Path tracer
A GPU path tracer with a Principled BSDF material model — beauty and AOVs straight into your comp.
G-Tracer is a GPU-accelerated 3D FX toolkit built natively into Nuke — a production path tracer, pyro, particles, deeps, Gaussian splats, and volumes, all as nodes in your graph.
Because the comp is where the shot gets finished. G-Tracer keeps the whole effect in one graph — no exchange caches, no round-trips to another package, no waiting on a farm to check a lighting change. The solvers and the tracer live on the GPU, iteration happens at viewer speed, and everything ships as real Nuke nodes that save with your script.
A GPU path tracer with a Principled BSDF material model — beauty and AOVs straight into your comp.
Fire, smoke, and explosions simulated on the GPU, flowing directly into the renderer.
Emit, advect, and shade particles on the GPU — sparks, dust, and debris, art‑directed live in the viewer.
Deep renders straight from the tracer — true holdouts, deep merges, and DeepToPoints in your comp.
Per‑object and per‑material ID mattes rendered automatically — pick, isolate, and grade anything downstream.
Bring captured reality into the comp — load and render splat scenes alongside your CG.
First‑class OpenVDB support: farm caches or live sim output, straight into lighting.
Instance geometry across surfaces and volumes — density, variation, and seed control from node knobs.
Paint, cloudscapes, materials — and more on the way.
Geometry, cameras, VDB caches, and Gaussian splats load as nodes — straight into the graph you already have open.
Pyro, particles, and the solvers run on the GPU while you dial them in the viewer, with lighting responding as you work.
Beauty, AOVs, deeps, and cryptomattes land as channels. Grade, comp, and deliver — no exchange step, no second application.
Beta seats are open. Tell us where to send yours — artists and studios welcome.