Or paint you mask on one frame if possible and project it onto the card

Am 22.03.2016 um 01:55 schrieb Hugo Léveillé:
That's exactly why I use the 3d stabilize trick. To avoid those ui problem. I know its not what you are after, but maybe it can help

I have a video on that : https://youtu.be/8m7oEDXQMgE

Sent from my iPhone

On Mar 21, 2016, at 8:38 PM, Ned Wilson <[email protected] <mailto:[email protected]>> wrote:

What I am looking for is for the visual cues in the interface, specifically, the brush size circle or the roto spline in the viewer, to accurately reflect where I am placing a spline, or where I am placing a paint stroke.

On Mar 21, 2016, at 5:16 PM, Elias Ericsson Rydberg <[email protected] <mailto:[email protected]>> wrote:

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] <mailto:[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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