Re: [Nuke-users] Sperical LatLong comping

2015-06-29 Thread Pat Wong
thanks for the link Matt



Kind Regards


Patrick Wong
077961 35224
www.wahwahdigital.com


On 29 June 2015 at 10:22, Pat Wong patwon...@gmail.com wrote:

 Hey Patrick

 Hey Pat,

 glad that you liked HELP, I worked on it as a 2D TD and Compositor. In
 our case we ended up comping a lot in Latlong space. It works for a lot of
 cases and you get used to it pretty quickly. We also had tools that allowed
 us to quickly check things in a rectilinear view(similiar to a cube face)
 or move it from one image space to the other.


 when you say convert from image spaces , do you  maen fromlatlong to cubic
 6 pack space. Or do you mean tools to swap the front,back, left right faces
 around ?






 Additionally we used quite a bit of projections which worked really well.
 Yes shifting it around with a spherical transform is also an option we
 used. Just keep in mind, that any transformation will most likely be a
 filter hit, and therefore soften your plate.



 Projections would require camera tracks i assume unless you are just
 projecting onto the main sphere? Are you doing these camera tracks in the
 Cubic space I assume





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Re: [Nuke-users] Sperical LatLong comping

2015-06-29 Thread Pat Wong
Kind Regards


Patrick Wong
077961 35224
www.wahwahdigital.com


On 29 June 2015 at 06:10, Patrick Heinen mailingli...@patrickheinen.com
wrote:

 Hey Pat,

 glad that you liked HELP, I worked on it as a 2D TD and Compositor. In
 our case we ended up comping a lot in Latlong space. It works for a lot of
 cases and you get used to it pretty quickly. We also had tools that allowed
 us to quickly check things in a rectilinear view(similiar to a cube face)
 or move it from one image space to the other.




 Additionally we used quite a bit of projections which worked really well.
 Yes shifting it around with a spherical transform is also an option we
 used. Just keep in mind, that any transformation will most likely be a
 filter hit, and therefore soften your plate.

 cheers,
 Patrick

 On 28.06.2015, at 07:21, Pat Wong patwon...@gmail.com wrote:




 On 28 June 2015 at 15:04, Pat Wong patwon...@gmail.com wrote:

 Deke

 Thanks for the reply, yes ive seen these Videos before and whilst i
 believe the techniques in the video will work for most situations where the
 camera is locked off, Things tend to get a bit more complicated when the
 camera plate is moving and there are subjects in the shot,


 On 28 June 2015 at 01:26, Deke Kincaid d...@thefoundry.co.uk wrote:

 Pat, to answer your question the workflow with the existing nuke tools
 either:

 1. breaking the latlong images into six packs with the sphericalTransform
 node. Fix in cubic, then reconvert back to latlong.



 How do you deal with this if an object that needs to be removed travels
 along multiple packs. Logically i assume you'd just tile up the six packs
 and deal with it that way, But the image dimensions might end up
 potentially large...



 Laying the cube maps into a horizontal cross pattern like this eg.
 http://wiki.polycount.com/wiki/Cube_map

 objects crossing the seams from the UP cube diagonally to FRONT cube i can
 see that as a potential  problem, how would one deal with that?











 2.mapping the latlong onto a sphere and then projecting images onto the
 sphere to patch and fix images.



 Would  projecting onto a sphere would result in a lack of parrallax? so
 im guessing you might need geo of the scene ideally?


 Pat





 Frank Reuter did some videos 4 years ago showing some of these
 workflows on making HDR's which is exactly the same as working with VR.
 Also he has some nice stitching with cards videos in there.

 https://vimeo.com/album/2567386

 On Saturday, June 27, 2015, Pat Wong patwon...@gmail.com wrote:

 Any of you Nukers on the forums like to share any tips or experiences
 for Comping in LatLong Space.

  Its a new exciting arena. One in which i just delving into...Ive just
 seen the google stories specifically 'HELP' with its comped 3d Lizard and
 it looked great.


 I've also seen the recent Nuke tech demo at NAB this year and can see
 the people are still developing techniques to how to actually use the more
 traditional 2D comp tricks in this LatLong distorted space.


 1. Rig removals are a case in point, is the best way to do to tackle
 these spherical transform the rig into the less distrorted central region
 and then rotate it back to its orginal or is their a better way. If this
 region needs to be tracked.. how do you approach this?


 2. stabilizing plates. whats the best approach?

 3. The LatLong blue that the Foundry demo'd in the Blink Script was
 interesting as the blur strength was obviously stronger at different parts
 of of the distorted plate.

 This lead me to think could we somehow use a sphercial distortion map
 for all our nodes or a utilize a STMAP UV map in some way.


 It would be good to hear from other peoples experience with comping in
 his LatLong Space , on what TO DO and NOT TO DO.



 cheers

 pat wong




 --
 -
 Deke Kincaid
 ME OEM Development Manager
 The Foundry
 Mobile: (310) 883 4313
 Tel: (310) 399 4555 - Fax: (310) 450 4516

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Re: [Nuke-users] Sperical LatLong comping

2015-06-29 Thread Pat Wong
Hey Patrick

Hey Pat,

 glad that you liked HELP, I worked on it as a 2D TD and Compositor. In
 our case we ended up comping a lot in Latlong space. It works for a lot of
 cases and you get used to it pretty quickly. We also had tools that allowed
 us to quickly check things in a rectilinear view(similiar to a cube face)
 or move it from one image space to the other.


when you say convert from image spaces , do you  maen fromlatlong to cubic
6 pack space. Or do you mean tools to swap the front,back, left right faces
around ?






 Additionally we used quite a bit of projections which worked really well.
 Yes shifting it around with a spherical transform is also an option we
 used. Just keep in mind, that any transformation will most likely be a
 filter hit, and therefore soften your plate.



Projections would require camera tracks i assume unless you are just
projecting onto the main sphere? Are you doing these camera tracks in the
Cubic space I assume
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Re: [Nuke-users] Sperical LatLong comping

2015-06-29 Thread Matt Plec
FxGuide did a great, in-depth piece on it here:
www.fxguide.com/fxpodcasts/fxpodcast-294-making-the-360-degree-short-help/



On Mon, Jun 29, 2015 at 2:02 PM, Frank Harrison fr...@thefoundry.co.uk
wrote:

 Is there somewhere that I can see more info about HELP! my googlefu is
 failing me and I'm intrigued.

 F.

 On 29 June 2015 at 06:10, Patrick Heinen mailingli...@patrickheinen.com
 wrote:

 Hey Pat,

 glad that you liked HELP, I worked on it as a 2D TD and Compositor. In
 our case we ended up comping a lot in Latlong space. It works for a lot of
 cases and you get used to it pretty quickly. We also had tools that allowed
 us to quickly check things in a rectilinear view(similiar to a cube face)
 or move it from one image space to the other. Additionally we used quite a
 bit of projections which worked really well. Yes shifting it around with a
 spherical transform is also an option we used. Just keep in mind, that any
 transformation will most likely be a filter hit, and therefore soften your
 plate.

 cheers,
 Patrick

 On 28.06.2015, at 07:21, Pat Wong patwon...@gmail.com wrote:




 On 28 June 2015 at 15:04, Pat Wong patwon...@gmail.com wrote:

 Deke

 Thanks for the reply, yes ive seen these Videos before and whilst i
 believe the techniques in the video will work for most situations where the
 camera is locked off, Things tend to get a bit more complicated when the
 camera plate is moving and there are subjects in the shot,


 On 28 June 2015 at 01:26, Deke Kincaid d...@thefoundry.co.uk wrote:

 Pat, to answer your question the workflow with the existing nuke tools
 either:

 1. breaking the latlong images into six packs with the
 sphericalTransform node. Fix in cubic, then reconvert back to latlong.



 How do you deal with this if an object that needs to be removed travels
 along multiple packs. Logically i assume you'd just tile up the six packs
 and deal with it that way, But the image dimensions might end up
 potentially large...



 Laying the cube maps into a horizontal cross pattern like this eg.
 http://wiki.polycount.com/wiki/Cube_map

 objects crossing the seams from the UP cube diagonally to FRONT cube i
 can see that as a potential  problem, how would one deal with that?











 2.mapping the latlong onto a sphere and then projecting images onto the
 sphere to patch and fix images.



 Would  projecting onto a sphere would result in a lack of parrallax? so
 im guessing you might need geo of the scene ideally?


 Pat





 Frank Reuter did some videos 4 years ago showing some of these
 workflows on making HDR's which is exactly the same as working with VR.
 Also he has some nice stitching with cards videos in there.

 https://vimeo.com/album/2567386

 On Saturday, June 27, 2015, Pat Wong patwon...@gmail.com wrote:

 Any of you Nukers on the forums like to share any tips or experiences
 for Comping in LatLong Space.

  Its a new exciting arena. One in which i just delving into...Ive just
 seen the google stories specifically 'HELP' with its comped 3d Lizard and
 it looked great.


 I've also seen the recent Nuke tech demo at NAB this year and can see
 the people are still developing techniques to how to actually use the more
 traditional 2D comp tricks in this LatLong distorted space.


 1. Rig removals are a case in point, is the best way to do to tackle
 these spherical transform the rig into the less distrorted central region
 and then rotate it back to its orginal or is their a better way. If this
 region needs to be tracked.. how do you approach this?


 2. stabilizing plates. whats the best approach?

 3. The LatLong blue that the Foundry demo'd in the Blink Script was
 interesting as the blur strength was obviously stronger at different parts
 of of the distorted plate.

 This lead me to think could we somehow use a sphercial distortion map
 for all our nodes or a utilize a STMAP UV map in some way.


 It would be good to hear from other peoples experience with comping in
 his LatLong Space , on what TO DO and NOT TO DO.



 cheers

 pat wong




 --
 -
 Deke Kincaid
 ME OEM Development Manager
 The Foundry
 Mobile: (310) 883 4313
 Tel: (310) 399 4555 - Fax: (310) 450 4516

 ___
 Nuke-users mailing list
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 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users



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 Senior Nuke Software Engineer
 The Foundry
 Tel: +44 (0)20 7968 6828 - Fax: +44 (0)20 7930 8906
 Web: www.thefoundry.co.uk
 Email: 

[Nuke-users] Have anyone created a custom ARRIMetaExtract exporter for NukeStudio?

2015-06-29 Thread Henrik Cednert
Hello

Have anyone created a custom ARRIMetaExtract exporter for NukeStudio? Or maybe 
someone seen one floating around. Probably not that hard but too hard for me. 
=) 

Cheers


-- 
Henrik Cednert
cto | td | compositor

Filmlance International
www.filmlance.se

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Re: [Nuke-users] Sperical LatLong comping

2015-06-29 Thread Pat Wong
To camera track a scene in Latlong Space is this possible in Nuke? If not
what softwares can.

I need to remove shadows that are on the ground plane in a shot.

I've tried tracking a groundplane in the cubic space without much luck.
Too much distortion any other ideas?
 On 29 Jun 2015 6:10 am, Patrick Heinen mailingli...@patrickheinen.com
wrote:

 Hey Pat,

 glad that you liked HELP, I worked on it as a 2D TD and Compositor. In
 our case we ended up comping a lot in Latlong space. It works for a lot of
 cases and you get used to it pretty quickly. We also had tools that allowed
 us to quickly check things in a rectilinear view(similiar to a cube face)
 or move it from one image space to the other. Additionally we used quite a
 bit of projections which worked really well. Yes shifting it around with a
 spherical transform is also an option we used. Just keep in mind, that any
 transformation will most likely be a filter hit, and therefore soften your
 plate.

 cheers,
 Patrick

 On 28.06.2015, at 07:21, Pat Wong patwon...@gmail.com wrote:




 On 28 June 2015 at 15:04, Pat Wong patwon...@gmail.com wrote:

 Deke

 Thanks for the reply, yes ive seen these Videos before and whilst i
 believe the techniques in the video will work for most situations where the
 camera is locked off, Things tend to get a bit more complicated when the
 camera plate is moving and there are subjects in the shot,


 On 28 June 2015 at 01:26, Deke Kincaid d...@thefoundry.co.uk wrote:

 Pat, to answer your question the workflow with the existing nuke tools
 either:

 1. breaking the latlong images into six packs with the sphericalTransform
 node. Fix in cubic, then reconvert back to latlong.



 How do you deal with this if an object that needs to be removed travels
 along multiple packs. Logically i assume you'd just tile up the six packs
 and deal with it that way, But the image dimensions might end up
 potentially large...



 Laying the cube maps into a horizontal cross pattern like this eg.
 http://wiki.polycount.com/wiki/Cube_map

 objects crossing the seams from the UP cube diagonally to FRONT cube i can
 see that as a potential  problem, how would one deal with that?











 2.mapping the latlong onto a sphere and then projecting images onto the
 sphere to patch and fix images.



 Would  projecting onto a sphere would result in a lack of parrallax? so
 im guessing you might need geo of the scene ideally?


 Pat





 Frank Reuter did some videos 4 years ago showing some of these
 workflows on making HDR's which is exactly the same as working with VR.
 Also he has some nice stitching with cards videos in there.

 https://vimeo.com/album/2567386

 On Saturday, June 27, 2015, Pat Wong patwon...@gmail.com wrote:

 Any of you Nukers on the forums like to share any tips or experiences
 for Comping in LatLong Space.

  Its a new exciting arena. One in which i just delving into...Ive just
 seen the google stories specifically 'HELP' with its comped 3d Lizard and
 it looked great.


 I've also seen the recent Nuke tech demo at NAB this year and can see
 the people are still developing techniques to how to actually use the more
 traditional 2D comp tricks in this LatLong distorted space.


 1. Rig removals are a case in point, is the best way to do to tackle
 these spherical transform the rig into the less distrorted central region
 and then rotate it back to its orginal or is their a better way. If this
 region needs to be tracked.. how do you approach this?


 2. stabilizing plates. whats the best approach?

 3. The LatLong blue that the Foundry demo'd in the Blink Script was
 interesting as the blur strength was obviously stronger at different parts
 of of the distorted plate.

 This lead me to think could we somehow use a sphercial distortion map
 for all our nodes or a utilize a STMAP UV map in some way.


 It would be good to hear from other peoples experience with comping in
 his LatLong Space , on what TO DO and NOT TO DO.



 cheers

 pat wong




 --
 -
 Deke Kincaid
 ME OEM Development Manager
 The Foundry
 Mobile: (310) 883 4313
 Tel: (310) 399 4555 - Fax: (310) 450 4516

 ___
 Nuke-users mailing list
 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users



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Re: [Nuke-users] Sperical LatLong comping

2015-06-29 Thread Frank Harrison
Is there somewhere that I can see more info about HELP! my googlefu is
failing me and I'm intrigued.

F.

On 29 June 2015 at 06:10, Patrick Heinen mailingli...@patrickheinen.com
wrote:

 Hey Pat,

 glad that you liked HELP, I worked on it as a 2D TD and Compositor. In
 our case we ended up comping a lot in Latlong space. It works for a lot of
 cases and you get used to it pretty quickly. We also had tools that allowed
 us to quickly check things in a rectilinear view(similiar to a cube face)
 or move it from one image space to the other. Additionally we used quite a
 bit of projections which worked really well. Yes shifting it around with a
 spherical transform is also an option we used. Just keep in mind, that any
 transformation will most likely be a filter hit, and therefore soften your
 plate.

 cheers,
 Patrick

 On 28.06.2015, at 07:21, Pat Wong patwon...@gmail.com wrote:




 On 28 June 2015 at 15:04, Pat Wong patwon...@gmail.com wrote:

 Deke

 Thanks for the reply, yes ive seen these Videos before and whilst i
 believe the techniques in the video will work for most situations where the
 camera is locked off, Things tend to get a bit more complicated when the
 camera plate is moving and there are subjects in the shot,


 On 28 June 2015 at 01:26, Deke Kincaid d...@thefoundry.co.uk wrote:

 Pat, to answer your question the workflow with the existing nuke tools
 either:

 1. breaking the latlong images into six packs with the sphericalTransform
 node. Fix in cubic, then reconvert back to latlong.



 How do you deal with this if an object that needs to be removed travels
 along multiple packs. Logically i assume you'd just tile up the six packs
 and deal with it that way, But the image dimensions might end up
 potentially large...



 Laying the cube maps into a horizontal cross pattern like this eg.
 http://wiki.polycount.com/wiki/Cube_map

 objects crossing the seams from the UP cube diagonally to FRONT cube i can
 see that as a potential  problem, how would one deal with that?











 2.mapping the latlong onto a sphere and then projecting images onto the
 sphere to patch and fix images.



 Would  projecting onto a sphere would result in a lack of parrallax? so
 im guessing you might need geo of the scene ideally?


 Pat





 Frank Reuter did some videos 4 years ago showing some of these
 workflows on making HDR's which is exactly the same as working with VR.
 Also he has some nice stitching with cards videos in there.

 https://vimeo.com/album/2567386

 On Saturday, June 27, 2015, Pat Wong patwon...@gmail.com wrote:

 Any of you Nukers on the forums like to share any tips or experiences
 for Comping in LatLong Space.

  Its a new exciting arena. One in which i just delving into...Ive just
 seen the google stories specifically 'HELP' with its comped 3d Lizard and
 it looked great.


 I've also seen the recent Nuke tech demo at NAB this year and can see
 the people are still developing techniques to how to actually use the more
 traditional 2D comp tricks in this LatLong distorted space.


 1. Rig removals are a case in point, is the best way to do to tackle
 these spherical transform the rig into the less distrorted central region
 and then rotate it back to its orginal or is their a better way. If this
 region needs to be tracked.. how do you approach this?


 2. stabilizing plates. whats the best approach?

 3. The LatLong blue that the Foundry demo'd in the Blink Script was
 interesting as the blur strength was obviously stronger at different parts
 of of the distorted plate.

 This lead me to think could we somehow use a sphercial distortion map
 for all our nodes or a utilize a STMAP UV map in some way.


 It would be good to hear from other peoples experience with comping in
 his LatLong Space , on what TO DO and NOT TO DO.



 cheers

 pat wong




 --
 -
 Deke Kincaid
 ME OEM Development Manager
 The Foundry
 Mobile: (310) 883 4313
 Tel: (310) 399 4555 - Fax: (310) 450 4516

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Senior Nuke Software Engineer
The Foundry
Tel: +44 (0)20 7968 6828 - Fax: +44 (0)20 7930 8906
Web: www.thefoundry.co.uk
Email: frank.harri...@thefoundry.co.uk
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Re: [Nuke-users] Sperical LatLong comping

2015-06-29 Thread Deke Kincaid

 How do you deal with this if an object that needs to be removed travels
 along multiple packs. Logically i assume you'd just tile up the six packs
 and deal with it that way, But the image dimensions might end up
 potentially large...


It's up to you, some people deal with them all separately or put together
pieces as they need.  Other options are people will work in cubic but then
use a spherical transform to convert just the paint fix back to latlong so
your not doing a lot of transforming the original footage back and fourth,
only the paint fix.

Would  projecting onto a sphere would result in a lack of parrallax? so im
 guessing you might need geo of the scene ideally?


It's no different then painting rectilinear images with parallax with
tracking, corner pins, etc  Yes, using rough geo helps.
ᐧ

--
Deke Kincaid
Media  Entertainment OEM Development Manager
The Foundry
Skype: dekekincaid
Tel: (310) 399 4555 - Mobile: (310) 883 4313
Web: www.thefoundry.co.uk
Email: d...@thefoundry.co.uk

On Sun, Jun 28, 2015 at 7:04 AM, Pat Wong patwon...@gmail.com wrote:

 Deke

 Thanks for the reply, yes ive seen these Videos before and whilst i
 believe the techniques in the video will work for most situations where the
 camera is locked off, Things tend to get a bit more complicated when the
 camera plate is moving and there are subjects in the shot,


 On 28 June 2015 at 01:26, Deke Kincaid d...@thefoundry.co.uk wrote:

 Pat, to answer your question the workflow with the existing nuke tools
 either:

 1. breaking the latlong images into six packs with the sphericalTransform
 node. Fix in cubic, then reconvert back to latlong.



 How do you deal with this if an object that needs to be removed travels
 along multiple packs. Logically i assume you'd just tile up the six packs
 and deal with it that way, But the image dimensions might end up
 potentially large...


 2.mapping the latlong onto a sphere and then projecting images onto the
 sphere to patch and fix images.



 Would  projecting onto a sphere would result in a lack of parrallax? so im
 guessing you might need geo of the scene ideally?


 Pat





 Frank Reuter did some videos 4 years ago showing some of these
 workflows on making HDR's which is exactly the same as working with VR.
 Also he has some nice stitching with cards videos in there.

 https://vimeo.com/album/2567386

 On Saturday, June 27, 2015, Pat Wong patwon...@gmail.com wrote:

 Any of you Nukers on the forums like to share any tips or experiences
 for Comping in LatLong Space.

  Its a new exciting arena. One in which i just delving into...Ive just
 seen the google stories specifically 'HELP' with its comped 3d Lizard and
 it looked great.


 I've also seen the recent Nuke tech demo at NAB this year and can see
 the people are still developing techniques to how to actually use the more
 traditional 2D comp tricks in this LatLong distorted space.


 1. Rig removals are a case in point, is the best way to do to tackle
 these spherical transform the rig into the less distrorted central region
 and then rotate it back to its orginal or is their a better way. If this
 region needs to be tracked.. how do you approach this?


 2. stabilizing plates. whats the best approach?

 3. The LatLong blue that the Foundry demo'd in the Blink Script was
 interesting as the blur strength was obviously stronger at different parts
 of of the distorted plate.

 This lead me to think could we somehow use a sphercial distortion map
 for all our nodes or a utilize a STMAP UV map in some way.


 It would be good to hear from other peoples experience with comping in
 his LatLong Space , on what TO DO and NOT TO DO.



 cheers

 pat wong




 --
 -
 Deke Kincaid
 ME OEM Development Manager
 The Foundry
 Mobile: (310) 883 4313
 Tel: (310) 399 4555 - Fax: (310) 450 4516

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 Nuke-users mailing list
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Re: [Nuke-users] NukeStudio: how to create comp with multiple track items

2015-06-29 Thread Frank Rueter|OHUfx
I used the track token in folder and file names, otherwise one element 
would have overwritten the other upon export.
In your export template there doesn't seem to be any differentiation to 
ensure multiple items for the same shot don't overwrite each other. not 
sure if that is what is going on, but try using the track token in 
your output paths (assuming the multiple elements live on different tracks).


Let me know if this helps, I can try a bit harder here if it doesn't.


P.S.: The error is  a python error which says that the tuple (a 
particular type of list in python) has less elements than expected, 
which points towards items overwriting each other as well.




On 29/06/15 17:36, Phillip Lange wrote:

Hi Frank,

I'm still struggling to get this to work.

Where in your export structure did you use the {track}  token ?

I've tried many many variations and seem to get just as many varied 
results.


Often I get this error

tuple index out of range

which, while appealing in a surreal kind of way, is not very helpful.

I've used the collate shot names and timings as well but they don't 
seem to help.


I've attached an image of my export structure  can you see 
anything wrong with it ?


Any help greatly appreciated, it's driving me a bit nutso now,

thanks

Phill.




On Tue, Jun 16, 2015 at 12:45 PM, Frank Rueter|OHUfx fr...@ohufx.com 
mailto:fr...@ohufx.com wrote:


yeah, it did work as expected after a (involuntary) restart.
I used track tokens to pick up the name of the respective track
name during export.

You may need to use collate shot names if the track items share
the sane shot name, or collate shot timings if the track items
share the same timing in your timeline.



On 16/06/15 12:50, Phillip Lange wrote:

Hi Frank

Did you find a solution to this ? I've just conformed from an xml
where the editor has left clips on mulitple tracks and I need all
those tracks as seperate inputs in my comp.

Any solutions yet ?

thanks

Phill



On Mon, Jun 15, 2015 at 7:21 AM, Frank Rueter|OHUfx
fr...@ohufx.com mailto:fr...@ohufx.com wrote:

I did


On 15/06/15 07:24, Lucien Fostier wrote:

Hey Franck,

why dont u try create comp (special)?

Seems like what your looking for.

cheers

Lucien

Sent from my iPhone
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[Nuke-users] shouldn't Oflow modify metadata like retime?

2015-06-29 Thread Doug Wilkinson
hi

i've found that Oflow doesn't modify the [metadata input/frame] the way
that re-time does.  this is making burn ins in nuke studio pretty bad for
our current project because alot of the footage is being re-timed.

Nuke studio only uses an Oflow node so there is no fix for this right now,
in that workflow.

example : make a retime node on footage, set speed to .5 and filter to
nearest. notice the [input/frame] is correct
make an Oflow node and set the method to frame, the timing to frame and
stretch your keys out so its 2x as long. Notice the [input/frame] is not
correct.

doug
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Re: [Nuke-users] NukeStudio: how to create comp with multiple track items

2015-06-29 Thread Mat McCosker
Thanks Frank,

Yes, that's what I'm seeing too - tracks are included in the nuke script
but not in the copy exporter.

Unless you use 'separate comps' option, which will create a comp and also
copy the track files as expected.

Cheers
Mat
On Tue, 30 Jun 2015 at 12:08 pm, Frank Rueter|OHUfx fr...@ohufx.com wrote:

  Hi Mat,

 I just did a test with three track items with the same name on different
 tracks (same timing in the timeline), and using collate shot names
 produced a nuke script with all three elements (see attached).
 Is that not working for you?

 The copy exporter however only seems to export one of the track items (no
 errors).



 On 30/06/15 11:55, Mat McCosker wrote:

 Hi Frank,

  I can get this to work if I'm using the 'separate comp' option but not
 if it's a single comp across all the tracks - I'm using the {track} token
 and don't seem to be getting any errors.

  No matter how I select things, using 'all tacks' or checking each track,
 I still only get the one track copied over to ../nuke/source/{track}/
 {track}_{filename}

  Here's the structure I'm using in the preset;

  SequenceItem valuetype=tuple
 SequenceItem
 valuetype=str{shot}/nuke/source/{track}/{track}_{filename}/SequenceItem
 SequenceItem
 valuetype=hiero.exporters.FnCopyExporter.CopyPreset
 root
 presetname=hiero.exporters.FnCopyExporter.CopyExporter
 tasktype=hiero.exporters.FnCopyExporter.CopyExporter /
 /SequenceItem
 /SequenceItem

  Thanks,
 Mat

  On Mon, Jun 29, 2015 at 4:08 PM Frank Rueter|OHUfx fr...@ohufx.com
 wrote:

  I used the track token in folder and file names, otherwise one element
 would have overwritten the other upon export.
 In your export template there doesn't seem to be any differentiation to
 ensure multiple items for the same shot don't overwrite each other. not
 sure if that is what is going on, but try using the track token in your
 output paths (assuming the multiple elements live on different tracks).

 Let me know if this helps, I can try a bit harder here if it doesn't.


 P.S.: The error is  a python error which says that the tuple (a
 particular type of list in python) has less elements than expected, which
 points towards items overwriting each other as well.




 On 29/06/15 17:36, Phillip Lange wrote:

 Hi Frank,

  I'm still struggling to get this to work.

  Where in your export structure did you use the {track}  token ?

  I've tried many many variations and seem to get just as many varied
 results.

  Often I get this error

  tuple index out of range

  which, while appealing in a surreal kind of way, is not very helpful.

  I've used the collate shot names and timings as well but they don't
 seem to help.

  I've attached an image of my export structure  can you see anything
 wrong with it ?

  Any help greatly appreciated, it's driving me a bit nutso now,

  thanks

  Phill.




 On Tue, Jun 16, 2015 at 12:45 PM, Frank Rueter|OHUfx fr...@ohufx.com
 wrote:

  yeah, it did work as expected after a (involuntary) restart.
 I used track tokens to pick up the name of the respective track name
 during export.

 You may need to use collate shot names if the track items share the
 sane shot name, or collate shot timings if the track items share the same
 timing in your timeline.



 On 16/06/15 12:50, Phillip Lange wrote:

 Hi Frank

  Did you find a solution to this ? I've just conformed from an xml
 where the editor has left clips on mulitple tracks and I need all those
 tracks as seperate inputs in my comp.

  Any solutions yet ?

  thanks

  Phill



 On Mon, Jun 15, 2015 at 7:21 AM, Frank Rueter|OHUfx fr...@ohufx.com
 wrote:

  I did


 On 15/06/15 07:24, Lucien Fostier wrote:

 Hey Franck,

 why dont u try create comp (special)?

 Seems like what your looking for.

 cheers

 Lucien

 Sent from my iPhone
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Re: [Nuke-users] NukeStudio: how to create comp with multiple track items

2015-06-29 Thread Frank Rueter|OHUfx

Hi Mat,

I just did a test with three track items with the same name on different 
tracks (same timing in the timeline), and using collate shot names 
produced a nuke script with all three elements (see attached).

Is that not working for you?

The copy exporter however only seems to export one of the track items 
(no errors).



On 30/06/15 11:55, Mat McCosker wrote:

Hi Frank,

I can get this to work if I'm using the 'separate comp' option but not 
if it's a single comp across all the tracks - I'm using the {track} 
token and don't seem to be getting any errors.


No matter how I select things, using 'all tacks' or checking each 
track, I still only get the one track copied over to 
../nuke/source/{track}/{track}_{filename}


Here's the structure I'm using in the preset;

SequenceItem valuetype=tuple
SequenceItem 
valuetype=str{shot}/nuke/source/{track}/{track}_{filename}/SequenceItem
SequenceItem 
valuetype=hiero.exporters.FnCopyExporter.CopyPreset
root 
presetname=hiero.exporters.FnCopyExporter.CopyExporter 
tasktype=hiero.exporters.FnCopyExporter.CopyExporter /

/SequenceItem
/SequenceItem

Thanks,
Mat

On Mon, Jun 29, 2015 at 4:08 PM Frank Rueter|OHUfx fr...@ohufx.com 
mailto:fr...@ohufx.com wrote:


I used the track token in folder and file names, otherwise one
element would have overwritten the other upon export.
In your export template there doesn't seem to be any
differentiation to ensure multiple items for the same shot don't
overwrite each other. not sure if that is what is going on, but
try using the track token in your output paths (assuming the
multiple elements live on different tracks).

Let me know if this helps, I can try a bit harder here if it doesn't.


P.S.: The error is  a python error which says that the tuple (a
particular type of list in python) has less elements than
expected, which points towards items overwriting each other as well.




On 29/06/15 17:36, Phillip Lange wrote:

Hi Frank,

I'm still struggling to get this to work.

Where in your export structure did you use the {track}  token ?

I've tried many many variations and seem to get just as many
varied results.

Often I get this error

tuple index out of range

which, while appealing in a surreal kind of way, is not very helpful.

I've used the collate shot names and timings as well but they
don't seem to help.

I've attached an image of my export structure  can you see
anything wrong with it ?

Any help greatly appreciated, it's driving me a bit nutso now,

thanks

Phill.




On Tue, Jun 16, 2015 at 12:45 PM, Frank Rueter|OHUfx
fr...@ohufx.com mailto:fr...@ohufx.com wrote:

yeah, it did work as expected after a (involuntary) restart.
I used track tokens to pick up the name of the respective
track name during export.

You may need to use collate shot names if the track items
share the sane shot name, or collate shot timings if the
track items share the same timing in your timeline.



On 16/06/15 12:50, Phillip Lange wrote:

Hi Frank

Did you find a solution to this ? I've just conformed from
an xml where the editor has left clips on mulitple tracks
and I need all those tracks as seperate inputs in my comp.

Any solutions yet ?

thanks

Phill



On Mon, Jun 15, 2015 at 7:21 AM, Frank Rueter|OHUfx
fr...@ohufx.com mailto:fr...@ohufx.com wrote:

I did


On 15/06/15 07:24, Lucien Fostier wrote:

Hey Franck,

why dont u try create comp (special)?

Seems like what your looking for.

cheers

Lucien

Sent from my iPhone
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Re: [Nuke-users] NukeStudio: how to create comp with multiple track items

2015-06-29 Thread Mat McCosker
Hi Frank,

I can get this to work if I'm using the 'separate comp' option but not if
it's a single comp across all the tracks - I'm using the {track} token and
don't seem to be getting any errors.

No matter how I select things, using 'all tacks' or checking each track, I
still only get the one track copied over to ../nuke/source/{track}/
{track}_{filename}

Here's the structure I'm using in the preset;

SequenceItem valuetype=tuple
SequenceItem
valuetype=str{shot}/nuke/source/{track}/{track}_{filename}/SequenceItem
SequenceItem
valuetype=hiero.exporters.FnCopyExporter.CopyPreset
root
presetname=hiero.exporters.FnCopyExporter.CopyExporter
tasktype=hiero.exporters.FnCopyExporter.CopyExporter /
/SequenceItem
/SequenceItem

Thanks,
Mat

On Mon, Jun 29, 2015 at 4:08 PM Frank Rueter|OHUfx fr...@ohufx.com wrote:

  I used the track token in folder and file names, otherwise one element
 would have overwritten the other upon export.
 In your export template there doesn't seem to be any differentiation to
 ensure multiple items for the same shot don't overwrite each other. not
 sure if that is what is going on, but try using the track token in your
 output paths (assuming the multiple elements live on different tracks).

 Let me know if this helps, I can try a bit harder here if it doesn't.


 P.S.: The error is  a python error which says that the tuple (a particular
 type of list in python) has less elements than expected, which points
 towards items overwriting each other as well.




 On 29/06/15 17:36, Phillip Lange wrote:

 Hi Frank,

  I'm still struggling to get this to work.

  Where in your export structure did you use the {track}  token ?

  I've tried many many variations and seem to get just as many varied
 results.

  Often I get this error

  tuple index out of range

  which, while appealing in a surreal kind of way, is not very helpful.

  I've used the collate shot names and timings as well but they don't seem
 to help.

  I've attached an image of my export structure  can you see anything
 wrong with it ?

  Any help greatly appreciated, it's driving me a bit nutso now,

  thanks

  Phill.




 On Tue, Jun 16, 2015 at 12:45 PM, Frank Rueter|OHUfx fr...@ohufx.com
 wrote:

  yeah, it did work as expected after a (involuntary) restart.
 I used track tokens to pick up the name of the respective track name
 during export.

 You may need to use collate shot names if the track items share the
 sane shot name, or collate shot timings if the track items share the same
 timing in your timeline.



 On 16/06/15 12:50, Phillip Lange wrote:

 Hi Frank

  Did you find a solution to this ? I've just conformed from an xml where
 the editor has left clips on mulitple tracks and I need all those tracks as
 seperate inputs in my comp.

  Any solutions yet ?

  thanks

  Phill



 On Mon, Jun 15, 2015 at 7:21 AM, Frank Rueter|OHUfx fr...@ohufx.com
 wrote:

  I did


 On 15/06/15 07:24, Lucien Fostier wrote:

 Hey Franck,

 why dont u try create comp (special)?

 Seems like what your looking for.

 cheers

 Lucien

 Sent from my iPhone
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Re: [Nuke-users] NukeStudio: how to create comp with multiple track items

2015-06-29 Thread Frank Rueter|OHUfx

I see. That sounds like a bug worth reporting to me.

On 30/06/15 14:43, Mat McCosker wrote:

Thanks Frank,

Yes, that's what I'm seeing too - tracks are included in the nuke 
script but not in the copy exporter.


Unless you use 'separate comps' option, which will create a comp and 
also copy the track files as expected.


Cheers
Mat
On Tue, 30 Jun 2015 at 12:08 pm, Frank Rueter|OHUfx fr...@ohufx.com 
mailto:fr...@ohufx.com wrote:


Hi Mat,

I just did a test with three track items with the same name on
different tracks (same timing in the timeline), and using collate
shot names produced a nuke script with all three elements (see
attached).
Is that not working for you?

The copy exporter however only seems to export one of the track
items (no errors).



On 30/06/15 11:55, Mat McCosker wrote:

Hi Frank,

I can get this to work if I'm using the 'separate comp' option
but not if it's a single comp across all the tracks - I'm using
the {track} token and don't seem to be getting any errors.

No matter how I select things, using 'all tacks' or checking each
track, I still only get the one track copied over to
../nuke/source/{track}/{track}_{filename}

Here's the structure I'm using in the preset;

SequenceItem valuetype=tuple
SequenceItem
valuetype=str{shot}/nuke/source/{track}/{track}_{filename}/SequenceItem
SequenceItem
valuetype=hiero.exporters.FnCopyExporter.CopyPreset
root
presetname=hiero.exporters.FnCopyExporter.CopyExporter
tasktype=hiero.exporters.FnCopyExporter.CopyExporter /
/SequenceItem
/SequenceItem

Thanks,
Mat

On Mon, Jun 29, 2015 at 4:08 PM Frank Rueter|OHUfx
fr...@ohufx.com mailto:fr...@ohufx.com wrote:

I used the track token in folder and file names, otherwise
one element would have overwritten the other upon export.
In your export template there doesn't seem to be any
differentiation to ensure multiple items for the same shot
don't overwrite each other. not sure if that is what is going
on, but try using the track token in your output paths
(assuming the multiple elements live on different tracks).

Let me know if this helps, I can try a bit harder here if it
doesn't.


P.S.: The error is  a python error which says that the tuple
(a particular type of list in python) has less elements than
expected, which points towards items overwriting each other
as well.




On 29/06/15 17:36, Phillip Lange wrote:

Hi Frank,

I'm still struggling to get this to work.

Where in your export structure did you use the {track}  token ?

I've tried many many variations and seem to get just as many
varied results.

Often I get this error

tuple index out of range

which, while appealing in a surreal kind of way, is not very
helpful.

I've used the collate shot names and timings as well but
they don't seem to help.

I've attached an image of my export structure  can you
see anything wrong with it ?

Any help greatly appreciated, it's driving me a bit nutso now,

thanks

Phill.




On Tue, Jun 16, 2015 at 12:45 PM, Frank Rueter|OHUfx
fr...@ohufx.com mailto:fr...@ohufx.com wrote:

yeah, it did work as expected after a (involuntary) restart.
I used track tokens to pick up the name of the
respective track name during export.

You may need to use collate shot names if the track
items share the sane shot name, or collate shot
timings if the track items share the same timing in
your timeline.



On 16/06/15 12:50, Phillip Lange wrote:

Hi Frank

Did you find a solution to this ? I've just conformed
from an xml where the editor has left clips on mulitple
tracks and I need all those tracks as seperate inputs
in my comp.

Any solutions yet ?

thanks

Phill



On Mon, Jun 15, 2015 at 7:21 AM, Frank Rueter|OHUfx
fr...@ohufx.com mailto:fr...@ohufx.com wrote:

I did


On 15/06/15 07:24, Lucien Fostier wrote:

Hey Franck,

why dont u try create comp (special)?

Seems like what your looking for.

cheers

Lucien

Sent from my iPhone
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Re: [Nuke-users] Sperical LatLong comping

2015-06-29 Thread Patrick Heinen
Hey Pat,

When I talked about converting image spaces I meant converting from one 
projection(where projections stands for the mapping of a 3dimensional world to 
a 2 dimensional world) to another. More specifically from a rectilinear(a 
normal image as we know it) projection to a equirectangular projection(what we 
usually call latlong) and vice versa. Every tile of a cubic map is a 
rectilinear projection. But instead of going to those very specific cube tiles 
we usually generated specific rectilinear crops of just what we needed.

Yes we did our camera tracks in rectilinear space, as that is what most 
tracking software understands, but it is very difficult to get precise enough 
3d tracks of full spherical environments.
In your case I would probably just go to a rectilinear crop, so for example a 
cubemap, do the clean up in there and bring it back into the latlong afterwards.

Hope that helps! Good luck with your shot!
cheers,
Patrick
 
On 29.06.2015, at 15:18, Pat Wong patwon...@gmail.com wrote:

 To camera track a scene in Latlong Space is this possible in Nuke? If not 
 what softwares can.
 
 I need to remove shadows that are on the ground plane in a shot. 
 
 I've tried tracking a groundplane in the cubic space without much luck.  Too 
 much distortion any other ideas? 
 On 29 Jun 2015 6:10 am, Patrick Heinen mailingli...@patrickheinen.com 
 wrote:
 Hey Pat,
 
 glad that you liked HELP, I worked on it as a 2D TD and Compositor. In our 
 case we ended up comping a lot in Latlong space. It works for a lot of cases 
 and you get used to it pretty quickly. We also had tools that allowed us to 
 quickly check things in a rectilinear view(similiar to a cube face) or move 
 it from one image space to the other. Additionally we used quite a bit of 
 projections which worked really well. Yes shifting it around with a spherical 
 transform is also an option we used. Just keep in mind, that any 
 transformation will most likely be a filter hit, and therefore soften your 
 plate.
 
 cheers,
 Patrick
 
 On 28.06.2015, at 07:21, Pat Wong patwon...@gmail.com wrote:
 
 
 
 
 On 28 June 2015 at 15:04, Pat Wong patwon...@gmail.com wrote:
 Deke 
 
 Thanks for the reply, yes ive seen these Videos before and whilst i believe 
 the techniques in the video will work for most situations where the camera 
 is locked off, Things tend to get a bit more complicated when the camera 
 plate is moving and there are subjects in the shot,
 
 
 On 28 June 2015 at 01:26, Deke Kincaid d...@thefoundry.co.uk wrote:
 Pat, to answer your question the workflow with the existing nuke tools 
 either: 
 1. breaking the latlong images into six packs with the sphericalTransform 
 node. Fix in cubic, then reconvert back to latlong.
 
 
 How do you deal with this if an object that needs to be removed travels 
 along multiple packs. Logically i assume you'd just tile up the six packs 
 and deal with it that way, But the image dimensions might end up potentially 
 large...
 
 
 Laying the cube maps into a horizontal cross pattern like this eg. 
 http://wiki.polycount.com/wiki/Cube_map
 
 objects crossing the seams from the UP cube diagonally to FRONT cube i can 
 see that as a potential  problem, how would one deal with that?
 
 
 
  
 
 
  
  
 
 
 2.mapping the latlong onto a sphere and then projecting images onto the 
 sphere to patch and fix images.
 
 
 
 Would  projecting onto a sphere would result in a lack of parrallax? so im 
 guessing you might need geo of the scene ideally?
 
 
 Pat
 
 
 
  
 Frank Reuter did some videos 4 years ago showing some of these workflows on 
 making HDR's which is exactly the same as working with VR.  Also he has some 
 nice stitching with cards videos in there.
 
 https://vimeo.com/album/2567386
 
 On Saturday, June 27, 2015, Pat Wong patwon...@gmail.com wrote:
 Any of you Nukers on the forums like to share any tips or experiences for 
 Comping in LatLong Space.
 
  Its a new exciting arena. One in which i just delving into...Ive just seen 
 the google stories specifically 'HELP' with its comped 3d Lizard and it 
 looked great.
 
 
 I've also seen the recent Nuke tech demo at NAB this year and can see the 
 people are still developing techniques to how to actually use the more 
 traditional 2D comp tricks in this LatLong distorted space.
 
 
 1. Rig removals are a case in point, is the best way to do to tackle these 
 spherical transform the rig into the less distrorted central region and then 
 rotate it back to its orginal or is their a better way. If this region needs 
 to be tracked.. how do you approach this? 
 
 
 2. stabilizing plates. whats the best approach? 
 
 3. The LatLong blue that the Foundry demo'd in the Blink Script was 
 interesting as the blur strength was obviously stronger at different parts 
 of of the distorted plate. 
 
 This lead me to think could we somehow use a sphercial distortion map for 
 all our nodes or a utilize a STMAP UV map in some way.
 
 
 It would be good to hear