any os x compiled versions of ReflectMat.cpp

On 27 March 2013 16:47, Jonathan Egstad <[email protected]> wrote:

> You need the ReflectionCard plugin on Nukepedia - it will give you a
> localized reflection source and you can even layer multiple cards in depth
> and they will properly alpha blend in Z.
>
> -jonathan
>
>
> On Mar 26, 2013, at 8:22 PM, Pat Wong <[email protected]> wrote:
>
> ive tried without too much success, also is a bit of a hack...
>
> Im looking for true reflection solution, i thought nuke would be able to
> offer me it.
>
>
> I need to make a relection of moving traffic lights nto a moving car
> windscreen on from an environment hdr or a cube..
>
> I suspect the env light would do what i want but i just cant to get the
> precise look and action  from the reflection off the environment light im
> desiring..
>
>
>
>
> On 26 March 2013 20:10, Marten Blumen <[email protected]> wrote:
>
>> would this work?
>> http://www.nukepedia.com/3d/in-3dmirror/
>>
>>
>> On 27 March 2013 15:59, Pat Wong <[email protected]> wrote:
>>
>>> well at the moment it just a standared nuke 3d scene. but im guessing it
>>> will be a baked out alembic or obj..
>>>
>>>
>>>
>>> On 26 March 2013 18:07, Marten Blumen <[email protected]> wrote:
>>>
>>>> Out of interest what format is your standard 3d cache in?
>>>>
>>>>
>>>> On 26 March 2013 20:24, Pat Wong <[email protected]> wrote:
>>>>
>>>>> ive just found this online from somebody ... but cant seem to get it
>>>>> the tree to work , anybody tried this before?
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> http://me-kipedia.blogspot.ca/2012/07/create-reflection-map-in-nuke.html
>>>>>
>>>>>
>>>>> create reflection map in Nuke.
>>>>>
>>>>> - add environmental light to a scene with the object.
>>>>> - add a new scene and locate a new camera where the object is.
>>>>> - connect the scene to the scanlinRenderer and set the projection type
>>>>> to sphere.
>>>>> - connect the scanlineRenderer to map input of the environmental light.
>>>>> - composite the object with reflection over the same object with
>>>>> diffusion.
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> On 25 March 2013 23:59, Pat Wong <[email protected]> wrote:
>>>>>
>>>>>> thanks guys ill try those ..
>>>>>>
>>>>>> Johnathan your refl mat looks usefull , i just need to find a way to
>>>>>> compile them at work...
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> On 25 March 2013 10:33, Jonathan Egstad <[email protected]>wrote:
>>>>>>
>>>>>>> You can also try the ReflectionCard & ReflectMat plugins on
>>>>>>> nukepedia.
>>>>>>>
>>>>>>> -jonathan
>>>>>>>
>>>>>>> On Mar 25, 2013, at 9:45 AM, Deke Kincaid wrote:
>>>>>>>
>>>>>>> You can fake this by setup up a camera to render from the reflection
>>>>>>> point and then re-project that render back onto the surface.  Or like 
>>>>>>> old
>>>>>>> school renderman reflections before they had raytracing you can 
>>>>>>> generate a
>>>>>>> cube or spherical map and then use it as a texture with the env light in
>>>>>>> nuke.
>>>>>>>
>>>>>>> -----
>>>>>>> Deke Kincaid
>>>>>>> Creative Specialist
>>>>>>> The Foundry
>>>>>>> Mobile: (310) 883 4313
>>>>>>> Tel: (310) 399 4555 - Fax: (310) 450 4516
>>>>>>>
>>>>>>> The Foundry Visionmongers Ltd.
>>>>>>> Registered in England and Wales No: 4642027
>>>>>>>
>>>>>>>
>>>>>>> On Mon, Mar 25, 2013 at 8:01 AM, Pat Wong <[email protected]>wrote:
>>>>>>>
>>>>>>>> hi
>>>>>>>>
>>>>>>>> is it possible to make a real relection pass from a standard cached
>>>>>>>> 3d scene from a vanilla install of nuke. I can obviously get 3d to 
>>>>>>>> render
>>>>>>>> some additional aov's such as position passes. normals. etcetc. is it
>>>>>>>> possibke and are the results good enough from the scanline renderer. no
>>>>>>>> prman licences at the place im at too.
>>>>>>>>
>>>>>>>> thanks
>>>>>>>>
>>>>>>>> pat
>>>>>>>>
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