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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