Very cool. That sounds perfect.

Sent from iEarth


On 13/11/2012, at 8:15, Ivan Busquets <[email protected]> wrote:

> 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
>>> Sent: Sunday, November 11, 2012 2:33 PM
>>> To: Nuke user discussion
>>> 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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>>>>> 
>>>>> 
>>>>> 
>>>>> -- 
>>>>> 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
>>> 
>>> _______________________________________________
>>> 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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>> 
>> 
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