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
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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
>>>
>>>  ------------------------------
>>> _______________________________________________
>>> 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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>
>
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-- 
Justin Ball VFX
VFX Supervisor, Comp, Effects, Pipeline and more...
[email protected]
818.384.0923
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