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Music MP3 Downloader 5.2.9.2 [2011, Менеджер закачек]

Год выпуска: 2011Жанр: Менеджер закачекРазработчик: CopyrightСайт разработчика: http://www.music-mp3-downloader.comЯзык интерфейса: АнглийскийПлатформа: Windows 2000, XP, Vista, 7Системные требования: Интернет соединениеОписание: Music MP3 Downloader — отличная программа, которая позволит вам элементарно просто загружать бесплатно более 100 миллионов MP3 из крупнейших сетевых серверов. Утилита обеспечивает прямой доступ к бесплатной музыке. Этот mp3 загрузчик надолго обеспечит Вас музыкальными композициями. В мире существуют тысячи групп и исполнителей, предлагающих свое творчество бесп …

Программы / Интернет и сети / Браузеры, Менеджеры загрузки
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Blink Particles

For Nuke 12.1 we have added the ParticleBlinkScript node. This node works in a similar way to the BlinkScript node but allows you to write Blink scripts which operate on particles. This enables you to write your own Particle nodes, to create the specific behavior you need.

Additionally, we are providing some example particle gizmos, all of which have been written with ParticleBlinkScript. This adds new behavior and functionality to the Particle system, and each node has the ParticleBlinkScript script available as a teaching tool.

See Using the ParticleBlinkScript Node for more information.

File I/O SDK Updates

ARRIRAW SDK 6.2.3.0

The sharpening range from -5 to +5 has been extended to +35 and offers a stronger resharpening option. This feature is intended for multi-camera productions.

• Fixed symbols that were not exported in Linux and Mac builds.

• Fixed bug in processing ALEXA Mini footage with input container format 16:9.

• Fixed usage of cuda function when rendermode isn’t GpuCuda.

• Fixed possible OpenCL crash in clEnqueueReleaseGLObjects.

Avid DNxCodec 2.6.2.31

Update to the latest SDK for DNxHR and DNxHD (.mov and .mxf) reading and writing.

• ID 357576 — DNxHD: Using AMD CPUs to read and write DNxHD .mov files caused Nuke to crash.

• ID 426404 — DNxHR: Reading alpha channels in DNxHR .mov files is now supported.

• ID 466457 — DNxHR: Reading and writing alpha channels in DNxHR .mxf files is now supported.

OCIO Improvements

This beta contains the first of several OCIO updates that will be added during the beta period. A new Preference has been added, Project Defaults > Color Management > Prioritize OCIO Roles, which is enabled by default to match legacy behavior.

Prioritizing OCIO Roles creates them in the main menu of cascading dropdowns, with Colorspaces in a sub-menu. If the checkbox is disabled, roles are demoted to a submenu called Roles.

The Allow OCIO Roles in Colorspace Knobs control allows you to enable and disable OCIO roles in all colorspace controls.

Warning:  If you plan to disable roles using this control, restart the application before changing any other Color Management settings. Disabling this control may cause knob errors when loading scripts created in Nuke 12 builds.

OCIO Environment Variable (Nuke and Nuke Studio)

An environment variable has been added to control the state of the OCIO Roles preference. This allows you to set up the desired behavior at an environment level for all artists, rather than setting it individually and risk users having different settings. If the environment variable is set, the OCIO Roles preference is disabled, so individual artists cannot change the setting. The variable has three settings:

• NUKE_OCIO_ROLES=0 Roles are hidden

• NUKE_OCIO_ROLES=1 Roles are prioritised (Current behavior of 12.2)

• NUKE_OCIO_ROLES=2 Roles are de-prioritised

HDR Display — macOS Only (Beta)

This beta includes the ability to enable HDR display workflows on macOS. If you’re running Nuke on macOS Catalina or Big Sur and have a compatible screen capable of displaying values above 1, you can view your projects with HDR luminance ranges using sRGBf in OCIO Color Management. You can also display images in the P3 gamut, giving more accurate color on wide gamut displays.

Note:  This feature requires a 2019 Mac Pro running macOS 10.15, or later, and a suitable display or a current generation iMac Pro, iMac or MacBook Pro with an HDR screen.

  1. On an Apple XDR, set the profile of your display to one of the HDR options in the OS System Display Preferences:

• Pro Display XDR (P3-1600 nits)

• Apple Display (P3-500 nits)

• HDR Video (P3-ST2084) — 1000 nits

On other monitors, enable the High Dynamic Range checkbox.

In the Preferences, open the Color Management > HDR section and check Enable macOS HDR Color Profile (Display P3) (Beta).

Note:  Enabling this control requires you to restart the application.

This control sets the Viewer colorspace to Display P3, so that the screen can display values above 1. This setting also applies the P3 colorspace to the following;

• All Viewers

• Node Graph

• Dope Sheet

• Curve editors

• Scopes

In the Viewer Properties, set the gl buffer depth to half-float or float to allow HDR values to display.
Set the Viewer Process to sRGBf using OCIO Color Management or provide your own extended color space. This ensures that the frame buffer is not clamped at 1.

To use the HDR Video (P3-ST2084) setting on the monitor, select an appropriate ST2084 Output Transform in the MonitorOut Properties or in the Viewer.

A further color space conversion is required to allow HDR images to display correctly. An example of how this can be achieved in Nuke can be seen using a gizmo created by a customer, Nick Shaw — the gizmo is available for download here: PQ-EDR_v101.gizmo

For more information on gizmos and how to use them, see Accessing Gizmos in Nuke.

Using this gizmo as an Input Process and setting the input process order to after viewer process renders the correct image in the Viewer.

The gizmo also contains a slider called Normalization (nits). This allows you to set the PQ nit value which is normalized to 1.0. This is useful, for example, to prevent clipping of a 1000 nit PQ signal on the 16″ MacBook Pro’s 500 nit display.

Extended Monitor Out

We have extended the Monitor Out feature and unified the systems in Nuke and Nuke Studio, bringing a more stable and consistent experience across the Nuke family. This work brings many exciting new features into Nuke, including independent output transform controls, and the floating window, a separate display that can be viewed without a monitor out card. These additions will benefit artists working without a separate SDI out device as well as those who frequently use monitor out within the Nuke family.

As well as the valuable enhancements for Nuke users, stability, reliability and usability have all been greatly improved in the Nuke Studio workflow. The experience moving between the timeline and nodegraph when using the monitor out is also much smoother.

Monitor Out features (Nuke and Nuke Studio)

  • New Monitor Out node for selecting and controlling output devices
    • Supports floating window as well as AJA and BMD SDI/HDMI devices
    • Minimize floating window with application
    • Improved layout of video card resolution settings
      • Resolutions now grouped together in easy to use cascade menu
      • PsF formats added to BMD cards
    • Display of SDK and Driver versions for AJA and BMD devices
    • Online help provided in the Help button (?) of the Properties panel
  • New workspace added for quick access to Monitor Out strip
  • New overflow menu added to Monitor Out strip
  • New Preferences:
    • Viewer (Monitor Out)
    • Color Management

      OCIO preferences and Default Color Transforms added to Nuke

      preferences updated to include Monitor Out

    • Background color choice in floating window
    • Keep floating window on top
    • Control to disable VR headset devices

Monitor Out Features in Nuke (previously exclusive to Nuke Studio)

  • Floating Window
  • Output transform color settings are independent from the Viewer
  • Input Process activation independent from the Viewer
  • Gain and Gamma control activation independent from the Viewer
  • Buffer control activation independent from the Viewer
  • Flip the monitor output vertically

AJA Kona SDK Update

  • AJA SDK has been updated to 15.5.4
  • There may be AJA issues when using macOS 11.0 (Big Sur)

Note:  When testing this beta you will need to update the driver on your card to 15.5.3This unified software, driver and firmware package contains everything you need in order to start using your AJA video I/O hardware and includes enhancements.macOS Driver InstallerWindows Driver InstallerLinux Driver InstallerPlease read the AJA Desktop Software – Release Notes v15.5.3 for complete detail.

BMD Decklink SDK Update

  • BMD DeckLink SDK has been updated to 11.7
  • This update adds support for macOS 11.0 (Big Sur)

Note:  When testing this beta you will need to update the driver on your card to 11.7This unified software, driver and firmware package contains everything you need in order to start using your BMD video I/O hardware and includes enhancements.macOS Driver InstallerWindows Driver InstallerLinux Driver InstallerPlease read the BMD Decklink software — Release Notes v11.7 for complete detail.

Miscellaneous Enhancements

• ID 158422/199269 — FrameHold: A new Set to Current Frame button has been added to the Properties panel.

• ID 421243 — Nuke’s Preferences > Project Defaults > Color Mangement options are now the same as Nuke Studio’s, allowing you to set separate Default Color Transforms on a file type basis.

• ID 457334 — CaraVR: The C_GenerateMap gizmo has been replaced by a plug-in for Nuke 13.0. This work includes the addition of a new Format control, which allows you to set the format of output ppass or stmaps when the node is not connected to a parent node. When the Source input is connected to any other node, the format is obtained from the parent node and the Format control is disabled.

GPU Caching

For Nuke 12.1 we have made improvements to Nuke’s GPU processing, enabling images to be cached on the GPU between nodes for faster execution of chains of GPU nodes. This behavior is available for Bilateral2, SphericalTransform2, and all CaraVR nodes and BlinkScript in NukeX. Scripts with chains of these nodes keep data on the GPU, rather than transferring to and from the CPU in between nodes. We expect significant performance improvements for chains of these nodes processed on GPU.

See for more information.

Additional updates include:

• Improvements to the overall Blink infrastructure resulting in performance improvements to all GPU accelerated nodes.

• The code in the BlinkScript node can now be translated into CUDA for GPUs in addition to the normal C++ or SIMD code for the CPU, or OpenCL for the GPU.

• SphericalTransform2 has a new MirrorBall projection method and access to the standard set of Nuke filter methods. SphericalTransform2 replaces Nuke’s existing SphericalTransform node.

Note:  Backwards compatibility for scripts using C_SphericalTransform is provided.

• Bilateral2 has a new Median filter method. Bilateral2 replaces Nuke’s existing Bilateral node.

Note:  Backwards compatibility for scripts using C_Bilateral is provided.

• C_Blur options added to blur in latlong or rectilinear space to match Nuke’s native Blur node.

• C_STMap now includes the standard set of Nuke filter methods.

Saving Preferences

Nuke stores your preference settings in a file called preferences11.1.nk, which resides in your .nuke directory. The location of this is dependent on your operating system.

• Linux: /home/login name/.nuke

• Mac: /Users/login name/.nuke

• Windows: drive letter:\Users\login name\.nuke

Note:  On Windows, .nuke resides in the directory pointed to by the HOME environment variable. If this variable is not set (which is common), the .nuke directory is under the folder specified by the USERPROFILE environment variable.

Each Nuke user can maintain his or her own unique settings. After making a change in the Preferences dialog, you can simply click OK to save and close your preferences. If you click Cancel, any changes that you made are not saved.

To save your preferences

Make the desired changes inside the Preferences dialog, then click OK. Nuke writes the new settings to preferences11.1.nk file, which you can find in the .nuke directory:

• On Windows: The .nuke directory can be found under the directory pointed to by the HOME environment variable. If this variable is not set (which is common), the .nuke directory is under the folder specified by the USERPROFILE environment variable — which is generally of the form drive letter:\Documents and Settings\login name\ (Windows XP) or drive letter:\Users\login name\ (Windows Vista).

To find out if the HOME and USERPROFILE environment variables are set and where they are pointing at, enter %HOME% or %USERPROFILE% into the address bar in Windows Explorer. If the environment variable is set, the folder it’s pointing at is opened. If it’s not set, you get an error.

• On Mac: /Users/login name/.nuke

• On Linux: /users/login name/.nuke

Your new preferences remain in effect for the current and all subsequent sessions.

Saving Preferences

Nuke stores your preference settings in a file called preferences12.1.nk, which resides in your .nuke directory. The location of this is dependent on your operating system.

• Linux: /home/login name/.nuke

• Mac: /Users/login name/.nuke

• Windows: drive letter:\Users\login name\.nuke

Note:  On Windows, .nuke resides in the directory pointed to by the HOME environment variable. If this variable is not set (which is common), the .nuke directory is under the folder specified by the USERPROFILE environment variable.

Each Nuke user can maintain his or her own unique settings. After making a change in the Preferences dialog, you can simply click OK to save and close your preferences. If you click Cancel, any changes that you made are not saved.

To save your preferences

Make the desired changes inside the Preferences dialog, then click OK. Nuke writes the new settings to preferences12.1.nk file, which you can find in the .nuke directory:

• On Windows: The .nuke directory can be found under the directory pointed to by the HOME environment variable. If this variable is not set (which is common), the .nuke directory is under the folder specified by the USERPROFILE environment variable — which is generally of the form drive letter:\Documents and Settings\login name\ (Windows XP) or drive letter:\Users\login name\ (Windows Vista).

To find out if the HOME and USERPROFILE environment variables are set and where they are pointing at, enter %HOME% or %USERPROFILE% into the address bar in Windows Explorer. If the environment variable is set, the folder it’s pointing at is opened. If it’s not set, you get an error.

• On Mac: /Users/login name/.nuke

• On Linux: /users/login name/.nuke

Your new preferences remain in effect for the current and all subsequent sessions.

Adding Tabs

When you can’t fit more elements into your display, you can use tabs to save space. You can also use tabs to move the Toolbar into a new location.

You can add a tab by clicking on the content menu button in the top-left corner of the pane, and then selecting the type of tab you want to add. For example, you can add Node Toolbar, Node Graph, New Viewer, or Script Editor. The new tab is added on top of the existing tabs.

To move tabs, click on the name of the tab and drag it to a new position inside the same pane or in another pane.

You can close tabs again by clicking the X in the top-right corner of the tab you want to close.

Note:  Closing a linked tab closes all associated tabs. If you hold Alt while closing a linked tab, it only closes that tab.

Extended Monitor Out

We have extended the Monitor Out feature and unified the systems in Nuke and Nuke Studio, bringing a more stable and consistent experience across the Nuke family. This work brings many exciting new features into Nuke, including independent output transform controls, and the floating window, a separate display that can be viewed without a monitor out card. These additions will benefit artists working without a separate SDI out device as well as those who frequently use monitor out within the Nuke family.

As well as the valuable enhancements for Nuke users, stability, reliability and usability have all been greatly improved in the Nuke Studio workflow. The experience moving between the timeline and nodegraph when using the monitor out is also much smoother.

Monitor Out features (Nuke and Nuke Studio)

  • New Monitor Out node for selecting and controlling output devices
    • Supports floating window as well as AJA and BMD SDI/HDMI devices
    • Minimize floating window with application
    • Improved layout of video card resolution settings
      • Resolutions now grouped together in easy to use cascade menu
      • PsF formats added to BMD cards
    • Display of SDK and Driver versions for AJA and BMD devices
    • Online help provided in the Help button (?) of the Properties panel
  • New workspace added for quick access to Monitor Out strip
  • New overflow menu added to Monitor Out strip
  • New Preferences:
    • Viewer (Monitor Out)
    • Color Management

      OCIO preferences and Default Color Transforms added to Nuke

      preferences updated to include Monitor Out

    • Background color choice in floating window
    • Keep floating window on top
    • Control to disable VR headset devices

Monitor Out Features in Nuke (previously exclusive to Nuke Studio)

  • Floating Window
  • Output transform color settings are independent from the Viewer
  • Input Process activation independent from the Viewer
  • Gain and Gamma control activation independent from the Viewer
  • Buffer control activation independent from the Viewer
  • Flip the monitor output vertically

AJA Kona SDK Update

  • AJA SDK has been updated to 15.5.4
  • There may be AJA issues when using macOS 11.0 (Big Sur)

Note:  When testing this beta you will need to update the driver on your card to 15.5.3This unified software, driver and firmware package contains everything you need in order to start using your AJA video I/O hardware and includes enhancements.macOS Driver InstallerWindows Driver InstallerLinux Driver InstallerPlease read the AJA Desktop Software – Release Notes v15.5.3 for complete detail.

BMD Decklink SDK Update

  • BMD DeckLink SDK has been updated to 11.7
  • This update adds support for macOS 11.0 (Big Sur)

Note:  When testing this beta you will need to update the driver on your card to 11.7This unified software, driver and firmware package contains everything you need in order to start using your BMD video I/O hardware and includes enhancements.macOS Driver InstallerWindows Driver InstallerLinux Driver InstallerPlease read the BMD Decklink software — Release Notes v11.7 for complete detail.

Machine Learning Tools (AIR)

Nuke 13.0 introduces a new suite of machine learning tools designed to assist artists with some of the heavy-lifting in VFX work. These tools require an NVIDIA GPU with a minimum compute capability of 3.0 to enable GPU acceleration.

CopyCat

Enables you to copy sequence-specific effects, such as garbage matting, beauty repairs, or deblurring, from a small number of frames in a sequence and then train a network to replicate this effect on the full sequence. Connect a selection of the original frames to the Input along with what you want them to look like in the Ground Truth and click Start Training. The plug-in outputs a trained network ready for the Inference node to apply your effect.

Note:  CopyCat requires a NukeX or Nuke Studio license.

Inference

Runs the neural networks produced by the CopyCat node. Once CopyCat has successfully trained a network, its weights are saved in a checkpoint .cat file, which is then referenced by the Inference node to apply the effect to the remainder of the sequence, or even a different sequence altogether.

Note:  Inference requires a NukeX or Nuke Studio license to select the .cat file used, but can be processed using a Nuke Render license (nuke_r).

Upscale

The Upscale node increases the input format by a factor of two using a pre-trained machine learning network. Upscale also includes a Tile Size control that allows you to process the image in smaller chunks to cut down the use of OS resources.

AIR on Ampere GPUs

In order to run the AIR plug-ins on Ampere GPUs, you must set a global environment variable CUDA_CACHE_MAXSIZE to a value between 2147483648 (2 GB) and 4294967296 (4 GB). This is because the AIR plug-ins need to compile CUDA kernels in order to run on this GPU. This process is only necessary once and should take about half an hour.

The compiled kernels are stored in the CUDA cache and require about 2 GB of space, so the environment variable CUDA_CACHE_MAXSIZE must be set accordingly.

Note:  It is important to set this environment variable globally, otherwise running Nuke in a terminal where it is not set may invalidate the cache.

The cache is stored in different default locations by OS:

Windows
%APPDATA%/NVIDIA/ComputeCache

Linux
~/nv/ComputeCache

The location can be changed by setting the environment variable CUDA_CACHE_PATH.

USD — Camera, Lights, and Axis

Nuke 13.0 introduces the ability to load Camera, Light and Axis data from a .usd file via the relevant native 3D nodes in Nuke. This means if you’ve started using USD elsewhere in your pipeline, you can continue to use it to carry the data you need directly into Nuke without converting to a different format.

Each node includes UI and Scenegraph improvements to help with working with USD data, while still allowing artists to continue with familiar workflows. The extensions to the nodes are open source so that pipelines can further extend and customize these nodes for their unique USD setup.

  • Ability to load USD camera data into Nukes native Camera node
  • Ability to load USD light data into Nukes native Light node

Note:  Only Point, Spot, and Directional lights are supported.

Ability to load USD data into Nukes native Axis node and use a selected prim’s position data to populate the Axis node knobs
USD version upgrade to 20.08

Adding Tabs

When you can’t fit more elements into your display, you can use tabs to save space. You can also use tabs to move the Toolbar into a new location.

You can add a tab by clicking on the content menu button in the top-left corner of the pane, and then selecting the type of tab you want to add. For example, you can add Node Toolbar, Node Graph, New Viewer, or Script Editor. The new tab is added on top of the existing tabs.

To move tabs, click on the name of the tab and drag it to a new position inside the same pane or in another pane.

You can close tabs again by clicking the X in the top-right corner of the tab you want to close.

Note:  Closing a linked tab closes all associated tabs. If you hold Alt while closing a linked tab, it only closes that tab.

GPU Caching

For Nuke 12.1 we have made improvements to Nuke’s GPU processing, enabling images to be cached on the GPU between nodes for faster execution of chains of GPU nodes. This behavior is available for Bilateral2, SphericalTransform2, and all CaraVR nodes and BlinkScript in NukeX. Scripts with chains of these nodes keep data on the GPU, rather than transferring to and from the CPU in between nodes. We expect significant performance improvements for chains of these nodes processed on GPU.

See for more information.

Additional updates include:

• Improvements to the overall Blink infrastructure resulting in performance improvements to all GPU accelerated nodes.

• The code in the BlinkScript node can now be translated into CUDA for GPUs in addition to the normal C++ or SIMD code for the CPU, or OpenCL for the GPU.

• SphericalTransform2 has a new MirrorBall projection method and access to the standard set of Nuke filter methods. SphericalTransform2 replaces Nuke’s existing SphericalTransform node.

Note:  Backwards compatibility for scripts using C_SphericalTransform is provided.

• Bilateral2 has a new Median filter method. Bilateral2 replaces Nuke’s existing Bilateral node.

Note:  Backwards compatibility for scripts using C_Bilateral is provided.

• C_Blur options added to blur in latlong or rectilinear space to match Nuke’s native Blur node.

• C_STMap now includes the standard set of Nuke filter methods.

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