What are you trying to do with the renderman shaders?  Nuke does not have
the ability to load them into the gui.  You can only point to them in a rib
file that the PrmanRender node can use to render in the gui of Nuke.

--
Deke Kincaid
Creative Specialist
The Foundry
Skype: dekekincaid
Tel: (310) 399 4555 - Mobile: (310) 883 4313
Web: www.thefoundry.co.uk
Email: [email protected]

On Fri, Sep 19, 2014 at 11:17 AM, tungaunga <[email protected]> wrote:

> Hello,
> Does anyone know how to setup Nuke to detect my custom renderman shaders
> saved in:
> $HOME/nuke/shaders
> Tried adding it to my nuke.pluginPath() without success.
>
> Thanks in advance.
>
> T
>
>
>
> Frank Rueter|OHUfx <[email protected]> wrote:
>
> Too much room for error when reading R3d in directly, not to mention the
> speed hit due to de-bayering and full resolution as mentioned before.
> I totally agree that transcoding everything to dpx files is the way to go.
> This will give you:
>
>    1. full control over how the transcode happens across the show (gamma
>    space, priamries etc)
>     2. much superior speed in Nuke due to having uncompressed rgb
>    channels to load and only having to deal with the resolution that is
>    actually required (especially if you shot on 8k and only need to deliver
>    regular DCP or hd resolutions)
>
>
>
>
> On 19/09/14 11:17 am, John Coldrick wrote:
>
> Cool, thanks for the feedback guys.  The speed hit seems like a no-fly...
>
>  Cheers,
>
>  J.C.
>
> On Thu, Sep 18, 2014 at 6:41 PM, Nathan Rusch <[email protected]>
> wrote:
>
>>   R3D's are going to be slow because they need to be debayered. You're
>> also looking at more room for error by exposing all of the debayer settings
>> to the artist, and more room for instability by getting third-party
>> libraries involved.
>>
>> I would stick with DPXs.
>>
>> -Nathan
>>
>>
>>  *From:* John Coldrick <[email protected]>
>> *Sent:* Thursday, September 18, 2014 3:01 PM
>> *To:* Nuke user discussion <[email protected]>
>> *Subject:* [Nuke-users] R3D "Live" source plates in Nuke
>>
>>   In the past we had experimented using quicktime files directly in Nuke
>> as source plates and it was pretty much a disaster,  unstable, inexplicitly
>> slow at times, and checking around that was a concession from a number of
>> shops.  Fine in theory, seemed OK, but inevitably when you got to a real
>> shot, trouble.
>>
>> I'm just curious if anyone has had any experience with using R3D files
>> like this.  We'd be working at 4K from a Red Dragon, I'm thinking on the
>> plus side the compression would make for faster interaction, but
>> potentially on the negative side some of the snappy scanline efficiencies
>> might be lost, and of course, stability is key.  I've also noticed that the
>> firmware in the camera can be a real issue in getting successful reads in
>> Nuke, so there's a thing...
>>
>> We're going to do some testing, but just curious if anyone had any war
>> stories.
>>
>> Thanks in advance!
>>
>> J.C.
>>
>>  ------------------------------
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>
>
>
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