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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