there are probably other solutions to this, but my first go would be to use a master transform node for the zoom and create expression linked (or cloned) instances in every branch of each tile before the merge, then a separate transform to adjust scale and then merge them..

something like:


set cut_paste_input [stack 0]
CheckerBoard2 {
 inputs 0
 boxsize 300
 color0 0
 color1 1
 color2 0
 color3 1
 centerlinewidth 0
 name CheckerBoard2
 selected true
 xpos -135
 ypos -468
}
Grade {
 blackpoint -0.075
 whitepoint {2.45 1 1 2.45}
 name Grade1
 selected true
 xpos -135
 ypos -396
}
Remove {
 channels alpha
 name Remove1
 selected true
 xpos -135
 ypos -364
}
Transform {
 translate {{Transform1.translate} {Transform1.translate}}
 rotate {{Transform1.rotate}}
 scale {{Transform1.scale}}
 skew {{Transform1.skew}}
 center {{Transform1.center} {Transform1.center}}
 invert_matrix {{Transform1.invert_matrix}}
 filter Keys
 clamp {{Transform1.clamp}}
 black_outside {{Transform1.black_outside}}
 motionblur {{Transform1.motionblur}}
 shutter {{Transform1.shutter}}
 shutteroffset {{Transform1.shutteroffset}}
 shuttercustomoffset {{Transform1.shuttercustomoffset}}
 name Transform1_clone1
 selected true
 xpos -135
 ypos -258
 icon "\[value Transform1.icon]"
}
CheckerBoard2 {
 inputs 0
 boxsize 60
 color0 0
 color1 1
 color2 0
 color3 1
 centerlinewidth 0
 name CheckerBoard1
 selected true
 xpos 59
 ypos -469
}
Grade {
 blackpoint -0.075
 whitepoint {1 2 1 2.45}
 name Grade2
 selected true
 xpos 59
 ypos -397
}
Remove {
 channels alpha
 name Remove2
 selected true
 xpos 59
 ypos -373
}
Transform {
 translate {{Transform1.translate} {Transform1.translate}}
 rotate {{Transform1.rotate}}
 scale {{Transform1.scale}}
 skew {{Transform1.skew}}
 center {{Transform1.center} {Transform1.center}}
 invert_matrix {{Transform1.invert_matrix}}
 filter Keys
 clamp {{Transform1.clamp}}
 black_outside {{Transform1.black_outside}}
 motionblur {{Transform1.motionblur}}
 shutter {{Transform1.shutter}}
 shutteroffset {{Transform1.shutteroffset}}
 shuttercustomoffset {{Transform1.shuttercustomoffset}}
 name Transform1_clone2
 selected true
 xpos 59
 ypos -265
 icon "\[value Transform1.icon]"
}
Transform {
 scale 5
 center {960 540}
 filter Keys
 name Transform2
 selected true
 xpos 59
 ypos -197
}
Merge2 {
 inputs 2
 name Merge1
 selected true
 xpos 59
 ypos -112
}
push $cut_paste_input
Transform {
 scale {{curve i x1 1 x100 0.1}}
 center {960 540}
 filter Keys
 name Transform1
 label "MASTER ZOOM"
 selected true
 xpos -304
 ypos -260
}



On 4/10/12 at 3:09 AM, [email protected] (mesropa) wrote:

I have been trying for the last few days in creating an
Earth Zoom also known as a Cosmic Zoom or as I like to
think of it simply as "image nesting". I found a tutorial
for it in AE and it seams straight forward. It can also be
done in Flame with the same logical steps, however I have
been unable to do the same thing using Nuke. The problem
is that once a node passes through a merge the pixels are
baked down. You can have transform nodes one after the
other doing inverse things and because of CONCATENATING
they will cancel each other out without effect. but if you
scale something down using a transform and merge it with
another plate the output can not be inversely scaled back
up with out degradation. Short of creating giant 30K and
larger images (using a reformat to nest them ) I can't
make something work as efficiently as possible. Below is
the tutorial of the After Effects  setup. If any one can
give some pointers that would be an amazing help

http://www.videocopilot.net/tutorial/earth_zoom/

Thanks



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