NUKE: Rendering multiple channels (using OpenEXR .exr)

Posted on Friday, 31 December 2010
3D Practice: Maya Layered Shader Tests
Currently looking for new 3d projects

How to render multiple channels in NUKE

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Using OpenEXR file format

When you insert a Write node, Nuke assumes that you need only the RGB channels in the final render. In many cases, this is acceptable because you won’t need the alpha channel or other channels from the node tree when you deliver final shots to your clients. However, sometimes you need to render intermediate files—such as mattes, projection elements, or subcomps—and include all the channels in your node tree.

Supporting unlimited channels

For example, rather than manage several elements for an animated character, you could combine the character animation, the lighting passes, alpha channel, and a depth mask in one image sequence on disk. This makesit easier to manage elements in the final composite and simplifies the artist’s workflow. To output all channels, change the Write node’s Output list from RGB to All Channels, select the OpenEXR file format, and then execute the render. Currently the OpenEXR format (.exr) is the only file format that supports unlimited channels.

(Source: Nuke 6.2v1 Manual)

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3D Practice: Maya Layered Shader Tests
Currently looking for new 3d projects
Anders Sundstedt Photo

Anders is the Founder and Owner at Sundstedt Animation, where he creates handcrafted animated explainer videos, music videos and whiteboard videos. He lives in Glasgow, Scotland and enjoys film and photography. You can follow him on LinkedIn, Google+, Twitter and Instagram.