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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