Re: [Nuke-users] Sperical LatLong comping
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 ___ 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
Re: [Nuke-users] Sperical LatLong comping
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 ___ 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 ___ 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 ___ 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 ___ 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
Re: [Nuke-users] Sperical LatLong comping
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 ___ 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
Re: [Nuke-users] Sperical LatLong comping
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 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ 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 ___ 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 -- Frank Harrison 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?
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 ___ 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
Re: [Nuke-users] Sperical LatLong comping
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 ___ 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 ___ 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 ___ 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
Re: [Nuke-users] Sperical LatLong comping
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 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ 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 ___ 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 -- Frank Harrison 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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
Re: [Nuke-users] Sperical LatLong comping
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 ___ 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 ___ 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 ___ 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
Re: [Nuke-users] NukeStudio: how to create comp with multiple track items
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto:Nuke-users@support.thefoundry.co.uk,http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto:Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto:Nuke-users@support.thefoundry.co.uk,http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto:Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ 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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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
[Nuke-users] shouldn't Oflow modify metadata like retime?
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 ___ 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
Re: [Nuke-users] NukeStudio: how to create comp with multiple track items
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 ___ Nuke-users mailing listnuke-us...@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- [image: ohufxLogo 50x50] http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | workflow customisation and consulting http://ohufx.com/index.php/vfx-customising * ___ 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 ___ Nuke-users mailing listnuke-us...@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- [image: ohufxLogo 50x50] http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | workflow customisation and consulting http://ohufx.com/index.php/vfx-customising * ___ Nuke-users mailing list
Re: [Nuke-users] NukeStudio: how to create comp with multiple track items
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto:Nuke-users@support.thefoundry.co.uk,http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto:Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto:Nuke-users@support.thefoundry.co.uk,http://forums.thefoundry.co.uk/
Re: [Nuke-users] NukeStudio: how to create comp with multiple track items
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 ___ Nuke-users mailing listnuke-us...@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- [image: ohufxLogo 50x50] http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | workflow customisation and consulting http://ohufx.com/index.php/vfx-customising * ___ 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 ___ Nuke-users mailing listnuke-us...@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- [image: ohufxLogo 50x50] http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | workflow customisation and consulting http://ohufx.com/index.php/vfx-customising * ___ 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 ___ Nuke-users mailing listnuke-us...@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- [image: ohufxLogo 50x50] http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | workflow customisation and consulting http://ohufx.com/index.php/vfx-customising * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
Re: [Nuke-users] NukeStudio: how to create comp with multiple track items
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto:Nuke-users@support.thefoundry.co.uk,http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Sperical LatLong comping
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