Thanks for that tip. That does help. Just when setting everything up i just keep piping in cameras
Thanks guys! Justin On Mon, Nov 12, 2012 at 1:15 PM, 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 <[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 >> > > > _______________________________________________ > 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
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