G-Tracer: GPU-accelerated 3D and FX toolkit for Nuke.

GPU-accelerated 3D and FX toolkit for Nuke

What is G‑Tracer?

G‑Tracer is a GPU-accelerated 3D and FX toolkit for Nuke: a fully sparse pyro solver, an XPBD particle system, instancing, VDB volume support, relightable Gaussian splats, OpenPBR materials and lighting, rendered natively in our wavefront path tracer.

What’s included

70+ nodes

A wavefront path tracer, sparse pyro, XPBD particles and RBD, relightable Gaussian splats, painted and procedural instancing and a procedural material graph. Utility nodes for booleans, subdivision, mesh repair, UV projection and mesh-to-VDB conversion.

GTracer

G‑Tracer

A CUDA-powered wavefront path tracer. Surfaces, volumes, particles, instances and Gaussian splats.

OpenPBR shading, caustics, motion blur, ray-traced depth of field, denoising.

GRBDFractureGRBDSetup

RBD

Mesh objects emitted as rigid-body particles, with procedural and art-directable fracture tools and breakable glue constraints.

GPyroSolver

Pyro

A fully sparse volumetric solver inside Nuke, for dust, steam, smoke, fire and explosions.

Two combustion models with fuel types and soot. Shredding and turbulence forces, with stackable disturbance layers. Sources from geometry, particles, or painted masks. Shared volume material so the viewport matches the render. Caches to VDB or a native disk format.

GparticleSolver

Particles

An XPBD particle system for Nuke, spanning grains with glue constraints, rigid cards and RBD.

Emitters for points, bursts and shockwaves. Fourteen art-directable forces, including vortex, attractor and advection by volume. Geometry colliders and a secondary spawn system with channels to create complex particle effects.

GsplatFilterGsplatCropGsplatParticles

Gaussian splats

Relightable Gaussian splats rendered in G‑Tracer. They cast and receive shadows and appear in reflections.

Crop by box, sphere, or splat size. Splats can be turned into particles and activated by forces.

GpaintScatterGCopyTransform

Instancing

Instances painted with a brush or lasso fill, from a mesh library or Nuke’s own geometry.

Selection with group transforms, groom, wind, and instances that follow deforming geometry. Procedural copies of geometry and lights with per-copy jitter, chainable for compound patterns.

GmaterialGraph

Material graph

A complete procedural texture generator inside Nuke.

Multiple noise types, tiling patterns, SDF shapes and flow-based image effects. Geometry data masks generated from curvature, ambient occlusion and world space position. Every parameter can be modulated by an input map. Generate complex procedural materials and render them with G‑Tracer.

GTracer

Deep and AOVs

Per-component AOVs, named light groups and cryptomatte by object, material or asset.

Holdouts, shadow catchers and ray visibility per object. Deep output covers meshes, particles, volumes and splats.

Also in the beta

GPaint, GReadGeo, GmaterialPBR, GmaterialMixer, GdisplaceMesh, GSFogBox, GAtmosphere, GMatchSize, GReadVolume, the pyro source nodes, GparticleEmitter, GparticleEvent, GCollider and the force nodes.

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Built with

Compositors get to be more than compositors.

G‑Tracer turns Nuke into a generalist toolset: simulation, lookdev, lighting and rendering run on the GPU, through the scene camera, lit to match the shot.

Beta is opening soon.

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System requirements

GPU
NVIDIA GeForce RTX 20, 30, 40 or 50 series, or an NVIDIA RTX professional card
VRAM
24 GB recommended. Smaller scenes run in 12 GB.
Driver
NVIDIA R590 or newer
Nuke
Nuke 14 and later
OS
Windows 10 and 11, Linux