So if I understand your setup correctly, you're using the result of a
RotoPaint as a texture one a card that has some bicubic deformation? And as
a result the renders come out deformed?

Substitute a 0-1 uv map as a texture for the card, then retexturize using
the ST-map tool?

I fear I may have misunderstood you here

Best regards,
Elias Ericsson Rydberg

tisdag 22 mars 2016 skrev Ned Wilson <[email protected]>:

> Hello,
>
> I have a RotoPaint node that is plugged directly into a card. The card has
> some bicubic deformations on it, and it is plugged directly into a
> ScanlineRender node. The resulting matte is then used as a Grade mask.
>
> This is an example where I really need to paint fine detail on a matte -
> I’m trying to enhance shadows in the background of a shot that has a camera
> move on it. All that I want is to be able to look at the output of the
> Grade node and see where the points of a spline or paint brush strokes are
> in relation to the 2D image.
>
> I can see, especially with the paint brush, that Nuke is actually
> deforming and adjusting the shape of the brush to account for the 3D
> transform.
>
> The only problem here is - it’s wrong, and it is maddeningly frustrating.
>
> I know that you can use FrameHolds with Project3Ds and MergeMats in order
> to get these to line up exactly, but that is a huge PITA, especially if you
> have large camera moves.
>
> Is there a setup that people use where this actually works?
>
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