Nuke 9.0 licensing shenanigans part 2

loocas | Nuke,software,technical | Wednesday, June 17th, 2015

As a followup to my previous post about the new licensing scheme in Nuke 9.0 and up, here’s another, little tip that might help you speed up Nuke launch times:

Watch for the port you’re looking for the licenses on. I know this sounds obvious, but I just recently had to restart my license server after a long time and suddenly Nuke started booting up very slowly. Not as slow as before (as discussed in the previous article), but noticeably slower.

After some investigative work on the server (read: I had no idea what was going on) I launched the FTL tool and ran diagnostics. Everything seemed OK at first, but then I noticed the service was running on a different port than what I had it setup in my environment variables.

After adjusting for this error, all runs as smooth as butter now once again.

So, just a heads up, keep an eye on the port you’re asking for the license on, it will find the license eventually, but it’ll take a lot longer than if you explicitly set the correct port number up.

Nuke 9.0 licensing and speed shenanigans

loocas | Nuke,software,technical | Wednesday, November 26th, 2014


If you’ve upgraded to Nuke 9.0 or even Nuke Studio, like I did, recently, you might’ve bumped into some licensing and boot-up issues with Nuke. So, allow me to share my experience with this upgrade.

First off, Nuke 9.0 is just fabulous. I’m really in love with the software, even though there are a few issues I’m having from time to time. So, after upgrading to NukeX and Nuke Studio 9.0 I also had to update my licenses and with that, the license server. I’m not sure whether The Foundry completely abandoned the FLEXlm license server, or not, but I transferred all my licenses to the newer RLM licensing scheme. With that came a few issues. The most notable one was that Nuke simply did not start up. Easy fix:

  • Stop the foundry FLEXlm server
  • Uninstall any older FLT software, completely, delete your old licenses, especially from the C:\ProgramData\The Foundry\RLM and C:\Program Files\The Foundry\RLM locations on your license server
  • Install the latest version of the FLT software
  • Run the FLT tool and drag-drop the newest license in there. It should install automatically for you.
  • Restart the RLM server


Now this worked. Nuke started booting up, but it took terribly, terribly long. I mean, Nuke 8.xx took about 2-3 seconds to check for the license on my server (via VPN) and boot up. Nuke 9.0v1 took over 20 seconds (!!!) to check for the license and even longer (!!!) for Nuke Studio to fire up.

Something was wrong and I wasn’t sure what. All I suspected was that my setup was acting up as I’m sure The Foundry would’ve done something about this if it were a bug.

And sure enough! I found the issue.


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.

Having fun with Nuke

loocas | 3ds Max,maxscript,Nuke,software,technical | Sunday, January 29th, 2012


As with my previous post, I’m preparing a few handy tools for 3ds Max artists using Mari and Nuke. This bit is the fun part with Nuke: live communication between 3ds Max and Nuke.

Stay tuned!

Mari 1.3v2 is finally available!

loocas | Mari,Nuke,software | Thursday, June 30th, 2011

Mari 1.3v2

Finally! This was one of the reasons why I bought a copy of Mari! The bridge between Nuke and Mari makes these two an uber-powerful combo!

Here are some information about this update and Frank’s video demonstrating the power of this tool.

Btw: this is something I also want to extend to the 3ds Max world. Stay tuned… ;)

NukeOps. Tools for 3ds Max to Nuke workflow.

loocas | 3ds Max,maxscript,Nuke,software,technical | Sunday, January 2nd, 2011

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To celebrate a new, fresh year ahead, I sat down and wrote a script that I’ve wanted to write for some time. A simple to use, yet powerful set of tools that’d help out anyone working in 3ds Max and Nuke to get the 3ds Max Cameras and locators (be it geometry, point helpers or anything between) to Nuke, flawlessly and with as little effort as possible.

So I condensed two essential functions into a single-click button in your toolbar. :) Watch the vieo above for a thorough description with examples.

The functionality could be described as Save To File and Copy To Clipboard methods. The first one will take all the selected objects and will generate a .chan file for each of them which can then be imported back in Nuke’s Axis or Camera nodes. The second one is pretty cool and rather powerful. I wrote a set of functions that take the selected objecs and generate a full Nuke script in the memory, which is then stored in the clipboard. A simple Ctrl+V in Nuke’s node editor will then paste in the generated Nuke script with all the Cameras and Axis nodes as they were in 3ds Max’s scene. Very cool, fast and useful for more complex comping in Nuke.

Anyways, the tools are licensed under the Creative Commons License, so, feel free to enhance and share the scripts as you like, as long as you give me credits for it. ;)

DOWNLOAD, install by drag and dropping onto you 3ds Max scene. Don’t forget to copy the import_chan_file.tcl to your Nuke plugins directory.


EDIT: If you’re having trouble installing the script using the .mzp installer, just open the NukeOps.mzp file with WinRAR or WinZIP (or directly in TotalCommander for example), extract the files and copy them to the appropriate folders of you 3ds Max installation (in my case it’s the C:\Program Files\Autodesk\3ds Max 2011\ folder):

  • duber_NukeOps.mcr to C:\Program Files\Autodesk\3ds Max 2011\ui\usermacros
  • to C:\Program Files\Autodesk\3ds Max 2011\Scripts\Startup
  • all the .BMP files to C:\Program Files\Autodesk\3ds Max 2011\ui\usericons

RSMB – Avoiding rendering black frames.

loocas | Nuke,software,technical,videotutorials | Saturday, December 18th, 2010

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RSMB is a fantastic plugin that I use very often to speed up my renderings, however, there is one little glitch that almost made me go crazy! Hopefully I’ll be able to save you some time by explaining this issue and offering a fix in the video above.

duber studio purchased its first NukeX license

loocas | miscellaneous,Nuke,software | Tuesday, November 23rd, 2010

Nuke banner

Finally! I made the commitment to build my pipeline on the very popular and successful high-end compositing package, Nuke from The Foundry.

I took advantage of their incredible deal (still valid until the end of November) and bought NukeX, Furnace and some render licenses for my studio.

Now it’s the hard-core pipeline integration time! ;) Stay tuned!

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