Not sure what Falco suggested since I'm away from computer, but... What about using an add channel node after your project3D shader, shuffle into this newly added channel, then place an apply material node for this after the mergeGeo ? (Not certain of this but seems feasible)
Ari Blue Sky Sent from my iPhone On Jul 19, 2013, at 1:17 PM, Falko Paeper <[email protected]> wrote: > You mean something like this? > > set cut_paste_input [stack 0] > version 7.0 v8 > Camera2 { > inputs 0 > translate {-4.029312134 1.01058495 0.2428448796} > rotate {-11.99999046 -90.3295517 -4.773383466e-008} > name Camera2 > selected true > xpos 706 > ypos -476 > } > set Nd0009e50 [stack 0] > push $Nd0009e50 > push $cut_paste_input > Camera2 { > translate {-1.36818707 0.9573410749 1.405868173} > rotate {-27.13930075 -46.71111732 2.767881227} > name Camera1 > selected true > xpos 699 > ypos -714 > } > Constant { > inputs 0 > channels rgb > color {0 1 0 0} > name Constant4 > selected true > xpos 571 > ypos -849 > } > Project3D { > inputs 2 > name Project3D1 > selected true > xpos 571 > ypos -681 > } > set Ncfc8a620 [stack 0] > Constant { > inputs 0 > channels rgb > color {1 0 0 1} > name Constant3 > selected true > xpos 782 > ypos -825 > } > MergeMat { > inputs 2 > name MergeMat2 > selected true > xpos 769 > ypos -622 > } > Cube { > name Cube2 > selected true > xpos 769 > ypos -585 > } > push $Ncfc8a620 > Constant { > inputs 0 > channels rgb > color {0 0 1 1} > name Constant2 > selected true > xpos 377 > ypos -836 > } > MergeMat { > inputs 2 > name MergeMat3 > selected true > xpos 377 > ypos -657 > } > Cube { > translate {0.1299999952 0.1879999936 0.8059999943} > name Cube1 > selected true > xpos 377 > ypos -561 > } > MergeGeo { > inputs 2 > name MergeGeo1 > selected true > xpos 491 > ypos -507 > } > Scene { > inputs 2 > name Scene1 > selected true > xpos 494 > ypos -462 > } > push 0 > ScanlineRender { > inputs 3 > motion_vectors_type distance > name ScanlineRender1 > selected true > xpos 484 > ypos -321 > } > > > > Zitat von Michael Garrett <[email protected]>: > >> I want to layer a projection across individually textured merged geo. >> I find this scenario extremely useful for adding touch-up projections >> in areas where geo is overlapping and you want to create a blend area >> because the texture looks nasty at the overlapping area. >> >> I'm not sure if I'm having a brain fog today or if this is something >> that really hasn't come up for me before in Nuke, but the only way I >> can see to do this right now is to have two ScanlineRender outputs. I >> need something like a MergeMat but it's the MergeGeo (or Scene node) >> upstream of it that kills the ability to use it. I figured this would >> possibly be a good application of BlendMat but I can't get that >> working except with the underlying vertex colour. Thanks for any >> insight here, or maybe I should put in a feature request? >> >> Cheers, >> Michael >> _______________________________________________ >> Nuke-users mailing list >> [email protected], http://forums.thefoundry.co.uk/ >> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users > > > > __________________________________________________ > Falko Paeper > > Tel. 0173 74 84 449 > [email protected] | [email protected] > Skype: fpaeper > Karlsplatz 1 | 71638-Ludwigsburg > > ---------------------------------------------------------------- > This message was sent using IMP, the Internet Messaging Program. > > _______________________________________________ > 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
