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 >> >> ---------------------------------------------------------------- >> 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 _______________________________________________ Nuke-users mailing list [email protected], http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
