With the existing system you could write a custom PtexRead plugin that 
implemented the Iop::sample() calls and passed them to the ptex lib.  I've done 
this with .dshad files so that Nuke Lights could use pre-rendered deep shadow 
files.

If the Foundry extended the Iop::sample() calls to the Reader class then a 
ptexReader plugin could do the same thing.

-jonathan

On Oct 11, 2013, at 5:26 PM, Michael Garrett wrote:

> This is actually something you can do with Vray in Nuke, at least with a 
> recorded demo I saw online. It would be great if we could just render it 
> through the ScanlineRender node though.
> 
> 
> On 11 October 2013 19:23, Jonathan Egstad <[email protected]> wrote:
> Whoops, I mean Darren… see, it has been a long time...  :)
> 
> On Oct 11, 2013, at 4:13 PM, Jonathan Egstad wrote:
> 
> > Hi Darin!
> > Long time no hear.
> >
> > I doubt it - ptex files are not normal 2D textures so Nuke's current 2D 
> > structure won't support them out of the box.  There's probably some wacky 
> > way to shove the ptex data into the existing float buffers but none of 
> > standard Nuke nodes would know how to interpret the data.
> > It's impractical to unpack as well as you may need hundreds of different 
> > layers all at different resolutions.
> >
> > Likely Nuke's 2D system will need to be extended like it was to support 
> > Deep data in order to support the packed encoding of ptex.  Perhaps the 
> > Foundry is already working on this - you should ask.
> >
> > -jonathan
> >
> > On Oct 11, 2013, at 11:19 AM, Darren Poe wrote:
> >
> >> First off let me say I'm pretty new to ptex... But if say I paint on an 
> >> obj model with no UVs in mari, is it currently possible to bring that 
> >> texture into nuke and apply it directly to the obj?
> >> Thanks,
> >>
> >> -Darren
> >>
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