Mmm, not really. Project3D won't change the projection mode of a camera,
whereas ScanlineRender can.

I was just trying to explain that the results stated in the original post
are not due to a caching issue, or Nuke ignoring the second ScanlineRender.
But Nathan is right, there's no need to connect a camera to a
ScanlineRender set to "uv", so that's probably the easiest and safest
approach :)



On Mon, Nov 12, 2012 at 11:05 AM, Marten Blumen <[email protected]> wrote:

> Ya, but it has to be connected to the project3d, which is piped into the
> Scanline set to UV, which has the same effect to the camera I imagine.
>
> >>There is no need to connect a camera to a ScanlineRender that is set to
> 'uv' projection mode. The only thing that >>will affect its output is the
> format of the 'bg' input.
>
>
> On 13 November 2012 08:00, Nathan Rusch <[email protected]> wrote:
>
>>   There is no need to connect a camera to a ScanlineRender that is set
>> to 'uv' projection mode. The only thing that will affect its output is the
>> format of the 'bg' input.
>>
>> -Nathan
>>
>>
>>  *From:* Justin Ball <[email protected]>
>> *Sent:* Sunday, November 11, 2012 2:33 PM
>> *To:* Nuke user discussion <[email protected]>
>> *Subject:* Re: [Nuke-users] UV un-wrapping -> re-wrapping issue
>>
>>
>> Well I should not need to manipulate cameras, just no point in having
>> multiple copies of them in my opinion.
>>
>> Breaking them out did work though.  ran it through the farm and came out
>> properly.  Now I can see all the problems in the matchmove.  :)
>>
>> I do not clone things out of principal, or well... lack of trust when in
>> nuke 5 when it did not work and exploded scripts all the time.  I still
>> flinch when I think about that.
>>
>> Thanks for the tip.  It really seems to have solved the issue for now!
>>
>> (not sure why though... seems like too much info would be traveling
>> up-stream to the cameras)
>>
>> Thanks!
>>
>> Justin
>> On Sun, Nov 11, 2012 at 4:23 PM, Marten Blumen <[email protected]> wrote:
>>
>>> I think cloned cameras work als, which, keeps everything live.
>>>
>>>
>>> On 12 November 2012 11:14, Justin Ball <[email protected]> wrote:
>>>
>>>> I do have all the scanlines linked to the same camera, because, well,
>>>> why wouldn't I.
>>>>
>>>> Breaking them up into separate cameras seems to have helped.
>>>> I'm going to run it through the farm now and see if it sticks.  Could
>>>> help with the other issue I was having where one scanline was rendering an
>>>> output that wasn't even in its tree.
>>>>
>>>> A little annoying.
>>>>
>>>> Thanks!
>>>>
>>>> Ill let you know how it goes.
>>>>
>>>> Justin
>>>>
>>>>
>>>> On Sun, Nov 11, 2012 at 4:08 PM, Marten Blumen <[email protected]>wrote:
>>>>
>>>>> not sure the exact problem but there is an issue when using the same
>>>>> camera for both Scanline Render nodes. Try duplicating the camera and use
>>>>> the individual ones for each Scanline.
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> On 12 November 2012 11:04, Justin Ball <[email protected]> wrote:
>>>>>
>>>>>> Hey Guys,
>>>>>>
>>>>>> Having a funky issue here.
>>>>>>
>>>>>> I'm using the old "Mummy" technique of match moving blood to an
>>>>>> actors face.  Using the 3d model, I'm rendering the scanline to UV space,
>>>>>> using a grid-warp to touch up the fit and then re-wrapping that animated
>>>>>> image to the 3d and rendered through a render camera.
>>>>>>
>>>>>> I am doing this all in line and Nuke apparently does not like this as
>>>>>> when trying to view the re-wrap over the plate at the end, the scanline
>>>>>> will render the up-stream output of the UV scanline instead of the 
>>>>>> updated
>>>>>> information.
>>>>>>
>>>>>> I'm sure others have had this issue before, but what would be the fix?
>>>>>>
>>>>>> I'm using 6.3v8 x 64 on windows.
>>>>>>
>>>>>> I've tried throwing a crop or a grade node in between the 2 scanline
>>>>>> render node process to break concatenation, but it does not seem to work.
>>>>>> It seems like a caching issue.
>>>>>>
>>>>>>
>>>>>> Any thoughts?
>>>>>> --
>>>>>> Justin Ball VFX
>>>>>> VFX Supervisor, Comp, Effects, Pipeline and more...
>>>>>> [email protected]
>>>>>> 818.384.0923
>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> Nuke-users mailing list
>>>>>> [email protected], http://forums.thefoundry.co.uk/
>>>>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>>>>>>
>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> Nuke-users mailing list
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>>>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> Justin Ball VFX
>>>> VFX Supervisor, Comp, Effects, Pipeline and more...
>>>> [email protected]
>>>> 818.384.0923
>>>>
>>>>
>>>> _______________________________________________
>>>> Nuke-users mailing list
>>>> [email protected], http://forums.thefoundry.co.uk/
>>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>>>>
>>>
>>>
>>> _______________________________________________
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>>
>>
>>
>> --
>> Justin Ball VFX
>> VFX Supervisor, Comp, Effects, Pipeline and more...
>> [email protected]
>> 818.384.0923
>>
>>  ------------------------------
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>
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