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 >>>>> [email protected], http://forums.thefoundry.co.uk/ >>>>> 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 >>>> >>> >>> >>> _______________________________________________ >>> Nuke-users mailing list >>> [email protected], http://forums.thefoundry.co.uk/ >>> 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 >> >> >> _______________________________________________ >> 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 > [email protected], http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >
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