Proposal: DisplayXR for Foundry Nuke (3D in Nuke's own Viewer via the texture target; NDK node on the shared host core, Leia SR tested) #2433
joehillthunder
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Done (2026-10-28)Hosting-readiness on the installed runtime v2.55.0 passes:
Known issues:
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3D in Nuke's own Viewer on the tested display (Leia SR) via DisplayXR. It's a Python package plus one NDK node (
DisplayXRViewer) on the shared app-neutral host core, the same core as MotionBuilder (#2423) and Houdini (#2432), using the runtime v2.55+ texture target. The user's Nuke camera drives a true-geometry stereo rig; Nuke renders both eyes (ScanlineRender or ScanlineRender2), and the woven frame is drawn over the Viewer. Status text reads "3D active".Code:
joehillthunder/displayxr-nuke@0328270(private, Apache-2.0 + NOTICE; internals insrc/core/coupling.h). Tested on Nuke 17.1, Windows 11.What it does
/Worldlayer.Measured
What a shared host library would need
dxrh_*). Nuke uses it byte-identical, with app names only incoupling.h.node_inputper view, notsplit_input, which grew about 3× per update in Nuke 17.1;WGL_NV_DX_interop2), shared with MotionBuilder.Open
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