Hi - interestingly ive been playing around on this front with smoke/ pyro 
renders

im currently exporting both world and cam passes from Houdini - and i find that 
say with the relight node World passes work best ( im relighting smoke with 
faux normal passes)

- But then with zdepth blur or using the rim light gizmo i found on Nukepedia - 
 Cam P works best.

I don't really get why just trial and error on my part.




Neil Scholes

+44(0) 7977 456 197
www.uvfilms.co.uk






On 31 May 2012, at 15:46, HSK wrote:

> Quick question about the normals passes.  In maya you are given 3options, 
> camera space, object space, and word space....is one more accurate than the 
> others when it comes to relighting? Or is it simply a matter of preference 
> and how to use the plugin?
> 
> 
> Out of curiosity,
> 
> Has anyone ever had success with using nuke's relighting or any relighting 
> with hair renders?
> Using a pos pass and normals.
> 
> Steve
> 
> 
> Sent from my iPad
> 
> On 2012-05-30, at 1:56 PM, Howard Jones <[email protected]> wrote:
> 
>> Somewhere I have/had it but I tend to do all this with world position, 
>> normals and one of the 3d keyers such as P_matte which is my favourite of 
>> them. 
>> 
>> If I can find it I'll send it on but I seem to remember I simply downloaded 
>> his script from the master class resources. 
>> 
>> H
>> 
>> From: Ron Ganbar <[email protected]>; 
>> To: Nuke user discussion <[email protected]>; 
>> Subject: Re: [Nuke-users] HDRI Lighting in Nuke 
>> Sent: Wed, May 30, 2012 8:57:30 AM 
>> 
>> Hi Paolo,
>> naturally I can do it in Atomkraft, but I'm thinking regular Nuke for now.
>> 
>> Tahl,
>> good idea about the Environment light, but I was thinking what Roy did in 
>> that same masterclass with the whole spherical harmonics thing. Anybody ever 
>> had a look at that and collected it all to a usable gizmo?
>> 
>> Thanks,
>> Ron Ganbar
>> email: [email protected]
>> tel: +44 (0)7968 007 309 [UK]
>>      +972 (0)54 255 9765 [Israel]
>> url: http://ronganbar.wordpress.com/
>> 
>> 
>> 
>> On 30 May 2012 09:51, Paolo Berto <[email protected]> wrote:
>> Hey Ron,
>> 
>> you can easily do it with AtomKraft, even with the free version you can use 
>> SH and it is pretty fast :)
>> 
>> - Lay down an AtomEnvironment
>> - Plug in your HDRI (if not latlong you can use SphericalTransform)
>> - Set mode to "Accurate" for SH (spherical harmonics). Just FYI the 
>> "Approximate" stands for bent normals.
>> 
>> If you also need real shadowing from the environment you can:
>> 
>> - turn AENV shadows from "off" to "simple" to also have proper shadow from 
>> the HDRI environment (when using shadows you should use a proper sample 
>> count)
>> 
>> If you instead just need plain environment occlusion :
>> 
>> - connect another AENV with no texture plugged (default is white 
>> environment) and 
>> - set shadows to simple, and samples accordingly.
>> 
>> 
>> Note that:
>> 
>> * The relative AOVs are properly filled.
>> * There are many other combinations (plain environment reflections, 
>> raytraced reflection of the environment according to the BRDF, multiple 
>> textures for diffuse & specular...) that you can achieve, we are planning a 
>> simplification of AENV along with presets as it is a bit overcomplicated for 
>> a comp artist.
>> 
>> Beers,
>> 
>> P.
>> 
>> 
>> 
>>  
>> 
>> On Wed, May 30, 2012 at 2:04 PM, Ron Ganbar <[email protected]> wrote:
>> Hi Guys,
>> does anyone do HDRI based Lighting in Nuke? How can one do that, I wonder?
>> I remember something from the 2009 Foundry Masterclass, but it wasn't 
>> straight forward by any stretch of the imagination...
>> 
>> Thanks,
>> Ron Ganbar
>> email: [email protected]
>> tel: +44 (0)7968 007 309 [UK]
>>      +972 (0)54 255 9765 [Israel]
>> url: http://ronganbar.wordpress.com/
>> 
>> 
>> _______________________________________________
>> Nuke-users mailing list
>> [email protected], http://forums.thefoundry.co.uk/
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>> 
>> -- 
>> paolo berto durante
>> space cowboy
>> /*jupiter jazz*/ visual research — hong kong
>> http://jupiter-jazz.com
>> 
>> 
>> 
>> 
>> 
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