HIDDEN NODES IN NUKE
Nuke has been developed and extended for over 20 years now. During the two productive decades many new tools and features has been added and removed.
Many of the older tools was retired from the UI for a good reason like they were buggy ( still beta ) or an improved version took its place.
Altough, many of the old tools weren't removed completely from the package!
And some ( maybe just a few ) of them are actually still pretty cool and can be useful!
There are a few old tools that I've been regularly using still and I know of others who also do so.
But as I've been asking around didn't find a person who would know just how many dusty old tools are hidden in Nuke that we still have access to. I found 2 ( one, two ) very useful forum threads but reading them it was clear that there isn't a list of these misfit toys.
So decided to dig around on Nuke's attic and blow off the dust of as many retired nodes
as I could just found!
How can I create nodes that are hidden?
There are 3 ways to create nodes that are not visible in Nuke after launching it. ( So you can't find them on the left side Toolbar nor with the Tab search. )
- 1 -
You can create them without using a single line of code by clicking on
Toolbar / Other / All plugins / Update ( Foundry )
►►►
If you do so it opens subfolders in alphabetical order listing all the current and previous tools.
BEWARE! Once you loaded in all plugins you can't close the list unless you re-launch Nuke.
Also, these nodes will appear on your Tab search making finding the right node there more difficult sometimes. Luckily, you can spot them easily as the source of the node will
show up as a single latter:
Also, not everything you see on the list is a node you can still create, like all the format Read and Write nodes will produce a similar error message:
Btw if you are keen on using a coding approach here is the way to load in All plugins:
- 2 -
Using TCL with the X hotkey ( over the NodeGraph) to open Command entry mode.
By default this pop up window opens on TCL which is very useful for us to create nodes!
You only need to type in the Class of the node to create it. ( Make sure when you type you make the right letters capital as coding is case sensitive )
►►►
By using a Class also means that you need to make sure you are calling the right version of the node as some has multiple versions, like in the case of a Tracker node you'll need to type Tracker4 if want to open a current one.
- 3 -
Using TCL in Command entry mode or in the Script Editor.
Generally, there are two ways to create nodes with python.
These codes can be run from various places such as the ScriptEditor, menu.py, Command entry,
Python Script Button ...
Congratulations! Now you know all 3 ways!
How I created this list?
I was using nodeTypes that gives a list of all the available nodes inside Nuke then narrowed down the list using starstwith. As didn't find a way to separate the hidden nodes with python that was a case by case manual comparison using a Tab search.
Also, the difference if the force_plugin_load is True or False are the Furnace tools and the Denoise.
When it's True it prints 538 items ( Classes ) as in v13.1 without any installed plugins.
The following list contains about 165 nodes that are hidden but still can be opened from this list.
The List
Many of the nodes on this list will be familar as I wanted to collect all the nodes that you can still open in Nuke but not part of the UI. Therefore, many of them merely just to show previous versions of the nodes you can use currently. Some may even be the same but with a different Class name.
I organized them in alphabetical order.
- A -
AddSTMap
There aren't many more straight-forward hidden treasueres than this one.
You can actually copy it as a Group and look inside. Just be aware that this node also creates
a new layer called "stmap" by default. On the node you can select where you want to copy the stmap though.
ApplyLUT
This node probably could tell a story of simpler times, when using a single LUT node was enough.
AttribGeo
Wasn't sure when this one would be useful. Only tested with a few things but one thing it is
good for: crashing Nuke with a following message in the terminal:
Axis ( Classes called as Axis , Axis2 , Axis3 ) About
We are currently using by its class Axis3. Both earlier versions are still can be conjured in Nuke.
The first one is easy to tell on the NodeGraph as it's only has a single input,
while the others has "look" too.
Otherwise, the biggest improvement was to way you can select files on the node:
- B -
BakedPointCloud
Not a crazy much can be found about this node. Only mentioning of it is from
an earlier blog post from Hagbarth.
BakedPointCloudMesh
Bezier
This is apparently a relic from the pre Roto/RotoPaint node era ( just as Paint at P ).
The Foundry mentiones that you can still add it to your Toolset for nostalgic reasons.
It might be strange for most "new" roto artist that this node handles a single bezier spline.
Bilateral ( Classes called as Bilateral , Bilateral2 ) About
The Bilateral node's biggest upgrade was to introduce GPU acceleration and the filteration options.
These are great upgrades although I am still finding the first version sutitable for most cases
when I need it. Tutorial.
Black
This is a peculiar node. There isn't anything you can set up on the node itself but the label.
Its fixed resolution is 640 * 480 and there aren't any pixel values to sample or grade.
BlockGPU
Blocky
This is a simple but still sometimes handy mosaic filter tool. Don't know why this got removed.
Also if anyone interested the node's source code is available in the v6.3 NDK documentation.
BumpMat
BurnIn
This is a classic that I still spot in people's templates sometimes. I also appreciate that you can still ungroup this node and look under the hood. Finding there a few cleverly written python code in Text nodes. This was also a tool that inspired to make Input_Info.
- C -
CCorrect
This feels like an earlier version of the well known ColorCorrect. Key differences are:
- It has a White and Midtone sliders which can be very handy!
- No Saturation slider
- Only the master has Contrast slider
CCrosstalk
I suppose it still can be useful for people who like to use a graph to grade their pictures.
C_Bilateral2_1
This seems an exact copy of the current Bilateral node but for some reasons lives under a
C_Bilateral2_1 Class name. Tutorial.
C_SphericalTransform2_1
This seems an exact copy of the current SphericalTransform node but for some reasons lives under a
C_SphericalTransform2_1 Class name.
Camera ( Classes called as Camera , Camera2 , Camera3 ) About
Similar case as with Axis above. We are currently using by its class Camera3. Both earlier versions are still can be conjured in Nuke.
The first one is easy to tell on the NodeGraph as it's only has a single input,
while the others has "look" too.
Otherwise, the biggest improvement was to way you can select files on the node:
CameraShake ( Classes called as CameraShake, CameraShake2 , CameraShake3 ) About
Similar case as with Axis above. We are currently using by its class CameraShake3. Both earlier versions are still can be conjured in Nuke.
CameraTracker
Not an older version but might worth mentioning that CameraTracker can
also be called by CameraTracker1_0
CameraTrackerPointCloud
Not an older version but might worth mentioning that CameraTrackerPointCloud can
also be called by CameraTrackerPointCloud1_0
Card ( Classes called as Card, Card2 ) About
Card has a small face lifting over time.
Change is that the deformad rows/columns slider got removed and other changes on the Deform tab.
CardObj
It is likely an earlier version of Card3D. It is a simple 2 nodes setup and it is interesting that you can still unGroup it and look under the hood.
Full list of Obj nodes: CardObj, CubeObj, CylinderObj, SphereObj
ChannelSelector
A same channel selection that you can also find on the Viewer panel just in a different order.
CheckerBoard ( Classes called as Checker , CheckerBoard , CheckerBoard2 ) About
Checker is likely first version of the current Checkerboard that unfortunately only works if there's an input added.
ColorTransferWrapper
Seems like a first version of the MatchGrade node. It only has a ROI box to select a color from
input A that is applied on input Bs image.
Compare
Looks like a Merge/Difference ( abs(A-B) ) method with some extras built in.
Convolve ( Classes called as Convolve , Convolve2 ) About
Biggest difference is that a GPU acceleration got added to Convolce which was very much needed
for one of the heaviest nodes in Nuke.
CubeObj
Same story as CardObj above. It is a Cube and TransformGeo in a Group.
Full list of Obj nodes: CardObj, CubeObj, CylinderObj, SphereObj
CylinderObj
Same story as CardObj above. It is a Cylinder and TransformGeo in a Group.
Full list of Obj nodes: CardObj, CubeObj, CylinderObj, SphereObj
- D -
DeInterlace
There aren't any controllers on this node and has a FieldSelector inside which is another hidden node,
with all that it very much feels like an unfinished node.
DeepChannelBlanker
DeepClip / DeepHoldout ( Classes called as DeepClip , DeepClipZ , DeepHoldout , DeepHoldout2 ) About
What a mess! Most people already prefer to use DeepMerge on holdout mode.
From these only DeepHoldout2 has the same controllers as the DeepMerge.
Logic failed here, Mr Spock!
DeepColorCorrect ( Classes called as DeepColorCorrect , DeepColorCorrect2 )
The update was to indtroduce a channel selector and a Deoverlap checkbox.
DeepCompare
DeepDeOverlap
DeepCrop About
This seems an exact copy of the current DeepCrop node but for some reasons lives under a
DeepMask Class name.
DeepMerge ( Classes called as DeepMerge , DeepMerge2 ) About
There are two changes here:
- The second version got a plus operation
- The compute occluded samples checkbox got replaced by a volumetric holdout checkbox
DeepOmit
DeepToImage ( Classes called as DeepToImage , DeepToImage2 ) About
Absolutely NO visible sign of an update here but we do have 2 verions of this node too.
DeepVolumeMaker
Denoise ( Classes called as Denoise , Denoise2 ) About
It is nice that we got GPU acceleration and the whole Profile tab but ... NeatVideo. Tutorial
DepthGenerator
This seems an exact copy of the current DepthGenerator node but for some reasons lives under a
DepthGenerator1_0 Class name.
DirBlur ( Classes called as DirBlur , DirBlurWrapper ) About
Ever noticed that when you are making a DirBlur with a tab search it creates a DirBlurWrapper?
Well, I'd been happy with DirBlur2 but it it is called DirBlurWrapper instead for some reasons.
DualBlend
Sooo this is a Dissolve node but with a mix slider??? Oookay
- E -
EdgeDetect ( Classes called as EdgeDetect , EdgeDetectWrapper ) About
Another eyebrow raising situation! So what's happening is:
1 We have an older node called EdgeDetectCore with a Class EdgeDetect
2 We have a new model called EdgeDetect with a Class EdgeDetectWrapper
Make sense! ( ...right? )
EdgeScatter
Errorlop
ExecuteTreeMT
Same python settings that are now part of the Write node.
- F -
FFT
FFT ( Fast Fourier Transform ) is a cool node but a bit heavy and also a bit sensitive to certain node combinations so can easily crash Nuke. It creates a visual representation of the frequencies of the image. In case you want to dig deeper how it works check here. And an interesting forum thread.
The result looks like this:
On it's own it isn't looking great. It's main use to be able to remove big scrathces and dust from old film if you'd need to work on such thing.
More fun these days to create some frequency effect. You also need to use another hidden node to make it work called InvFFT. Here's a quick setup of how that can look.
FFTMultiply
This node helped to create bokeh effect probably until Convolve and other quicker Defocus nodes arrived to the scene. If you want to try this method make sure you are using a same resolution on both inputs. There are some classic tools that are still using this technique like LensKernelFFT or Wiener Deconvolve.
F_DeGrain
It would probably rival Nuke's own Denoise node but still both falls short behind NeatVideo.
There is also a 2 part tutorial still available on this ( part 1 , part 2 )
FurnaceCore tools that are available and aren't are listed here.
F_MatchGrade
This node is still has an old official video tutorial available but in a poor quality.
F_MotionBlur
This node is still has an old official video tutorial available.
F_VectorGenerator
This node is still has an old official video tutorial available.
F_Kronos
This node is still has an old official 2 part tutorials ( part 1 , part 2 ) available but in a poor quality.
FieldSelect
Fill
Looks like an older version of a Constant node that needed an input for the resolution.
FishEye
It's a Camera alternative that has a few things not working but still can be interesting.
FloodFill
It's an interesting tool that can be useful to extend keyed alphas.
( Also not to be confused with Hendrik Proosa's Flood Fill )
Fog
- G -
GPUFileShader
Here's a snippet from the Nuke5.2v1 Release notes:
Currently, the ViewerLUT (1D LUT), Vectorfield (3D LUT), ViewerGain, ViewerGamma, Viewer-
LUT, ViewerDither, and ViewerChannelSelector nodes are shipped with a GPU implementation.
There are also other two examples that you can use to develop your own nodes: GPUFileShader and GPUKuwahara. These are in the NDK with source code. GPUFileShader takes a file and
applies the shader described in it.
Also appears as an example code for NDK developers here.
GPUOp
GenerateLUTGeo
Gizmo
Seems like a generic Gizmo node.
If you try to hit Copy to group an error message pops up: Constructor for Gizmo failed
Glow ( Classes called as Glow , Glow2 ) About
I really tried but the only difference I found is a capital to small letter difference...
Grain ( Classes called as Grain , Gain2 ) About
It's useful that you can peek under the hood of the new Grain node and found out that it's mostly
Noise nodes. Tutorial
GridWarp ( Classes called as GridWarp, GridWarp2 , GridWarp3 ) About
There is a lot of changes happened between the versions here that are visible:
- I -
IBK Gizmo ( Classes called as IBK , IBK2Gizmo , IBKGizmo , IBKGizmoV3 ) About
That's a fair amount of mess around the IBK nodes so let's start with the IBK Gizmo.
The IBK is the node you can find in the rest of the IBK Gizmos.
Also, it really worth to find out more about the story of this otherwise super useful node here.
IBK Color ( Classes called as IBKColor , IBKSFill , IBKColorV3 ) About
These nodes are also using an IBK node when you look under the hood.
Also, it's a great Sherlock Holmes mystery what could have happened to IBKColorV2...
( or why it's might be called IBKSFill? )
IBKSplit
It's an oddly simple assembly of Merge nodes inside this Group without any controller on the node,
so you can only ungroup this suspiciously unfinished looking node to find this:
IT8 ( Classes called as IT8_Reader, IT8_Writer )
Inpaint ( Classes called as Inpaint , Inpaint2 ) About
The Inpaint node's biggest upgrade was to introduce GPU acceleration and also almost the whole
list of user knobs got an update. Tutorial
InvFFT
This node is a pair of FFT of which you can find more about at the FFT above.
- L -
LensDistortion ( Classes called as LensDistortion , LensDistortion1_0 , LensDistortion2 ) About
The first two nodes here are basically the same under different names.
There was a lot of updates between the 2 versions here just as mentioning a few it got GPU acceleration and it also works with CaraVR nodes.
Light ( Classes called as Light , Light2 , Light3 ) About
Similar case as with Axis above. We are currently using by its class Light3
The first one is easy to tell on the NodeGraph as it's only has a single input, while the others
has "look" too. The first version's name is Point and the different types got introduced later.
Otherwise, the biggest improvement was to way you can select files on the node. Tutorial
- M -
MakeLatLongMap
Oddly feels like another unfinished tool where many of the user knobs aren't having much effect on the output. Like, to change the output format you can change the root format but not by using the options provided on the node.
Merge ( Classes called as Merge , Merge2 ) About
Merge is an essential part of our compositing toolset and it great that it got a more organized arrangement if user knobs on the second version. Other than the order of knobs the biggest change is the removal of the swap A & B knob which is probably a version since we have the shift + x shortcut instead. Merge Operations
MeshGeo
Not sure what was a purpose with this node really. When an image connected it puts it on a Card but you can't do any Transformation on it. Only thing you can change is the orientation that is remotely useful.
MindRead
I LOVE this node! Not because it does anything but I'm glad that the developers dared to show a sense of humor! And GOSH I wasn't on any shows where at some point we were all wishing that this node was actually working! :D
Thank to Alan Precourt's comment we got a little more insight on this node:
"Mind Read was actually a Digital Domain plugin, created during a painful production which shall remain nameless. :)"
Mirror ( Classes called as Mirror , Mirror2 ) About
Speaking of Foundry's sense of humor I'm glad that the Mirror got a flip flop. Looking much better!
What a stylish update!
ModelBuilder ( Classes called as Modeler , Modeler1_0 , ModelBuilderGeo , ModelBuilder ) About
If you are using the Source input of the first two nodes on this list it will crash your Nuke instantly!
The third ( ModelBuilderGeo ) doesn't seem to do much. Tutorial
MultiTexture
Just as PSDMerge this node isn't technically hidden but you won't find it on the toolbar. It is added to the script when you are using UDIM Import to adjust textures on CG.
This node doesn't have any controller as it's main purpose was to optimize when you need to use multiple MergeMat nodes. Can find out more about it here. But just to quote the relevant part:
" Note: The MultiTexture node at the end of the tree optimizes rendering when multiple MergeMat nodes are chained together. It uses the default Iop vertex shader and only handles multi-texturing. This node has no fields or knobs and is intended for use only with the UDIM Import operation. "
- N -
NoProxy
NodeWrapper
This node seems like a Keymix without a mask input.
- O -
OFX ( Classes called as OFXuk.co.thefoundry.furnace.f_degrain_v403 ,
OFXuk.co.thefoundry.furnace.f_kronos_v403 ,
OFXuk.co.thefoundry.furnace.f_motionblur_v403 ,
OFXuk.co.thefoundry.furnace.f_vectorgenerator_v403 )
These nodes are the same ones that you can fund above at F but under different Class names.
Also for those dealing with many Furnace tools here are two recent python functions that
migh came in handy: ofxRemovePluginAliasExclusion and ofxAddPluginAliasExclusion
Denoise ( Classe called as OFXuk.co.thefoundry.noisetools.denoise_v100 )
This is a same older version of the current Denoise node that is mentioned above at D but under a
different Class name.
Oflow ( Classes called as OFXuk.co.thefoundry.time.oflow_v100 , Oflow2 ) About
It's really good that the new Oflow got GPU acceleration and Input Range plus a few other useful settings with a more useful arrangement of user knobs. Tutorial
OpStatisticsOp
- P -
Paint
This is apparently a relic from the pre Roto/RotoPaint node era ( just as Bezier at B ).
The Foundry mentiones that you can add it to your Toolbar it for nostalgic reasons.
Otherwise, some still find this version useful and if interested here's a way to set up for yourself.
PSDMerge
I admit that PSDMerge isn't fitting this list 100% as it isn't really a hidden node. It takes a PSD file and to click on the Read node's Breakout Layers button to conjure it manually but it is not visible in the Toolbar or the Tab search.
Also a good and bad news about this node. The good is that it is one of the handful of nodes that you can unGroup and look under the hood to see how the different Photoshop operations work using MergeExpressions. The bad is that if you ever had to debug scripts you know that it is often the Viewer where it's worth to start and for some reasons this Group has a Viewer in it.
Also, this Group is using Colorspace node which on most current shows probably need to be replaced with OCIOColorspace node to work properly.
ParticleBlinkScriptRender
ParticleDrag ( Classes called as ParticleDrag , ParticleDrag2 ) About
The only visible upgrade is to change two small letters to capitals . . .
ParticleSystem
ParticleToImage
This node can be super helpful, luckily Hagbarth already wrote about it and made a tool using this node wit ha cool demo so check that out!
PerspDistort
Based on this older doc on Nukepedia this node is Nuke version of a Shake tool. It is also still working well if anyone needs to use it.
PixelStat
Seems like a promising node with a histogram but sadly the ROI and most controllers doesn't have much effect on the node's outcome.
PixelSum
This is a pretty decent node that analyzes the frames and each one's highest and lowest values.
Surely, CurveTool can do more but it's nice and simple which is enough for certain tasks.
PlanarTracker ( Classes called as PlanarTracker , PlanarTracker1_0 )
These nodes are the same but have slightly different Class names. Tutorial
PointCloudGenerator ( Classes called as PointCloudGenerator, PointCloudGenerator1_0 ) About
These nodes are the same but have slightly different Class names.
PositionToPoints ( Classes called as PositionToPoints , PositionToPoints2 ) About
It's very useful to have the added surface point / normal dropdowns instead of the two inputs. Tutorial
PrintHash
PrintMetaData
This node is a bit of a mystery to me as couldn't make it work but surely ViewMetadata is easier to use.
ProcGeo
Project3D ( Classes called as Project3D , Project3D2 ) About
Not much visible change on these nodes.
ProjectionSolver ( Classes called as ProjectionSolver , ProjectionSolver1_0 )
It's a same node under different Class names.
PythonGeo
This node can still be very useful for cases that's discussed in this forum thread.
You can also find a description in the v6.3 NDK documentation:
Demonstrates running python from a node, exposing geometry data to python and exposing a custom knob implementation to python.
With the following .cpp and .h source codes.
Also the v6.0 release notes mentiones it as:
PythonGeo is a new node that can be used in Nuke, and it provides a Python interface to 3D geometry data. The PythonGeo code can be found in the NDK examples.
- R -
ReadGeo ( Classes called as ReadGeo , ReadGeo2 ) About
The updates here is that the Transform option got moved to another tab and we got a frame range knob.
RendermanShader
- S -
Shuffle ( Classes called as Shuffle, Shuffle1 , Shuffle2 ) About
Still many people prefers the old Shuffle node so it might be useful to know that you can create it
with typing Shuffle or Shuffle1 too. Tutorial
Axis ( Classes called as SimpleAxis , Axis )
Above at A you can find more about the older versions of Axis. The only difference between this node and the Axis ( first one ) is that it doesn't have World Matrix.
SphereObj
Same story as CardObj above. It is a Sphere and TransformGeo in a Group.
Full list of Obj nodes: CardObj, CubeObj, CylinderObj, SphereObj
SphereToLatLongMap
This one was still in use in Nuke v6 and probably SphericalTransform made it retire.
Otherwise it is still working but might not be the most useful tool.
SphericalMap
You can connect the B input to an image and the A input to a Camera which can be used to navigate over it. Unfortunately, can only use the rotate and scale but it should be enough to create some trippy images if needed.
SphericalTransform ( Classes called as SphericalTransform , SphericalTransform2 ) About
With the updates seems like we got a powerhouse of new capabilities to cater GPU powering and VR creaters too and that you can adjust the Output on the Viewer. As great as it is for certain simple things I still prefer to use the older version which is probably just an old habit. Tutorial
SplineWarp ( Classes called as SplineWarp , SplineWarp2 , SplineWarp3 ) About
Each update made this node more and more user-friendly which is great. Although with all the improvements this is still a heavy tool that can cause a lot of trouble for you but it's often necessary so use it with caution and would recommend to precomp the result.
Spotlight
This node merged into the Light node where you can change the light type to spot.
StarField
You can connect the A input to a Camera and it creates white dots as stars that you can position by moving around the camera and the controllers on the node.
As for the Star File that takes a .txt you can download from Nukepedia.
- T -
Text ( Classes called as Text , Text2 ) About
I made a more detailed analysis of the two versions of this node. I mentioned issues regarding the older versions file knob but turns out for cases when automated processes involved that node can still might be more helpful as it is easier to control. Find out more here.
TextureFile
It creates a square 512*512 checkerboard.
TextureMap
TextureSampler
TimeBlend
TimeShift
This is an interesting node, most likely the previous version of the Retime node.
TimeToDepth ( Older version of DeepFromFrames )
Seems like this Deep node has been added twice under different names and slightly different design
but all the user knobs are matching.
ToDeep ( Older version of DeepFromImage )
It's another confusing situation involving Deep nodes...
- The node's Class is ToDeep
- The node's name is DeepFromImage
- The node's user knobs are matching with DeepMerge
Huh?
Tracker ( Classes called as Tracker , Tracker3 , Tracker4 ) About
Two important thing here to be mentioned. 1 - I'm glad that with each version the node got undeniably more and more user-friendly! 2 - No idea where did the Foundry buried Tracker2 - Tutorial
Transform3D
This is a cool node that allows you to control an image with an Axis node and see that in 3D too.
I suppose it is perfect to create some Star Wars style rolling textures!
Twist
It is one of the hidden nodes that probably more people are familiar with. It is very easy to use and for certain trippy effects it probably can still be useful.
TwistGeo
Another cool twisty tool that got removed from the toolbar for some reasons without replacing it with something else. It is very easy to use and simply does what its name suggest.
- U -
USDPreviewSurface
This node plays part using Nuke's Hydra Viewer. Can found out more here.
UnmultColor
Seems like this node creates colorburn effect in a falloff area.
Unwrap
Not sure where this can be useful but puts next to each other images unwrapped.
UpRez
This node allows you to scale up the image from 0,0 using only integers.
- V -
VectorBlur ( Classes called as VectorBlur , VectorBlur2 ) About
We got a lot of great updates here from GPU acceleration to choosing motion vector preset and so on.
ViewerCaptureOp
ViewerChannelSelector
As the name suggest it has the Viewer's channel selector dropdown but it doesn't have any
effect on the output.
ViewerClipTest
This node doesn't have any user knobs but uses a B input as a background and highlights the values outside 0 - 1 that is coming in on the A input. I would normally use an Expression node for checking illegal values but this is an interesting approach too.
ViewerDitherDisable
ViewerDitherHighFrequency & ViewerDitherLowFrequency
ViewerGain & ViewerGamma
You can find a single slider in each of these nodes giving a same effect as the Gain & Gamma
sliders above the Viewer.
ViewerInterlacedStereo
ViewerLUT
This node has a same LUT selector that you can find in Project Settings on the Color tab.
ViewerProcess_1DLUT
Oddly, this is a Group node that has a previous node inside and a dropdown knob that only activates after you Copy to Group.
ViewerProcess_None
Another Group but this admits that it doesn't have any effect on the image.
ViewerScopeOp
ViewerWipe
Very interestingly, this node has a single user knob with a single option!
It does the Merge node's over operation.
- Z -
ZBlur
This node seems like an older version of ZDefocus using gaussian.
ZComp
Seems like a Boris FX node that has a description here.
ZDefocus ( Classes called as ZDefocus , ZDefocus2 ) About
We got a lot of great updates between these two nodes!
( Let's hope that the next version will be lighter of this essential node )
ZMerge ( Classes called as ZRMerge , ZMerge ) About
ZRMerge is very likely an older version of ZMerge although not sure about why the naming difference and what the R is referring to. We have somewhat different user knobs might worth exploring.
Hope you will find it useful!