Thanks for the responses...Falko, your example seems to work, great! I
think it's counter intuitive to need to apply the MergeMat to each
separate piece of geo upstream of the MergeGeo or Scene node and I was
concerned there may be some artifacts doing it that way...but it works
which is what counts.

Michael




On 19 July 2013 13:54, Ari Rubenstein <[email protected]> wrote:
> 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
>>
>> ----------------------------------------------------------------
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