Does nuke really have a bad name handling bug if the layer names aren't
written to the
exr spec? Seems like it would be a lot better to make the fixes
upstream than wait/have nuke do a fix that could end up creating other
issues. I'd be curious how other viewers read your layer?
I have to
admit, I'd personally rather nuke didn't do any automatic fixing for
me, like setting colorspaces and calling a layer.Z a "depth" channel or
the UV's 'forward' and 'motion'. Why not leave it alone and call it
what the user wanted to call it? Maybe that's the fix because then it
wouldn't matter?
jrab
Ryan O'Phelan wrote:
Thanks. Will do.
R
On Thu, Oct 20, 2011 at 3:44 PM, Jonathan
Egstad <jegs...@earthlink.net>
wrote:
The exrReader is not doing the correct name munging when
converting the file's channel name into the Nuke channel name.
The vray channel is likely missing a separator in it's name
('.') that the reader normally uses to split layer from channel.
Either modify the exrReader.cpp code to handle it, or change the vray
channel name to include a '.' - like 'renderID.index' or something like
that.
(and submit a bug report to the Foundry describing the bad
name handling)
-jonathan
On Oct 19, 2011, at 1:40 PM, Ryan O'Phelan wrote:
let me revise a bit.
The UV pass comes into nuke as "forward"
the renderID comes in as either other.red or other.green.
Strange...
R
On Wed, Oct 19, 2011 at 4:34 PM, Ryan
O'Phelan <designer...@gmail.com>
wrote:
I've
noticed that our renderId and UV passes from maya vray 2.0 come in to
nuke as a channel named "other".
The UV layer is missing, but it's channels end up as
separate channels in "other".
We haven't had this issue before mainly because we weren't
using multichannel files. Is there a naming convention that would stop
this from happening?
Thanks,
Ryan
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