Hi Paul..
Heres something I made for a project I'm working on right now...
Its animated and also involves an IDistort. SphericalTransform and IDistort =
fun nodes
set cut_paste_input [stack 0]
version 7.0 v5
Radial {
inputs 0
area {4 3 509 507}
name Radial7
selected true
xpos -483
ypos -197
}
Reformat {
inputs 0
format "2048 2048 0 0 2048 2048 1 square_2K"
name Reformat11
selected true
xpos -728
ypos -328
}
Noise {
zoffset {{curve l x120 0 x244 2.68}}
center {540 960}
name Noise1
selected true
xpos -728
ypos -294
}
push $cut_paste_input
Reformat {
format "2048 2048 0 0 2048 2048 1 square_2K"
name Reformat10
selected true
xpos -580
ypos -352
}
Grid {
number {30 0}
size 9
translate {35 0}
name Grid1
selected true
xpos -580
ypos -318
}
ShuffleCopy {
inputs 2
black red
white green
red2 blue
green2 alpha
out2 motion
name ShuffleCopy1
selected true
xpos -580
ypos -294
}
IDistort {
uv motion
uv_scale 18
name IDistort1
selected true
xpos -580
ypos -270
}
SphericalTransform {
input "Lat Long map"
rx 90
output Fisheye
format "512 512 0 0 512 512 1 square_512"
fix true
name SphericalTransform1
selected true
xpos -580
ypos -236
}
Multiply {
inputs 1+1
value 0
invert_mask true
name Multiply18
selected true
xpos -580
ypos -202
}
Blur {
size 8.4
name Blur8
selected true
xpos -580
ypos -144
}
On May 2, 2013, at 6:21 AM, Frank Rueter wrote:
> SphericalTransform is the way to go.
> If your incoming image is a sphercial map, set the input type to latlong and
> the output type to box.
>
> If the incoming map is rectilinear, reformat the image to a square format
> (not distorting) and use input type cube and output type latlong.
> Of course you should know the angle of view that your image was shot with and
> prepare it accordingly to fit into one or more cubic (i.e. 90 degrees fov)
> tiles.
> So if you have 4 cubic maps representing all sides of a 360 view (aka six
> pack), you can hook them all up to the Spherical Transform and convert them
> to a full 360 spherical (aka latlong) map.
>
>
> On 01/05/13 23:46, paulinventome wrote:
>> Hi,
>>
>> Is there some way in Nuke i can create a rectangular to polar coordinates
>> filter effect (as in photoshop)?
>>
>> The Spherical distortion node looks like the most likely candidate but i
>> can't find a combination that really does the same job.
>>
>> I'm not sure it could be done via UV and IDistort either.
>>
>> Some pointers would be very very welcome
>>
>> many thanks
>> Paul
>>
>>
>> _______________________________________________
>> 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