Concepts
Concepts
How images, colour, caching, 3D, the AI tools and the review app work in Oink.
Short explanations of the ideas behind Oink. Each page says where it matches Nuke and where it differs.
- Channels and layers: what travels down a pipe.
- Bounding box: the area of an image that holds pixels.
- Colour and OCIO: working space, file colour spaces, the Viewer's display transform.
- Caching: why a second playback is faster, and how to clear the cache.
- Engines and the Blender bridge: the default engine needs no Blender; what the optional bridge adds.
- 3D: cameras, geometry, lights and renderers.
- AI tools and licences: the AI nodes, where the models come from, and their licences.
- Production tracker: shots, tasks, bids and a schedule in Oink Review.
- Review and editorial: Oink Review, the timeline and conform app.
- Licences and source offer: what ships under which licence.
All image processing is 32-bit float and scene-linear on the GPU. Values are never clamped in the pipeline, only at the display (and in nodes that clamp on purpose, such as Clamp).