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.
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.
From lookdev to final pixels, G‑Tracer handles anything from a single asset to a full CG scene.
Fire, smoke and debris simulated through the scene camera and lit to match the plate. A note means re-running the sim, not searching for the right element.
Paint or procedurally scatter thousands of instances, generate ocean surfaces, add procedural textures, fog and atmosphere. From enhancing what’s in the plate to a full CG set extension. Go beyond 2.5D projections.
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.
A CUDA-powered wavefront path tracer. Surfaces, volumes, particles, instances and Gaussian splats.
OpenPBR shading, caustics, motion blur, ray-traced depth of field, denoising.
Mesh objects emitted as rigid-body particles, with procedural and art-directable fracture tools and breakable glue constraints.
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.
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.
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.
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.
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.
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.
GPaint, GReadGeo, GmaterialPBR, GmaterialMixer, GdisplaceMesh, GSFogBox, GAtmosphere, GMatchSize, GReadVolume, the pyro source nodes, GparticleEmitter, GparticleEvent, GCollider and the force nodes.
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.
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