same thing but it’s easier to understand for me.

    like :

    channels [red] : r
    channels [green] :b
    channels [blue] :g*-1

    Comment by 5hawn — January 22, 2013 @ 11:35

  2. And nuke6.3 also can use Relighti .

    Comment by 5hawn — January 22, 2013 @ 11:40

  3. Thx man, exactly what I was searching for!

    Comment by Ben — June 30, 2013 @ 15:04

  4. That’s great, this is it, the only guide to fix the WPP in nuke with 3ds Max and vray, I have been looking for this and I couldn’t find this info anywhere. Thank you very much!

    Comment by Zabander — October 4, 2013 @ 00:39

  5. Hi, should we do the same for Normal Pass

    Comment by Zaf — December 14, 2014 @ 23:46

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