Rendering 3D Primitives in Nuke 16 with BlinkScript
What if you could render 3D primitives directly inside Nuke, with lighting, shadows, reflections, and even depth maps without using scanline render or ray render node ? While many use it for image filters, color processing, or procedural textures, BlinkScript is powerful enough to handle raymarching algorithms. By combining BlinkScript with SDF math, we can…