Have you tried to increase the samples in the ScanlineRender node to
get rid of the artifacts?
Zitat von Michael Garrett <[email protected]>:
Actually, I'm still getting some minor artefacts using this method,
for whatever reason, with this particular geometry....as opposed to
projecting across the merged geo. But once you add motion blur, it's
fine so I'll deal with it.
On 19 July 2013 15:27, Michael Garrett <[email protected]> wrote:
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
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__________________________________________________
Falko Paeper
Tel. 0173 74 84 449
[email protected] | [email protected]
Skype: fpaeper
Karlsplatz 1 | 71638-Ludwigsburg
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_______________________________________________
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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