Re: [Nuke-users] Copy/Paste Bezier Curve Keyframes…??

2012-12-06 Thread Howard Jones
You can however do a clunky version through the roto node, write click over 
shape, copy keyframe(?) go down the timeline and paste. 

I think it has to be done one at a time. 

Fwiw it was pasting them only just back over the original keys which isn't 
exactly helpful. 

Howard

On 6 Dec 2012, at 21:02, Howard Jones mrhowardjo...@yahoo.com wrote:

 Nuke7 has this ability at least it has paste relative now. Haven't tested 
 against rotopaint. 
 
 I wrote a tool to do this for 6 but not for roto, but i think it's not 
 possible pre 7
 
 Howard
 
 On 6 Dec 2012, at 15:39, Rich Bobo richb...@mac.com wrote:
 
 Hi,
 
 How do you copy and paste a series of bezier roto reframes from one part of 
 the Dope Sheet to another?
 
 I have a series of twenty shape keyframes on a single bezier shape that I 
 want to repeat, later in the script. I can select them in the Dope Sheet 
 (they don't show up in the Curve Editor) and Ctrl-C to copy them. If I move 
 to a different part of my animation, farther down, and paste them - I get 
 nothing.
 
 Isn't there a way to copy/paste single or groups of shape keyframes in the 
 Dope Sheet...?
 
 
 Thanks for any help…
 
 Rich
 
 
 Rich Bobo
 Senior VFX Compositor
 Armstrong-White
 http://armstrong-white.com/
 
 Email:  richb...@mac.com
 Mobile:  (248) 840-2665
 Web:  http://richbobo.com/
 
 “Many of the great achievements of the world were accomplished by tired and 
 discouraged men who kept on working.”
 - Unknown
 
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Re: [Nuke-users] Nukepedia Hacked?

2012-12-04 Thread Howard Jones
Well there's a massive donate button you can click on. ;)

Howard

On 4 Dec 2012, at 14:21, Henrik Cednert n...@irry.com wrote:

 I would gladly send a few bucks. =) The Foundry should send a few too. ;)
 
 On 2012-12-03 23:22, Frank Rueter wrote:
 Hi Julik,
 
 we are currently thinking a bout completely re-writing the tool
 repository to custom tailor it to our needs.
 The current one is an off-the-shelve solution that we bastardised some
 to make it work for us.
 
 When we get to re-writing it, we will most definitely look into the
 things you mentioned.
 The biggest challenge will be finding the funding to pay the clever web
 dev guys, but I will think about that some more. Might have to do a fund
 raiser ;)
 
 Cheers,
 frank
 
 
 On 4/12/12 11:09 AM, Julik Tarkhanov wrote:
 Hope it comes back soon!
 
 Hey while we are on the topic - is there something in the pipe for
 nukepedia so that plugins and gizmos can be easily reuploaded?
 new versions and things? or integration with github? I'd love to
 update my stuff more often (and to upload more) but there is just too
 much clicking around
 involved... maybe when you are an owner of the plugin/gizmo you could
 have a dragdrop pane where you would just pull in a zip with the new
 versions?
 without clicking any agreements? or something commandline...
 
 On 3 dec. 2012, at 21:30, Frank Rueter fr...@beingfrank.info
 mailto:fr...@beingfrank.info wrote:
 
 And than it crashes and won't come back up for a while.
 
 Will update you guys when we fixed this, sorry for the hiccup (I hope
 it won't be more than that in the end).
 
 --
 Julik Tarkhanov | HecticElectric | Keizersgracht 736 1017 EX
 Amsterdam | The Netherlands | tel. +31 20 330 8250
 cel. +31 61 145 06 36 | http://hecticelectric.nl
 
 
 
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 -- 
 Henrik Cednert
 cto | td | compositor
 
 Filmlance International
 www.filmlance.se
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Re: [Nuke-users] Nukepedia Hacked?

2012-12-03 Thread Howard Jones
110% surely


 
Howard




 From: Julik Tarkhanov ju...@hecticelectric.nl
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Monday, 3 December 2012, 12:13
Subject: Re: [Nuke-users] Nukepedia Hacked?
 

Do progress bars stay at 100% all the time?


On 3 dec. 2012, at 12:19, David Yu dave...@gmail.com wrote:

Just downloaded the Viagra Gizmo. Nuke got all stiff when I used it :)


-- 
Julik Tarkhanov | HecticElectric | Keizersgracht 736 1017 EX
Amsterdam | The Netherlands | tel. +31 20 330 8250
cel. +31 61 145 06 36 | http://hecticelectric.nl 

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Re: [Nuke-users] Render Manager of choice?

2012-11-30 Thread Howard Jones
I moved onto deadline recently and have no regrets for small scale set ups. I 
used to use Qube somewhere and is great but expensive. 

Howard

On 30 Nov 2012, at 02:44, Nathan Rusch nathan_ru...@hotmail.com wrote:

 We currently use Rush here, though with a Python render stack built on top of 
 it, and we’ve been planning (read: trying to find the time) to move away from 
 it for awhile. Frankly, I wouldn’t wish it on anyone, especially as a 
 long-term solution. The user-facing tools are some of the least intuitive 
 (and indeed, least usable) I’ve seen, and you pretty much have to implement 
 any features you want/need yourself.
 
 Deadline 6 (currently in beta) uses a database for the repository storage 
 instead of a directory tree like 5, meaning it should scale much better. The 
 UIs are also being redesigned and are now written in PyQt using 
 platform-native libraries, so the clunky Mono GUIs on Linux/OSX are no more. 
 The monitor also updates automatically as well.
 
 I don’t have experience with Qube! myself, but I’ve heard good things, as 
 well as that it’s not worth the (hefty) premium over other solutions.
 
 Apparently Tractor is still a product as well, and a reasonably priced one, 
 but I haven’t heard a peep about updates or new versions.
 
 
 -Nathan
 
 
 -Original Message- From: Ned Wilson
 Sent: Thursday, November 29, 2012 2:24 PM
 To: Nuke user discussion
 Subject: [Nuke-users] Render Manager of choice?
 
 Hey all,
 
 I'm working on building out a small render farm for a brand new facility. As 
 such, I have some ability to install a render manager of my choice.
 
 At this point, I've narrowed it down to either Deadline or Qube!. At risk of 
 starting a religious war here, do people have a preference? Is there another 
 product that I am entirely overlooking?
 
 -n
 
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[Nuke-users] Max to nuke fbx

2012-11-30 Thread Howard Jones
Hi

We have a camera exported from max to nuke but the orientation is getting 
rotated. Any one know what option in max is causing this. Z/y up isn't helping. 
Thanks

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Re: [Nuke-users] Max to nuke fbx

2012-11-30 Thread Howard Jones
Actually we have been getting different results from the same scene but just 
exporting twice. Ie it's being inconsistent. Has any one had this issue before 
and know why?

This is fbx 2010 binary. Should this work or do we need a plugin/script?

Cheers
Howard

On 30 Nov 2012, at 16:31, Howard Jones mrhowardjo...@yahoo.com wrote:

 Hi
 
 We have a camera exported from max to nuke but the orientation is getting 
 rotated. Any one know what option in max is causing this. Z/y up isn't 
 helping. 
 Thanks
 
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Re: [Nuke-users] Max to nuke fbx

2012-11-30 Thread Howard Jones
Thanks we were trying that today, but ran out of time to set it up. 

Good to know that should work

Howard

On 30 Nov 2012, at 19:28, michael vorberg pingkin...@googlemail.com wrote:

 best result and workflow i got always with the nuke'em script
 
 http://www.creativecrash.com/3dsmax/downloads/applications/3d-converters/c/nuke-em
 
 Am 30.11.2012 20:13, schrieb Howard Jones:
 Actually we have been getting different results from the same scene but just 
 exporting twice. Ie it's being inconsistent. Has any one had this issue 
 before and know why?
 
 This is fbx 2010 binary. Should this work or do we need a plugin/script?
 
 Cheers
 Howard
 
 On 30 Nov 2012, at 16:31, Howard Jones mrhowardjo...@yahoo.com wrote:
 
 Hi
 
 We have a camera exported from max to nuke but the orientation is getting 
 rotated. Any one know what option in max is causing this. Z/y up isn't 
 helping.
 Thanks
 
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Re: [Nuke-users] Object Tracking

2012-11-21 Thread Howard Jones
Did you match the camera rotation order?

Howard

On 21 Nov 2012, at 08:11, Anselm Lier em...@anselmlier.de wrote:

 Hi Forum,
 
 I tracked an object with nukes camera tracker. Now I would like to make the 
 camera locked and instead make the object move.
 So I negated translation and rotation of the camera movement and put that 
 into an axis which now controls the object. The pivot of that axis is at the 
 centre of the locked off camera. And I'm almost there but it still doesn't 
 quite match the plate. The first and the last frames do match but inbetween 
 it goes quite a bit Off.
 Did I forget anything?
 Or is there a completely different way?
 
 Thanks for any help.
 
 Anselm
 
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Re: [Nuke-users] Object Tracking

2012-11-21 Thread Howard Jones
Try reversing the order then


Howard

On 21 Nov 2012, at 10:15, Anselm Lier em...@anselmlier.de wrote:

 
 I left it at the standard value (zxy in the axis as well as the tracked 
 camera). 
 
 
 Von meinem iPhone gesendet
 
 Am 21.11.2012 um 09:19 schrieb Howard Jones mrhowardjo...@yahoo.com:
 
 Did you match the camera rotation order?
 
 Howard
 
 On 21 Nov 2012, at 08:11, Anselm Lier em...@anselmlier.de wrote:
 
 Hi Forum,
 
 I tracked an object with nukes camera tracker. Now I would like to make the 
 camera locked and instead make the object move.
 So I negated translation and rotation of the camera movement and put that 
 into an axis which now controls the object. The pivot of that axis is at 
 the centre of the locked off camera. And I'm almost there but it still 
 doesn't quite match the plate. The first and the last frames do match but 
 inbetween it goes quite a bit Off.
 Did I forget anything?
 Or is there a completely different way?
 
 Thanks for any help.
 
 Anselm
 
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[Nuke-users] PositionPass to camera

2012-11-18 Thread Howard Jones
Hi

Has anyone got a method of creating a camera from a world position pass?
I'm thinking of scenarios where your 3D dept is struggling to create a usable 
camera, either through laziness, lack of knowledge or just reluctance.
You have got a ppass (eventually), so it should be possible to retrofit a 
camera, as all the info is essentially there on a plate.

Obviously not something a big facility has to deal with, but I have found an 
issue in the past, and possibly next week.

Cheers
Howard
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Re: [Nuke-users] PositionPass to camera

2012-11-18 Thread Howard Jones
Essentially retrofit below from the rendered result

set cut_paste_input [stack 0]
version 7.0 v1b100
push $cut_paste_input
Camera2 {
translate {{curve x1 0.08980549872 s0 x38 -0.8573197722 s0 x70 -1.072907329 s0 
x100 2.591573 s0} {curve x1 0.2916454375 s0 x38 0.4111242294 s0 x70 
-0.0840793401 s0 x100 2.491449833 s0} {curve x1 0.10213 s0 x38 
-0.04982759804 s0 x70 -0.1439398527 s0 x100 0.4707177281 s0}}
rotate {{curve x1 0 s0 x38 6.01431 s0 x100 -30.3008 s0} {curve x1 0 s0 
x38 -10.7924 s0 x100 13.6038 s0} {curve x1 0 s0 x38 -1.073095532e-07 s0 
x100 0 s0}}
focal 16.4
name Camera1
selected true
xpos -291
ypos 144
}
set N7d5afe0 [stack 0]
push $N7d5afe0
CheckerBoard2 {
inputs 0
name CheckerBoard1
selected true
xpos -127
ypos -83
}
set N7d20b70 [stack 0]
Cube {
translate {0.77 0.5 -2}
name Cube1
selected true
xpos -141
ypos 65
}
push $N7d20b70
Cube {
translate {0.6 0.5 -4}
name Cube2
selected true
xpos -47
ypos 64
}
push $N7d20b70
Sphere {
translate {-0.5 0.4 -7}
name Sphere1
selected true
xpos -226
ypos 68
}
Scene {
inputs 4
name Scene1
selected true
xpos -131
ypos 153
}
push 0
add_layer {p p.red p.green p.blue p.alpha}
add_layer {n n.red n.green n.blue n.alpha}
ScanlineRender {
inputs 3
motion_vectors_type distance
output_shader_vectors true
P_channel p
N_channel n
name ScanlineRender1
selected true
xpos -141
ypos 266
}




 From: Howard Jones mrhowardjo...@yahoo.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Sunday, 18 November 2012, 13:33
Subject: [Nuke-users] PositionPass to camera
 

Hi


Has anyone got a method of creating a camera from a world position pass?
I'm thinking of scenarios where your 3D dept is struggling to create a usable 
camera, either through laziness, lack of knowledge or just reluctance.
You have got a ppass (eventually), so it should be possible to retrofit a 
camera, as all the info is essentially there on a plate.


Obviously not something a big facility has to deal with, but I have found an 
issue in the past, and possibly next week.


Cheers
Howard

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Re: [Nuke-users] progress panel open position

2012-11-15 Thread Howard Jones
Not answering the question I know...
but Fwiw you can turn off the progress panel in nuke 7 tracker. 



Howard

On 15 Nov 2012, at 21:08, adam jones adam@mac.com wrote:

 Hey all
 
 I am looking for a setting that will allow me to change the opening position 
 of the progress panel, mainly to do with the tracking progress panel.
 
 I have had a look thought *.py files but dont really want to delve to deeply 
 into the hidden files of nuke with out know what I am looking for..
 
 cheers
 -adam
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[Nuke-users] FMunch Geometry

2012-11-14 Thread Howard Jones
Hi

Noticed Nukepedia is filling up like a user list on these amazing tools, so 
thought I'd post here,

Nit picking but...

Boolean ops. Is there a way to leave a solid surface on the result - rather 
than a hollow?
Script below - also sphere(A) minus cube(B) doesn't give me what I would expect.

 
Howard

set cut_paste_input [stack 0]
version 7.0 v1b100
Cube {
 inputs 0
 name Cube1
 selected true
 xpos -269
 ypos -84
}
push $cut_paste_input
Sphere {
 translate {0 0 0.475812}
 uniform_scale 0.58
 name Sphere1
 selected true
 xpos -186
 ypos -85
}
CheckerBoard2 {
 inputs 0
 name CheckerBoard1
 selected true
 xpos -64
 ypos -93
}
GT_PolyBoolean {
 inputs 3
 operation B minus A
 name PolyBoolean1
 selected true
 xpos -186
 ypos 40
}
Viewer {
 frame 1
 input_process false
 name Viewer1
 selected true
 xpos -40
 ypos -14
 addUserKnob {20 buffers}
 addUserKnob {6 buffer_01 l lock buffer_01 +STARTLINE}
 addUserKnob {6 buffer_02 l lock buffer_02 +STARTLINE}
 addUserKnob {6 buffer_03 l lock buffer_03 +STARTLINE}
 addUserKnob {6 buffer_04 l lock buffer_04 +STARTLINE}
 addUserKnob {6 buffer_05 l lock buffer_05 +STARTLINE}
 addUserKnob {6 buffer_06 l lock buffer_06 +STARTLINE}
 addUserKnob {6 buffer_07 l lock buffer_07 +STARTLINE}
 addUserKnob {6 buffer_08 l lock buffer_08 +STARTLINE}
 addUserKnob {6 buffer_09 l lock buffer_09 +STARTLINE}
 addUserKnob {6 buffer_010 l lock buffer_010 +STARTLINE}
 addUserKnob {20 beginGroup l preferences n 2}
 addUserKnob {6 noMessage l stop showing locked buffer messages +STARTLINE}
 addUserKnob {20 endGroup l  -STARTLINE n -1}
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Re: [Nuke-users] Re: .nk script crashing unable to open and Roto disappearing

2012-11-06 Thread Howard Jones
Sounds like your script is corrupted. Hence the missing brace - were you saving 
to a network?
Or something that may have corrupted the save?


 
Howard




 From: Ron Ganbar ron...@gmail.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Tuesday, 6 November 2012, 8:37
Subject: Re: [Nuke-users] Re: .nk script crashing unable to open and Roto 
disappearing
 

I would suggest Foundry support then. Sounds odd to me.



Ron Ganbar
email: ron...@gmail.com
tel: +44 (0)7968 007 309 [UK]
     +972 (0)54 255 9765 [Israel]
url: http://ronganbar.wordpress.com/



On 6 November 2012 10:34, Remco Consten rcons...@gmail.com wrote:

In some scripts I did. And I know it could cause some problems. But at one 
point I also got the error with only a read, and a roto node in it. So thats a 
bit weird.



2012/11/6 Ron Ganbar ron...@gmail.com

Did you have Clones in your script?



Ron Ganbar
email: ron...@gmail.com
tel: +44 (0)7968 007 309 [UK]
     +972 (0)54 255 9765 [Israel]
url: http://ronganbar.wordpress.com/



On 6 November 2012 10:21, Remco Consten rcons...@gmail.com wrote:

Here is a printscreen of the errors I got. Maybe that helps



2012/11/5 Remco Consten rcons...@gmail.com

I've had some real trouble doing my job today because of some errors I've 
had in Nuke.
Nuke keeps giving me errors like :
error could not find rototree or something like that. 


Even after opening a new script and just doing some Roto work it will give 
me these errors after saving the .nk.


After trying to open previous version of my script with only the Roto node 
inside it keeps giving me errors. Resulting a empty node with all my work 
gone. Same error for the Rotopaint node.


If I copy the script as text it will give me the error: 
Missing close brace 


Anyone that experienced this as well? Any solutions?


Thanks,


Remco

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Re: [Nuke-users] Camera Tracker

2012-10-30 Thread Howard Jones
You can select the 2d point and create axis/geo. or copy the 3d position. 

I find selecting it only sometimes selects in 3d view. But the above will help 
you locate. 

Howard

On 30 Oct 2012, at 10:40, Putopian nuke-users-re...@thefoundry.co.uk wrote:

 While tracking, I find it very tough to find the 3d point equalent to each 
 track.
 I tried using 2 viewers. But when selecting a point in cameratracker, it is 
 not updating in 3d view
 Also, the 3d points option is not working for me.
 Can anyone help?
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Re: [Nuke-users] Re: change knob value based on channel value

2012-10-26 Thread Howard Jones
Would this work? or too simple?


 
Howard


set cut_paste_input [stack 0]
version 6.3 v8
ColorWheel {
 inputs 0
 gamma 0.45
 name ColorWheel1
 selected true
 xpos -6225
 ypos 10704
}
Ramp {
 output depth
 p0 {562 48}
 p1 {946 540}
 name Ramp6
 selected true
 xpos -6225
 ypos 10800
}
Colorspace {
 colorspace_out HSV
 name Colorspace1
 selected true
 xpos -6225
 ypos 10890
}
Expression {
 expr0 r*z
 name Expression1
 selected true
 xpos -6225
 ypos 10965
}
Colorspace {
 colorspace_in HSV
 name Colorspace2
 selected true
 xpos -6225
 ypos 11053
}






 From: Lewis Saunders lewis.saund...@gmail.com
To: nuke-users@support.thefoundry.co.uk 
Sent: Friday, 26 October 2012, 11:58
Subject: [Nuke-users] Re: change knob value based on channel value
 
Ryan O'Phelan wrote:
 I'm looking for a way to drive a hue rotation (as an example) with, say a
 depth map. The larger the value, the more the hue rotation.

You could do this with an expression node sampling the control image
but I reckon there are easier ways.  For transforms you can use
that ITransform gizmo and for most colour corrections you can use
mixes in the appropriate colour space. For anything else it's possible
to use lots of ZSlice nodes to do arbitrary operations based on a
control image... but I've been there and it mostly results in
headaches, 100Mb scripts and huge caffeine consumption :-/

Hue shifting you can kinda do with HSVTool but the method below is
smoother when it wraps around the end of the rainbow.

-- 
Lewis Saunders
deeply misses for loops in shake macros
London




Radial {
area {512 389 1914 1464}
name Radial1
xpos -40
ypos -13
}
CheckerBoard2 {
inputs 0
color0 {0.7 0 0 1}
color1 {0 0.7 0 1}
color2 {0 0 0.7 1}
centerlinewidth 20
name CheckerBoard1
xpos -200
ypos -144
}
Colorspace {
colorspace_out HSV
name Colorspace1
xpos -200
ypos -13
}
Merge2 {
inputs 2
operation plus
Achannels {rgba.red -rgba.green -rgba.blue -rgba.alpha}
Bchannels {rgba.red -rgba.green -rgba.blue -rgba.alpha}
output {rgba.red -rgba.green -rgba.blue -rgba.alpha}
mix 0.362
name Plus
xpos -200
ypos 23
}
Colorspace {
colorspace_in HSV
name Colorspace2
xpos -200
ypos 59
}
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Re: [Nuke-users] Re: Is there a Flame style Bicubic deformer in Nuke?

2012-10-26 Thread Howard Jones
'...into Nuke'

Though I think this has been answered now anyway


 
Howard




 From: itaibachar nuke-users-re...@thefoundry.co.uk
To: nuke-users@support.thefoundry.co.uk 
Sent: Friday, 26 October 2012, 12:34
Subject: [Nuke-users] Re: Is there a Flame style Bicubic deformer in Nuke?
 

mrhowardjones wrote:  
like this?
(Copy and paste into Nuke)


Howard


set cut_paste_input [stack 0]
version 6.3 v8
push $cut_paste_input
Card2 {
type bicubic
control_points {3 3 3 6 

1 {-0.603723 -0.444057 -0.070003} 1 {0.166865 0 0} 0 {0 0 0} 1 
{-0.0518617 0.155012 -0.000983013} 0 {0 0 0} 1 {-0.0279714 
0.00990463 -0.0140043} 
1 {0.0560173 -0.564105 0.0670167} 1 {0.125946 -0.0617663 
0.0439976} 1 {-0.200976 0.247088 -0.219988} 1 {0 0.166865 
0} 0 {0 0 0} 1 {0.295964 0.0442956 -0.081021} 
1 {0.5 -0.5 0} 0 {0 0 0} 1 {-0.166865 0 0} 1 {0 0.166865 0} 0 {0 0 0} 
1 {1 0 0} 
1 {-0.5 0 0} 1 {0.166865 0 0} 0 {0 0 0} 1 {0 0.166716 0} 1 {0 
-0.166716 0} 1 {0 0.5 0} 
1 {-0.0160076 0.00999776 -0.114001} 1 {0.166716 0 0} 1 
{-0.166716 0 0} 1 {0 0.166716 0} 1 {0 -0.166716 0} 1 {0.5 0.5 0} 
1 {0.404141 0.00100047 0.0729893} 0 {0 0 0} 1 {-0.166865 0 0} 
1 {-0.0920763 0.121013 0.091056} 1 {0.0976018 -0.115001 
-0.097993} 1 {1 0.5 0} 
1 {-0.542828 0.483974 0.00499888} 1 {0.304774 -0.123831 
0.136027} 0 {0 0 0} 0 {0 0 0} 1 {-0.100238 -0.120919 
-0.0610162} 1 {0 1 0} 
1 {-0.00200095 0.509905 -0.00899613} 1 {0.166716 0 0} 1 
{-0.166716 0 0} 0 {0 0 0} 1 {0 -0.166865 0} 1 {0.5 1 0} 
1 {0.428031 0.451921 0.209934} 0 {0 0 0} 1 {-0.166865 0 0} 0 
{0 0 0} 1 {0 -0.166865 0} 1 {1 1 0} }
drawPosition {0.03925710917 -0.1588143706 -0.07171498984}
name Card1
selected true
xpos 1150
ypos 12015
}



Quote:  
From: itaibachar 
To: nuke-users@support.thefoundry.co.uk 
Sent: Friday, 26 October 2012, 1:27
Subject: [Nuke-users] Is there a Flame style Bicubic deformer in Nuke?

Hey all
How does one deform an image, to give it a bend, and a stretch?
And not just a 2d warp, but like a concave leaf for example.
Flame has these flexible image planes that can do that.
Thanks
Itai


  
Paste where?
Thanks
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Re: [Nuke-users] Nuke 7 file import

2012-10-26 Thread Howard Jones
All good here
nuke7 osx 10.7.4


Howard




 From: Frank Rueter fr...@beingfrank.info
To: nuke-users@support.thefoundry.co.uk 
Sent: Friday, 26 October 2012, 22:39
Subject: Re: [Nuke-users] Nuke 7 file import
 

Haha, sorry.
I was just wondering if you had any custom python code that would
modify the dragdrop behaviour and could cause the problem.

What OS are you on? What file are you trying to drag into Nuke? Are
you seeing any errors in the terminal?
Do you have any custom code in the NUKE_PATH and/or ~/.nuke?


Cheers,
frank



On 27/10/12 10:29 AM, Joel Voelker wrote:

Hey Frank, thanks for the response but I have absolutely no idea what you 
mean. So I'm going to say that no, I do not have any custom drop callbacks 
that might spit their dummies.


On Fri, Oct 26, 2012 at 2:10 PM, Frank Rueter fr...@beingfrank.info wrote:

works fine for me
do you have any custom drop callbacks that might spit their
dummmies? 





On 27/10/12 7:57 AM, Joel Voelker wrote:

Did Nuke 7 kill the ability to drag and drop files from Finder into Nuke? 
I've been running the Nuke 7 beta and have had to keep 6.3 open to drag 
files into, copy them, and paste them into Nuke 7. 


Hopefully I'm missing something obvious here. Thanks for the help.


-Joel


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Re: [Nuke-users] Is there a Flame style Bicubic deformer in Nuke?

2012-10-25 Thread Howard Jones
like this?

(Copy and paste into Nuke)

 
Howard

set cut_paste_input [stack 0]
version 6.3 v8
push $cut_paste_input
Card2 {
 type bicubic
 control_points {3 3 3 6 

1 {-0.603723 -0.444057 -0.070003} 1 {0.166865 0 0} 0 {0 0 0} 1 
{-0.0518617 0.155012 -0.000983013} 0 {0 0 0} 1 {-0.0279714 
0.00990463 -0.0140043} 
1 {0.0560173 -0.564105 0.0670167} 1 {0.125946 -0.0617663 
0.0439976} 1 {-0.200976 0.247088 -0.219988} 1 {0 0.166865 
0} 0 {0 0 0} 1 {0.295964 0.0442956 -0.081021} 
1 {0.5 -0.5 0} 0 {0 0 0} 1 {-0.166865 0 0} 1 {0 0.166865 0} 0 {0 0 0} 1 
{1 0 0} 
1 {-0.5 0 0} 1 {0.166865 0 0} 0 {0 0 0} 1 {0 0.166716 0} 1 {0 
-0.166716 0} 1 {0 0.5 0} 
1 {-0.0160076 0.00999776 -0.114001} 1 {0.166716 0 0} 1 
{-0.166716 0 0} 1 {0 0.166716 0} 1 {0 -0.166716 0} 1 {0.5 0.5 0} 
1 {0.404141 0.00100047 0.0729893} 0 {0 0 0} 1 {-0.166865 0 0} 1 
{-0.0920763 0.121013 0.091056} 1 {0.0976018 -0.115001 
-0.097993} 1 {1 0.5 0} 
1 {-0.542828 0.483974 0.00499888} 1 {0.304774 -0.123831 
0.136027} 0 {0 0 0} 0 {0 0 0} 1 {-0.100238 -0.120919 
-0.0610162} 1 {0 1 0} 
1 {-0.00200095 0.509905 -0.00899613} 1 {0.166716 0 0} 1 
{-0.166716 0 0} 0 {0 0 0} 1 {0 -0.166865 0} 1 {0.5 1 0} 
1 {0.428031 0.451921 0.209934} 0 {0 0 0} 1 {-0.166865 0 0} 0 {0 
0 0} 1 {0 -0.166865 0} 1 {1 1 0} }
 drawPosition {0.03925710917 -0.1588143706 -0.07171498984}
 name Card1
 selected true
 xpos 1150
 ypos 12015
}





 From: itaibachar nuke-users-re...@thefoundry.co.uk
To: nuke-users@support.thefoundry.co.uk 
Sent: Friday, 26 October 2012, 1:27
Subject: [Nuke-users] Is there a Flame style Bicubic deformer in Nuke?
 

Hey all
How does one deform an image, to give it a bend, and a stretch?
And not just a 2d warp, but like a concave leaf for example.
Flame has these flexible image planes that can do that.
Thanks
Itai
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Re: [Nuke-users] Card Shadows question...

2012-10-24 Thread Howard Jones
If u can get the public beta of Nuke 7 - this fixes this issue
so it respects the transparency rather than the object.

Failing that some did have a clever workaround but I dont have it to hand (or 
remember how they did it)



 
Howard




 From: Rich Bobo richb...@mac.com
To: Nuke-Users Mailing List List Postings 
nuke-users@support.thefoundry.co.uk 
Sent: Wednesday, 24 October 2012, 16:10
Subject: [Nuke-users] Card Shadows question...
 

Hi all,


I am wondering if it is possible to have a light generate shadows based on the 
transparency of a card?


I have a textured, displaced and deformed card that is receiving light from a 
spotlight. The texture and its alpha is applied via a UVProject and is cutting 
out areas of the card. The shadow that is projected from the card does not 
respect the cutout/visible areas of the card - it is showing the entire card 
geometry. I'm guessing that this is a limitation of the shadow projection 
capabilities in the Nuke scanline renderer, but I'm hoping I'm wrong…


Is there a way to get the shadow from a card to respect the alpha applied to 
the card ?


Thanks,
Rich




Rich Bobo
Senior VFX Compositor
Armstrong-Whitehttp://armstrong-white.com/


Mobile:  (248) 840-2665Web:  http://richbobo.com/ 

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Re: [Nuke-users] interlaced output

2012-10-17 Thread Howard Jones
Deinterlace at the top of the script, then do everything else then reinterlace.
Diogo's nukepedia tool should work - last time I tried anyway.

http://www.nukepedia.com/other/dfielder/


As he says - read - deinterlace - prerender.
nodes- reinterlace - render


Howard




 From: Darren Coombes dar...@resolutiondesign.com.au
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Wednesday, 17 October 2012, 9:49
Subject: [Nuke-users] interlaced output
 

Hi, i need to output an interlaced quicktime from nuke.


Source footage is 1920 x 1080 25fps Progressive


Output needs to be PAL 720 x 576 interlaced upper.


at the moment, i've got the source read, then a reformat to PAL 16:9
then a slight gaussian blur of 1.25px
then 2 fielder nodes (from nukepedia i think) set to deinterlace, 1 to upper, 
other to lower.
time offset lower -1 frame
i then plus these two together.


and render out.


doe anyone know if there is a better way?


thanks.
script attached.



Thanks.
Darren Coombes


Check out some of my work...
www.vimeo.com/darrencoombes


Mob:  +61 418 631 079
Skype:  darrencoombes
Twitter:  @durwood81


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Re: [Nuke-users] interlaced output

2012-10-17 Thread Howard Jones

Your quite right - I missed that part of the question. Carry on!
 
Howard




 From: chris ze.m...@gmx.net
To: Howard Jones mrhowardjo...@yahoo.com; Nuke user discussion 
nuke-users@support.thefoundry.co.uk 
Sent: Wednesday, 17 October 2012, 10:41
Subject: Re: [Nuke-users] interlaced output
 
On 10/17/12 at 11:36 AM, (Howard Jones) wrote:
Just deinterlace  - tried and tested

i'm confused, how is that going to help if the source is  
progressive 25p and the output needs to be 50i?

chris



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Re: [Nuke-users] interlaced output

2012-10-17 Thread Howard Jones
Something like this then?

set cut_paste_input [stack 0]
version 7.0 v1b74
Read {
 inputs 0
 file /Users/whitebeam/Desktop/Interlace/source.%04d.dpx
 format 1920 1080 0 0 1920 1080 1 HD
 last 100
 origlast 100
 origset true
 premultiplied true
 raw true
 name Read1
 selected true
 xpos -659
 ypos 544
}
OFXuk.co.thefoundry.time.oflow_v100 {
 method Motion
 timing Speed
 timingFrame 1
 timingSpeed 0.5
 filtering Normal
 warpMode Normal
 correctLuminance false
 automaticShutterTime false
 shutterTime 0
 shutterSamples 1
 vectorDetail 0.2
 smoothness 0.5
 blockSize 6
 Tolerances 0
 weightRed 0.3
 weightGreen 0.6
 weightBlue 0.1
 showVectors false
 cacheBreaker false
 name OFlow1
 selected true
 xpos -659
 ypos 721
}
dFielder {
 name dFielder2
 label \[value this.op_label]
 selected true
 xpos -659
 ypos 789
 op_label \[ if \{ \[numvalue this.op] == 2 \} \{ return \Invert Dom.\ \} 
else \{ return \[knob this.op] \} ]
 op Interlace
 method Fields to Frames (2x - Duplicate)
 engine oFlow
 shutter 1
}



 
Howard




 From: Howard Jones mrhowardjo...@yahoo.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Wednesday, 17 October 2012, 10:51
Subject: Re: [Nuke-users] interlaced output
 

Your quite right - I missed that part of the question. Carry on!
 
Howard




 From: chris ze.m...@gmx.net
To: Howard Jones mrhowardjo...@yahoo.com; Nuke user discussion 
nuke-users@support.thefoundry.co.uk 
Sent: Wednesday, 17 October 2012, 10:41
Subject: Re: [Nuke-users] interlaced output
 
On 10/17/12 at 11:36 AM, (Howard Jones) wrote:
Just deinterlace  - tried and tested

i'm confused, how is that going to help if the source is  
progressive 25p and the output needs to be 50i?

chris




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Re: [Nuke-users] Normalize Viewer

2012-10-14 Thread Howard Jones
Hi marten

What would you 'call' these 2 expressions? I think I'll add them to the IP tool 
on nukepedia as some more presets, it works like a drop down menu, just not in 
the same place as the IP button. 

Normalise (mantissa)
Normalise (?)

Personally I just use the exposure slider for most of this stuff, except for 
the negative values of course. 

Howard

On 14 Oct 2012, at 01:04, Marten Blumen mar...@gmail.com wrote:

 and this group does all channels rgba,depth,motion using the expressions. 
 should be quite fast as an input process
 
 set cut_paste_input [stack 0]
 version 7.0 v1b74
 push $cut_paste_input
 Group {
  name Normalised_channels
  selected true
  xpos -526
  ypos 270
 }
  Input {
   inputs 0
   name Input1
   xpos -458
   ypos 189
  }
  Expression {
   expr0 mantissa (abs(r))
   expr1 mantissa (abs(g))
   expr2 mantissa (abs(b))
   channel3 depth
   expr3 mantissa (abs(z))
   name Normalized_Technical1
   tile_color 0xb200
   label rgbz
   note_font Helvetica
   xpos -458
   ypos 229
  }
  Expression {
   channel0 alpha
   expr0 mantissa (abs(a))
   channel1 {forward.u -forward.v -backward.u forward.u}
   expr1 mantissa (abs(u))
   channel2 {-forward.u forward.v -backward.u forward.v}
   expr2 mantissa (abs(v))
   channel3 depth
   name Normalized_Motion1
   tile_color 0xb200
   label a, motion u  v
   note_font Helvetica
   xpos -458
   ypos 270
  }
  Output {
   name Output1
   xpos -458
   ypos 370
  }
 end_group
 
 
 On 14 October 2012 11:29, Marten Blumen mar...@gmail.com wrote:
 And one that looks technical or techni-color!
 
 
 set cut_paste_input [stack 0]
 version 7.0 v1b74
 push $cut_paste_input
 Expression {
  expr0 mantissa (abs(r))
  expr1 mantissa (abs(g))
  expr2 mantissa (abs(b))
  channel3 depth
  expr3 mantissa (abs(z))
  name Normalized_Technical
  tile_color 0xb200
 
  label Normalized\n
  note_font Helvetica
  selected true
  xpos -286
  ypos -49
 
 }
 
 
 On 14 October 2012 10:46, Marten Blumen mar...@gmail.com wrote:
 This works for rgb  depth. Pop it into the ViewerProcess for normalized 
 viewing. It seems to work with all values, free polygon cube to anyone who 
 breaks it ;) 
 
 Who knows the expression node; can we just apply the formula to all the 
 present channels?
 
 
 set cut_paste_input [stack 0]
 version 7.0 v1b74
 push $cut_paste_input
 Expression {
  expr0 1/(r+1)/10
  expr1 1/(g+1)/10
  expr2 1/(b+1)/10
  channel3 depth
  expr3 1/(z+1)/10
  name RGBDEPTH
  label Normalized\n
  note_font Helvetica
  selected true
  xpos -220
  ypos 50
 
 }
 
 
 On 14 October 2012 10:24, Marten Blumen mar...@gmail.com wrote:
 A normalised expression node:
 
 
 set cut_paste_input [stack 0]
 version 7.0 v1b74
 push $cut_paste_input
 Expression {
  expr0 1/(r+1)/10
  expr1 1/(g+1)/10
  expr2 1/(b+1)/10
  name Expression6
  label Normalize Me\n
  note_font Helvetica
  selected true
  xpos -306
  ypos 83
 
 }
 
 
 On 14 October 2012 09:33, Marten Blumen mar...@gmail.com wrote:
 + 1 
 
 as a side note, doesn't SoftClip and Toe nodes do dynamic normalising of 
 the RGB channels?
 
 set cut_paste_input [stack 0]
 version 7.0 v1b74
 push $cut_paste_input
 SoftClip {
 conversion logarithmic compress
 softclip_min 1
 name SoftClip2
 selected true
 xpos -1876
 ypos 1428
 }
 Toe2 {
 name Toe2
 selected true
 xpos -1876
 ypos 1461
 
 }
 
 
 On 13 October 2012 23:51, Patrick Heinen mailingli...@patrickheinen.com 
 wrote:
 Yes of course I can use VIEWER_INPUT or a register a viewer process, but 
 that wouldn't make it dynamic either, well maybe with the MinColor Node 
 but that one again doesn't work for deep data... And starting to sample 
 every pixel via python is just horribly slow and you would need to bake 
 it after that again. Plus again the VIEWER_INPUT doesn't work for deep 
 data either...
 It shouldn't be to complicated having one button, that dynamically 
 normalizes what's shown in the Viewer, just as you have it in Fusion.
 
 I sent in a request, Ticket#201210131031
 
 Regards
 Patrick
 
 Am 13.10.2012 um 11:42 schrieb Johannes Hezer:
 
  +1
 
 
  Am 10/13/12 7:47 AM, schrieb Frank Rueter:
  Same. It would indeed be very helpful. Has somebody sent in a request 
  yet?
 
 
  On 13/10/12 6:54 AM, Holger Hummel|Celluloid VFX wrote:
  yes, you can.
  BUT:
  - it needs manual work: you need to know/find the min/max values. 
  they change from pass to pass, actually in most cases from frame to 
  frame.
  - it's quicker when you can just click on button to toggle this. 
  also because it does not conflict with some other VIWER_INPUT that 
  might be active.
 
  so +1 from me making this a feature request
 
  - Holger
 
 
  jbidwell wrote:
  You can make a grade and group it, then name it VIEWER_INPUT. The 
  viewer will use that grade in the viewer whenever the IP button is 
  active.
 
  - JB
  
 
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Re: [Nuke-users] Normalize Viewer

2012-10-14 Thread Howard Jones
At a machine now, tested this and with a couple of minor changes works on any 
channel.

I've added it to my viewer-input tool and I'll update to nukepedia soon if 
anyone cares.

It creates a VIEWER_INPUT node, set to normalize, and can be removed through 
the same menu so no floating viewer-inputs left hanging around when your done 
with it. Plus does all the other stuff of the previous version, over, over 18% 
grey, mirror etc.

Close to a one button press, sort of.

As Jonathon points out, it slows things down but there you go, what do you 
expect.


 
Howard




 From: Howard Jones mrhowardjo...@yahoo.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Sunday, 14 October 2012, 11:42
Subject: Re: [Nuke-users] Normalize Viewer
 

Also will this formula work Ivan/ Diogo?
As I can add this too. 


Not at a machine to test these yet. 


Obviously a proper nuke tool would be great so + 1 for that. 

Howard

On 14 Oct 2012, at 03:04, Ivan Busquets ivanbusqu...@gmail.com wrote:


I'd also cast my vote for having this built into the viewer, maybe as a 
dropdown under the cliptest/zebra pattern option, for the sake of convenience. 


However, in terms of a more efficient way to do a custom one, there are ways 
around having to sample the image (with tcl or python), or having to 
pre-analyze, avoiding the notable overhead that goes with it.


Taking Diogo's Dilate Min/Max approach, for example, there's no need to 
sample the image afterwards, since you can do all the scaling 
and offsetting using regular merges.


Ex:
set cut_paste_input [stack 0]
version 6.3 v8
push $cut_paste_input
Ramp {
 p0 {0 0}
 p1 {2048 0}
 color 1000
 name Ramp2
 label 0 to 1000
 selected true
 xpos 1112
 ypos -322
}
Group {
 name Normalize
 tile_color 0x7aa9
 selected true
 xpos 1112
 ypos -216
}
 Input {
  inputs 0
  name Input
  xpos -450
  ypos -312
 }
set N18046380 [stack 0]
push $N18046380
 Dilate {
  size {{-max(input.format.w, input.format.h)}}
  name Dilate2
  label Min
  xpos -376
  ypos -200
 }
 CopyBBox {
  inputs 2
  name CopyBBox2
  xpos -376
  ypos -76
 }
set N1a498300 [stack 0]
push $N18046380
 Merge2 {
  inputs 2
  operation from
  name Merge4
  xpos -450
  ypos 59
 }
push $N1a498300
push $N18046380
push $N18046380
 Dilate {
  size {{max(input.format.w, input.format.h)}}
  name Dilate1
  label Max
  xpos -281
  ypos -323
 }
 CopyBBox {
  inputs 2
  name CopyBBox1
  xpos -281
  ypos -173
 }
 Merge2 {
  inputs 2
  operation from
  name Merge1
  xpos -281
  ypos -76
 }
 Merge2 {
  inputs 2
  operation divide
  name Merge3
  xpos -281
  ypos 59
 }
 Output {
  name Output1
  xpos -281
  ypos 137
 }
end_group









On Sat, Oct 13, 2012 at 6:22 PM, Frank Rueter fr...@beingfrank.info wrote:

None of those solutions actually produce what we're after though (some of 
your solutions seem to invert the input).

We need something that can compresses the input to a 0-1 range by
offsetting and scaling based on the image's min and max values (so
the resulting range is 0-1). You can totally do this with a Grade or
Expression node and a bit of tcl or python (or the CurveTool if you
want to pre-compute), but that's not efficient.

I reckon this should be a feature built into the viewer for
ease-of-use and speed.







On 14/10/12 1:04 PM, Marten Blumen wrote:

and this group does all channels rgba,depth,motion using the expressions. 
should be quite fast as an input process

set cut_paste_input [stack 0]
version 7.0 v1b74
push $cut_paste_input
Group {
 name Normalised_channels
 selected true
 xpos -526
 ypos 270
}
 Input {
  inputs 0
  name Input1
  xpos -458
  ypos 189
 }
 Expression {
  expr0 mantissa (abs(r))
  expr1 mantissa (abs(g))
  expr2 mantissa (abs(b))
  channel3 depth
  expr3 mantissa (abs(z))
  name Normalized_Technical1
  tile_color 0xb200
  label rgbz
  note_font Helvetica
  xpos -458
  ypos 229
 }
 Expression {
  channel0 alpha
  expr0 mantissa (abs(a))
  channel1 {forward.u -forward.v -backward.u forward.u}
  expr1 mantissa (abs(u))
  channel2 {-forward.u forward.v -backward.u forward.v}
  expr2 mantissa (abs(v))
  channel3 depth
  name Normalized_Motion1
  tile_color 0xb200
  label a, motion u  v
  note_font Helvetica
  xpos -458
  ypos 270
 }
 Output {
  name Output1
  xpos -458
  ypos 370
 }
end_group



On 14 October 2012 11:29, Marten Blumen mar...@gmail.com wrote:

And one that looks technical or techni-color! 


set cut_paste_input [stack 0]
version 7.0 v1b74
push $cut_paste_input
Expression {

 expr0 mantissa (abs(r))
 expr1 mantissa (abs(g))
 expr2 mantissa (abs(b))
 channel3 depth
 expr3 mantissa (abs(z))
 name Normalized_Technical
 tile_color 0xb200 

 label Normalized\n
 note_font Helvetica
 selected true

 xpos -286
 ypos -49 

}



On 14 October 2012 10:46, Marten Blumen mar...@gmail.com wrote:

This works for rgb  depth. Pop it into the ViewerProcess for normalized 
viewing. It seems to work with all values, free

Re: [Nuke-users] Normalize Viewer

2012-10-14 Thread Howard Jones
I must admit having knocked Diogo and Ivan's work into that IP tool, and played 
with it, I can't see that I would care about too much speed, Its not as if I 
would use it that often.
If I did I would probably just pre-render as a layer anyway, or just use a 
curve tool.

Thanks to the discussion though, there is now a one click option available 
which seems reasonably fast, though haven't tested hundreds of layers on it. 


Howard




 From: Nathan Rusch nathan_ru...@hotmail.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Sunday, 14 October 2012, 23:38
Subject: Re: [Nuke-users] Normalize Viewer
 

Seems like this feature is a perfect candidate to be implemented directly 
on the GPU, since it already has the display buffer, and absolute accuracy 
isn’t 
paramount.
 
-Nathan

 
From: Jonathan Egstad 
Sent: Sunday, October 14, 2012 9:50 AM
To: Nuke user discussion 
Cc: nuke-users@support.thefoundry.co.uk 
Subject: Re: [Nuke-users] Normalize Viewer
  Hi Frank,
 
Not to a devil's advocate or anything...but calculating the min/max of an 
image means sampling the entire image before a single pixel can be drawn in the 
Viewer.  Needless to say this will destroy Nuke's update 
speed.
 
As long as that's understood as a side-effect of this feature, then soldier 
on.
 
-jonathan

Sent from my iPhone

On Oct 13, 2012, at 6:22 PM, Frank Rueter fr...@beingfrank.info 
wrote:


None of those solutions actually produce what we're after though (some of  
your solutions seem to invert the input).

We need something that can 
  compresses the input to a 0-1 range by offsetting and scaling based on the 
  image's min and max values (so the resulting range is 0-1). You can totally 
do 
  this with a Grade or Expression node and a bit of tcl or python (or the 
  CurveTool if you want to pre-compute), but that's not efficient.

I 
  reckon this should be a feature built into the viewer for ease-of-use and 
  speed.
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Re: [Nuke-users] Best way to batch render scripts? Cheap easy render managers?

2012-10-14 Thread Howard Jones
Cheapest way is to set up a watch folder and have it run in series anything put 
in it.



 
Howard




 From: Nat Jencks natjencks.li...@gmail.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Monday, 15 October 2012, 0:13
Subject: [Nuke-users] Best way to batch render scripts? Cheap easy render 
managers?
 
Hi Folks, is the command line the preferred (only) way to batch render a bunch 
of scripts?  I've been just launching multiple instances of nuke and rendering 
in all of them concurrently but something tells me this is inefficient, and it 
would be more stable if these rendered in serial rather than in parallel.

I know I can queue up multiple renders from the command line, but I don't love 
this since I don't love the command line, and I'd rather pick which write 
nodes and frame ranges I need via the GUi…
Are there other options?

Thanks!
-Nat Jencks

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Re: [Nuke-users] Best way to batch render scripts? Cheap easy render managers?

2012-10-14 Thread Howard Jones
Attached is one I have for Shake - 9 years since I used it but basically you 
run a script to keep listing a directory.
If it finds something ending in .nk you can assume it's to be rendered, so you 
then set off a background render and 
on completion or failure it moves it out of the directory and relists the watch 
directory and if finds something runs Nuke again.
Have it sleep between lists so your system doesn't die or anything.


However I believe there are more sophisticated ones on Nukepedia

 
Howard




 From: Howard Jones mrhowardjo...@yahoo.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Monday, 15 October 2012, 0:21
Subject: Re: [Nuke-users] Best way to batch render scripts? Cheap easy render 
managers?
 

Cheapest way is to set up a watch folder and have it run in series anything 
put in it.




 
Howard




 From: Nat Jencks natjencks.li...@gmail.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Monday, 15 October 2012, 0:13
Subject: [Nuke-users] Best way to batch render scripts? Cheap easy render 
managers?
 
Hi Folks, is the command line the preferred (only) way to batch render a 
bunch of scripts?  I've been just launching multiple instances of nuke and 
rendering in all of them concurrently but something tells me this is 
inefficient, and it would be more stable if these rendered in serial rather 
than in parallel.

I know I can queue up multiple renders from the command line, but I don't 
love this since I don't love the command line, and I'd rather pick which 
write nodes and frame ranges I need via the GUi…
Are there other options?

Thanks!
-Nat Jencks

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ShakeRenderQ
Description: Binary data
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Re: [Nuke-users] Itransform works wildy with anamorphic plates

2012-10-11 Thread Howard Jones
Cheers Frank

One of my favourite distort tools 

Howard

On 11 Oct 2012, at 02:56, Frank Rueter fr...@beingfrank.info wrote:

 done
 http://www.nukepedia.com/gizmos/transform/itransform/
 
 On 10/11/12 1:55 PM, philhubfor...@free.fr wrote:
 Just forgot, in case the skew knob is an oversight and you repost a version, 
 take advantage to kick the 2 button of the internals transforms in order 
 to make possible non proportionnal scales.
 
 
 
 
 - Mail original -
 De: philhubfor...@free.fr
 À: Nuke user discussion nuke-users@support.thefoundry.co.uk
 Envoyé: Jeudi 11 Octobre 2012 02:40:30
 Objet: Re: [Nuke-users] Itransform works wildy with anamorphic plates
 
 You're welcomed ! And i was, some sort of interested ;-) (i was expecting 
 more y*pixel_aspect than x*pixel_aspect as the image is Y stretched but it 
 completely works !)
 Any reason you've removed the skew parameter ?
 Cheers
 philhub
 
 
 - Mail original -
 De: Frank Rueter fr...@beingfrank.info
 À: nuke-users@support.thefoundry.co.uk
 Envoyé: Jeudi 11 Octobre 2012 01:35:06
 Objet: Re: [Nuke-users] Itransform works wildy with anamorphic plates
 
 updated now:
 http://www.nukepedia.com/gizmos/transform/itransform/
 
 thanks for pointing it out.
 
 Cheers,
 frank
 
 On 10/11/12 10:51 AM, philhubfor...@free.fr wrote:
 Thanks a lot Frank, i'm a frequent user of the iTransform. It's so easy and 
 quick for so many warps. I tend to use as less as possible the gridwarp, 
 i'd prefer the kind of procedural way !
 
 
 
 
 - Mail original -
 De: Frank Rueter fr...@beingfrank.info
 À: nuke-users@support.thefoundry.co.uk
 Envoyé: Mercredi 10 Octobre 2012 23:35:44
 Objet: Re: [Nuke-users] Itransform works wildy with anamorphic plates
 
 You are indeed right.
 That gizmo is pretty old, I will have a look...
 
 
 On 10/11/12 6:19 AM, philhubfor...@free.fr wrote:
 Hello nukers,
 Itransform works wildy with anamorphic plates, at least for me !
 An homothetic scale (even with a white constant) create non-homothetic 
 result.
 I was aware that to perform non-homothetic scales i had to enter the inner 
 gizmo/group to click the 2 button next to the scale knob of the 
 transform, but for this one it seems a bit more complicated...
 Is there anybody that has encountered such problem, and if so, is there 
 any known workaround ?
 I tried to pre/post Yscale but with no luck.
 Anybody ?
 Cheers
 philhub
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Re: [Nuke-users] Nuke Script Layout, was new comp stack node survey

2012-10-07 Thread Howard Jones
 {
 name Dot23
 selected true
 xpos -1950
 ypos 741
}
push $N33e2de60
Transform {
 center {960 540}
 name Transform1
 selected true
 xpos -1858
 ypos 482
}
Dot {
 name Dot15
 label Matte Moved\n
 note_font_size 30
 selected true
 xpos -1699
 ypos 487
}
Dot {
 name Dot20
 selected true
 xpos -1699
 ypos 587
}
Dot {
 name Dot21
 selected true
 xpos -1699
 ypos 665
}
Dot {
 name Dot24
 selected true
 xpos -1699
 ypos 743
}





 From: Howard Jones mrhowardjo...@yahoo.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Thursday, 4 October 2012, 8:39
Subject: Re: [Nuke-users] Nuke Script Layout, was new comp stack node survey
 

Might pinch that, however the label I use may be main mattes, rather than the 
last node name. 


And of course they can have multi channels in them. 


I just found when you have pipes running several 'pages' worth, it saves all 
that scrolling up and down. But requires a bit of copy and paste. Obviously 
there are tools to modify multiple nodes at once on nukepedia. 


Maybe the python could be modified to take one master dot at the top and copy 
its label? H. 


Howard

On 4 Oct 2012, at 03:22, Frank Rueter fr...@beingfrank.info wrote:


bugger tcl.


def getParentNode(node):
parentNode = node.input(0)
if parentNode.Class() == 'Dot':
return getParentNode(parentNode)
else:
return parentNode.name()

nuke.knobDefault('Dot.label', [python
  getParentNode(nuke.toNode('Dot1'))])







On 10/4/12 1:46 PM, chris wrote:

On 10/3/12 at 12:57 AM,  (Howard Jones) wrote: 

my favorite - label the dots. And have one just before inputs so you can 
easily see where each input came from. 

i like that one a lot! just added this to my menu.py 

nuke.knobDefault('Dot.label', ' [value input0.name]') 

might be worth thinking about how to get the name of the next
  non-dot node when traveling up the tree (in case one uses several
  dots in a row to direct the flow), but no idea how to do that
  through TCL. 

++ chris 

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Re: [Nuke-users] Nuke Script Layout, was new comp stack node survey

2012-10-07 Thread Howard Jones
Though this is possibly better code and allows you to select other nodes by 
mistake


 
Howard
 
def getParentNode(node):
try:
parentNode = node.input(0)
if parentNode.Class() == 'Dot':
if not parentNode['label'].getValue():
return getParentNode(parentNode)
else:
return parentNode 
else:
return node['label'].value()
except AttributeError:
nuke.message('No input node')
def dotLabel():
if not nuke.selectedNodes('Dot'):
nuke.message('Please select a dot')
return
else:
nodes= nuke.selectedNodes('Dot')
for i in nodes:
try:
pnlabel=getParentNode(i)['label'].value()
pnLabelSize=getParentNode(i)['note_font_size'].value()
pnLabelColour=getParentNode(i)['note_font_color'].value()
i['label'].setValue(pnlabel)
i['note_font_size'].setValue(pnLabelSize)
i['note_font_color'].setValue(int(pnLabelColour))
except:
pass





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Re: [Nuke-users] Nuke Script Layout, was new comp stack node survey

2012-10-07 Thread Howard Jones
Ok - Format screwed - so attached a better version of the code

Cheers 

Howard




 From: Howard Jones mrhowardjo...@yahoo.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Sunday, 7 October 2012, 16:10
Subject: Re: [Nuke-users] Nuke Script Layout, was new comp stack node survey
 

Hi


FWIWthis will set a selection of dots' labels to the first dot it finds with a 
label, inc font size and colour.


So if you label the top dot of a branch, this will label the selected dot(s) 
to it.
See example script and select all dots in the backdrop before running it

 
Howard

 
def getParentNode(node):
try:
parentNode = node.input(0)
if parentNode.Class() == 'Dot':
if not parentNode['label'].getValue():
return getParentNode(parentNode)
else:
return (parentNode['label'].getValue(), 
parentNode['note_font_size'].getValue() , 
parentNode['note_font_color'].getValue()  ) 
else:
return node['label'].getValue()
except AttributeError:
nuke.message('No input node')
def setDotLabel():
if not nuke.selectedNodes():
nuke.message('Please select a node')
return
else:
nodes= nuke.selectedNodes()
for i in nodes:
TopDotLabel=getParentNode(i)
i['label'].setValue(TopDotLabel[0])
i['note_font_size'].setValue(TopDotLabel[1])
i['note_font_color'].setValue(int(topDotLabel[2]))


setDotLabel()


--

set cut_paste_input [stack 0]
version 6.3 v8
BackdropNode {
 inputs 0
 name BackdropNode1
 tile_color 0x5f5f5fff
 note_font_size 42
 selected true
 xpos -2243
 ypos 522
 bdwidth 570
 bdheight 345
}
push $cut_paste_input
Primatte3 {
 data { 3
    0 0 0
    65552
    0 5
    30234 30234 30234 0
    0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
    0
 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
    0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0
 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0
 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0
 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0
 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    0 0 0 0 0 0
    -1 -1 -1 -1
    -1 -1 99 99
    -1 -1 -1 -1
    0.05 1.732
 1.732
    0.05 1.732 1.732
    0.05 0.866 0.866
    0.05 0.866 0.866
    0.05 0.866 0.866
    0.05 0.866 0.866
    0.05 0.866 0.866
    0.05 0.866 0.866
  }

 crop {0 0 {width i} {height i}}
 name Primatte2
 selected true
 xpos -1981
 ypos 77
}
Dot {
 name Dot8
 label Main Matte\n
 note_font_color 0xff00ff
 selected true
 xpos -1950
 ypos 165
}
Dot {
 name Dot9
 selected true
 xpos -1950
 ypos 243
}
Dot {
 name Dot10
 selected true
 xpos -1950
 ypos 321
}
Dot {
 name Dot11
 selected true
 xpos -1950
 ypos 399
}
set N33ea6f80 [stack 0]
Blur {
 name Blur3
 selected true
 xpos
 -2081
 ypos 381
}
Dot {
 name Dot12
 label Matte Blur\n
 note_font_size 15
 note_font_color 0xf2ff
 selected true
 xpos -2231
 ypos 399
}
Dot {
 name Dot13
 selected true
 xpos -2231
 ypos 588
}
Dot {
 name Dot16
 selected true
 xpos

Re: [Nuke-users] new comp stack node survey

2012-10-07 Thread Howard Jones
So aren't you then back were you started?


 
Howard




 From: Michael Hatton michael.hat...@gmail.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Monday, 8 October 2012, 1:33
Subject: Re: [Nuke-users] new comp stack node survey
 
What about an option to expand / convert to a node network?



On 2012-10-03, at 22:46, Martin jackyoungbl...@mac.com wrote:

 This might be fine in the hands of an experienced Nuke artist, but as 
 someone who teaches nuke to undergrads... I can promise that students would 
 overuse it to hell. As it is, i have to heartily discourage them from 
 feeding a single merge node with multiple inputs. 
 
 
 Sent from my iPad
 
 On 4 Oct, 2012, at 3:06 AM, helmsie nuke-users-re...@thefoundry.co.uk 
 wrote:
 
 Hello all!
 
 I'd like to see the interest in the Nuke community for a comp stack node. 
 It would take multiple inputs that can be reordered, soloed, muted, and the 
 comp operation switched on the fly without disconnecting/reordering nodes 
 in the node graph. Think photoshop layers. The interface would be similar 
 to the current roto node layers. See the mockup attached. Please respond to 
 this post so there is a count for yea/nay.
 
 Thanks in advance,
 Helmsie
 NukeCompNodeMockup_3_2010.jpg
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[Nuke-users] flipbook nuke - hiero

2012-10-07 Thread Howard Jones
Hi 


Slightly different error message today

 
Howard
 
nukescripts.showFlipbookDialogForSelected()
Traceback (most recent call last):
File string, line 1, in module
File 
/Applications/Nuke7.0v1b58/Nuke7.0v1b58.app/Contents/MacOS/plugins/nukescripts/renderdialog.py,
 line 720, in showFlipbookDialogForSelected
showFlipbookDialog(nuke.selectedNode())
File 
/Applications/Nuke7.0v1b58/Nuke7.0v1b58.app/Contents/MacOS/plugins/nukescripts/renderdialog.py,
 line 715, in showFlipbookDialog
e.run()
File 
/Applications/Nuke7.0v1b58/Nuke7.0v1b58.app/Contents/MacOS/plugins/nukescripts/renderdialog.py,
 line 681, in run
self._selectedViews(), self._getOptions(nodeToFlipbook))
File 
/Applications/Hiero1.5v1b6/Hiero1.5v1b6.app/Contents/Plugins/site-packages/nuke_in_hiero/hiero_flipbook.py,
 line 53, in run
hieroCommands = nuke_hiero_bridge.nukeClient.remoteProxyObject(hieroCommands)
File 
/Applications/Hiero1.5v1b6/Hiero1.5v1b6.app/Contents/Plugins/site-packages/nuke_in_hiero/nuke_client.py,
 line 111, in remoteProxyObject
self.launchHiero()
File 
/Applications/Hiero1.5v1b6/Hiero1.5v1b6.app/Contents/Plugins/site-packages/nuke_in_hiero/nuke_client.py,
 line 174, in launchHiero
self._hieroProcess = subprocess.Popen(args, shell=False, 
stdout=subprocess.PIPE, stderr=subprocess.PIPE)
File 
/System/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/subprocess.py,
 line 595, in __init__
errread, errwrite)
File 
/System/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/subprocess.py,
 line 1104, in _execute_child
os.waitpid(self.pid, 0)
OSError: [Errno 4] Interrupted system call___
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[Nuke-users] Re: [Hiero11beta] flipbook nuke - hiero

2012-10-07 Thread Howard Jones
Please ignore - sent to wrong list


 
Howard




 From: Howard Jones mrhowardjo...@yahoo.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk; 
hiero11b...@support.thefoundry.co.uk hiero11b...@support.thefoundry.co.uk 
Sent: Monday, 8 October 2012, 1:54
Subject: [Hiero11beta] flipbook nuke - hiero
 

Hi 



Slightly different error message today
 
Howard

 
nukescripts.showFlipbookDialogForSelected()
Traceback (most recent call last):
File string, line 1, in module
File 
/Applications/Nuke7.0v1b58/Nuke7.0v1b58.app/Contents/MacOS/plugins/nukescripts/renderdialog.py,
 line 720, in showFlipbookDialogForSelected
showFlipbookDialog(nuke.selectedNode())
File 
/Applications/Nuke7.0v1b58/Nuke7.0v1b58.app/Contents/MacOS/plugins/nukescripts/renderdialog.py,
 line 715, in showFlipbookDialog
e.run()
File 
/Applications/Nuke7.0v1b58/Nuke7.0v1b58.app/Contents/MacOS/plugins/nukescripts/renderdialog.py,
 line 681, in run
self._selectedViews(), self._getOptions(nodeToFlipbook))
File 
/Applications/Hiero1.5v1b6/Hiero1.5v1b6.app/Contents/Plugins/site-packages/nuke_in_hiero/hiero_flipbook.py,
 line 53, in run
hieroCommands = nuke_hiero_bridge.nukeClient.remoteProxyObject(hieroCommands)
File 
/Applications/Hiero1.5v1b6/Hiero1.5v1b6.app/Contents/Plugins/site-packages/nuke_in_hiero/nuke_client.py,
 line 111, in remoteProxyObject
self.launchHiero()
File 
/Applications/Hiero1.5v1b6/Hiero1.5v1b6.app/Contents/Plugins/site-packages/nuke_in_hiero/nuke_client.py,
 line 174, in launchHiero
self._hieroProcess = subprocess.Popen(args, shell=False, 
stdout=subprocess.PIPE, stderr=subprocess.PIPE)
File 
/System/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/subprocess.py,
 line 595, in __init__
errread, errwrite)
File 
/System/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/subprocess.py,
 line 1104, in _execute_child
os.waitpid(self.pid, 0)
OSError: [Errno 4] Interrupted system call
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Re: [Nuke-users] Nuke Script Layout, was new comp stack node survey

2012-10-05 Thread Howard Jones
Ha. 
I introduced red for up purely because it was impossible to read scripts from a 
comper friend without it. 

I also like my code coloured, though I only gleam a bit of extra info from it. 
Oddly enough my code is just as crap either way  ;)

Howard

On 5 Oct 2012, at 03:18, Nathan Rusch nathan_ru...@hotmail.com wrote:

 Personally I’m heavily against pipe coloring in my own environment. Even when 
 untangling someone else’s mess, I find it easier to just use Nuke’s 
 highlighting of the parent hierarchy of the current selection than having to 
 visually process a mass of neon spaghetti. I think some of the same logic 
 from this article 
 (http://www.linusakesson.net/programming/syntaxhighlighting/index.php) is 
 directly applicable to overly colorful trees, though I don’t necessarily 
 agree with all the points he makes.
  
 -Nathan
 
  
 From: Marten Blumen
 Sent: Thursday, October 04, 2012 1:52 PM
 To: Nuke user discussion
 Subject: Re: [Nuke-users] Nuke Script Layout, was new comp stack node survey
  
 Anyone have thoughts on coloured lines in the Node Graph   Just like coloured 
 Nodes, would colouring lines help reading the flow. i.e like the London Tube 
 map. I'm experimenting with turning off Node Colors/AutoColor and manual 
 colouring important nodes.  Would it help to be able to do that to lines?
 
 Famous Tube map redesign; maybe some ideas in this
 http://www.design-technology.info/alevelsubsite/page5.htm
 
 On 4 October 2012 20:39, Howard Jones mrhowardjo...@yahoo.com wrote:
 Might pinch that, however the label I use may be main mattes, rather than 
 the last node name.
  
 And of course they can have multi channels in them.
  
 I just found when you have pipes running several 'pages' worth, it saves all 
 that scrolling up and down. But requires a bit of copy and paste. Obviously 
 there are tools to modify multiple nodes at once on nukepedia.
  
 Maybe the python could be modified to take one master dot at the top and 
 copy its label? H.
  
 Howard
 
 On 4 Oct 2012, at 03:22, Frank Rueter fr...@beingfrank.info wrote:
 
 bugger tcl.
 
 def getParentNode(node):
 parentNode = node.input(0)
 if parentNode.Class() == 'Dot':
 return getParentNode(parentNode)
 else:
 return parentNode.name()
 
 nuke.knobDefault('Dot.label', [python getParentNode(nuke.toNode('Dot1'))])
  
 
 
 
 
 On 10/4/12 1:46 PM, chris wrote:
 On 10/3/12 at 12:57 AM,  (Howard Jones) wrote: 
 my favorite - label the dots. And have one just before inputs so you can 
 easily see where each input came from.
 
 i like that one a lot! just added this to my menu.py 
 
 nuke.knobDefault('Dot.label', ' [value input0.name]') 
 
 might be worth thinking about how to get the name of the next non-dot node 
 when traveling up the tree (in case one uses several dots in a row to 
 direct the flow), but no idea how to do that through TCL. 
 
 ++ chris 
 
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Re: [Nuke-users] Nuke Script Layout, was new comp stack node survey

2012-10-04 Thread Howard Jones
Might pinch that, however the label I use may be main mattes, rather than the 
last node name. 

And of course they can have multi channels in them. 

I just found when you have pipes running several 'pages' worth, it saves all 
that scrolling up and down. But requires a bit of copy and paste. Obviously 
there are tools to modify multiple nodes at once on nukepedia. 

Maybe the python could be modified to take one master dot at the top and copy 
its label? H. 

Howard

On 4 Oct 2012, at 03:22, Frank Rueter fr...@beingfrank.info wrote:

 bugger tcl.
 
 def getParentNode(node):
 parentNode = node.input(0)
 if parentNode.Class() == 'Dot':
 return getParentNode(parentNode)
 else:
 return parentNode.name()
 
 nuke.knobDefault('Dot.label', [python   
 getParentNode(nuke.toNode('Dot1'))])
 
 
 
 
 
 On 10/4/12 1:46 PM, chris wrote:
 On 10/3/12 at 12:57 AM,  (Howard Jones) wrote: 
 my favorite - label the dots. And have one just before inputs so you can 
 easily see where each input came from.
 
 i like that one a lot! just added this to my menu.py 
 
 nuke.knobDefault('Dot.label', ' [value input0.name]') 
 
 might be worth thinking about how to get the name of the next non-dot node 
 when traveling up the tree (in case one uses several dots in a row to direct 
 the flow), but no idea how to do that through TCL. 
 
 ++ chris 
 
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Re: [Nuke-users] new comp stack node survey

2012-10-03 Thread Howard Jones
N.  

Shake had one of those and it was a nightmare to sort compers scripts out. 

Howard

On 3 Oct 2012, at 20:10, Bill Gilman billgil...@yahoo.com wrote:

 +1
 
 From: helmsie nuke-users-re...@thefoundry.co.uk
 To: nuke-users@support.thefoundry.co.uk 
 Sent: Wednesday, October 3, 2012 12:06 PM
 Subject: [Nuke-users] new comp stack node survey
 
 Hello all!
 
 I'd like to see the interest in the Nuke community for a comp stack node. It 
 would take multiple inputs that can be reordered, soloed, muted, and the comp 
 operation switched on the fly without disconnecting/reordering nodes in the 
 node graph. Think photoshop layers. The interface would be similar to the 
 current roto node layers. See the mockup attached. Please respond to this 
 post so there is a count for yea/nay.
 
 Thanks in advance,
 Helmsie
 
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Re: [Nuke-users] Re: new comp stack node survey

2012-10-03 Thread Howard Jones
wow sack 'em


 
Howard




 From: helmsie nuke-users-re...@thefoundry.co.uk
To: nuke-users@support.thefoundry.co.uk 
Sent: Wednesday, 3 October 2012, 22:13
Subject: [Nuke-users] Re: new comp stack node survey
 

Thanks Howard.  I stand corrected.

Having the ability to quickly walk through and reorder a stack can add speed 
and organization to the workflow.  I'm constantly seeing Nuke node graphs like 
the attached that could be significantly simplified with a stack node as a 
precomp.  A pick your poison.  So far, looks like most folks agree with you.

Helmsie

[quote=mrhowardjones]It was the multiLayer node - see attached.

I remember it became an issue on the list at the time as it was thought of as 
a bad idea, and the consensus was if you used it with one operation only then 
it was useful. So we ran it as a multiScreen, multiOver etc... 



Howard

[quote]
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Re: [Nuke-users] Re: new comp stack node survey

2012-10-03 Thread Howard Jones
Ha!
 I always teach people that they have the right to be run over by a bus, and 
the rest of the team pick up where they left off without constantly ringing the 
hospital!


 
Howard




 From: Frank Rueter fr...@beingfrank.info
To: nuke-users@support.thefoundry.co.uk 
Sent: Wednesday, 3 October 2012, 22:35
Subject: Re: [Nuke-users] Re: new comp stack node survey
 

Whoever produced this node graph needs a good telling off.
I've always been of the opinion that, unless you're a one-man-band,
the script is as important as the final pixels you're delivering (if
not more so), and working within a team, a compositor should be
responsible and take care that anybody can open, tweak and render
their scripts without too much pain.

I have seen far worse than the attached image though :-D


Makes you want to write a callback that refuses to render if their
are too many pipes that aren't horizontal or vertical ;)





On 10/4/12 10:13 AM, helmsie wrote:

Thanks Howard. I stand corrected.

Having the ability to quickly walk through and reorder a stack
can add speed and organization to the workflow. I'm constantly
seeing Nuke node graphs like the attached that could be
significantly simplified with a stack node as a precomp. A pick
your poison. So far, looks like most folks agree with you.

Helmsie

[quote=mrhowardjones]It was the multiLayer node - see
attached.

I remember it became an issue on the list at the time as it was
thought of as a bad idea, and the consensus was if you used it
with one operation only then 
it was useful. So we ran it as a multiScreen, multiOver etc... 



Howard

[quote]


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Re: [Nuke-users] new comp stack node survey

2012-10-03 Thread Howard Jones
I've only been using Nuke for about 7 years and I didn't know you could do 
that! (alt+cmd+up/down arrow on a mac)


 
Howard




 From: Marten Blumen mar...@gmail.com
To: nuke-users@support.thefoundry.co.uk 
Sent: Wednesday, 3 October 2012, 22:03
Subject: Re: [Nuke-users] new comp stack node survey
 

I'm indifferent. The main functionality is to give a clear stacking order of 
layers, the 'L' key sort-of does this already with multiple Merge nodes.

Re-ordering nodes is easily done with command up/down arrow.



On 4 October 2012 08:06, helmsie nuke-users-re...@thefoundry.co.uk wrote:

 
Hello all!

I'd like to see the interest in the Nuke community for a comp stack node.  It 
would take multiple inputs that can be reordered, soloed, muted, and the comp 
operation switched on the fly without disconnecting/reordering nodes in the 
node graph.  Think photoshop layers.  The interface would be similar to the 
current roto node layers.  See the mockup attached.  Please respond to this 
post so there is a count for yea/nay.

Thanks in advance,
Helmsie
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Re: [Nuke-users] new comp stack node survey

2012-10-03 Thread Howard Jones
I'd like multi outputs from a gizmo but what you describe with internal 
workings seems to be a gizmo rather than a 'black box ' multilayer node, which 
deals with the internals in a hidden manner.

Somewhat digressing though from Helmsie's poll though.


 
Howard




 From: Steve K charhar...@gmail.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Cc: nuke-users@support.thefoundry.co.uk 
nuke-users@support.thefoundry.co.uk 
Sent: Wednesday, 3 October 2012, 23:32
Subject: Re: [Nuke-users] new comp stack node survey
 
A little competition is a good thing :)


How so?
After some thought, I guess it would/could be an issue for a multichannel 
workflow...but wouldn't the existing gizmo workflow have the same issues?

Frank, Could you elaborate? 


Sent from my iPad

On 2012-10-03, at 6:24 PM, Frank Rueter fr...@beingfrank.info wrote:

 wouldn't that compete with the multi channel philosophy?
 
 On 10/4/12 10:56 AM, Steve K wrote:
 Hey Helmsie,
 What about multi-output gizmo functionality like in Katana.  I haven't used 
 katana in a couple years, but I long for the ability to be able to have 
 multiple outputs in Nuke...
 Where one could build a multi purpose node like you mentionedAND have 
 the ability to edit the inner node graph.
 
 
 
 Sent from my iPad
 
 On 2012-10-03, at 3:06 PM, helmsie nuke-users-re...@thefoundry.co.uk 
 wrote:
 
 Hello all!
 
 I'd like to see the interest in the Nuke community for a comp stack node. 
 It would take multiple inputs that can be reordered, soloed, muted, and 
 the comp operation switched on the fly without disconnecting/reordering 
 nodes in the node graph. Think photoshop layers. The interface would be 
 similar to the current roto node layers. See the mockup attached. Please 
 respond to this post so there is a count for yea/nay.
 
 Thanks in advance,
 Helmsie
 NukeCompNodeMockup_3_2010.jpg
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Re: [Nuke-users] new comp stack node survey

2012-10-03 Thread Howard Jones
Though reading Frank's reply - multichannels is the Nuke way

 Howard



 From: Howard Jones mrhowardjo...@yahoo.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Wednesday, 3 October 2012, 23:37
Subject: Re: [Nuke-users] new comp stack node survey
 

I'd like multi outputs from a gizmo but what you describe with internal 
workings seems to be a gizmo rather than a 'black box ' multilayer node, which 
deals with the internals in a hidden manner.

Somewhat digressing though from Helmsie's poll though.



 
Howard




 From: Steve K charhar...@gmail.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Cc: nuke-users@support.thefoundry.co.uk 
nuke-users@support.thefoundry.co.uk 
Sent: Wednesday, 3 October 2012, 23:32
Subject: Re: [Nuke-users] new comp stack node survey
 
A little competition is a good thing :)


How so?
After some thought, I guess it would/could be an issue for a multichannel 
workflow...but wouldn't the existing gizmo workflow have the same issues?

Frank, Could you elaborate? 


Sent from my iPad

On 2012-10-03, at 6:24 PM, Frank Rueter fr...@beingfrank.info wrote:

 wouldn't that compete with the multi channel philosophy?
 
 On 10/4/12 10:56 AM, Steve K wrote:
 Hey Helmsie,
 What about multi-output gizmo functionality like in Katana.  I haven't 
 used katana in a couple years, but I long for the ability to be able to 
 have multiple outputs in Nuke...
 Where one could build a multi purpose node like you mentionedAND have 
 the ability to edit the inner node graph.
 
 
 
 Sent from my iPad
 
 On 2012-10-03, at 3:06 PM, helmsie nuke-users-re...@thefoundry.co.uk 
 wrote:
 
 Hello all!
 
 I'd like to see the interest in the Nuke community for a comp stack node. 
 It would take multiple inputs that can be reordered, soloed, muted, and 
 the comp operation switched on the fly without disconnecting/reordering
 nodes in the node graph. Think photoshop layers. The interface would be 
similar to the current roto node layers. See the mockup attached. Please 
respond to this post so there is a count for yea/nay.
 
 Thanks in advance,
 Helmsie
 NukeCompNodeMockup_3_2010.jpg
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[Nuke-users] Nuke Script Layout, was new comp stack node survey

2012-10-03 Thread Howard Jones
I always use red and green like that.
my favorite - label the dots. And have one just before inputs so you can easily 
see where each input came from.

 
Howard




 From: Marten Blumen mar...@gmail.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Wednesday, 3 October 2012, 23:52
Subject: Re: [Nuke-users] Re: new comp stack node survey
 

here's my 1st tip- set /preferences/ Node Graph-Arrows/ Up Arrow to bright red 
- it visually warns up 'you're noodling the wrong way'
green for down, and, muted for left and right.


On 4 October 2012 10:36, Frank Rueter fr...@beingfrank.info wrote:

yeah. I'd love to see some sort of educational tutorials on planning and 
adjusting the work area in a node based environment.
that might actually go a long way. If I ever get enough time I might hit up 
some of you for ideas on that and we can collate tips, tricks and thoughts 
and pack them into a video




On 10/4/12 10:26 AM, Sam Cole wrote:

+1 against, I've been to hell and back debugging scripts with
MultiLayer and banned its use back in the day.

The screenshot you posted looks like a poorly planned comp, you're
trying to solve a problem by adding a layer based workflow into a node
based one. Now you have two problems.

./sam
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Re: [Nuke-users] Re: Baking camera and axis animation together

2012-10-01 Thread Howard Jones
Hi Ivan and all

You may have answered my question in point 1) but...

For those that know how - is it not possible to take the local matrix and 
recreate the live transform (for want of a better term). Even if you have to 
specify rotation order at the outset.
Or is that a pointless workflow. Sort of 'bake to world' but back in Euler. I'm 
talking about doing this inside Nuke.

(It may have all been covered in previous threads or on nukepedia of course)


 
Howard




 From: Ivan Busquets ivanbusqu...@gmail.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Monday, 1 October 2012, 9:15
Subject: Re: [Nuke-users] Re: Baking camera and axis animation together
 

Hi Johannes,


That's a different monster, in my opinion, which is to try and match the 
camera (and motionblur) from an existing set of renders. In this case, 
matching your renders is probably more important than a) keeping the camera 
animatable, and b) having accurate motionblur.


If I had to guess, I'd say there's 2 possible reasons why you're getting a 
better match by setting the local_matrix directly to the one in the exr's 
metadata, instead of converting that back to Euler rotations:


1. No way to know the original rotation order from a transformation matrix 
alone. So, if you're converting to Euler, you'd have to choose an arbitrary 
rotation order, which may or may not match the one of the original camera. Of 
course, you could have known the correct rotation order beforehand, in which 
case this shouldn't be an issue.


2. How is your renderer (the one that produced the exrs) handling motionblur? 
Assuming you're using Renderman, is subframe MotionBlur turned on? Otherwise 
the renderer might just be doing a linear interpolation between the camera 
position/rotation at each integer frame, which is the same you'll get in Nuke 
when explicitly setting a local_matrix.
I'm not an expert in Renderman, though, so someone with more insight might be 
able to confirm or deny this.


Having said that, I've used both approaches to re-create a camera from 
Renderman metadata, and I've rarely had motionblur issues with one or the 
other. The few occasions where I have found differences has always been due a 
different rotation order.


Hope this helps.


Cheers,
Ivan







On Mon, Oct 1, 2012 at 12:14 AM, Johannes Hezer j.he...@studiorakete.de 
wrote:

Hi Ivan,

that is interesting with the motionblur.
In my experience sofar, when getting cameras into nuke via exrs it
  was always best to use the matrix on the camera instead of
  converting all back to euler values in the rotation knobs ?!
It was more accurate and motionblur issues were gone ?
I know that is not exactly what you stated but I would be
  interested if you expierenced the same thing with the cam data
  from exrs?

cheers



Am 10/1/12 2:22 AM, schrieb Ivan Busquets:

Might be splitting hairs, but since this comes up every now and then, I think 
it's worth noting that there are some important caveats to using the 
local_matrix knob to do that for animated cameras: 


- You lose the ability to tweak the animation afterwards.


- Inaccurate motionblur. If you bake animated transform knobs into a single 
animated matrix, you're effectively losing the ability to interpolate 
curved paths correctly. The matrix values will interpolate between frames, 
but there's no guarantee that the result of that interpolation will match 
the transformation you'd get by interpolating the original 
rotation/translation/scale values.


Getting back to the use case of the original post, I would recommend keeping 
the two separate transforms when exporting out to Maya.
For one, if you use the forced local matrix approach you'll have no easy 
way to transfer that to Maya (as in, it won't export correctly when writing 
an FBX file, for example).
But also, if you're planning to refine animation later on, it might be 
easier to do so on the original transformations.








On Sun, Sep 30, 2012 at 2:18 PM, Marten Blumen mar...@gmail.com wrote:

Stoked, solved it.  Very easy thanks to the exposed World and Local Matrix's.

Attached is a verbose tutorial nuke script; all
  instructions included in stickies. Hit me up if it needs
  more work. thanks! 






On 29 September 2012 16:08, Marten Blumen mar...@gmail.com wrote:

I just retested my test and it only worked on simple setups. Probably need 
expert equations to make it work properly!


On 29 September 2012 15:39, C_Sander nuke-users-re...@thefoundry.co.uk 
wrote:

I guess now would be a good time to learn expressions. I'll check that 
out, thanks!

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Re: [Nuke-users] Particles emitted from a Roto spline...

2012-09-22 Thread Howard Jones
I'm going to have another look. I thought nothing was, and in your script I had 
nothing
But I think something is up, as it is supposed to. 

Howard

On 22 Sep 2012, at 04:13, Frank Rueter fr...@beingfrank.info wrote:

 it doesn't?
 there is something coming through:
 
 set cut_paste_input [stack 0]
 version 6.3 v8
 Camera2 {
  inputs 0
  translate {0.259905 0.354893 0.617709}
  focal 32.4
  name Camera1
  selected true
  xpos -463
  ypos -61
 }
 push $cut_paste_input
 Card2 {
  translate {0 1.52552758e-07 -1.3651}
  rotate {-90 0 0}
  control_points {3 3 3 6 
 
 1 {-0.5 -0.5 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0.166865 0} 0 {0 0 0} 
 0 {0 0 0} 
 1 {0 -0.5 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0 0.166865 0} 
 0 {0 0 0} 0 {0.5 0 0} 
 1 {0.5 -0.5 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0.166865 0} 0 {0 0 0} 
 0 {1 0 0} 
 1 {-0.5 0 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0.166716 0} 0 {0 
 -0.166716 0} 0 {0 0.5 0} 
 1 {0 0 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0 0.166716 0} 0 
 {0 -0.166716 0} 0 {0.5 0.5 0} 
 1 {0.5 0 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0.166716 0} 0 {0 
 -0.166716 0} 0 {1 0.5 0} 
 1 {-0.5 0.5 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0 0} 0 {0 -0.166865 0} 
 0 {0 1 0} 
 1 {0 0.5 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0 0 0} 0 {0 
 -0.166865 0} 0 {0.5 1 0} 
 1 {0.5 0.5 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0 0} 0 {0 -0.166865 0} 
 0 {1 1 0} }
  name Card1
  selected true
  xpos -353
  ypos -177
 }
 push 0
 ParticleEmitter {
  inputs 2
  lifetime 100
  velocity 0.02
  velocity_variation 1
  size_variation 1
  name ParticleEmitter1
  selected true
  xpos -353
  ypos -116
 }
 push 0
 ScanlineRender {
  inputs 3
  output_motion_vectors_type accurate
  name ScanlineRender1
  selected true
  xpos -353
  ypos -40
 }
 Blur {
  channels motion
  size 100
  name Blur1
  selected true
  xpos -353
  ypos -16
 }
 CheckerBoard2 {
  inputs 0
  name CheckerBoard1
  selected true
  xpos -183
  ypos -103
 }
 Copy {
  inputs 2
  channels motion
  name Copy1
  selected true
  xpos -183
  ypos -22
 }
 IDistort {
  uv forward
  name IDistort1
  selected true
  xpos -183
  ypos 156
 }
 
 On 9/21/12 8:04 PM, Howard Jones wrote:
 I think he means that Nuke doesn't give motion vectors for particles.
  
 Howard
 
 From: Frank Rueter fr...@beingfrank.info
 To: nuke-users@support.thefoundry.co.uk 
 Sent: Friday, 21 September 2012, 0:08
 Subject: Re: [Nuke-users] Particles emitted from a Roto spline...
 
 Not sure what you mean by turning the rendered output into uv. Shuffle 
 node?
 
 
 On 9/21/12 7:32 AM, Ned Wilson wrote:
 Frank,
 
 THANK YOU! Next step - turn the rendered output into forward.u and 
 forward.v channels to pipe into an IDistort node for realistic heat 
 distortion.
 
 On Wed, Sep 19, 2012 at 7:11 PM, Frank Rueter fr...@beingfrank.info wrote:
 Yes, it's the rate channel knob you're after. just make sure your texture 
 has a reset bounding box or things are offset (bug):
 
 set cut_paste_input [stack 0]
 version 7.0 v1b38
 push $cut_paste_input
 Radial {
 area {512 315 1536 945}
 softness 0.445
 name Radial1
 selected true
 xpos -39
 ypos -536
 }
 Crop {
 box {0 0 2048 1260}
 name Crop2
 selected true
 xpos -39
 ypos -512
 }
 Card2 {
 display textured+lines
 rows 10
 columns 10
 control_points {3 3 3 6
 
 1 {-0.5 -0.5 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0.166865 0} 0 {0 0 
 0} 0 {0 0 0}
 1 {0 -0.5 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0 0.166865 
 0} 0 {0 0 0} 0 {0.5 0 0}
 1 {0.5 -0.5 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0.166865 0} 0 {0 0 
 0} 0 {1 0 0}
 1 {-0.5 0 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0.166716 0} 0 {0 
 -0.166716 0} 0 {0 0.5 0}
 1 {0 0 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0 0.166716 0} 0 
 {0 -0.166716 0} 0 {0.5 0.5 0}
 1 {0.5 0 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0.166716 0} 0 {0 
 -0.166716 0} 0 {1 0.5 0}
 1 {-0.5 0.5 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0 0} 0 {0 -0.166865 
 0} 0 {0 1 0}
 1 {0 0.5 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0 0 0} 0 {0 
 -0.166865 0} 0 {0.5 1 0}
 1 {0.5 0.5 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0 0} 0 {0 -0.166865 
 0} 0 {1 1 0} }
 name Card1
 selected true
 xpos -39
 ypos -466
 }
 set N9a65b530 [stack 0]
 push 0
 ParticleEmitter {
 inputs 2
 rate 30
 selection_threshhold 0.415
 rate_channel rgba.alpha
 name ParticleEmitter1
 selected true
 xpos -39
 ypos -386
 }
 push $N9a65b530
 Scene {
 inputs 2
 name Scene1
 selected true
 xpos 111
 ypos -407
 
 }
 
 
 
 
 On 9/20/12 1:41 PM, Ned Wilson wrote:
 Is this possible? Or from an image/alpha channel?
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Re: [Nuke-users] Particles emitted from a Roto spline...

2012-09-21 Thread Howard Jones
I think he means that Nuke doesn't give motion vectors for particles.


 
Howard




 From: Frank Rueter fr...@beingfrank.info
To: nuke-users@support.thefoundry.co.uk 
Sent: Friday, 21 September 2012, 0:08
Subject: Re: [Nuke-users] Particles emitted from a Roto spline...
 

Not sure what you mean by turning the rendered output into uv. Shuffle node?



On 9/21/12 7:32 AM, Ned Wilson wrote:

Frank,

THANK YOU! Next step - turn the rendered output into forward.u and
  forward.v channels to pipe into an IDistort node for realistic
  heat distortion.


On Wed, Sep 19, 2012 at 7:11 PM, Frank Rueter fr...@beingfrank.info wrote:

Yes, it's the rate channel knob you're after. just make sure your texture has 
a reset bounding box or things are offset (bug):

set cut_paste_input [stack 0]
version 7.0 v1b38
push $cut_paste_input
Radial {
area {512 315 1536 945}
softness 0.445
name Radial1
selected true
xpos -39
ypos -536
}
Crop {
box {0 0 2048 1260}
name Crop2
selected true
xpos -39
ypos -512
}
Card2 {
display textured+lines
rows 10
columns 10
control_points {3 3 3 6

1 {-0.5 -0.5 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0
  0.166865 0} 0 {0 0 0} 0 {0 0 0}
1 {0 -0.5 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0
  0.166865 0} 0 {0 0 0} 0 {0.5 0 0}
1 {0.5 -0.5 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0
  0.166865 0} 0 {0 0 0} 0 {1 0 0}
1 {-0.5 0 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0.166716
  0} 0 {0 -0.166716 0} 0 {0 0.5 0}
1 {0 0 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0
  0.166716 0} 0 {0 -0.166716 0} 0 {0.5 0.5 0}
1 {0.5 0 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0.166716
  0} 0 {0 -0.166716 0} 0 {1 0.5 0}
1 {-0.5 0.5 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0 0} 0 {0
  -0.166865 0} 0 {0 1 0}
1 {0 0.5 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0 0
  0} 0 {0 -0.166865 0} 0 {0.5 1 0}
1 {0.5 0.5 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0 0} 0 {0
  -0.166865 0} 0 {1 1 0} }
name Card1
selected true
xpos -39
ypos -466
}
set N9a65b530 [stack 0]
push 0
ParticleEmitter {
inputs 2
rate 30
selection_threshhold 0.415
rate_channel rgba.alpha
name ParticleEmitter1
selected true
xpos -39
ypos -386
}
push $N9a65b530
Scene {
inputs 2
name Scene1
selected true
xpos 111
ypos -407 

}




On 9/20/12 1:41 PM, Ned Wilson wrote:

Is this possible? Or from an image/alpha channel?

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Re: [Nuke-users] Re: Nuke node graph is slow with heavy scripts

2012-09-21 Thread Howard Jones
Tracking is certainly faster on a new script vs a heavy one, so roto could be 
as well. Hard to tell without seeing your script. 


Howard

On 21 Sep 2012, at 20:06, vincepapaix nuke-users-re...@thefoundry.co.uk 
wrote:

 Hi
 
 my nuke script is 1MB, running win7 pro.
 Yes I have obj in my scene, nothing crazy one geo(11525poly), I'm using for 
 one projection, projecting a 2k image.
 No displace geo node.
 
 I saw this problem at different companies such MPC, DD, Method and others, 
 using different OS.
 
 I will be curious if you have a big script and it's as smooth as working on a 
 brand new script.
 
 Nuke should be as fast when I do a Bezier looking just at the read node in a 
 heavy script or in a new script
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Re: [Nuke-users] Re: Nuke node graph is slow with heavy scripts

2012-09-21 Thread Howard Jones
Other things that can cause freezing...
If you deselect and reselect a roto, this can cause a bug where it goes very 
slow for a short while. 

A very big script may be being saved to the network all the time, depending on 
your preferences. If you have a couple of camera trackers in there or a few 
heavy rotos, this can bloat the script. If you are auto saving to the network 
every 30 secs, you experience some bad freezing. 

Set your preferences to auto save locally. 



Howard

On 21 Sep 2012, at 22:24, vincepapaix nuke-users-re...@thefoundry.co.uk 
wrote:

 Unfortunately, I can't send my script I need company approval...
 
 But I just did a quick test, replacing all the read node and readgeo, nuke 
 doesn't freeze anymore, it's not as fast as in a new script but at least it 
 doesn't freeze...
 
 I will try to do more test...
 
 but I'm sure it's common problem when asking others compositors, it's easy to 
 recreate the problem, just try on a big script with lots of read node to do 
 some roto even looking just a one read node or just the roto node itself, 
 nuke will freeze when you try to change the roto's point at a different 
 frame. (if that makes sence)
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[Nuke-users] OT - bamboo for roto

2012-09-20 Thread Howard Jones
Hi

Sorry for the OT but if anyone has experience on this...


Is the wacom bamboo good enough for roto work?
Can it do basic paint work? (not PS)


Thanks 

Howard
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Re: [Nuke-users] OT - bamboo for roto

2012-09-20 Thread Howard Jones
Thanks - its just for roto training so should be ample then


 
Howard




 From: Ron Ganbar ron...@gmail.com
To: Howard Jones mrhowardjo...@yahoo.com; Nuke user discussion 
nuke-users@support.thefoundry.co.uk 
Sent: Thursday, 20 September 2012, 14:41
Subject: Re: [Nuke-users] OT - bamboo for roto
 

I've had a bamboo for ages. Enough for me.
Then again, I'm not much of an artist to begin with, so its not that I miss 
the feel of a brush in my fingertips.



Ron Ganbar
email: ron...@gmail.com
tel: +44 (0)7968 007 309 [UK]
     +972 (0)54 255 9765 [Israel]
url: http://ronganbar.wordpress.com/



On 20 September 2012 16:06, Howard Jones mrhowardjo...@yahoo.com wrote:

Hi


Sorry for the OT but if anyone has experience on this...



Is the wacom bamboo good enough for roto work?
Can it do basic paint work? (not PS)



Thanks 
Howard

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Re: [Nuke-users] OT - bamboo for roto

2012-09-20 Thread Howard Jones
Thanks - looks like no UK supplier though (shipping v expensive)


 
Howard




 From: J Bills jbillsn...@flickfx.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Thursday, 20 September 2012, 19:29
Subject: Re: [Nuke-users] OT - bamboo for roto
 

I've not tried them but have heard good things about the monoprice tablets.

http://www.monoprice.com/products/subdepartment.asp?c_id=108cp_id=10841

the price is certainly right.





On Thu, Sep 20, 2012 at 7:01 AM, Howard Jones mrhowardjo...@yahoo.com wrote:

Thanks - its just for roto training so should be ample then



 
Howard




 From: Ron Ganbar ron...@gmail.com
To: Howard Jones mrhowardjo...@yahoo.com; Nuke user discussion 
nuke-users@support.thefoundry.co.uk 
Sent: Thursday, 20 September 2012, 14:41
Subject: Re: [Nuke-users] OT - bamboo for roto
 


I've had a bamboo for ages. Enough for me.
Then again, I'm not much of an artist to begin with, so its not that I miss 
the feel of a brush in my fingertips.



Ron Ganbar
email: ron...@gmail.com
tel: +44 (0)7968 007 309 [UK]
     +972 (0)54 255 9765 [Israel]
url: http://ronganbar.wordpress.com/



On 20 September 2012 16:06, Howard Jones mrhowardjo...@yahoo.com wrote:

Hi


Sorry for the OT but if anyone has experience on this...



Is the wacom bamboo good enough for roto work?
Can it do basic paint work? (not PS)



Thanks 
Howard

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Re: [Nuke-users] Re: UVProject not sticking?

2012-09-20 Thread Howard Jones
Isn't because you are moving the card before theUV project so it slides infront 
of the camera?

below is the set up I would expect 


set cut_paste_input [stack 0]
version 6.3 v8
Camera2 {
 inputs 0
 name Camera11
 selected true
 xpos -1361
 ypos 1628
}
push $cut_paste_input
Camera2 {
 name Camera10
 selected true
 xpos -1360
 ypos 1518
}
CheckerBoard2 {
 inputs 0
 name CheckerBoard5
 selected true
 xpos -1234
 ypos 1337
}
RotoPaint {
 curves {AnimTree:  {
 Version: 1.2
 Flag: 0
 RootNode: 1
 Node: {
  NodeName: Root {
   Flag: 512
   NodeType: 1
   Transform: 0 0 S 0 0 S 0 0 S 0 0 S 0 1 S 0 1 S 0 0 S 0 1024 S 0 578
   NumOfAttributes: 11
   vis S 0 1 opc S 0 1 mbo S 0 1 mb S 0 1 mbs S 0 0.5 fo S 0 1 fx 
S 0 0 fy S 0 0 ff S 0 1 ft S 0 0 pt S 0 0
  }
  NumOfChildren: 1
  Node: {
   NodeName: Bezier1 {
    Flag: 576
    NodeType: 3
    CurveGroup:  {
 Transform: 0 0 S 1 120 0 S 1 120 0 S 1 120 0 S 1 120 1 S 1 120 1 S 1 120 0 
S 1 120 1274.83 S 1 120 730.333
 Flag: 0
 NumOfCubicCurves: 2
 CubicCurve:  {
  Type: 0 Flag: 8192 Dim: 2
  NumOfPoints: 36
  0 S 1 120 0 S 1 120 2 0 0 S 1 120 1524 S 1 120 880 0 0 S 1 120 0 S 1 120 
-2 0 0 S 1 120 4 S 1 120 -2 0 0 S 1 120 1434 S 1 120 944 0 0 S 1 120 -4 S 1 120 
2 0 0 S 1 120 34 S 1 120 32 0 0 S 1 120 1206 S 1 120 870 0 0 S 1 120 -34 S 1 
120 -32 0 0 S 1 120 14 S 1 120 10 0 0 S 1 120 1128 S 1 120 800 0 0 S 1 120 -14 
S 1 120 -10 0 0 S 1 120 32 S 1 120 20 0 0 S 1 120 1062 S 1 120 762 0 0 S 1 120 
-32 S 1 120 -20 0 0 S 1 120 -8 S 1 120 8 0 0 S 1 120 1016 S 1 120 632 0 0 S 1 
120 8 S 1 120 -8 0 0 S 1 120 -8 S 1 120 4 0 0 S 1 120 1042 S 1 120 606 0 0 S 1 
120 8 S 1 120 -4 0 0 S 1 120 -14 S 1 120 -8 0 0 S 1 120 1178 S 1 120 582 0 0 S 
1 120 14 S 1 120 8 0 0 S 1 120 -14 S 1 120 -4 0 0 S 1 120 1206 S 1 120 596 0 0 
S 1 120 14 S 1 120 4 0 0 S 1 120 -212 S 1 120 30 0 0 S 1 120 1352 S 1 120 644 0 
0 S 1 120 212 S 1 120 -30 0 0 S 1 120 -4 S 1 120 -28 0 0 S 1 120 1594 S 1 120 
676 0 0 S 1 120 4 S 1 120 28 0 0 S 1 120 6 S 1 120 -6 0 0 S 1 120 1556 S 1 120 
772 0 0 S 1 120
 -6 S 1 120 6 0
 }
 CubicCurve:  {
  Type: 0 Flag: 8192 Dim: 2
  NumOfPoints: 36
  0 S 1 120 0 S 1 120 2 0 0 S 1 120 0 S 1 120 0 0 0 S 1 120 0 S 1 120 -2 0 
0 S 1 120 4 S 1 120 -2 0 0 S 1 120 0 S 1 120 0 0 0 S 1 120 -4 S 1 120 2 0 0 S 1 
120 34 S 1 120 32 0 0 S 1 120 0 S 1 120 0 0 0 S 1 120 -34 S 1 120 -32 0 0 S 1 
120 14 S 1 120 10 0 0 S 1 120 0 S 1 120 0 0 0 S 1 120 -14 S 1 120 -10 0 0 S 1 
120 32 S 1 120 20 0 0 S 1 120 0 S 1 120 0 0 0 S 1 120 -32 S 1 120 -20 0 0 S 1 
120 -8 S 1 120 8 0 0 S 1 120 0 S 1 120 0 0 0 S 1 120 8 S 1 120 -8 0 0 S 1 120 
-8 S 1 120 4 0 0 S 1 120 0 S 1 120 0 0 0 S 1 120 8 S 1 120 -4 0 0 S 1 120 -14 S 
1 120 -8 0 0 S 1 120 0 S 1 120 0 0 0 S 1 120 14 S 1 120 8 0 0 S 1 120 -14 S 1 
120 -4 0 0 S 1 120 0 S 1 120 0 0 0 S 1 120 14 S 1 120 4 0 0 S 1 120 -212 S 1 
120 30 0 0 S 1 120 0 S 1 120 0 0 0 S 1 120 212 S 1 120 -30 0 0 S 1 120 -4 S 1 
120 -28 0 0 S 1 120 0 S 1 120 0 0 0 S 1 120 4 S 1 120 28 0 0 S 1 120 6 S 1 120 
-6 0 0 S 1 120 0 S 1 120 0 0 0 S 1 120 -6 S 1 120 6 0
 }
 NumOfAttributes: 44
 vis S 0 1 r S 0 1 g S 0 1 b S 0 1 a S 0 1 ro S 0 0 go S 0 0 
bo S 0 0 ao S 0 0 opc S 0 1 bm S 0 0 inv S 0 0 mbo S 0 0 mb S 0 1 
mbs S 0 0.5 mbsot S 0 0 mbso S 0 0 fo S 0 1 fx S 0 0 fy S 0 0 ff 
S 0 1 ft S 0 0 src S 0 0 stx S 0 0 sty S 0 0 str S 0 0 sr S 0 0 
ssx S 0 1 ssy S 0 1 ss S 0 0 spx S 0 1024 spy S 0 578 stot S 0 0 
sto S 0 0 sv S 0 0 sf S 0 1 sb S 0 1 nv S 0 1 view1 S 0 1 ltn S 0 
120 ltm S 0 120 ltt S 0 0 tt S 0 4 pt S 0 0
    }
   }
   NumOfChildren: 0
  }
 }
}
}
 toolbox {selectAll {
  { selectAll ssx 1 ssy 1 sf 1 }
  { createBezier ssx 1 ssy 1 sf 1 sb 1 tt 4 }
  { createBSpline ssx 1 ssy 1 sf 1 sb 1 }
  { createEllipse ssx 1 ssy 1 sf 1 sb 1 }
  { createRectangle ssx 1 ssy 1 sf 1 sb 1 }
  { brush ssx 1 ssy 1 sf 1 sb 1 }
  { eraser src 2 ssx 1 ssy 1 sf 1 sb 1 }
  { clone src 1 ssx 1 ssy 1 sf 1 sb 1 }
  { reveal src 3 ssx 1 ssy 1 sf 1 sb 1 }
  { dodge src 1 ssx 1 ssy 1 sf 1 sb 1 }
  { burn src 1 ssx 1 ssy 1 sf 1 sb 1 }
  { blur src 1 ssx 1 ssy 1 sf 1 sb 1 }
  { sharpen src 1 ssx 1 ssy 1 sf 1 sb 1 }
  { smear src 1 ssx 1 ssy 1 sf 1 sb 1 }
} }
 toolbar_brush_hardness 0.20003
 toolbar_lifetime_type all
 toolbar_source_transform_scale {1 1}
 toolbar_source_transform_center {320 240}
 colorOverlay 0
 lifetime_type all frames
 lifetime_start 120
 lifetime_end 120
 motionblur_shutter_offset_type centred
 source_black_outside true
 createNewTrack {{-1} -1\t(none)\t-1 1000\tNew Track Layer\t1000}
 name RotoPaint15
 selected true
 xpos -1234
 ypos 1429
}
Card2 {
 control_points {3 3 3 6 

1 {-0.5 -0.5 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0.166865 0} 0 {0 0 0} 0 
{0 0 0} 
1 {0 -0.5 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0 0.166865 0} 0 
{0 0 0} 0 {0.5 0 0} 
1 {0.5 -0.5 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0.166865 0} 0 {0 0 0} 0 
{1 0 0} 
1 {-0.5 0 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0.166716 0} 0 {0 

Re: [Nuke-users] Nuke's Relight

2012-09-17 Thread Howard Jones
Pull out material from the reLight and add it to your checkerboard


 
Howard




 From: Ron Ganbar ron...@gmail.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Monday, 17 September 2012, 13:30
Subject: [Nuke-users] Nuke's Relight
 

Hi all,
so I'm testing some of the features of Nuke 7 and for the life of me I can't 
seem to figure out some stuff.
The Relight node (which has been around for ages, true) isn't working for me 
no matter what. What am I doing wrong?


See below:


set cut_paste_input [stack 0]
version 7.0 v1b38
Camera2 {
 inputs 0
 translate {-7.273576443e-07 1.2 -14.3169}
 rotate {0 180 0}
 name Camera3
 selected true
 xpos -759
 ypos -17
}
set N1f4cb300 [stack 0]
Light2 {
 inputs 0
 intensity 50
 translate {-2.98019 2.95048 -3.29714}
 uniform_scale 0.1
 depthmap_slope_bias 0.01
 name Light1
 selected true
 xpos -387
 ypos -86
}
push $N1f4cb300
CheckerBoard2 {
 inputs 0
 format 512 512 0 0 512 512 1 square_512
 name CheckerBoard1
 selected true
 xpos -750
 ypos -312
}
set N39591300 [stack 0]
Sphere {
 name Sphere1
 selected true
 xpos -750
 ypos -158
}
push $cut_paste_input
Reformat {
 format 256 256 0 0 256 256 1 square_256
 name Reformat1
 selected true
 xpos -507
 ypos -272
}
Radial {
 area {-118 -2 348 524}
 name Radial1
 selected true
 xpos -507
 ypos -240
}
push $N39591300
Grade {
 black {0 0.180072 0.360143 0}
 white {0.140006 0.439976 1 1}
 name Grade1
 selected true
 xpos -646
 ypos -261
}
Card2 {
 rows 80
 columns 80
 translate {0 4.07447 1.899979115}
 rotate {-90 0 0}
 uniform_scale 10
 control_points {3 3 3 6 


1 {-0.5 -0.5 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0.166865 0} 0 {0 0 0} 
0 {0 0 0} 
1 {0 -0.5 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0 0.166865 0} 0 
{0 0 0} 0 {0.5 0 0} 
1 {0.5 -0.5 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0.166865 0} 0 {0 0 0} 
0 {1 0 0} 
1 {-0.5 0 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0.166716 0} 0 {0 
-0.166716 0} 0 {0 0.5 0} 
1 {0 0 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0 0.166716 0} 0 {0 
-0.166716 0} 0 {0.5 0.5 0} 
1 {0.5 0 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0.166716 0} 0 {0 
-0.166716 0} 0 {1 0.5 0} 
1 {-0.5 0.5 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0 0} 0 {0 -0.166865 0} 
0 {0 1 0} 
1 {0 0.5 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0 0 0} 0 {0 
-0.166865 0} 0 {0.5 1 0} 
1 {0.5 0.5 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0 0} 0 {0 -0.166865 0} 
0 {1 1 0} }
 name Card1
 selected true
 xpos -646
 ypos -196
}
DisplaceGeo {
 inputs 2
 scale -6
 name DisplaceGeo1
 selected true
 xpos -646
 ypos -172
}
Scene {
 inputs 2
 name Scene1
 selected true
 xpos -636
 ypos -69
}
push 0
add_layer {posW posW.X posW.Y posW.Z}
add_layer {nrm nrm.X nrm.Y nrm.Z}
ScanlineRender {
 inputs 3
 motion_vectors_type distance
 output_shader_vectors true
 P_channel posW
 N_channel nrm
 name ScanlineRender1
 selected true
 xpos -646
 ypos 75
}
ReLight {
 inputs 3
 normal nrm
 position posW
 name ReLight1
 selected true
 xpos -397
 ypos 75
}




Ron Ganbar
email: ron...@gmail.com
tel: +44 (0)7968 007 309 [UK]
     +972 (0)54 255 9765 [Israel]
url: http://ronganbar.wordpress.com/

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Re: [Nuke-users] Nuke's Relight

2012-09-17 Thread Howard Jones
or you scanline


 
Howard




 From: Howard Jones mrhowardjo...@yahoo.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Monday, 17 September 2012, 13:34
Subject: Re: [Nuke-users] Nuke's Relight
 

Pull out material from the reLight and add it to your checkerboard



 
Howard




 From: Ron Ganbar ron...@gmail.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Monday, 17 September 2012, 13:30
Subject: [Nuke-users] Nuke's Relight
 

Hi all,
so I'm testing some of the features of Nuke 7 and for the life of me I can't 
seem to figure out some stuff.
The Relight node (which has been around for ages, true) isn't working for me 
no matter what. What am I doing wrong?


See below:


set cut_paste_input [stack 0]
version 7.0 v1b38
Camera2 {
 inputs 0
 translate {-7.273576443e-07 1.2 -14.3169}
 rotate {0 180 0}
 name Camera3
 selected true
 xpos -759
 ypos -17
}
set N1f4cb300 [stack 0]
Light2 {
 inputs 0
 intensity 50
 translate {-2.98019 2.95048 -3.29714}
 uniform_scale 0.1
 depthmap_slope_bias 0.01
 name Light1
 selected true
 xpos -387
 ypos -86
}
push $N1f4cb300
CheckerBoard2 {
 inputs 0
 format 512 512 0 0 512 512 1 square_512
 name CheckerBoard1
 selected true
 xpos -750
 ypos -312
}
set N39591300 [stack 0]
Sphere {
 name Sphere1
 selected true
 xpos -750
 ypos -158
}
push $cut_paste_input
Reformat {
 format 256 256 0 0 256 256 1 square_256
 name Reformat1
 selected true
 xpos -507
 ypos -272
}
Radial {
 area {-118 -2 348 524}
 name Radial1
 selected true
 xpos -507
 ypos -240
}
push $N39591300
Grade {
 black {0 0.180072 0.360143 0}
 white {0.140006 0.439976 1 1}
 name Grade1
 selected true
 xpos -646
 ypos -261
}
Card2 {
 rows 80
 columns 80
 translate {0 4.07447 1.899979115}
 rotate {-90 0 0}
 uniform_scale 10
 control_points {3 3 3 6 


1 {-0.5 -0.5 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0.166865 0} 0 {0 0 0} 
0 {0 0 0} 
1 {0 -0.5 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0 0.166865 0} 
0 {0 0 0} 0 {0.5 0 0} 
1 {0.5 -0.5 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0.166865 0} 0 {0 0 0} 
0 {1 0 0} 
1 {-0.5 0 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0.166716 0} 0 {0 
-0.166716 0} 0 {0 0.5 0} 
1 {0 0 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0 0.166716 0} 0 
{0 -0.166716 0} 0 {0.5 0.5 0} 
1 {0.5 0 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0.166716 0} 0 {0 
-0.166716 0} 0 {1 0.5 0} 
1 {-0.5 0.5 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0 0} 0 {0 -0.166865 0} 
0 {0 1 0} 
1 {0 0.5 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0 0 0} 0 {0 
-0.166865 0} 0 {0.5 1 0} 
1 {0.5 0.5 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0 0} 0 {0 -0.166865 0} 
0 {1 1 0} }
 name Card1
 selected true
 xpos -646
 ypos -196
}
DisplaceGeo {
 inputs 2
 scale -6
 name DisplaceGeo1
 selected true
 xpos -646
 ypos -172
}
Scene {
 inputs 2
 name Scene1
 selected true
 xpos -636
 ypos -69
}
push 0
add_layer {posW posW.X posW.Y posW.Z}
add_layer {nrm nrm.X nrm.Y nrm.Z}
ScanlineRender {
 inputs 3
 motion_vectors_type distance
 output_shader_vectors true
 P_channel posW
 N_channel nrm
 name ScanlineRender1
 selected true
 xpos -646
 ypos 75
}
ReLight {
 inputs 3
 normal nrm
 position posW
 name ReLight1
 selected true
 xpos -397
 ypos 75
}




Ron Ganbar
email: ron...@gmail.com
tel: +44 (0)7968 007 309 [UK]
     +972 (0)54 255 9765 [Israel]
url: http://ronganbar.wordpress.com/

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Re: [Nuke-users] Can I use 2D track for 3D Camera?

2012-09-14 Thread Howard Jones
FWIW I've modified this today for the particle shot I'm doing and added depth 
as well as scene scale knobs,
so you can manually push it back/forward in Z. Also an option to auto scale the 
geo so as you increase the scene the geo scales the same apparent size in frame.


Also I found an 'addLayer {rgba.beta}' line in the last one so you should 
remove that if you dont use this version (same version name)


Cheers 

Howard




 From: Todd t...@nulightfx.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Friday, 14 September 2012, 2:09
Subject: Re: [Nuke-users] Can I use 2D track for 3D Camera?
 

Basically I simply increased the scale until it looked right. I went by 
nothing in particular. I probably could look into more detail next time. 

Thanks everyone for your help.

Howard Jones  wrote:


Out of interest did it work as Randy says. The tracker2camera is based on 1 
unit as far as I can tell. So did it work with a straight match of units? I 
know I wrote it but it's like bread - I don't have to know how to make it to 
drop toast butter side down. 


Haven't not used it for a long time I've just realised for a shot I'm doing 
with particles it will give me a quick way of tracking the emitting geo in. So 
been a useful relook at an old tool for me. 


I don't think I ever sussed out object scaling properly but I might look at 
that as well again. Though of course it'll never be a 3D tracker. 

Howard

On 13 Sep 2012, at 23:50, Todd Groves t...@nulightfx.com wrote:


Thanks, Randy. I got it working. :)






On Sep 13, 2012, at 3:11 PM, Randy Little wrote:

You have to make sure you units in Nuke and Modo are the same. and when you 
import make sure the units are set correctly

Randy S. Little
http://www.rslittle.com

http://www.imdb.com/name/nm2325729/






On Thu, Sep 13, 2012 at 2:59 PM, Todd Groves t...@nulightfx.com wrote:



I found it. I just have to scale it dramatically to match the size of the 
shots needs.








On Sep 13, 2012, at 2:51 PM, Todd Groves wrote:



How do I scale the scene? The Camera moves in my 3D program, but only 
slightly; which means I need to scale the scene before generating the FBX.








On Sep 13, 2012, at 2:26 PM, Marten Blumen wrote:

Not sure why it doesn't work, I can see the camera moving here


On 14 September 2012 08:57, Todd Groves t...@nulightfx.com wrote:




Hey Howard,


The Axis moves, but the Camera doesn't move. Will that change if I use 
WriteGeo to generate an FBX version?










On Sep 13, 2012, at 1:18 PM, Howard Jones wrote:




HI Todd

Script below. Your track range is 953-987 correct?

Anyway I put your track into the tracker2Camera gizmo
Created camera using 'create camera' under the 'Translate solves'

That was it - worked fine, might even match your image. Use the latest 
Tracker2Camera (attached again)




The script below is set to HD as I dont know what format you are 
working in.

 
Howard





set cut_paste_input [stack 0]
version
 7.0 v1b38
push $cut_paste_input
Tracker3 {
 track1 {{curve x953 1192 1247.527466 1304.445923 1361.67395 
1420.560303 1482.739014 1548.128296 1610.351685 1671.486572 1732.383667 
1793.790527 1853.362915 1912.415894 1974.61438 2034.171753 2091.987915 
2145.516113 2197.037842 2249.268921 2301.771729 2353.022583 2401.169312 
2450.260254 2500.791992 2553.439941 2607.471924 2661.059082 2713.591431 
2765.387695 2819.274414 2875.749146 2933.259277 2988.799438 3042.455322 
3093.411133} {curve x953 818 819.5675049 821.9576416 824.9746704 
828.8840332 835.4890137 843.7455444 852.7792358 862.2110596 871.3128052 
882.1752319 892.2661743 902.6511841 912.3652954 923.1884766 934.8099976 
944.2409668 951.4041748 956.5293579 961.5074463 964.8376465 967.0097046 
968.0718994 968.6292114 970.2266846 971.1508179 972.5056763 972.8568115 
973.5623779 974.3269043 975.4362183 977.2075195 979.0283813 981.0758057 
983.494873}}



 offset1 {0 0}
 pattern1 {-104 -54
 104 54}
 search1 {-84 -77 84 77}
 track2 {1126 474}
 offset2 {0 0}
 pattern2 {-32 -32 32 32}
 search2 {-22 -22 22 22}
 track3 {1126 678}
 offset3 {0 0}
 pattern3 {-32 -32 32 32}
 search3 {-22 -22 22 22}



 track4 {922 678}
 offset4 {0 0}
 pattern4 {-32 -32 32 32}
 search4 {-22 -22 22 22}
 transform match-move
 reference_frame 953
 translate {{curve x953 0 55.52746582 112.4459229 169.6739502 
228.5603027 290.7390137 356.1282959 418.3516846 479.4865723 540.383667 
601.7905273 661.362915 720.4158936 782.6143799 842.1717529 899.987793 
953.5161133 1005.037842 1057.269043 1109.771729 1161.022461 1209.169434 
1258.260254 1308.791992 1361.439941 1415.471924 1469.059082 1521.591309 
1573.387695 1627.274414 1683.749023 1741.259277 1796.799316 1850.455322 
1901.411133} {curve x953 0 1.567504883 3.957641602 6.97467041 
10.8840332 17.48901367
 25.74554443 34.77923584 44.21105957 53.31280518 64.17523193 74.26617432 
 84.65118408 94.36529541 105.1884766 116.8099976 126.2409668 133.4041748 
 138.5293579 143.5074463 146.8376465

Re: [Nuke-users] Still Frame Camera Solve?

2012-09-14 Thread Howard Jones

http://www.nukepedia.com/other/perspective-guide-110/

This lets you find your vanishing points.  
I've used 2 in the past. Then place an object in the distance, then line up a 
cube onto cross of the 2 vanishing points. If the cube lines up on both edges 
the focal length is right. If not adjust focal then re-align. Within 10 minutes 
or so you can find it. 

Using the 2-point target should simplify this even further.

Great way to check if the 3d you've been given is even close. 

Howard

On 14 Sep 2012, at 21:41, Marten Blumen mar...@gmail.com wrote:

 You could 'easily' do it by finding the vanishing point and then use the 
 2-node camera script to line it all up, placing the axis on the VP and using 
 the grid display to line up the ground plane.
 
 http://www.nukepedia.com/3d/2-node-target-camera/
 
 On 15 September 2012 08:36, Marten Blumen mar...@gmail.com wrote:
 nope.
 
 On 15 September 2012 07:56, Rich Bobo richb...@mac.com wrote:
 Hi,
 
 Does NukeX have the ability to solve a camera for a still frame - using 
 helper boxes or lines...?
 
 Thanks,
 Rich
 
 
 Rich Bobo
 Senior VFX Compositor
 Armstrong-White
 http://armstrong-white.com/
 
 Mobile:  (248) 840-2665
 Web:  http://richbobo.com/
 
 
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Re: [Nuke-users] Can I use 2D track for 3D Camera?

2012-09-13 Thread Howard Jones
Send me your track and I'll send you the camera. 

Howard

On 13 Sep 2012, at 02:30, Todd Groves t...@nulightfx.com wrote:

 I thought by tracking a feature, I could paste that info into 2D track in 
 the gizmo, then create camera to generate a moving camera. But, the camera 
 doesn't move.
 When I generate a scene and axis, the axis does move. Is there some way to 
 attach the camera to the axis to make the camera move? Or am I missing a step 
 here in creating 
 a moving camera? Pressing create camera alone hasn't generated a moving 
 camera.
 
 
 
 
 On Sep 12, 2012, at 4:25 PM, Todd Groves wrote:
 
 I'm not sure I understand. I thought the gizmo was a replacement for the 
 CameraTracker.
 What's the workflow for this gizmo?
 
 
 
 On Sep 12, 2012, at 4:15 PM, Marten Blumen wrote:
 
 When you paste in the 2d track you then solve the camera. Its like
 adding a really good tracking marker
 
 On 9/13/12, Todd Groves t...@nulightfx.com wrote:
 I did that, and pasted the 2D tracker data. But the camera does not move.
 Do I still track features?
 
 
 
 
 On Sep 12, 2012, at 1:43 PM, Marten Blumen wrote:
 
 Use the 'Add User Track' btn in Tracking tab in the CameraTracking node.
 
 
 On 13 September 2012 08:13, Todd Groves t...@nulightfx.com wrote:
 In a shot I'm trying to get a Camera Track for, there is not enough
 parallax for the Cam Tracker to capture the dolly movement. Instead it
 interprets the camera movement as a pan.
 
 I believe if I can somehow use my 2D tracking information and apply it to
 the camera, I can use that inside my 3D app. Any suggestions?
 
 Thanks in advance.
 
 
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Re: [Nuke-users] Can I use 2D track for 3D Camera?

2012-09-13 Thread Howard Jones
Also here is a new version that allows for scene scale (sort of)


 
Howard




 From: Howard Jones mrhowardjo...@yahoo.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Thursday, 13 September 2012, 10:02
Subject: Re: [Nuke-users] Can I use 2D track for 3D Camera?
 

Here's a script I just tested. The mistake I said earlier is the geo needs to 
be placed at z -1  not 0 as that is where the camera is
The camera move starts about frame 180. The camera was made where indicated on 
the attached screen grab  and the tracker copied to where indicated.

Howard


set cut_paste_input [stack 0]
version 6.3 v8
ColorBars {
 inputs 0
 name ColorBars1
 selected true
 xpos
 -393
 ypos 46
}
set N2350dcc0 [stack 0]
Tracker3 {
 track1 {{curve i x168 565.0580444 565.0506592 565.0808105 565.0734863 
565.090332 565.0900269 565.0386963 565.0371704 565.0344849 565.0802612 
565.0743408 565.02771 565.0435181 565.0272827 565.0499878 565.0512695 
565.041687 565.0303345 565.0404663 565.0328369 565.0270386 565.0550537 
565.0609741 565.0543823 564.9695435 565.0925903 565.100708 565.1529541 
565.1568604 565.2304688 565.2637939 565.5274658 566.0942993 567.1130371 
568.5047607 570.1556396 572 574.0427246 576.4594727 579.5081787 582.8543701 
586.4736328 590.6512451 595.4264526 600.788147 606.6361694 613.3390503 
620.9207153 628.4902344 636.2153931 643.87146 651.5625 659.1858521 666.7214966 
674.1802368 681.5661621 689.1931763 696.713623 704.0188599 711.1591187 
717.930603 724.4248657 730.7055664 736.8729248 742.8016357 748.3226929 
753.6640015 758.7963257 763.5657959 768.1853638 772.6127319 776.8475342 
780.8762207 784.8641968}
 {curve i x168 914.9620972 914.9147339 914.9519653 915.0713501 915.1292114 
915.1333008 915.0280151 914.9485474 915.0281372 915.1885986 915.2176514 
915.0997314 914.9534912 915.0742798 915.1473999 915.1834717 915.1062012 
914.949585 915.0661011 915.0748901 915.1035156 915.1271973 915.102417 
914.973999 914.9142456 914.9026489 914.8991089 914.8400879 914.8340454 
914.8428955 914.9118042 915.0114136 915.0579834 915.0649414 915.3963013 
915.7054443 916 916.4089355 916.6481934 916.9378662 917.2780762 917.6220703 
918.2166138 919.0627441 919.9505615 921.2800293 923.1519775 924.7025757 
926.5269165 928.3306885 930.2348633 932.3450317 934.6914062 937.2457886 
940.0419312 943.072876 946.4127808 950.2473755 954.3674316 959.178894 
964.5707397 969.9567871 975.8885498 982.1394653 988.5229492 995.1955566 
1001.587158 1008.258301 1015.108521 1021.897705 1028.883911 1035.780273 
1041.881104 1047.743774}}
 offset1 {0 0}
 pattern1 {-30 -30 30 30}
 search1
 {-21 -21 21 21}
 track2 {1055 445}
 offset2 {0 0}
 pattern2 {-30 -30 30 30}
 search2 {-21 -21 21 21}
 track3 {1055 635}
 offset3 {0 0}
 pattern3 {-30 -30 30 30}
 search3 {-21 -21 21 21}
 track4 {865 635}
 offset4 {0 0}
 pattern4 {-30 -30 30 30}
 search4 {-21 -21 21 21}
 translate {{curve i x168 0 -0.007385253906 0.02276611328 0.01544189453 
0.03228759766 0.03198242188 -0.01934814453 -0.02087402344 -0.02355957031 
0.02221679688 0.01629638672 -0.03033447266 -0.01452636719 -0.03076171875 
-0.008056640625 -0.006774902344 -0.01635742188 -0.02770996094 -0.017578125 
-0.02520751953 -0.03100585938 -0.002990722656 0.0029296875 -0.003662109375 
-0.08850097656 0.03454589844 0.04266357422 0.09490966797 0.09881591797 
0.1724243164 0.2057495117 0.4694213867 1.036254883 2.054992676 3.446716309 
5.097595215 6.941955566 8.984680176 11.40142822 14.45013428 17.79632568
 21.41558838 25.59320068 30.3684082 35.73010254 41.578125 48.28100586 
55.8626709 63.43218994 71.15734863 78.81341553 86.50445557 94.12780762 
101.6634521 109.1221924 116.5081177 124.1351318 131.6555786 138.9608154 
146.1010742 152.8725586 159.3668213 165.647522 171.8148804 177.7435913 
183.2646484 188.605957 193.7382812 198.5077515 203.1273193 207.5546875 
211.7894897 215.8181763 219.8061523} {curve i x168 0 -0.04736328125 
-0.01013183594 0.1092529297 0.1671142578 0.1712036133 0.06591796875 
-0.01354980469 0.06604003906 0.2265014648 0.241992 0.1376342773 
-0.008605957031 0.1121826172 0.1853027344 0.2213745117 0.1441040039 
-0.01251220703 0.1040039062 0.1127929688 0.141418457 0.1651000977 0.1403198242 
0.01190185547 -0.0478515625 -0.05944824219 -0.06298828125 -0.1220092773 
-0.1280517578 -0.1192016602 -0.05029296875 0.04931640625 0.09588623047 
0.1028442383 0.4342041016 0.743347168 1.037902832 1.446838379 1.686096191 
1.975769043 2.315979004 2.659973145
 3.254516602 4.100646973 4.988464355 6.317932129 8.189880371 9.740478516 
11.56481934 13.36859131 15.27276611 17.38293457 19.72930908 22.28369141 
25.07983398 28.11077881 31.45068359 35.28527832 39.40533447 44.21679688 
49.60864258 54.99468994 60.92645264 67.17736816 73.56085205 80.23345947 
86.62506104 93.29620361 100.1464233 106.9356079 113.921814 120.8181763 
126.9190063 132.7816772}}
 center {{curve i x168 565.0580444 565.0580444 565.0580444 565.0580444 
565.0580444 565.0580444 565.0580444 565.0580444 565.0580444

Re: [Nuke-users] Can I use 2D track for 3D Camera?

2012-09-13 Thread Howard Jones
Oops wrong internal name - reattached - also with this version geo is 
positioned at z=0

 
Howard




 From: Howard Jones mrhowardjo...@yahoo.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Thursday, 13 September 2012, 10:30
Subject: Re: [Nuke-users] Can I use 2D track for 3D Camera?
 

Also here is a new version that allows for scene scale (sort of)



 
Howard




 From: Howard Jones mrhowardjo...@yahoo.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Thursday, 13 September 2012, 10:02
Subject: Re: [Nuke-users] Can I use 2D track for 3D Camera?
 

Here's a script I just tested. The mistake I said earlier is the geo needs to 
be placed at z -1  not 0 as that is where the camera is
The camera move starts about frame 180. The camera was made where indicated 
on the attached screen grab  and the tracker copied to where indicated.

Howard


set cut_paste_input [stack 0]
version 6.3 v8
ColorBars {
 inputs 0
 name ColorBars1
 selected true
 xpos
 -393
 ypos 46
}
set N2350dcc0 [stack 0]
Tracker3 {
 track1 {{curve i x168 565.0580444 565.0506592 565.0808105 565.0734863 
565.090332 565.0900269 565.0386963 565.0371704 565.0344849 565.0802612 
565.0743408 565.02771 565.0435181 565.0272827 565.0499878 565.0512695 
565.041687 565.0303345 565.0404663 565.0328369 565.0270386 565.0550537 
565.0609741 565.0543823 564.9695435 565.0925903 565.100708 565.1529541 
565.1568604 565.2304688 565.2637939 565.5274658 566.0942993 567.1130371 
568.5047607 570.1556396 572 574.0427246 576.4594727 579.5081787 582.8543701 
586.4736328 590.6512451 595.4264526 600.788147 606.6361694 613.3390503 
620.9207153 628.4902344 636.2153931 643.87146 651.5625 659.1858521 
666.7214966 674.1802368 681.5661621 689.1931763 696.713623 704.0188599 
711.1591187 717.930603 724.4248657 730.7055664 736.8729248 742.8016357 
748.3226929 753.6640015 758.7963257 763.5657959 768.1853638 772.6127319 
776.8475342 780.8762207 784.8641968}
 {curve i x168 914.9620972 914.9147339 914.9519653 915.0713501 915.1292114 
915.1333008 915.0280151 914.9485474 915.0281372 915.1885986 915.2176514 
915.0997314 914.9534912 915.0742798 915.1473999 915.1834717 915.1062012 
914.949585 915.0661011 915.0748901 915.1035156 915.1271973 915.102417 
914.973999 914.9142456 914.9026489 914.8991089 914.8400879 914.8340454 
914.8428955 914.9118042 915.0114136 915.0579834 915.0649414 915.3963013 
915.7054443 916 916.4089355 916.6481934 916.9378662 917.2780762 917.6220703 
918.2166138 919.0627441 919.9505615 921.2800293 923.1519775 924.7025757 
926.5269165 928.3306885 930.2348633 932.3450317 934.6914062 937.2457886 
940.0419312 943.072876 946.4127808 950.2473755 954.3674316 959.178894 
964.5707397 969.9567871 975.8885498 982.1394653 988.5229492 995.1955566 
1001.587158 1008.258301 1015.108521 1021.897705 1028.883911 1035.780273 
1041.881104 1047.743774}}
 offset1 {0 0}
 pattern1 {-30 -30 30 30}
 search1
 {-21 -21 21 21}
 track2 {1055 445}
 offset2 {0 0}
 pattern2 {-30 -30 30 30}
 search2 {-21 -21 21 21}
 track3 {1055 635}
 offset3 {0 0}
 pattern3 {-30 -30 30 30}
 search3 {-21 -21 21 21}
 track4 {865 635}
 offset4 {0 0}
 pattern4 {-30 -30 30 30}
 search4 {-21 -21 21 21}
 translate {{curve i x168 0 -0.007385253906 0.02276611328 0.01544189453 
0.03228759766 0.03198242188 -0.01934814453 -0.02087402344 -0.02355957031 
0.02221679688 0.01629638672 -0.03033447266 -0.01452636719 -0.03076171875 
-0.008056640625 -0.006774902344 -0.01635742188 -0.02770996094 -0.017578125 
-0.02520751953 -0.03100585938 -0.002990722656 0.0029296875 -0.003662109375 
-0.08850097656 0.03454589844 0.04266357422 0.09490966797 0.09881591797 
0.1724243164 0.2057495117 0.4694213867 1.036254883 2.054992676 3.446716309 
5.097595215 6.941955566 8.984680176 11.40142822 14.45013428 17.79632568
 21.41558838 25.59320068 30.3684082 35.73010254 41.578125 48.28100586 
55.8626709 63.43218994 71.15734863 78.81341553 86.50445557 94.12780762 
101.6634521 109.1221924 116.5081177 124.1351318 131.6555786 138.9608154 
146.1010742 152.8725586 159.3668213 165.647522 171.8148804 177.7435913 
183.2646484 188.605957 193.7382812 198.5077515 203.1273193 207.5546875 
211.7894897 215.8181763 219.8061523} {curve i x168 0 -0.04736328125 
-0.01013183594 0.1092529297 0.1671142578 0.1712036133 0.06591796875 
-0.01354980469 0.06604003906 0.2265014648 0.241992 0.1376342773 
-0.008605957031 0.1121826172 0.1853027344 0.2213745117 0.1441040039 
-0.01251220703 0.1040039062 0.1127929688 0.141418457 0.1651000977 0.1403198242 
0.01190185547 -0.0478515625 -0.05944824219 -0.06298828125 -0.1220092773 
-0.1280517578 -0.1192016602 -0.05029296875 0.04931640625 0.09588623047 
0.1028442383 0.4342041016 0.743347168 1.037902832 1.446838379 1.686096191 
1.975769043 2.315979004 2.659973145
 3.254516602 4.100646973 4.988464355 6.317932129 8.189880371 9.740478516 
11.56481934 13.36859131 15.27276611 17.38293457 19.72930908 22.28369141 
25.07983398 28.11077881 31.45068359

Re: [Nuke-users] morph only specific feature within the rotoshape

2012-09-13 Thread Howard Jones
Its in public beta


 
Howard




 From: Jason P Nguyen jasonpngu...@gmail.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Thursday, 13 September 2012, 18:08
Subject: Re: [Nuke-users] morph only specific feature within the rotoshape
 

oh man... nuke 7, I need it now :-)


Jason P Nguyen

(310) 893-3455

www.jasonpnguyen.com




On Thu, Sep 13, 2012 at 1:54 AM, Peter Pearson pe...@thefoundry.co.uk wrote:

On 13/09/12 07:18, Jason P Nguyen wrote:

Is there a way to mix/finish the morph of the specific feature/rotoshape
to a different time?  Let's say, I want morph from f1-50 but I want the
ears to finish 1st then the eyes  then the mouth, etc.  The splinwarp
has only 1 mixwarp slider so it would affect all the rotoshapes at
once, even if I put them in separate folders.  I tested on one ear with
the hard bounding box on  it looks like what I wanted, but everything
outside the bounding box would just dissolve.  I don't want to affect
the outside area so I could put another splinewarp after that to morph
the eye, let's say; however, it didn't work for me.  Am I missing
something here?


Hi,

In Nuke 6.3, no, but we've implemented the ability to have per-curve warp 
values in the Splinewarp for Nuke 7 along with other improvements...

Regards,
Peter
-- 
Peter Pearson, Software Engineer
The Foundry, 6th Floor, The Communications Building,
48 Leicester Square, London, UK, WC2H 7LT
Tel: +44 (0)20 7434 0449   Web: www.thefoundry.co.uk

The Foundry Visionmongers Ltd.
Registered in England and Wales No: 4642027

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Re: [Nuke-users] Can I use 2D track for 3D Camera?

2012-09-13 Thread Howard Jones
HI Todd

Script below. Your track range is 953-987 correct?

Anyway I put your track into the tracker2Camera gizmo
Created camera using 'create camera' under the 'Translate solves'

That was it - worked fine, might even match your image. Use the latest 
Tracker2Camera (attached again)

The script below is set to HD as I dont know what format you are working in.

 
Howard

set cut_paste_input [stack 0]
version 7.0 v1b38
push $cut_paste_input
Tracker3 {
 track1 {{curve x953 1192 1247.527466 1304.445923 1361.67395 1420.560303 
1482.739014 1548.128296 1610.351685 1671.486572 1732.383667 1793.790527 
1853.362915 1912.415894 1974.61438 2034.171753 2091.987915 2145.516113 
2197.037842 2249.268921 2301.771729 2353.022583 2401.169312 2450.260254 
2500.791992 2553.439941 2607.471924 2661.059082 2713.591431 2765.387695 
2819.274414 2875.749146 2933.259277 2988.799438 3042.455322 3093.411133} {curve 
x953 818 819.5675049 821.9576416 824.9746704 828.8840332 835.4890137 
843.7455444 852.7792358 862.2110596 871.3128052 882.1752319 892.2661743 
902.6511841 912.3652954 923.1884766 934.8099976 944.2409668 951.4041748 
956.5293579 961.5074463 964.8376465 967.0097046 968.0718994 968.6292114 
970.2266846 971.1508179 972.5056763 972.8568115 973.5623779 974.3269043 
975.4362183 977.2075195 979.0283813 981.0758057 983.494873}}
 offset1 {0 0}
 pattern1 {-104 -54 104 54}
 search1 {-84 -77 84 77}
 track2 {1126 474}
 offset2 {0 0}
 pattern2 {-32 -32 32 32}
 search2 {-22 -22 22 22}
 track3 {1126 678}
 offset3 {0 0}
 pattern3 {-32 -32 32 32}
 search3 {-22 -22 22 22}
 track4 {922 678}
 offset4 {0 0}
 pattern4 {-32 -32 32 32}
 search4 {-22 -22 22 22}
 transform match-move
 reference_frame 953
 translate {{curve x953 0 55.52746582 112.4459229 169.6739502 228.5603027 
290.7390137 356.1282959 418.3516846 479.4865723 540.383667 601.7905273 
661.362915 720.4158936 782.6143799 842.1717529 899.987793 953.5161133 
1005.037842 1057.269043 1109.771729 1161.022461 1209.169434 1258.260254 
1308.791992 1361.439941 1415.471924 1469.059082 1521.591309 1573.387695 
1627.274414 1683.749023 1741.259277 1796.799316 1850.455322 1901.411133} {curve 
x953 0 1.567504883 3.957641602 6.97467041 10.8840332 17.48901367 25.74554443 
34.77923584 44.21105957 53.31280518 64.17523193 74.26617432 84.65118408 
94.36529541 105.1884766 116.8099976 126.2409668 133.4041748 138.5293579 
143.5074463 146.8376465 149.0097046 150.0718994 150.6292114 152.2266846 
153.1508179 154.5056763 154.8568115 155.5623779 156.3269043 157.4362183 
159.2075195 161.0283813 163.0758057 165.494873}}
 center {{curve x953 1192 1192 1192 1192 1192 1192 1192 1192 1192 1192 1192 
1192 1192 1192 1192 1192 1192 1192 1192 1192 1192 1192 1192 1192 1192 1192 1192 
1192 1192 1192 1192 1192 1192 1192 1192} {curve x953 818 818 818 818 818 818 
818 818 818 818 818 818 818 818 818 818 818 818 818 818 818 818 818 818 818 818 
818 818 818 818 818 818 818 818 818}}
 name Tracker1
 selected true
 xpos -271
 ypos 130
}
CheckerBoard2 {
 inputs 0
 name CheckerBoard1
 selected true
 xpos -86
 ypos 131
}
Sphere {
 radius 0.01
 name Sphere1
 selected true
 xpos -86
 ypos 227
}
Camera2 {
 inputs 0
 translate {{-Tracker2Camera.solvedTranslate} {-Tracker2Camera.solvedTranslate} 
{-Tracker2Camera.solvedTranslate}}
 focal {{Tracker2Camera.focalLengthCalc}}
 haperture {{Tracker2Camera.apertureCalc.x}}
 vaperture {{Tracker2Camera.apertureCalc.y}}
 name Camera1
 label translate
 selected true
 xpos -255
 ypos 247
}
Scene {
 inputs 2
 name Scene1
 selected true
 xpos -76
 ypos 290
}
tracker2Camera2 {
 inputs 0
 name Tracker2Camera
 note_font Arial
 selected true
 xpos -270
 ypos 179
 format 0
 apertureCalc {24.576 {apertureCalc.x*height/width}}
 fovCalc {{degrees(2*atan(apertureCalc/(2*focalLengthCalc)))} 
{degrees(2*atan(apertureCalc/(2*focalLengthCalc)))}}
 apertureFocalRatio {{apertureCalc.x/focalLengthCalc.main}}
 Trax01 {{curve x953 1192 1247.527466 1304.445923 1361.67395 1420.560303 
1482.739014 1548.128296 1610.351685 1671.486572 1732.383667 1793.790527 
1853.362915 1912.415894 1974.61438 2034.171753 2091.987915 2145.516113 
2197.037842 2249.268921 2301.771729 2353.022583 2401.169312 2450.260254 
2500.791992 2553.439941 2607.471924 2661.059082 2713.591431 2765.387695 
2819.274414 2875.749146 2933.259277 2988.799438 3042.455322 3093.411133} {curve 
x953 818 819.5675049 821.9576416 824.9746704 828.8840332 835.4890137 
843.7455444 852.7792358 862.2110596 871.3128052 882.1752319 892.2661743 
902.6511841 912.3652954 923.1884766 934.8099976 944.2409668 951.4041748 
956.5293579 961.5074463 964.8376465 967.0097046 968.0718994 968.6292114 
970.2266846 971.1508179 972.5056763 972.8568115 973.5623779 974.3269043 
975.4362183 977.2075195 979.0283813 981.0758057 983.494873}}
 solved3D {{-(Trax01.y/height-0.5)*fovCalc.y} {(Trax01.x/width-0.5)*fovCalc.x} 
0}
 solvedTranslate {{(Trax01.x-width/2)/width*apertureFocalRatio*scaleScene} 
{(Trax01.y-height/2)/width*apertureFocalRatio*scaleScene} {-scaleScene}}
}

tracker2Camera2.gizmo

Re: [Nuke-users] Can I use 2D track for 3D Camera?

2012-09-13 Thread Howard Jones
Out of interest did it work as Randy says. The tracker2camera is based on 1 
unit as far as I can tell. So did it work with a straight match of units? I 
know I wrote it but it's like bread - I don't have to know how to make it to 
drop toast butter side down. 

Haven't not used it for a long time I've just realised for a shot I'm doing 
with particles it will give me a quick way of tracking the emitting geo in. So 
been a useful relook at an old tool for me. 

I don't think I ever sussed out object scaling properly but I might look at 
that as well again. Though of course it'll never be a 3D tracker. 

Howard

On 13 Sep 2012, at 23:50, Todd Groves t...@nulightfx.com wrote:

 Thanks, Randy. I got it working. :)
 
 
 
 On Sep 13, 2012, at 3:11 PM, Randy Little wrote:
 
 You have to make sure you units in Nuke and Modo are the same. and when you 
 import make sure the units are set correctly
 
 Randy S. Little
 http://www.rslittle.com
 http://www.imdb.com/name/nm2325729/
 
 
 
 
 
 On Thu, Sep 13, 2012 at 2:59 PM, Todd Groves t...@nulightfx.com wrote:
 I found it. I just have to scale it dramatically to match the size of the 
 shots needs.
 
 
 
 
 On Sep 13, 2012, at 2:51 PM, Todd Groves wrote:
 
 How do I scale the scene? The Camera moves in my 3D program, but only 
 slightly; which means I need to scale the scene before generating the FBX.
 
 
 
 On Sep 13, 2012, at 2:26 PM, Marten Blumen wrote:
 
 Not sure why it doesn't work, I can see the camera moving here
 
 On 14 September 2012 08:57, Todd Groves t...@nulightfx.com wrote:
 Hey Howard,
 
 The Axis moves, but the Camera doesn't move. Will that change if I use 
 WriteGeo to generate an FBX version?
 
 
 
 On Sep 13, 2012, at 1:18 PM, Howard Jones wrote:
 
 HI Todd
 
 Script below. Your track range is 953-987 correct?
 
 Anyway I put your track into the tracker2Camera gizmo
 Created camera using 'create camera' under the 'Translate solves'
 
 That was it - worked fine, might even match your image. Use the latest 
 Tracker2Camera (attached again)
 
 The script below is set to HD as I dont know what format you are working 
 in.
  
 Howard
 
 set cut_paste_input [stack 0]
 version 7.0 v1b38
 push $cut_paste_input
 Tracker3 {
  track1 {{curve x953 1192 1247.527466 1304.445923 1361.67395 1420.560303 
 1482.739014 1548.128296 1610.351685 1671.486572 1732.383667 1793.790527 
 1853.362915 1912.415894 1974.61438 2034.171753 2091.987915 2145.516113 
 2197.037842 2249.268921 2301.771729 2353.022583 2401.169312 2450.260254 
 2500.791992 2553.439941 2607.471924 2661.059082 2713.591431 2765.387695 
 2819.274414 2875.749146 2933.259277 2988.799438 3042.455322 3093.411133} 
 {curve x953 818 819.5675049 821.9576416 824.9746704 828.8840332 
 835.4890137 843.7455444 852.7792358 862.2110596 871.3128052 882.1752319 
 892.2661743 902.6511841 912.3652954 923.1884766 934.8099976 944.2409668 
 951.4041748 956.5293579 961.5074463 964.8376465 967.0097046 968.0718994 
 968.6292114 970.2266846 971.1508179 972.5056763 972.8568115 973.5623779 
 974.3269043 975.4362183 977.2075195 979.0283813 981.0758057 983.494873}}
  offset1 {0 0}
  pattern1 {-104 -54 104 54}
  search1 {-84 -77 84 77}
  track2 {1126 474}
  offset2 {0 0}
  pattern2 {-32 -32 32 32}
  search2 {-22 -22 22 22}
  track3 {1126 678}
  offset3 {0 0}
  pattern3 {-32 -32 32 32}
  search3 {-22 -22 22 22}
  track4 {922 678}
  offset4 {0 0}
  pattern4 {-32 -32 32 32}
  search4 {-22 -22 22 22}
  transform match-move
  reference_frame 953
  translate {{curve x953 0 55.52746582 112.4459229 169.6739502 228.5603027 
 290.7390137 356.1282959 418.3516846 479.4865723 540.383667 601.7905273 
 661.362915 720.4158936 782.6143799 842.1717529 899.987793 953.5161133 
 1005.037842 1057.269043 1109.771729 1161.022461 1209.169434 1258.260254 
 1308.791992 1361.439941 1415.471924 1469.059082 1521.591309 1573.387695 
 1627.274414 1683.749023 1741.259277 1796.799316 1850.455322 1901.411133} 
 {curve x953 0 1.567504883 3.957641602 6.97467041 10.8840332 17.48901367 
 25.74554443 34.77923584 44.21105957 53.31280518 64.17523193 74.26617432 
 84.65118408 94.36529541 105.1884766 116.8099976 126.2409668 133.4041748 
 138.5293579 143.5074463 146.8376465 149.0097046 150.0718994 150.6292114 
 152.2266846 153.1508179 154.5056763 154.8568115 155.5623779 156.3269043 
 157.4362183 159.2075195 161.0283813 163.0758057 165.494873}}
  center {{curve x953 1192 1192 1192 1192 1192 1192 1192 1192 1192 1192 
 1192 1192 1192 1192 1192 1192 1192 1192 1192 1192 1192 1192 1192 1192 
 1192 1192 1192 1192 1192 1192 1192 1192 1192 1192 1192} {curve x953 818 
 818 818 818 818 818 818 818 818 818 818 818 818 818 818 818 818 818 818 
 818 818 818 818 818 818 818 818 818 818 818 818 818 818 818 818}}
  name Tracker1
  selected true
  xpos -271
  ypos 130
 }
 CheckerBoard2 {
  inputs 0
  name CheckerBoard1
  selected true
  xpos -86
  ypos 131
 }
 Sphere {
  radius 0.01
  name Sphere1
  selected true
  xpos -86
  ypos 227
 }
 Camera2 {
  inputs 0
  translate

Re: [Nuke-users] Export Cam Track to Modo

2012-09-12 Thread Howard Jones
Switch it to free camera in the solve options.  Or at least not rotate only. If 
it still comes back looking like a pan and tilt then that usually means there's 
not enough parallax for the solver. 

Howard

On 11 Sep 2012, at 23:28, Todd Groves t...@nulightfx.com wrote:

 Thanks everyone. That did the trick.
 
 Another issue I have with just the tracking part, is that the Camera was 
 animated as if it were on a tripod. When in fact the real camera had a dolly 
 move.
 How do I get the Camera Tracker to interpret as a Dolly and not Pan?
 
 
 
 On Sep 11, 2012, at 2:18 PM, Marten Blumen wrote:
 
 Todd. can you copy the WriteGeo node here so we can take a look.
 
 On 12 September 2012 09:11, randyslit...@gmail.com randyslit...@gmail.com 
 wrote:
 Probably you are not rendering the whole frame range just one frame.  It has 
 to process all the frames even though you just get a singer fbx
 
 
 T-Mobile. America’s First Nationwide 4G Network
 
 - Reply message -
 From: Todd Groves t...@nulightfx.com
 To: Nuke user discussion nuke-users@support.thefoundry.co.uk
 Subject: [Nuke-users] Export Cam Track to Modo
 Date: Tue, Sep 11, 2012 14:05
 
 
 I did all that. But when I imported it into Modo, the camera was not 
 animated.
 
 
 
 On Sep 11, 2012, at 2:00 PM, randyslit...@gmail.com wrote:
 
  Connect to scene.   Name blah.fbx include camera in options.   Make frame 
  range match comp. Write geo
  
  T-Mobile. America’s First Nationwide 4G Network
  
  - Reply message -
  From: Herman Germeijs herman.germe...@me.com
  To: Nuke user discussion nuke-users@support.thefoundry.co.uk
  Subject: [Nuke-users] Export Cam Track to Modo
  Date: Tue, Sep 11, 2012 13:10
  
  
  Not before nuke now, so by heart I don't know...
  I'll have a look tomorrow.
  
  Groeten,
  Herman
  
  Op 11-sep.-2012 om 22:00 heeft Todd Groves t...@nulightfx.com het 
  volgende geschreven:
  
   So, can you tell me how I export the chan file from Nuke?
   
   
   
   On Sep 11, 2012, at 12:39 PM, Herman Germeijs wrote:
   
   Ws working on nuke 7 today and there is a kind of process knob when you 
   want to export abc file. This will generate all keyframes for your 
   camera.
   For nuke 6 the chan file is probably what you need.
   
   Groeten,
   Herman
   
   Op 11-sep.-2012 om 21:33 heeft Todd Groves t...@nulightfx.com het 
   volgende geschreven:
   
   I think I'm asking the wrong question. I believe I need to export the 
   chan file from Nuke.
   
   
   
   On Sep 11, 2012, at 12:17 PM, Herman Germeijs wrote:
   
   What you fill out is actually the destination of your export.
   
   Groeten,
   Herman
   
   Op 11-sep.-2012 om 21:08 heeft Todd Groves t...@nulightfx.com het 
   volgende geschreven:
   
   How do I fill out the WriteGeo node to export the FBX?
   It asks for a file, but I'm trying to export my Camera Track.
   
   
   
   On Sep 11, 2012, at 11:55 AM, Herman Germeijs wrote:
   
   Export FBX or Alembic ( nuke 7) through WriteGeo node.
   Tried it today, works!
   
   Groeten,
   Herman
   
   Op 11-sep.-2012 om 20:50 heeft Todd Groves t...@nulightfx.com het 
   volgende geschreven:
   
   How can I export a 3D Camera Track from Nuke for use inside of 
   Modo?
   
   Thanks in advance,
   Todd
   
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Re: [Nuke-users] Can I use 2D track for 3D Camera?

2012-09-12 Thread Howard Jones
I think you mean convert it to use as a camera rather than for the camera 
tracker, do you? 
I wrote a tool to do that a few years which I thought I'd put on Nukepedia but 
must have dreamt it, so attached is a new version.
I only wrote it as a challenge and used it a couple of times in production so 
it's probably a bit ropey.

On creativeCrash at 
http://www.creativecrash.com/nuke/downloads/gizmos/3d/c/tracker2camera , but I 
think this version fails with multiviews which is fixed in attached.

Anyway copy your track into the node and then 'create scene' for static camera 
moving geo or 'create camera' for moving camera. Place geo at 0. I did try and 
set up one that allowed pushing back in z but cant remember correct maths 
unfortunatly.

Cheers 

Howard
p.s. this is the description from Creativecrash...


tracker2Camera is a quick and dirty 3D tracker. It takes a 
2Dtrack, and converts it to the equivalent 3D space and spits out a 
nodal camera/scene, or translating camera/axis depending on what you 
want to achieve. This way you can track a point and put in a 3D object. 
(For xy translate or nodal pans plus rotation only, for crazy moves 
you'll still need a 3D tracker.)





 From: Marten Blumen mar...@gmail.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Wednesday, 12 September 2012, 21:43
Subject: Re: [Nuke-users] Can I use 2D track for 3D Camera?
 

Use the 'Add User Track' btn in Tracking tab in the CameraTracking node.  


On 13 September 2012 08:13, Todd Groves t...@nulightfx.com wrote:

In a shot I'm trying to get a Camera Track for, there is not enough parallax 
for the Cam Tracker to capture the dolly movement. Instead it interprets the 
camera movement as a pan.

I believe if I can somehow use my 2D tracking information and apply it to the 
camera, I can use that inside my 3D app. Any suggestions?

Thanks in advance.


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tracker2Camera.gizmo
Description: Binary data
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Re: [Nuke-users] Re: Real Beginner

2012-09-12 Thread Howard Jones
imho - If you want to composite, learn the keying, roto, grade etc, move onto 
3D when happy with the basics first.
Learning 3D lighting, modelling etc in Nuke would make you a great asset but 
not if you cant do keying, roto, grade etc...



 
Howard




 From: emersontg nuke-users-re...@thefoundry.co.uk
To: nuke-users@support.thefoundry.co.uk 
Sent: Thursday, 13 September 2012, 0:04
Subject: [Nuke-users] Re: Real Beginner
 

Thanks guys, learn all modeling, lightning and so on that what I was afraid 
of...this is a LOT things to learn...
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Re: [Nuke-users] Can I use 2D track for 3D Camera?

2012-09-12 Thread Howard Jones

Use create camera instead - you should get a translating camera instead
 
Howard




 From: Todd Groves t...@nulightfx.com
To: Howard Jones mrhowardjo...@yahoo.com; Nuke user discussion 
nuke-users@support.thefoundry.co.uk 
Sent: Wednesday, 12 September 2012, 23:55
Subject: Re: [Nuke-users] Can I use 2D track for 3D Camera?
 

Hi Howard,


The Axis moves but the Camera is static. What am I missing?






On Sep 12, 2012, at 3:07 PM, Howard Jones wrote:

I think you mean convert it to use as a camera rather than for the camera 
tracker, do you? 
I wrote a tool to do that a few years which I thought I'd put on Nukepedia 
but must have dreamt it, so attached is a new version.
I only wrote it as a challenge and used it a couple of times in production so 
it's probably a bit ropey.

On creativeCrash at 
http://www.creativecrash.com/nuke/downloads/gizmos/3d/c/tracker2camera , but 
I think this version fails with multiviews which is fixed in attached.

Anyway copy your track into the node and then 'create scene' for static 
camera moving geo or 'create camera' for moving camera. Place geo at 0. I did 
try and set up one that allowed pushing back in z but cant remember correct 
maths unfortunatly.

Cheers 

Howard
p.s. this is the description from Creativecrash...



tracker2Camera is a quick and dirty 3D tracker. It takes a 
2Dtrack, and converts it to the equivalent 3D space and spits out a 
nodal camera/scene, or translating camera/axis depending on what you 
want to achieve. This way you can track a point and put in a 3D object. 
(For xy translate or nodal pans plus rotation only, for crazy moves 
you'll still need a 3D tracker.)






 From: Marten Blumen mar...@gmail.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Wednesday, 12 September 2012, 21:43
Subject: Re: [Nuke-users] Can I use 2D track for 3D Camera?
 

Use the 'Add User Track' btn in Tracking tab in the CameraTracking node.  


On 13 September 2012 08:13, Todd Groves t...@nulightfx.com wrote:

In a shot I'm trying to get a Camera Track for, there is not enough parallax 
for the Cam Tracker to capture the dolly movement. Instead it interprets the 
camera movement as a pan.

I believe if I can somehow use my 2D tracking information and apply it to 
the camera, I can use that inside my 3D app. Any suggestions?

Thanks in advance.


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Re: [Nuke-users] Can I use 2D track for 3D Camera?

2012-09-12 Thread Howard Jones
I think there's a confusion going on. It sounds like the camera tracker can't 
solve because of lack of parallax. 

Adding a user track to this is unlikely to help assuming the cameratracker has 
tracked ok but not solved well. 

The gizmo takes 1 track and converts it into 3D space. Which is what you wanted 
to try. Whether it helps is a different issue of course. 

It spits out a rotating camera or translating camera solution. With the scene 
option giving you a static camera and moving geo. the translating camera option 
giving you moving camera static geo. Dont know why seemed like a good idea at 
the time and think was related to the original challenge set, which was to 
allow tracking a 3D object to a point. 

My gizmo is clearly not a camera tracker, it's far too simplistic for that. 

So track a point, put it into tracker2camera, and create translating camera, 
put your geo at 0 and it should them match that tracked point. Though not 
scale, that requires cleverer stuff. 

Lastly, although you have a rotation solution, and I assume you have checked 
you solved as free camera, is it close enough with a bit of fixing post scan 
line?

Howard

On 13 Sep 2012, at 00:25, Todd Groves t...@nulightfx.com wrote:

 I'm not sure I understand. I thought the gizmo was a replacement for the 
 CameraTracker.
 What's the workflow for this gizmo?
 
 
 
 On Sep 12, 2012, at 4:15 PM, Marten Blumen wrote:
 
 When you paste in the 2d track you then solve the camera. Its like
 adding a really good tracking marker
 
 On 9/13/12, Todd Groves t...@nulightfx.com wrote:
 I did that, and pasted the 2D tracker data. But the camera does not move.
 Do I still track features?
 
 
 
 
 On Sep 12, 2012, at 1:43 PM, Marten Blumen wrote:
 
 Use the 'Add User Track' btn in Tracking tab in the CameraTracking node.
 
 
 On 13 September 2012 08:13, Todd Groves t...@nulightfx.com wrote:
 In a shot I'm trying to get a Camera Track for, there is not enough
 parallax for the Cam Tracker to capture the dolly movement. Instead it
 interprets the camera movement as a pan.
 
 I believe if I can somehow use my 2D tracking information and apply it to
 the camera, I can use that inside my 3D app. Any suggestions?
 
 Thanks in advance.
 
 
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Re: [Nuke-users] converting 29.97fps GoPro footage to 25 in Nuke - help

2012-09-10 Thread Howard Jones
If you need to maintain sync then try oflow or Kronos. If they fail on shots 
then use retime

As it is not a pull down issue as there was no pull up, so to speak, then you 
should be able to get a good result. It will be softer though. 

If you don't need to maintain sync then just slow the footage down. 

The speed rate is 29.97/25 though you may get better results with 30/25. The 
29.97 is only for drop frame. If its lip sync there maybe a frame offset issue. 

It may be 25/30 but in this case I think it's the other. 

If you are comping then apply this to the end result, unless there are mixed 
speeds. If its green screen, pull your matte then apply to rgba. 

Howard

On 10 Sep 2012, at 08:20, Jean-Loup Bro nuke-users-re...@thefoundry.co.uk 
wrote:

 Hello everyone,
 My first post here. Just purchased nukex via the summer sales and have a 
 first project that has been shot with a GoPro and a Panasonic consumer-class 
 camera both shooting at 29.97 fps and need to be conformed to 25. I have a 
 message from The Foundry that says that the add/remove 3:2 pulldown gizmo was 
 not intended to work with other pulldown configurations/framerates than what 
 is was originally designed for, which in it's case exists to convert to/from 
 24fps... I was hoping there may be someone out there that has already 
 troubleshooted this and could lead me to a solution within Nuke, without 
 having to convert to another app for the task !!
 Many thanks in advance for any pointers,
 
 Jean-Loup
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Re: [Nuke-users] time offset of camera curves ?

2012-09-07 Thread Howard Jones
  
Quick method (run in Script Editor)


for i in nuke.selectedNodes('Camera2'):
i['translate'].setExpression('curve(x+MasterTimeOffset.time_offset)')
i['rotate'].setExpression('curve(x+MasterTimeOffset.time_offset)')



assuming a timeoffset node namedMasterTimeOffset
 
Howard




 From: a...@curvstudios.com a...@curvstudios.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Friday, 7 September 2012, 15:14
Subject: Re: [Nuke-users] time offset of camera curves ?
 
thanks all, was hoping to avoid going into each xyz field for both trans 
rot values on many cameras, but for now this will work fine.

Ari


 You can use a timewarp node to adjust the timing of a camera's keyframes.
  Add the following expression to your translations/rotations knobs on all
 the cameras pointing to a time warp which you use to adjust the timing.

 curve(TimeWarp1.lookup)


 -
 Deke Kincaid
 Creative Specialist
 The Foundry
 Mobile: (310) 883 4313
 Tel: (310) 399 4555 - Fax: (310) 450 4516

 The Foundry Visionmongers Ltd.
 Registered in England and Wales No: 4642027


 On Fri, Sep 7, 2012 at 10:45 PM, a...@curvstudios.com wrote:

 Is there a way to 'time offset' all the camera translate and rotate
 curves
 (on multiple cameras simultaneously) so that you can view all shot
 start
 times at frame 101 in the 3D OpenGL viewer ?

 of course I could separate each camera with its own scanline renderer
 and
 a time offset per, but that is more cumbersome and requires rendering
 time
 as opposed to immediate openGL feedback.

 thx,
 Ari
 Blue Sky

 p.s. In version 6.3v5

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Re: [Nuke-users] Roto new format

2012-09-03 Thread Howard Jones
That is as expected. It doesnt apply a reformat, but sets the working area, so 
as your rotos were done at 1280, then they will work from 0,0 to 1280,720(?)

You can add a reformat after or select all rotos, go to transform tab and set 
origin to 0,0 and scale by 1920/720. 

When there is a bg input this overrides the format option. 


Howard

On 3 Sep 2012, at 14:25, Johannes Hezer j.he...@studiorakete.de wrote:

 Hi List,
 
 I hope this is an easy one, I cant figure out how to tell Nuke that my Rotos 
 should scale according to the format coming in ?
 
 We had a shot done in 1280 and now switched to 1920...
 All Rotos stay in the 1280 area of the image left lower corner instead of 
 scaling proportionally ?!
 
 Is that normal ?
 I know that I have to touch all Blurs and Feathers by hand anyway, but how 
 can I scale my rotos ?
 
 There are some rotos I can reformat (with a reformat node )but some are in 
 the flow and cant be reformatted...
 
 Changing the format in the roto node does not do anything when there is a bg 
 in the Roto already ?!
 
 Cheers
 j
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Re: [Nuke-users] Roto new format

2012-09-03 Thread Howard Jones
Yes but reformat would be the better choice if you don't mind raterising. 

The advantage of scaling the rotos in the node is it gives cleaner results. 

Howard

On 3 Sep 2012, at 15:38, crunch fx crunc...@gmail.com wrote:

 or u can use transform ...
 ;)
 
 On 9/3/12, Howard Jones mrhowardjo...@yahoo.com wrote:
 That is as expected. It doesnt apply a reformat, but sets the working area,
 so as your rotos were done at 1280, then they will work from 0,0 to
 1280,720(?)
 
 You can add a reformat after or select all rotos, go to transform tab and
 set origin to 0,0 and scale by 1920/720.
 
 When there is a bg input this overrides the format option.
 
 
 Howard
 
 On 3 Sep 2012, at 14:25, Johannes Hezer j.he...@studiorakete.de wrote:
 
 Hi List,
 
 I hope this is an easy one, I cant figure out how to tell Nuke that my
 Rotos should scale according to the format coming in ?
 
 We had a shot done in 1280 and now switched to 1920...
 All Rotos stay in the 1280 area of the image left lower corner instead of
 scaling proportionally ?!
 
 Is that normal ?
 I know that I have to touch all Blurs and Feathers by hand anyway, but how
 can I scale my rotos ?
 
 There are some rotos I can reformat (with a reformat node )but some are
 in the flow and cant be reformatted...
 
 Changing the format in the roto node does not do anything when there is a
 bg in the Roto already ?!
 
 Cheers
 j
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Re: [Nuke-users] Re: F_RigRemoval no result, no change when Alpha Masking

2012-08-28 Thread Howard Jones
Bounding box issues? Haven't tested but what if you crop after the roto?

Howard

On 28 Aug 2012, at 16:20, tk421storm nuke-users-re...@thefoundry.co.uk 
wrote:

 You're right, it only seems to work if the roto node is connected to the 
 source footage, and not another file, even if they're the same size. weird.
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Re: [Nuke-users] gizmo star field

2012-08-24 Thread Howard Jones
FWIW

This is the setup I've been playing with on a recent job. 

Howard


set cut_paste_input [stack 0]
version 6.3 v8
Constant {
 inputs 0
 channels rgb
 format 2048 2048 0 0 2048 2048 1 square_2K
 name Constant1
 selected true
 xpos -1158
 ypos -1798
}
set N1553db80 [stack 0]
Dot {
 name Dot34
 selected true
 xpos -829
 ypos -1769
}
Roto {
 curves {AnimTree:  {
 Version: 1.2
 Flag: 0
 RootNode: 1
 Node: {
  NodeName: Root {
   Flag: 512
   NodeType: 1
   Transform: 0 0 S 0 0 S 0 0 S 0 0 S 0 1 S 0 1 S 0 0 S 0 960 S 0 540 
   NumOfAttributes: 11
   vis S 0 1 opc S 0 1 mbo S 0 1 mb S 0 1 mbs S 0 0.5 fo S 0 1 fx 
S 0 0 fy S 0 0 ff S 0 1 ft S 0 0 pt S 0 0 
  }
  NumOfChildren: 1
  Node: {
   NodeName: Rectangle1 {
    Flag: 512
    NodeType: 3
    CurveGroup:  {
 Transform: 0 0 S 0 0 S 0 0 S 0 0 S 0 1 S 0 1 S 0 0 S 0 849 S 0 446 
 Flag: 0
 NumOfCubicCurves: 2
 CubicCurve:  {
  Type: 0 Flag: 8192 Dim: 2
  NumOfPoints: 12
  1 S 1 60 8.46988 S 1 60 -103.528 0 1 S 1 60 -299 S 1 60 1899.35 0 1 S 1 
60 838 S 1 60 49.068 0 1 S 1 60 -769.292 S 1 60 124.911 0 1 S 1 60 2580.4 S 1 
60 799.034 0 1 S 1 60 -23.1216 S 1 60 -101.916 0 1 S 1 60 23.1211 S 1 60 
120.468 0 1 S 1 60 2496.14 S 1 60 -71.1698 0 1 S 1 60 -769.292 S 1 60 147.649 0 
1 S 1 60 834 S 1 60 44 0 1 S 1 60 -277 S 1 60 1204.6 0 1 S 1 60 -6.46265 S 1 60 
122.496 0 
 }
 CubicCurve:  {
  Type: 0 Flag: 8192 Dim: 2
  NumOfPoints: 12
  1 S 1 60 8.46988 S 1 60 -103.528 0 1 S 1 60 0 S 1 60 0 0 1 S 1 60 838 S 1 
60 49.068 0 1 S 1 60 -769.292 S 1 60 124.911 0 1 S 1 60 0 S 1 60 0 0 1 S 1 60 
-23.1216 S 1 60 -101.916 0 1 S 1 60 23.1211 S 1 60 120.468 0 1 S 1 60 0 S 1 60 
0 0 1 S 1 60 -769.292 S 1 60 147.649 0 1 S 1 60 834 S 1 60 44 0 1 S 1 60 0 S 1 
60 0 0 1 S 1 60 -6.46265 S 1 60 122.496 0 
 }
 NumOfAttributes: 44
 vis S 0 1 r S 0 1 g S 0 1 b S 0 1 a S 0 1 ro S 0 0 go S 0 0 
bo S 0 0 ao S 0 0 opc S 0 1 bm S 0 0 inv S 0 0 mbo S 0 0 mb S 0 1 
mbs S 0 0.5 mbsot S 0 0 mbso S 0 0 fo S 0 1 fx S 0 0 fy S 0 0 ff 
S 0 1 ft S 0 0 src S 0 0 stx S 0 0 sty S 0 0 str S 0 0 sr S 0 0 
ssx S 0 1 ssy S 0 1 ss S 0 0 spx S 0 960 spy S 0 540 stot S 0 0 
sto S 0 0 sv S 0 0 sf S 0 1 sb S 0 1 nv S 0 1 view1 S 0 1 ltn S 0 
1 ltm S 0 1 ltt S 0 0 tt S 0 7 pt S 0 0 
    }
   }
   NumOfChildren: 0
  }
 }
}
}
 toolbox {selectAll {
  { selectAll ssx 1 ssy 1 sf 1 }
  { createBezier ssx 1 ssy 1 sf 1 sb 1 tt 4 }
  { createBSpline ssx 1 ssy 1 sf 1 sb 1 }
  { createEllipse ssx 1 ssy 1 sf 1 sb 1 tt 6 }
  { createRectangle ssx 1 ssy 1 sf 1 sb 1 tt 7 }
  { brush ssx 1 ssy 1 sf 1 sb 1 }
  { eraser src 2 ssx 1 ssy 1 sf 1 sb 1 }
  { clone src 1 ssx 1 ssy 1 sf 1 sb 1 }
  { reveal src 3 ssx 1 ssy 1 sf 1 sb 1 }
  { dodge src 1 ssx 1 ssy 1 sf 1 sb 1 }
  { burn src 1 ssx 1 ssy 1 sf 1 sb 1 }
  { blur src 1 ssx 1 ssy 1 sf 1 sb 1 }
  { sharpen src 1 ssx 1 ssy 1 sf 1 sb 1 }
  { smear src 1 ssx 1 ssy 1 sf 1 sb 1 }
} }
 toolbar_brush_hardness 0.20003
 toolbar_lifetime_type all
 toolbar_source_transform_scale {1 1}
 toolbar_source_transform_center {320 240}
 colorOverlay 0
 lifetime_type all frames
 view {}
 motionblur_on true
 motionblur_shutter_offset_type centred
 source_black_outside true
 createNewTrack {{-1} -1\t(none)\t-1 1000\tNew Track Layer\t1000}
 name Roto4
 selected true
 xpos -860
 ypos -1328
}
Blur {
 size 900
 name Blur7
 selected true
 xpos -860
 ypos -1267
}
Clamp {
 name Clamp1
 selected true
 xpos -993
 ypos -1258
}
set N53b20e0 [stack 0]
push $N53b20e0
push $N1553db80
clone node10b249d80|Reformat|837 Reformat {
 format 2048 2048 0 0 2048 2048 1 square_2K
 name Reformat3
 selected true
 xpos -1158
 ypos -1690
}
set N155428f0 [stack 0]
Dither {
 amount 15
 seed 10
 static_seed true
 name Dither2
 selected true
 xpos -1020
 ypos -1449
}
push $N155428f0
Dot {
 name Dot36
 selected true
 xpos -1034
 ypos -1672
}
set N522e0480 [stack 0]
Dot {
 name Dot37
 selected true
 xpos -945
 ypos -1672
}
set N6721e650 [stack 0]
Dot {
 name Dot35
 selected true
 xpos -855
 ypos -1672
}
Noise {
 replace true
 type turbulence
 size 2
 zoffset 3.16
 center {1008 567}
 name Noise3
 selected true
 xpos -886
 ypos -1632
}
push $N522e0480
Noise {
 replace true
 size 1
 center {1008 567}
 name Noise1
 selected true
 xpos -1065
 ypos -1652
}
push $N6721e650
Noise {
 replace true
 size 940
 center {1008 567}
 name Noise2
 selected true
 xpos -976
 ypos -1644
}
Merge2 {
 inputs 2
 operation out
 name Merge4
 selected true
 xpos -988
 ypos -1605
}
Merge2 {
 inputs 2
 operation out
 name Merge6
 selected true
 xpos -988
 ypos -1554
}
set N1557c160 [stack 0]
Grade {
 channels rgba
 blackpoint 0.165
 name Grade6
 selected true
 xpos -916
 ypos -1415
}
Merge2 {
 inputs 2
 operation in
 name In1
 selected true
 xpos -1020
 ypos -1371
}
push $N1557c160
Grade {
 channels rgba
 blackpoint 0.34
 name Grade3
 selected true
 xpos -988
 ypos -1502
}
push $N155428f0
Dither {
 amount 15
 static_seed true
 name Dither1
 selected true
 xpos -1158
 ypos -1616
}
Merge2 {
 inputs 2
 

Re: [Nuke-users] gizmo star field

2012-08-23 Thread Howard Jones
From memory, I use a constant into a dither, desaturated a bit, then use 
several noise nodes to matte out the dots. 

Also I've taken actual star field photos blurred and keyed, to gamma up 
sections of the above, which can get around the lack of resolution in the star 
plate. 



Howard

On 23 Aug 2012, at 04:31, Frank Rueter fr...@beingfrank.info wrote:

 one of many ways of doing this:
 play with a Noise node set to size of 1. Follow up with a Grade node and use 
 it's black and white point as well as gamma to adjust how many dots you get, 
 follow with a Glint node for star shapes.
 
 You can then use a larger, animated noise pattern to slightly multiply the 
 original one by to get some atmospheric pulsing.
 
 quick and dirty:
 
 Noise {
  inputs 0
  zoffset {{frame/300 i}}
  center {1024 778}
  name Noise2
  selected true
  xpos -272
  ypos -222
 }
 push $cut_paste_input
 Noise {
  size 1
  gain 1
  gamma 0.1
  center {1024 778}
  name Noise1
  selected true
  xpos -162
  ypos -246
 }
 Merge2 {
  inputs 2
  operation multiply
  mix 0.79
  name Merge1
  selected true
  xpos -162
  ypos -222
 }
 Grade {
  blackpoint 0.1
  whitepoint 0.2
  name Grade1
  selected true
  xpos -162
  ypos -173
 }
 Glint {
  repeat 5
  length 7
  tolerance 0.1
  name Glint1
  selected true
  xpos -162
  ypos -119
 }
  
 
 
 On 23/08/12 3:15 PM, gridwarped wrote:
 I'm not sure where to start on creating a gizmo that generates random dots 
 that can be used as a star field. Being able to generate the dots and the 
 density (how many) is beyond my knowledge and creative understanding at the 
 moment.
 
 is this a python scripting only scenario? or is there a way that I may be 
 overlooking using a few nodes? Any help is appreciated.
 
 
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Re: [Nuke-users] Re: Vector Blur and cards with alpha

2012-08-17 Thread Howard Jones
The only suggestions are then:

1) to separate to  multiple scanline renders and add vector blur separately, 
then comp.
Even if you could get motion blur to work as per the transparency, it would 
affect the background  in an undesirable way.

2) to split these into separate layers/channels and render through one or more 
scanlines, then comp the layers back

3) The last suggestion is, as you know, increase samples which will give you 
the right result at expense of rendering time.

Testing all 3 would give you the optimum render times. 1) has the advantage of 
being able to prerender layers, 2) is neater but requires re-rendering 
everything if necessary, 3) same as 2 but probably slower.

 
Howard




 From: Marten Blumen mar...@gmail.com
To: nuke-users@support.thefoundry.co.uk 
Sent: Saturday, 18 August 2012, 0:15
Subject: Re: [Nuke-users] Re: Vector Blur and cards with alpha
 

Seems like the motion vectors are set by the geometry and uninfluenced by the 
image on them.


On 18 August 2012 11:07, kafkaz nuke-users-re...@thefoundry.co.uk wrote:

 
Yes Howard, thats exactly the problem I am pondering about.
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Re: [Nuke-users] Re: Vector Blur and cards with alpha

2012-08-15 Thread Howard Jones
Like he said - this should work

 
Howard




 From: Sean Brice s...@thefoundry.co.uk
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Wednesday, 15 August 2012, 20:10
Subject: Re: [Nuke-users] Re: Vector Blur and cards with alpha
 

 
Use the forward mode in VectorBlur, with rgba.alpha set in the alpha
drop down option.

uv channels : forward
method : forward
alpha [x] : rgba.alpha



Marten Blumen wrote: 
Vector blurs haven't work here either - had to fall back
to multisamples.


On 16 August 2012 05:08, kafkaz nuke-users-re...@thefoundry.co.uk wrote:

Thanks for insight guys, but to no avail. I tried to
premultiply but it didn´t help. And no, I can´t use card3d for this
scenario.

So, you don´t have the same problem I describe here?
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Re: [Nuke-users] Re: Vector Blur and cards with alpha

2012-08-15 Thread Howard Jones
 
-0.166716 0} 0 {1 0.5 0} 
1 {-0.5 0.5 0} 0 {0.166865 0 0} 0 {0 0 0} 0 {0 0 0} 0 {0 -0.166865 0} 0 
{0 1 0} 
1 {0 0.5 0} 0 {0.166716 0 0} 0 {-0.166716 0 0} 0 {0 0 0} 0 {0 
-0.166865 0} 0 {0.5 1 0} 
1 {0.5 0.5 0} 0 {0 0 0} 0 {-0.166865 0 0} 0 {0 0 0} 0 {0 -0.166865 0} 0 
{1 1 0} }
 name Card1
 selected true
 xpos -1669
 ypos 3389
}
Scene {
 inputs 2
 name Scene1
 selected true
 xpos -1659
 ypos 3429
}
push 0
ScanlineRender {
 inputs 3
 output_motion_vectors_type accurate
 name ScanlineRender1
 selected true
 xpos -1669
 ypos 3525
}
VectorBlur {
 channels rgba
 uv forward
 scale 0.25
 method forward
 alpha rgba.alpha
 name VectorBlur1
 selected true
 xpos -1669
 ypos 3590
}




 From: Howard Jones mrhowardjo...@yahoo.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Wednesday, 15 August 2012, 21:19
Subject: Re: [Nuke-users] Re: Vector Blur and cards with alpha
 

Like he said - this should work

 
Howard




 From: Sean Brice s...@thefoundry.co.uk
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Wednesday, 15 August 2012, 20:10
Subject: Re: [Nuke-users] Re: Vector Blur and cards with alpha
 

 
Use the forward mode in VectorBlur, with rgba.alpha set in the alpha
drop down option.

uv channels : forward
method : forward
alpha [x] : rgba.alpha



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Re: [Nuke-users] Re: Photoshop equivilents

2012-08-09 Thread Howard Jones
You mean like below?
I've hardly ever used this - what's it used for?

 
Howard


set cut_paste_input [stack 0]
version 6.3 v8
push $cut_paste_input
Group {
 name GradientMap
 selected true
 xpos 1061
 ypos 87
 addUserKnob {20 User}
 addUserKnob {41 color l value T Constant1.color}
}
 Constant {
  inputs 0
  channels rgba
  color 0.5
  name Constant1
  xpos 238
  ypos 358
 }
 Input {
  inputs 0
  name Input1
  xpos 372
  ypos 166
 }
 Colorspace {
  colorspace_out HSV
  name Colorspace1
  xpos 372
  ypos 206
 }
 Shuffle {
  red blue
  green white
  name Shuffle1
  label \[value in]  \[value out]\n\[value in2]  \[value out2]
  xpos 379
  ypos 259
 }
 ShuffleCopy {
  inputs 2
  blue blue
  name ShuffleCopy1
  label \[value in] | \[value out]
  xpos 379
  ypos 369
 }
 Colorspace {
  colorspace_in HSV
  name Colorspace3
  selected true
  xpos 371
  ypos 465
 }
 Output {
  name Output1
  xpos 371
  ypos 561
 }
end_group





 From: Martin Constable jackyoungbl...@mac.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Cc: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Sunday, 5 August 2012, 15:25
Subject: Re: [Nuke-users] Re: Photoshop equivilents
 

Regarding a Nuke equivalent of a Gradient Map...


This is not trivial. A gradient map takes the grey scale values of an image 
and re-maps them to the color channel. This can be done in a simple way in the 
following manner (from memory):


1 colorspace convert to HSV


2 using shuffle, replace the H channel with the L channel.


3 using shuffle, replace the S channel with a white. 


4 using shuffle, replace the L channel with a mid grey. 


5 colorspace convert back to RGB. 


This will do a straight lightness to full spectrum re-map. Arbitrary changes 
can then be made using lookups on the lightness channel after. 


This is clunky. Sure some code monkey can come up with something more elegant. 


Martin



On 5 Aug, 2012, at 10:05 PM, Ron Ganbar ron...@gmail.com wrote:


Indeed. What Joe said is spot on.
If you use that psd layers button in the Read node you can see all the 
options there and learn from it.



Ron Ganbar
email: ron...@gmail.com
tel: +44 (0)7968 007 309 [UK]
     +972 (0)54 255 9765 [Israel]
url: http://ronganbar.wordpress.com/



On 5 August 2012 16:03, Joe Laude loudn...@gmail.com wrote:

There is a soft-light merge operation in the merge node, but what's probably 
throwing you off is that, when merging Photoshop layers in Nuke, you need to 
use the Video Colorspace checkbox next to the merge mode pulldown. Nuke's 
merge math uses linear color values, but Photoshop's uses sRGB. The Video 
Colorspace checkbox will change the incoming images to sRGB (or whatever your 
8-bit setting is in project settings), perform the merge operation and change 
the output back to linear for you. That'll match your results in Photoshop 
much better.

Note that this is not just for soft-light. All merge operations will behave 
differently in Nuke from what Photoshop does because of the different 
colorspaces, so any operation, even just an over, will better match 
Photoshop with Video Colorspace turned on.


On Aug 3, 2012, at 2:31 AM, irwit wrote:

 Thanks for the quick reply Ron.

 I cannot seem to find Hue curves?

 Soft light I'm guessing does not have an equivalent in the merge options 
 then?

 Finally, a gradient adjustment layer remaps your pixel values based on the 
 gradient, so a blue to yellow gradient would take your image and in the 
 darks map blue and lights map yellow.


 So in photoshop, I would take my image, apply a curve or something and set 
 the blending mode of that curve to say multiply. This would multiply the 
 image on itself and apply the curve to the multiplier.

 In nuke i'm guessing the easiest way to do this is to split the channel 
 with the grade and remerge it with itself?

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Re: [Nuke-users] Re: Cloning custom Gizmos

2012-08-08 Thread Howard Jones
You cant - its a limitation

You can link with expressions and you can clone groups though and look up shake 
clone on nukepediato create all expression links in one go.

Howard




 From: irwit nuke-users-re...@thefoundry.co.uk
To: nuke-users@support.thefoundry.co.uk 
Sent: Wednesday, 8 August 2012, 15:22
Subject: [Nuke-users] Re: Cloning custom Gizmos
 

I don't think so?  Its the secondary colour gizmo from nukipedia? 
http://www.nukepedia.com/gizmos/colour/secondarycolourtools/

I cant seem to clone any custom gizmos though?
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Re: [Nuke-users] Re: Cloning custom Gizmos

2012-08-08 Thread Howard Jones
Another option is to use a noop as a master controller - link you colour 
corrects to 30 of these, put them where you like then you have a master set of 
controls in one place?

 
Howard




 From: Jan Burda nuke-users-re...@thefoundry.co.uk
To: nuke-users@support.thefoundry.co.uk 
Sent: Wednesday, 8 August 2012, 15:51
Subject: [Nuke-users] Re: Cloning custom Gizmos
 

Try following option

Double Click your group
Right click in Properties Bin on the blank space right of Node Tab
Manage User Knobs
Pick
and then pick the Node and Value like color from within your group

Now you don´t have to enter your group to change values and can link this to 
another group
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Re: [Nuke-users] Re: Photoshop equivilents

2012-08-07 Thread Howard Jones
The secondary colour doesn't do any keying or any converting to Hue,Sat,Value - 
it separates RGB, CMY and whats left through subtraction and max's, changes the 
colour then adds them back, so it is very clean.

I tested Ron's Hue against PS and they create similar artifacts with a 
colourwheel, so its probably similar maths behind.

Cheers

Howard




 From: irwit nuke-users-re...@thefoundry.co.uk
To: nuke-users@support.thefoundry.co.uk 
Sent: Tuesday, 7 August 2012, 9:42
Subject: [Nuke-users] Re: Photoshop equivilents
 

Ron Ganbar wrote:  
Hi all,this is the link to the HueSat gizmo I made yesterday.
Enjoy.


http://www.nukepedia.com/gizmos/gizmos/colour/huesat/ 

Ron Ganbar
email: ron...@gmail.com (ron...@gmail.com)
tel: +44 (0)7968 007 309 [UK]
� �� +972 (0)54 255 9765 [Israel]
url: http://ronganbar.wordpress.com/



On 6 August 2012 17:17, Howard Jones  wrote:

Quote:  
Cool - glad it helped -� I have to remind myself how I did it as well, was 
trial and error at the time, so I'm sure there are more efficient ways to do 
it. But I've had it a long time and use it lots.


Check out nukepedia for gizmos though - plenty up there, mostly useful, lots 
brilliant, and may cover already some of what you are thinking of doing.

�
Howard


Quote:  
From: irwit 
To: nuke-users@support.thefoundry.co.uk (nuke-users@support.thefoundry.co.uk) 
Sent: Monday, 6 August 2012, 15:00 
Subject: [Nuke-users] Re: Photoshop equivilents



mrhowardjones wrote: 
http://www.nukepedia.com/gizmos/colour/secondarycolourtools/


The above are my take on secondary colour in PS, which if you were only 
dealing with RGB, CMY would have sorted your Hue challenge anyway.

Howard

Quote: From: irwit 
To: nuke-users@support.thefoundry.co.uk (nuke-users@support.thefoundry.co.uk) 
Sent: Monday, 6 August 2012, 13:46
Subject: [Nuke-users] Re: Photoshop equivilents


Yeah, I guess with nuke, I always see it as quite mathematical and correct 
where as Photoshop you things that work but you're never quite sure why. 
Horse for courses I guess. 

If you could post a link when you have posted I'd like to check it out. I 
think I may make a few Photoshop type gizmos as not only for myself I think it 
will help soften the blow for some artists coming from AFX/Photoshop to Nuke.

Cheers again

Will.




That secondary colour is brilliant! Just been trying it out now, also thought 
Id be clever and see whats actually going on and got completely lost, lol. 

Cheers for link, it is actually red i am using so this is perfect!









 




  

Hey Ron

Tried out your hue sat gizmo.  You are having the same issue I had using the 
Hue Keyer,   it just doesn't seem to do edges very well.  Attached example. 

The secondary colour gizmo works perfectly correcting the red channel,  I'm 
not sure what it is doing differently but the node graph looks way more 
complex.   I think if you could get the edging issues sorted though this would 
be a fantastic gizmo to have  

Thanks for sharing

Will.
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Re: [Nuke-users] Re: Photoshop equivilents

2012-08-07 Thread Howard Jones
I suspect if I added a basic hue shift into the top of secondary colour and 
reversed same out,  I could create a hue-shiftable version of the tool.

 
Howard




 From: Ron Ganbar ron...@gmail.com
To: nuke-users@support.thefoundry.co.uk 
Sent: Tuesday, 7 August 2012, 12:43
Subject: Re: [Nuke-users] Re: Photoshop equivilents
 

It's the other way around.
Using a mask with color correction always has the potential for edges like 
this. It depends on the mask and that's true for any software.
The difference here is Howards method, which did not use keying at all, but 
instead used simple math to breakup the image into primaries and secondaries. 
This however, does not allow for changes in the width of the hue you are 
controlling.

I was mimicking the Adobe way completely. The Hue  Sat effect has a hue keyer 
built into it, and I use it often, and so it was important for me to keep it.
I'm about to publish a new version that builds the various parts up in a 
different way and produces, what I think, are better, smoother results. If you 
can send me a frame of your car, I can take a look what it does to it first, 
and only then upload to Nukepedia.



Ron Ganbar
email: ron...@gmail.com
tel: +44 (0)7968 007 309 [UK]
     +972 (0)54 255 9765 [Israel]
url: http://ronganbar.wordpress.com/



On 7 August 2012 14:34, irwit nuke-users-re...@thefoundry.co.uk wrote:

 
You mentioned that the issue is not the hue keyer but it is the way the mask 
is used?  I'm not sure how else to use the mask except to plug it into the 
mask slot? So my question is how would you use the mask to not leave that 
type of edge when colour correcting using it?
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Re: [Nuke-users] Re: Photoshop equivilents

2012-08-07 Thread Howard Jones
Yes but then you can always run more than one in a row etc... or I you could 
make a simplified version of the tool (does one at a time)
In the end of the day I'm not rebuilding the hue tool as its already there.

This is only a quick test but shows its possible (need secondary colour to test 
this)

set cut_paste_input [stack 0]
version 6.3 v8
ColorWheel {
 inputs 0
 gamma 0.45
 name ColorWheel1
 selected true
 xpos -223
 ypos 33
}
Group {
 name Group1
 selected true
 xpos -223
 ypos 124
 addUserKnob {20 User}
 addUserKnob {41 add l offset T Grade1.add}
}
 Input {
  inputs 0
  name Input1
  xpos -89
  ypos 261
 }
 Colorspace {
  colorspace_out HSV
  name Colorspace1
  xpos -89
  ypos 301
 }
 Grade {
  add {1.3 0 0 0}
  black_clamp false
  name Grade1
  selected true
  xpos -89
  ypos 347
 }
 Colorspace {
  colorspace_in HSV
  name Colorspace2
  xpos -89
  ypos 392
 }
 Output {
  name Output1
  xpos -89
  ypos 492
 }
end_group
secondaryColour2 {
 name SeondaryColour
 note_font Arial
 selected true
 xpos -223
 ypos 212
 RedKnob {0.18 0.18 0.18}
 vibrancyControls 0
}
Group {
 name Group2
 selected true
 xpos -221
 ypos 310
 addUserKnob {20 User}
 addUserKnob {41 add l offset T Grade1.add}
}
 Input {
  inputs 0
  name Input1
  xpos -89
  ypos 261
 }
 Colorspace {
  colorspace_out HSV
  name Colorspace1
  xpos -89
  ypos 301
 }
 Grade {
  add {{-parent.parent.Group1.Grade1.add.r i} 0 0 0}
  black_clamp false
  name Grade1
  selected true
  xpos -89
  ypos 347
 }
 Colorspace {
  colorspace_in HSV
  name Colorspace2
  xpos -89
  ypos 392
 }
 Output {
  name Output1
  xpos -89
  ypos 492
 }
end_group






 From: Ron Ganbar ron...@gmail.com
To: Howard Jones mrhowardjo...@yahoo.com; Nuke user discussion 
nuke-users@support.thefoundry.co.uk 
Sent: Tuesday, 7 August 2012, 12:56
Subject: Re: [Nuke-users] Re: Photoshop equivilents
 

But won't that move the Hue for all the primaries and secondaries in unison? 
Plus with the HueKeyer we can also control how wide the controlled area is, 
not just where it sits.



Ron Ganbar
email: ron...@gmail.com
tel: +44 (0)7968 007 309 [UK]
     +972 (0)54 255 9765 [Israel]
url: http://ronganbar.wordpress.com/



On 7 August 2012 14:54, Howard Jones mrhowardjo...@yahoo.com wrote:

I suspect if I added a basic hue shift into the top of secondary colour and 
reversed same out,  I could create a hue-shiftable version of the tool.


 
Howard




 From: Ron Ganbar ron...@gmail.com
To: nuke-users@support.thefoundry.co.uk 
Sent: Tuesday, 7 August 2012, 12:43

Subject: Re: [Nuke-users] Re: Photoshop equivilents
 

It's the other way around.
Using a mask with color correction always has the potential for edges like 
this. It depends on the mask and that's true for any software.
The difference here is Howards method, which did not use keying at all, but 
instead used simple math to breakup the image into primaries and 
secondaries. This however, does not allow for changes in the width of the 
hue you are controlling.

I was mimicking the Adobe way completely. The Hue  Sat effect has a hue 
keyer built into it, and I use it often, and so it was important for me to 
keep it.
I'm about to publish a new version that builds the various parts up in a 
different way and produces, what I think, are better, smoother results. If 
you can send me a frame of your car, I can take a look what it does to it 
first, and only then upload to Nukepedia.



Ron Ganbar
email: ron...@gmail.com
tel: +44 (0)7968 007 309 [UK]
     +972 (0)54 255 9765 [Israel]
url: http://ronganbar.wordpress.com/



On 7 August 2012 14:34, irwit nuke-users-re...@thefoundry.co.uk wrote:

 
You mentioned that the issue is not the hue keyer but it is the way the 
mask is used?  I'm not sure how else to use the mask except to plug it into 
the mask slot? So my question is how would you use the mask to not leave 
that type of edge when colour correcting using it?
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Re: [Nuke-users] Re: Photoshop equivilents

2012-08-06 Thread Howard Jones
As mentioned look at the script I sent or use HSVTool

 
Howard




 From: irwit nuke-users-re...@thefoundry.co.uk
To: nuke-users@support.thefoundry.co.uk 
Sent: Monday, 6 August 2012, 10:51
Subject: [Nuke-users] Re: Photoshop equivilents
 

Ok   here is an example of the issue I am having. 

In Photoshop,  drag the hue rotation to 180 degrees and as expected,  the 
colour wheel rotates 180 degrees,  all works perfectly.

In nuke drag the hue rotation 180 degrees and you just get a mess?

Its really puzzling me ?
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Re: [Nuke-users] Re: Photoshop equivilents

2012-08-06 Thread Howard Jones
yeah - got one ready made thanks to Timur Khodzhaev ;)
 
Howard




 From: Ron Ganbar ron...@gmail.com
To: Howard Jones mrhowardjo...@yahoo.com; Nuke user discussion 
nuke-users@support.thefoundry.co.uk 
Sent: Monday, 6 August 2012, 11:02
Subject: Re: [Nuke-users] Re: Photoshop equivilents
 

The HSVTool still does odd things. If you rotate the hue you still get odd 
twists at the outer edge.

Howard's way is the only way, really.
Back in Shake days I turned this method into a Macro. Simple to do for Nuke as 
well.

Ron Ganbar
email: ron...@gmail.com
tel: +44 (0)7968 007 309 [UK]
     +972 (0)54 255 9765 [Israel]
url: http://ronganbar.wordpress.com/



On 6 August 2012 12:58, Howard Jones mrhowardjo...@yahoo.com wrote:

As mentioned look at the script I sent or use HSVTool

 
Howard




 From: irwit nuke-users-re...@thefoundry.co.uk
To: nuke-users@support.thefoundry.co.uk 
Sent: Monday, 6 August 2012, 10:51
Subject: [Nuke-users] Re: Photoshop equivilents
 


Ok   here is an example of the issue I am having. 

In Photoshop,  drag the hue rotation to 180 degrees and as expected,  the 
colour wheel rotates 180 degrees,  all works perfectly.

In nuke drag the hue rotation 180 degrees and you just get a mess?

Its really puzzling me ?

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Re: [Nuke-users] Re: Photoshop equivilents

2012-08-06 Thread Howard Jones
http://www.nukepedia.com/gizmos/colour/secondarycolourtools/

The above are my take on secondary colour in PS, which if you were only dealing 
with RGB, CMY would have sorted your Hue challenge anyway.

 
Howard




 From: irwit nuke-users-re...@thefoundry.co.uk
To: nuke-users@support.thefoundry.co.uk 
Sent: Monday, 6 August 2012, 13:46
Subject: [Nuke-users] Re: Photoshop equivilents
 

Yeah,  I guess with nuke,  I always see it as quite mathematical and correct 
where as Photoshop you things that work but you're never quite sure why. 
Horse for courses I guess. 

If you could post a link when you have posted I'd like to check it out.   I 
think I may make a few Photoshop type gizmos as not only for myself I think it 
will help soften the blow for some artists coming from AFX/Photoshop to Nuke.

Cheers again

Will.
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Re: [Nuke-users] Re: Photoshop equivilents

2012-08-06 Thread Howard Jones
Cool - glad it helped -  I have to remind myself how I did it as well, was 
trial and error at the time, so I'm sure there are more efficient ways to do 
it. But I've had it a long time and use it lots.

Check out nukepedia for gizmos though - plenty up there, mostly useful, lots 
brilliant, and may cover already some of what you are thinking of doing.

 
Howard




 From: irwit nuke-users-re...@thefoundry.co.uk
To: nuke-users@support.thefoundry.co.uk 
Sent: Monday, 6 August 2012, 15:00
Subject: [Nuke-users] Re: Photoshop equivilents
 

mrhowardjones wrote:  
http://www.nukepedia.com/gizmos/colour/secondarycolourtools/


The above are my take on secondary colour in PS, which if you were only 
dealing with RGB, CMY would have sorted your Hue challenge anyway.

Howard


Quote:  
From: irwit 
To: nuke-users@support.thefoundry.co.uk 
Sent: Monday, 6 August 2012, 13:46
Subject: [Nuke-users] Re: Photoshop equivilents


Yeah, I guess with nuke, I always see it as quite mathematical and correct 
where as Photoshop you things that work but you're never quite sure why. 
Horse for courses I guess. 

If you could post a link when you have posted I'd like to check it out. I 
think I may make a few Photoshop type gizmos as not only for myself I think it 
will help soften the blow for some artists coming from AFX/Photoshop to Nuke.

Cheers again

Will.


  

That secondary colour is brilliant!   Just been trying it out now,   also 
thought Id be clever and see whats actually going on and got completely lost,  
lol. 

Cheers for link,  it is actually red i am using so this is perfect!
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[Nuke-users] -1.000 alpha values showing as white in viewer

2012-08-01 Thread Howard Jones
Hi

Can anyone explain this to me? I am seeing -1 values in the alpha as white in 
the viewer (screen shot attached)
Script below (tested back to 6.3v5 - Mac OSX Lion).

I cant see any settings wrong and zebra is off. Surely should be (sub)black.

 
Howard

set cut_paste_input [stack 0]
version 6.3 v5
push $cut_paste_input
Roto {
 curves {AnimTree:  {
 Version: 1.2
 Flag: 0
 RootNode: 1
 Node: {
  NodeName: Root {
   Flag: 512
   NodeType: 1
   Transform: 0 0 S 0 0 S 0 0 S 0 0 S 0 1 S 0 1 S 0 0 S 0 960 S 0 540 
   NumOfAttributes: 11
   vis S 0 1 opc S 0 1 mbo S 0 1 mb S 0 1 mbs S 0 0.5 fo S 0 1 fx 
S 0 0 fy S 0 0 ff S 0 1 ft S 0 0 pt S 0 0 
  }
  NumOfChildren: 1
  Node: {
   NodeName: Bezier1 {
    Flag: 512
    NodeType: 3
    CurveGroup:  {
 Transform: 0 0 S 1 1 0 S 1 1 0 S 1 1 0 S 1 1 1 S 1 1 1 S 1 1 0 S 1 1 
1489.12 S 1 1 504.375 
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 NumOfCubicCurves: 2
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  Type: 0 Flag: 8192 Dim: 2
  NumOfPoints: 12
  0 S 1 1 75.5 S 1 1 14 0 0 S 1 1 1624.5 S 1 1 627 0 0 S 1 1 -75.5 S 1 1 
-14 0 0 S 1 1 77 S 1 1 41 0 0 S 1 1 1396.5 S 1 1 578 0 0 S 1 1 -77 S 1 1 -41 0 
0 S 1 1 -50.5 S 1 1 31 0 0 S 1 1 1357.5 S 1 1 425.5 0 0 S 1 1 50.5 S 1 1 -31 0 
0 S 1 1 -10 S 1 1 -2.5 0 0 S 1 1 1578 S 1 1 387 0 0 S 1 1 10 S 1 1 2.5 0 
 }
 CubicCurve:  {
  Type: 0 Flag: 8192 Dim: 2
  NumOfPoints: 12
  0 S 1 1 75.5 S 1 1 14 0 0 S 1 1 0 S 1 1 0 0 0 S 1 1 -75.5 S 1 1 -14 0 0 S 
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1 31 0 0 S 1 1 0 S 1 1 0 0 0 S 1 1 50.5 S 1 1 -31 0 0 S 1 1 -10 S 1 1 -2.5 0 0 
S 1 1 0 S 1 1 0 0 0 S 1 1 10 S 1 1 2.5 0 
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 NumOfAttributes: 44
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bo S 0 0 ao S 0 0 opc S 0 1 bm S 0 0 inv S 0 0 mbo S 0 0 mb S 0 1 
mbs S 0 0.5 mbsot S 0 0 mbso S 0 0 fo S 0 1 fx S 0 0 fy S 0 0 ff 
S 0 1 ft S 0 0 src S 0 0 stx S 0 0 sty S 0 0 str S 0 0 sr S 0 0 
ssx S 0 1 ssy S 0 1 ss S 0 0 spx S 0 960 spy S 0 540 stot S 0 0 
sto S 0 0 sv S 0 0 sf S 0 1 sb S 0 1 nv S 0 1 view1 S 0 1 ltn S 0 
1 ltm S 0 1 ltt S 0 0 tt S 0 4 pt S 0 0 
    }
   }
   NumOfChildren: 0
  }
 }
}
}
 toolbox {selectAll {
  { selectAll ssx 1 ssy 1 sf 1 }
  { createBezier ssx 1 ssy 1 sf 1 sb 1 tt 4 }
  { createBSpline ssx 1 ssy 1 sf 1 sb 1 }
  { createEllipse ssx 1 ssy 1 sf 1 sb 1 }
  { createRectangle ssx 1 ssy 1 sf 1 sb 1 }
  { brush ssx 1 ssy 1 sf 1 sb 1 }
  { eraser src 2 ssx 1 ssy 1 sf 1 sb 1 }
  { clone src 1 ssx 1 ssy 1 sf 1 sb 1 }
  { reveal src 3 ssx 1 ssy 1 sf 1 sb 1 }
  { dodge src 1 ssx 1 ssy 1 sf 1 sb 1 }
  { burn src 1 ssx 1 ssy 1 sf 1 sb 1 }
  { blur src 1 ssx 1 ssy 1 sf 1 sb 1 }
  { sharpen src 1 ssx 1 ssy 1 sf 1 sb 1 }
  { smear src 1 ssx 1 ssy 1 sf 1 sb 1 }
} }
 toolbar_brush_hardness 0.20003
 toolbar_lifetime_type all
 toolbar_source_transform_scale {1 1}
 toolbar_source_transform_center {320 240}
 colorOverlay 0
 lifetime_type all frames
 view {}
 motionblur_on true
 motionblur_shutter_offset_type centred
 source_black_outside true
 createNewTrack {{-1} -1\t(none)\t-1 1000\tNew Track Layer\t1000}
 name Roto1
 selected true
 xpos -163
 ypos 118
}
Text {
 message VALUE -1
 font /Library/Fonts/Arial.ttf
 yjustify center
 box {488 404 780 686}
 translate {1056 -372}
 center {960 540}
 name Text1
 selected true
 xpos -163
 ypos 206
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ColorWheel {
 inputs 0
 gamma 0.45
 name ColorWheel1
 selected true
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}
Merge2 {
 inputs 2
 operation from
 also_merge all
 name Merge1
 selected true
 xpos 68
 ypos 221
}attachment: Screen Shot 2012-08-01 at 17.16.08.png___
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Re: [Nuke-users] -1.000 alpha values showing as white in viewer

2012-08-01 Thread Howard Jones
Ah related to GPU being on - surely a bug?

 
Howard




 From: Howard Jones mrhowardjo...@yahoo.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Wednesday, 1 August 2012, 17:17
Subject: [Nuke-users] -1.000 alpha values showing as white in viewer
 

Hi


Can anyone explain this to me? I am seeing -1 values in the alpha as white in 
the viewer (screen shot attached)
Script below (tested back to 6.3v5 - Mac OSX Lion).


I cant see any settings wrong and zebra is off. Surely should be (sub)black.
 
Howard


set cut_paste_input [stack 0]
version 6.3 v5
push $cut_paste_input
Roto {
 curves {AnimTree:  {
 Version: 1.2
 Flag: 0
 RootNode: 1
 Node: {
  NodeName: Root {
   Flag: 512
   NodeType: 1
   Transform: 0 0 S 0 0 S 0 0 S 0 0 S 0 1 S 0 1 S 0 0
 S 0 960 S 0 540 
   NumOfAttributes: 11
   vis S 0 1 opc S 0 1 mbo S 0 1 mb S 0 1 mbs S 0 0.5 fo S 0 1 
fx S 0 0 fy S 0 0 ff S 0 1 ft S 0 0 pt S 0 0 
  }
  NumOfChildren: 1
  Node: {
   NodeName: Bezier1 {
    Flag: 512
    NodeType: 3
    CurveGroup:  {
 Transform: 0 0 S 1 1 0 S 1 1 0 S 1 1 0 S 1 1 1 S 1 1 1 S 1 1 0 S 1 1 
1489.12 S 1 1 504.375 
 Flag: 0
 NumOfCubicCurves: 2
 CubicCurve:  {
  Type: 0 Flag: 8192 Dim: 2
  NumOfPoints: 12
  0 S 1 1 75.5 S 1 1 14 0 0 S 1 1 1624.5 S 1 1 627 0 0 S 1 1 -75.5 S 1 1 
-14 0 0 S 1 1 77 S 1 1 41 0 0 S 1 1 1396.5 S 1 1 578 0 0 S 1 1 -77 S 1 1 -41 0 
0 S 1 1 -50.5 S 1 1 31 0 0
 S 1 1 1357.5 S 1 1 425.5 0 0 S 1 1 50.5 S 1 1 -31 0 0 S 1 1 -10 S 1 1 -2.5 0 0 
S 1 1 1578 S 1 1 387 0 0 S 1 1 10 S 1 1 2.5 0 
 }
 CubicCurve:  {
  Type: 0 Flag: 8192 Dim: 2
  NumOfPoints: 12
  0 S 1 1 75.5 S 1 1 14 0 0 S 1 1 0 S 1 1 0 0 0 S 1 1 -75.5 S 1 1 -14 0 0 
S 1 1 77 S 1 1 41 0 0 S 1 1 0 S 1 1 0 0 0 S 1 1 -77 S 1 1 -41 0 0 S 1 1 -50.5 
S 1 1 31 0 0 S 1 1 0 S 1 1 0 0 0 S 1 1 50.5 S 1 1 -31 0 0 S 1 1 -10 S 1 1 -2.5 
0 0 S 1 1 0 S 1 1 0 0 0 S 1 1 10 S 1 1 2.5 0 
 }
 NumOfAttributes: 44
 vis S 0 1 r S 0 1 g S 0 1 b S 0 1 a S 0 1 ro S 0 0 go S 0 0 
bo S 0 0 ao S 0 0 opc S 0 1 bm S 0 0 inv S 0 0 mbo S 0 0 mb S 0 
1 mbs S 0 0.5 mbsot S 0 0 mbso S 0 0 fo S 0 1 fx S 0 0 fy S 0 0 
ff S 0 1
 ft S 0 0 src S 0 0 stx S 0 0 sty S 0 0 str S 0 0 sr S 0 0 ssx S 
0 1 ssy S 0 1 ss S 0 0 spx S 0 960 spy S 0 540 stot S 0 0 sto S 0 0 
sv S 0 0 sf S 0 1 sb S 0 1 nv S 0 1 view1 S 0 1 ltn S 0 1 ltm S 0 
1 ltt S 0 0 tt S 0 4 pt S 0 0 
    }
   }
   NumOfChildren: 0
  }
 }
}
}
 toolbox {selectAll {
  { selectAll ssx 1 ssy 1 sf 1 }
  { createBezier ssx 1 ssy 1 sf 1 sb 1 tt 4 }
  { createBSpline ssx 1 ssy 1 sf 1 sb 1 }
  { createEllipse ssx 1 ssy 1 sf 1 sb 1 }
  { createRectangle ssx 1 ssy 1 sf 1 sb 1 }
  { brush ssx 1 ssy 1 sf 1 sb 1 }
  { eraser src 2 ssx 1 ssy 1 sf 1 sb 1 }
  { clone src 1 ssx 1 ssy 1 sf 1 sb 1 }
  { reveal src 3 ssx 1 ssy 1 sf 1 sb 1 }
  { dodge src 1 ssx 1 ssy 1 sf 1 sb 1 }
  { burn src 1 ssx 1 ssy 1 sf 1 sb 1 }
  { blur src 1
 ssx 1 ssy 1 sf 1 sb 1 }
  { sharpen src 1 ssx 1 ssy 1 sf 1 sb 1 }
  { smear src 1 ssx 1 ssy 1 sf 1 sb 1 }
} }
 toolbar_brush_hardness 0.20003
 toolbar_lifetime_type all
 toolbar_source_transform_scale {1 1}
 toolbar_source_transform_center {320 240}
 colorOverlay 0
 lifetime_type all frames
 view {}
 motionblur_on true
 motionblur_shutter_offset_type centred
 source_black_outside true
 createNewTrack {{-1} -1\t(none)\t-1 1000\tNew Track Layer\t1000}
 name Roto1
 selected true
 xpos -163
 ypos 118
}
Text {
 message VALUE -1
 font /Library/Fonts/Arial.ttf
 yjustify center
 box {488 404 780 686}
 translate {1056 -372}
 center {960 540}
 name Text1
 selected true
 xpos -163
 ypos 206
}
ColorWheel {
 inputs
 0
 gamma 0.45
 name ColorWheel1
 selected true
 xpos 68
 ypos -74
}
Merge2 {
 inputs 2
 operation from
 also_merge all
 name Merge1
 selected true
 xpos 68
 ypos 221
}


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Re: [Nuke-users] Artefact Issues with Greenscreen Alexa (ArriRaw)

2012-07-30 Thread Howard Jones
Hi

Realised after that these were converted movs so I had lost the raw. 

However we had got different results in 6.2 on windoze over 6.3 on mac. 

Thanks for the other insights though hugh!

Howard

On 30 Jul 2012, at 18:57, Hugh Macdonald li...@hughmacdonald.co.uk wrote:

 I'm not sure that this is exactly the same issue that you're having, but I 
 spent some time testing out different export settings (using the ArriRaw 
 Converter - 
 http://www.arri.com/camera/digital_cameras/tools/arriraw_converter.html)
 
 My preferred settings file is this:
 
 arri
 arriraw
 shortsettings name=ARC version=2
 colorhandling
 param name=colorspace value=WideGamut /
 param name=colorencoding value=logc /
 /colorhandling
 downscale
 param name=crispness value=0.0 /
 /downscale
 quality
 param name=debayer value=ADA-2 SW /
 /quality
 output
 param name=format value=dpx /
 /output
 /shortsettings
 /arriraw
 /arri
 
 
 To explain the choices in here:
 
 colorspace : This seems to be the standard. I didn't want to mess with this 
 too much
 colorencoding : If exporting to DPX, then LogC is Arri's own log encoding 
 curve
 crispness : This is a value between 0.0 and 3.0. It defaults to 1.0. I found 
 that setting it to 0.0 gave the cleanest image. This is only used when 
 down-scaling.
 debayer : This is the main one. There are 4 options here - ADA-1 HW (which 
 is what the camera does internally for monitor outputs), ADA-2 SW (a second 
 version), ADA-3 SW (the most recent version) and ADA-3 HW (the most 
 recent version with optimisations for future hardware). ADA-3 (both types) 
 gives horrible edges if there's any amount of contrast. Have a look at the 
 attached image for an example (ignore the delivered column)
 format : DPX, obviously, as we're going to LogC. An ACES/scenelinear/EXR 
 combination would be another valid option here. (Although before you freak 
 out at how yellow the ACES colourspace looks, get someone to explain the ACES 
 gamut to you...)
 
 
 Anyway, this is a bit of a sideline from your original query, as that does 
 definitely look like a subsampling thing to me, but I thought I'd add my 
 input to general Alexa settings.
 
 
 Hugh Macdonald
 Visual Effects Supervisor
 nvizible – VISUAL EFFECTS
 
 On 26 July 2012 10:53, Howard Jones mrhowardjo...@yahoo.com wrote:
 Did you get a good answer to this - just by coincidence I'm seeing this on 
 some footagr today too, and it not the issue I had had previously
 
 Cheers 
 Howard
 
 From: Howard Jones mrhowardjo...@yahoo.com
 
 To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
 Sent: Thursday, 5 July 2012, 10:27
 
 Subject: Re: [Nuke-users] Artefact Issues with Greenscreen Alexa (ArriRaw)
 
 Yes in all fairness the company never got to the real cause of the fault, but 
 thought it was a cable and it may not have even been an alexa but another 
 high end camera, however caused though it did result in 1/2 res red and blue 
 channels which were unfixable without a more sophisticated version of the 
 solution I outlined.
 
 Hopefully getting back to source will fix it, if not then it will be the 2nd 
 time I have come across this.
  
 Howard
 
 From: Holger Hummel|Celluloid VFX hol...@celluloid-vfx.com
 To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
 Sent: Tuesday, 3 July 2012, 21:06
 Subject: Re: [Nuke-users] Artefact Issues with Greenscreen Alexa (ArriRaw)
 
 
 Hi all,
 
 what Alex said is probably a good option.
 i chatted to a friend of mine who's close to all the technical camera-related 
 stuff.
 his answers in short form:
 
 1) wrong cabling would most likely result in wrong colors
 2) check which camera firmware and recorder was used
 3) check which ArriRaw Converter version was used, 2.3 being the newest - 
 since today, actually (that link you already got from Alex)
 
 last but not least, post it on the official Arri forum. there's a chance of 
 having someone from Arri reply to it
 
 http://forum.arridigital.com/forum/
 
 cheers,
 Holger
 
 
 Aélis Héraud wrote:
  Hi Howard, hi Alex
  
  Thanks for the tips guys, we tried the TVIscale, that seems to help a bit 
  more than bluring the red channel, we're still looking for a lossless 
  solution but the TVIscale could be our best option so far.
  We're waiting for some original Arriraw footages in order to test the 
  Arriraw converter.
  
  I'll give you feedback if we find a way to fix the problem.
  
  Thanks again,
  
  Aélis
  
  On 6/29/2012 11:02 AM, Howard Jones wrote:
  I had something similar once - where a cable had been plugged in wrong. 
  Basically both R and B were 1/2 res blown up to full size. ie like proxies.
  The quick solution was to rescale to 1/2 res at impulse then resize with a 
  better filter. It worked to a fashion.
  I didn't try TVIscale

Re: [Nuke-users] Artefact Issues with Greenscreen Alexa (ArriRaw)

2012-07-26 Thread Howard Jones
Did you get a good answer to this - just by coincidence I'm seeing this on some 
footagr today too, and it not the issue I had had previously


Cheers

Howard




 From: Howard Jones mrhowardjo...@yahoo.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Thursday, 5 July 2012, 10:27
Subject: Re: [Nuke-users] Artefact Issues with Greenscreen Alexa (ArriRaw)
 

Yes in all fairness the company never got to the real cause of the fault, but 
thought it was a cable and it may not have even been an alexa but another high 
end camera, however caused though it did result in 1/2 res red and blue 
channels which were unfixable without a more sophisticated version of the 
solution I outlined.


Hopefully getting back to source will fix it, if not then it will be the 2nd 
time I have come across this.

 
Howard




 From: Holger Hummel|Celluloid VFX hol...@celluloid-vfx.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Tuesday, 3 July 2012, 21:06
Subject: Re: [Nuke-users] Artefact Issues with Greenscreen Alexa (ArriRaw)
 

Hi all,

what Alex said is probably a good option.
i chatted to a friend of mine who's close to all the technical camera-related 
stuff.
his answers in short form:

1) wrong cabling would most likely result in wrong colors
2) check which camera firmware and recorder was used
3) check which ArriRaw Converter version was used, 2.3 being the newest - 
since today, actually (that
 link you already got from Alex)

last but not least, post it on the official Arri forum. there's a chance of 
having someone from Arri reply to it

http://forum.arridigital.com/forum/

cheers,
Holger


Aélis Héraud wrote:
 Hi Howard, hi Alex
 
 Thanks for the tips guys, we tried the TVIscale, that seems to help a bit 
 more than bluring the red channel, we're still looking for a lossless 
 solution but the TVIscale could be our best option so far.
 We're waiting for some original Arriraw footages in order to test the 
 Arriraw converter.
 
 I'll give you feedback if we find a way to fix the problem.
 
 Thanks again,
 
 Aélis
 
 On 6/29/2012 11:02 AM, Howard Jones wrote:
 I had something similar once - where a cable had been plugged in wrong. 
 Basically both R and B were
 1/2 res blown up to full size. ie like proxies.
 The quick solution was to rescale to 1/2 res at impulse then resize with a 
 better filter. It worked to a fashion.
 I didn't try TVIscale but that might be worth a go.
 
 Assuming that is the issue of course. The blue has been rubbish on a 
 number of shots for me too.
 
 Howard
 
     

     *From:* Aélis Héraud aher...@gmail.com
     *To:* nuke-users@support.thefoundry.co.uk
     *Sent:* Friday, 29 June 2012, 15:26
     *Subject:* [Nuke-users] Artefact Issues with
 Greenscreen Alexa
     (ArriRaw)
 
     -- Okay, I had some trouble sending this mail last night so I
     hope you'll receive it now. Sorry for duplicates copies. --
 
     Hi folks, I'd like to ask you something.
 
     We have to deal with some greenscreens in Alexa and I know some
     people have had some trouble with it. Overall the greenscreens
     are pretty good and we're able to get a good result, but we
     noticed something on the data and I'd like to have your say on
     this matter.
 
     We noticed some artefacts in the Red and Blue channels,
     especially on the thinner blond hairs.
     The plates are in 2880x1620, it was recorded in
 ArriRaw (via
     T-Link) and then converted in DPX (Colorspace AlexaV3LogC) so
     it's pretty much the best quality we can have, there's no
     compression.
 
     RGBsamplesAlexaArriRaw.png
 
     As you can see the RGB seems pretty much ok and the green channel
     is good, but the red one has some pixels in staircase and I won't
     even talk about the blue one. The last picture is a first key.
 
     After some investigations we're pretty sure it has something to
     do with the debayering process. It's maybe due to the algorithm,
     the interpolation between pixels isn't very good in the red and
     blue channel. I don't know exactly but that's the only
    
 explanation we could come up with so far.
 
     My question is : Is there a way to fix it in Nuke without
     altering the data (the good one) or are we stuck with that ? Any
     idea ?
 
     I tried to split the channels and to put a blur at 1 on the Red
     one and it seemed to help a bit at first but eventually we can
     feel the softness and we lose the thinner hairs, which I'd like
     to avoid. I'd keep that as my last option.
 
     Our other option would be to ask the company who did the
     debayering but I'd like to find another way.
 
     Thanks for the help
 
     Aelis
 
    
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Re: [Nuke-users] Difference between Dissolve and Keymix

2012-07-13 Thread Howard Jones
You can dissolve between more than 2 inputs

 
Howard




 From: Aélis Héraud aher...@obliquefx.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Friday, 13 July 2012, 22:17
Subject: [Nuke-users] Difference between Dissolve and Keymix
 
Hi nuke users,

Someone asked me that simple question today and I haven't been able to give a 
proper answer to him so I'd like to ask you the same question.

What's the difference between a Dissolve node used with a mask and a Keymix 
node exactly ?

It looks like they do pretty much the same things but as their knobs are 
slightly different I can assume there is a difference between them even if I 
didn't noticed any differences in the result so far.

Personally, I use a Keymix with mattes and a dissolve with RBG, I don't know 
why exactly, it just seems right to me that way and not the other way around. 
But usually I only need the mix/which knob and the mask plug so it doesn't 
make any difference at the end.

Is there a different algorythm ? or maybe a specific feature that makes one 
better than the other one sometimes ? Is this a Old/New version thing ?

I didn't find anyting about the Keymix in the ReferenceGuide.

Thx

Aelis

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[Nuke-users] fcpxml_to_nuke

2012-07-12 Thread Howard Jones
Hi
re: fcpxml_to_nuke

Anyone using this tool in Nuke? (nukepedia version)


we've had issues with an 'index out of range' caused by an empty sequence list 
from what I can see.
I have a test sequence which maybe the wrong format (xml 4) and I want to just 
have confidence that in theory this tool does work well.

Or if anyone has a simple working XML I could compare that would be wonderful.
Cheers
Howard

-  Forsook thine is Nuke related, so thy should be ok with thy questioning - 
Shakespeare c.1566
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Re: [Nuke-users] vector blur spikey artifacts on the alpha channel?

2012-07-07 Thread Howard Jones
Out of interest if you remove the zblur and erode set up is it good?

 
Howard




 From: Jordan Olson jorxs...@gmail.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Saturday, 7 July 2012, 4:38
Subject: Re: [Nuke-users] vector blur spikey artifacts on the alpha channel?
 
thanks Guys,
thing is- viewing the motion vector layers (positive and negative
space) and checking the values with my values indicates it's all
normal- no extreme values as we're seeing. It really seems like a bug
or a glitch. I'm a comp TD and have been working with Nuke for a few
years, so I can say that with a fair degree of certainty.
No unpremult operations happening on the motion vectors- only a two
stage erode setup.
I'll keep trying different things to see what I can do.

cheers,
Jordan

On Sat, Jul 7, 2012 at 12:56 AM, Ryan O'Phelan designer...@gmail.com wrote:
 I would try eroding the motion vectors a pixel or two less than your color
 and alpha, then  comping it back in using a smaller and slightly blurred
 alpha.

 Hope that helps.

 Ryan

 On Jul 6, 2012 3:25 AM, Joe Laude loudn...@gmail.com wrote:

 Off the top of my head, first thing I'd check is if your vector channel is
 antialiased and getting unpremulted somewhere. That could give you really
 high values along the edges where it's getting divided by the alpha.

 Joe Laude
 Sent from my iPhone

 On Jul 5, 2012, at 11:05 PM, Jordan Olson jorxs...@gmail.com wrote:

  Hey guys!
  I'm compositing a CG character at the moment with DOF (using depth
  channel) and also plugging in motion vectors into a nuke Vector Blur
  node. As I'm applying DOF first, (relatively soft)- I like to expand
  the motion vector channels outside the character's initial alpha using
  an erode (both in positive and negative space). This usually works
  fine for us, but THIS time I'm getting a really strange spikey
  artifact. Clamping has no effect on it.
 
  Now I've attached an image (100kb), not sure if it'll stay attached to
  this email through the mailing list, but it's a screenshot of the
  issue in question.
  If I toggle the erode/expand gizmo I have on the motion vectors,
  turning it off does solve the spikey issue, but then I'm back to
  square one! I need to expand the motion vectors and this has always
  worked before.
 
  Any ideas what could be causing the vector blur to freak out on the
  alpha edges and give random spikey anomalies?
  cheers,
  Jordan
  vectorblur_artifact.jpg
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Re: [Nuke-users] 6.3v8 OCIO display lut

2012-07-05 Thread Howard Jones
Only RGB channels from the RGBA layer are affected - the alpha is not and this 
has been the case for several years now in Nuke.
This is the correct and desired behaviour, though admittedly seems strange at 
first.

Any other embedded layers in an exr file are (or should be) treated as linear 
and no conversion is applied.


Testing your script though I am not seeing the purple you are seeing. RGB is 
changed but Alpha and reflection are identical.
Nuke 6.3v8 -MacOSX Lion

 
Howard




 From: and...@mirada.com and...@mirada.com
To: nuke-users@support.thefoundry.co.uk 
Sent: Thursday, 5 July 2012, 21:45
Subject: Re: [Nuke-users] 6.3v8 OCIO display lut
 

 
I understand that the alpha has the purpose of defining transparency
values however it should be treated like any other channel/layer in the
software. Especially as the view transform is applied to all layers
(when using 'all') some of which are meant for color some not such as
diffuse vs velocity yet they're both just channels as far a Nuke is
concerned.

I guess it just seems pretty strange/undesirable to me to have a value
of 0.5 in the RGB and 0.5 in the Alpha appear a different shade to
each other in the viewer.

I'm also seeing a bug where the viewer lut is applying to only the Red
and Blue channels of my other layers. Making all the other layers in my
renders appear purple. I have tested this on multiple files, multiple
machines and multiple scripts with the same result from the OCIO
display transform. I have attached a couple screen grabs of a test just
using a ramp to see clearly and only changing the view transform.

I can confirm that all of the channels and layers have the exact same
data values yet you can see how they appear. In the test attached im
using the OCIOdisplay node just to show them all at once however this
is the same results as switching between luts in the viewProcess and
viewing the layers directly.

Anyone else experiencing this?

Regards

Andrew



 MIRADA
Purveyors of Handmade Storytelling, 
Since 2010 4235 Redwood Avenue
Los Angeles, CA 90066
+1 424 216 7470
mirada.com Please consider the environment before printing this email. This 
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by Mirada unless otherwise indicated by an authorized representative 
independent of this message.
On 07/05/2012 09:15 AM, Sean Looper wrote: 
Andrew, 


Another reason is that OCIO defines LUTs for RGB channels only.
It would be difficult in many cases and impossible in others to
determine which transformation to apply to the alpha channel data.
Aside from the reasons why you wouldn't want a transform applied to
non-image data (i.e. alpha, depth, uv, etc), when you look at
transforms that contain cross-talk between channels, even attempting to
derive a 1D LUT from a 3D one for the purpose of applying to a data
channel would produce unreliable results.


-sean





On Wed, Jul 4, 2012 at 5:45 PM, randmin randyslit...@gmail.com wrote:

Because usually the alpha is
nothing more then transparency values so it is represented in a way
that best resembles how it is applied to the data.   You alpha isn't
getting and CC where as your rgb and other channels have to have a
proper color look to be blended. (alpha blending is  linear multi. why
would you want it to do anything else?)  


Randy


On Jul 3, 2012, at 4:54 PM, and...@mirada.com wrote:

So using the OCIODisplay
now with the viewerProcess set to none does
give me the same result as using selections in the viewerProcess as it
should and yes the transforms are applied to all layers and channels
except the alpha.

This is a desired result you say? Why would you want your alpha not
represented the same as everything else?

Andrew



MIRADA
Purveyors of Handmade Storytelling, 
Since 2010 4235 Redwood Avenue
Los Angeles, CA 90066
+1 424 216 7470 mirada.com Please consider the environment before printing this 
email. This communication is confidential and may contain legally privileged 
information related to Mirada. If you are not the named recipient, please 
contact us immediately and delete this message and attachments. You must not 
copy, use or disclose this communication, or any attachments or information in 
it, without our prior consent. All opinions, conclusions and other information 
expressed in this message not of an official nature shall not be deemed as 
given or endorsed by Mirada unless otherwise indicated by an authorized 
representative independent of this message.
On 07/03/2012 10:52 AM, Sean Looper wrote: 
The OCIO 

Re: [Nuke-users] 6.3v8 OCIO display lut

2012-07-05 Thread Howard Jones
I must have made a mistake in my script as I do see a change on both reflect 
and RGB with yours, which is I guess correct as you have explicitly asked for 
all layers to be affected. however again no magenta cast

 
Howard




 From: and...@mirada.com and...@mirada.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Thursday, 5 July 2012, 22:42
Subject: Re: [Nuke-users] 6.3v8 OCIO display lut
 

Its understandable for other software packages to be accounted for and
even though i've been talking about 1D unweighted viewer only
transforms I understand the issues with any other scenario. 

As far as only the Red and Blue of sub layers being affected, Sean the
script is below however it seems best to change the OCIO layer
selection from 'all' to 'RGB' to keep everything else viewed as linear
and unaffected but the view lut.

Cheers 

Andrew





set cut_paste_input [stack 0]
version 6.3 v8
push $cut_paste_input
Ramp {
 p1 {100 1224}
 name Ramp1
 selected true
 xpos 1051
 ypos -294
 postage_stamp true
}
add_layer {reflect reflect.red reflect.green reflect.blue}
Shuffle {
 out reflect
 name Shuffle3
 label rgb  \[knob out] to\ntest SubChannels
 selected true
 xpos 1051
 ypos -206
}
OCIODisplay {
 view {{2} None sRGB rec709}
 name OCIODisplay1
 selected true
 xpos 1051
 ypos -129
}
set N53e8350 [stack 0]
Dot {
 name Dot2
 selected true
 xpos 1203
 ypos -125
}
Shuffle {
 in reflect
 alpha black
 name Shuffle2
 label \[knob in]  rgb
 selected true
 xpos 1169
 ypos -95
}
Text {
 message Reflect
 font /usr/share/fonts/truetype/ttf-bitstream-vera/Vera.ttf
 xjustify center
 yjustify center
 box {1566 12 1910 142}
 center {1024 778}
 name Text6
 label Reflect
 selected true
 xpos 1169
 ypos -57
}
Crop {
 box {1365.33 0 2048 1556}
 name Crop3
 selected true
 xpos 1169
 ypos -19
}
push 0
push $N53e8350
Dot {
 name Dot3
 selected true
 xpos 982
 ypos -125
}
Text {
 message RGB
 font /usr/share/fonts/truetype/ttf-bitstream-vera/Vera.ttf
 yjustify center
 box {324 12 668 142}
 center {1024 778}
 name Text1
 label RGB
 selected true
 xpos 948
 ypos -54
}
Crop {
 box {0 0 682.667 1556}
 name Crop1
 selected true
 xpos 948
 ypos -16
}
push $N53e8350
Shuffle {
 in alpha
 alpha black
 name Shuffle1
 label \[knob in]  rgb
 selected true
 xpos 1051
 ypos -93
}
Text {
 message Alpha
 font /usr/share/fonts/truetype/ttf-bitstream-vera/Vera.ttf
 xjustify center
 yjustify center
 box {858 12 1202 142}
 center {1024 778}
 name Text5
 label Alpha
 selected true
 xpos 1051
 ypos -55
}
Crop {
 box {682.667 0 1365.33 1556}
 name Crop2
 selected true
 xpos 1051
 ypos -17
}
Merge2 {
 inputs 3+1
 name Merge1
 selected true
 xpos 1051
 ypos 53
}




 MIRADA
Purveyors of Handmade Storytelling, 
Since 2010 4235 Redwood Avenue
Los Angeles, CA 90066
+1 424 216 7470
mirada.com Please consider the environment before printing this email. This 
communication is confidential and may contain legally privileged information 
related to Mirada. If you are not the named recipient, please contact us 
immediately and delete this message and attachments. You must not copy, use or 
disclose this communication, or any attachments or information in it, without 
our prior consent. All opinions, conclusions and other information expressed in 
this message not of an official nature shall not be deemed as given or endorsed 
by Mirada unless otherwise indicated by an authorized representative 
independent of this message.
On 07/05/2012 02:15 PM, Howard Jones wrote: 
Small correction


When viewing the reflection layer in the OCIO Display I do
see a shift through this node or the standard colourspace node however
downstream through the shuffles I see no shift. But again no purple

 
Howard




 From: Howard Jones mrhowardjo...@yahoo.com
To: Nuke user
discussion nuke-users@support.thefoundry.co.uk 
Sent: Thursday, 5
July 2012, 22:09
Subject: Re:
[Nuke-users] 6.3v8 OCIO display lut
 

Only RGB channels from the RGBA layer are affected - the
alpha is not and this has been the case for several years now in Nuke.
This is the correct and desired behaviour, though
admittedly seems strange at first.


Any other embedded layers in an exr file are (or should
be) treated as linear and no conversion is applied.




Testing your script though I am not seeing the purple
you are seeing. RGB is changed but Alpha and reflection are identical.
Nuke 6.3v8 -MacOSX Lion

 
Howard




 From: and...@mirada.com and...@mirada.com
To: nuke-users@support.thefoundry.co.uk 
Sent: Thursday, 5
July 2012, 21:45
Subject: Re:
[Nuke-users] 6.3v8 OCIO display lut
 

 
I understand that the alpha has the purpose of defining transparency
values however it should be treated like any other channel/layer in the
software. Especially as the view transform is applied to all layers
(when using 'all') some of which

Re: [Nuke-users] Roto - How to continue drawing?

2012-07-05 Thread Howard Jones
The only way I know is to undo to before you closed the shape then you can 
carry on.

 
Howard




 From: kafkaz nuke-users-re...@thefoundry.co.uk
To: nuke-users@support.thefoundry.co.uk 
Sent: Thursday, 5 July 2012, 23:47
Subject: [Nuke-users] Roto - How to continue drawing?
 

Hi,
when I was in the middle of drawing complicated roto shape, I accidentally 
clicked select cursor and thus finished the shape.

I wanted to continue to draw the shape from the last created point, but I was 
unable to figure out how to do it.

Is it possible? How?

Thanks a lot.
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Re: AW: [Nuke-users] Problem Copying a Gizmo into Group

2012-07-02 Thread Howard Jones
Hmm you should be ok then. As Frank asked - which ones are these?

 
Howard




 From: Igor Majdandzic subscripti...@badgerfx.com
To: 'Nuke user discussion' nuke-users@support.thefoundry.co.uk 
Sent: Monday, 2 July 2012, 5:55
Subject: AW: [Nuke-users] Problem Copying a Gizmo into Group
 

I loaded the gizmo via Import Script, and tried to copy it to a group with the 
button on the node tab.
But I will try and take a look into the gizmo file, maybe that'll help.
 
thx howard
 
-- 
igor majdandzic
compositor |
i...@badgerfx.com
BadgerFX | www.badgerfx.com
 
Von:nuke-users-boun...@support.thefoundry.co.uk 
[mailto:nuke-users-boun...@support.thefoundry.co.uk] Im Auftrag von Howard 
Jones
Gesendet: Sonntag, 1. Juli 2012 23:08
An: Nuke user discussion
Betreff: Re: [Nuke-users] Problem Copying a Gizmo into Group
 
If you mean you copy and paste rhem into nuke then You can't copy and paste 
gizmos like this. They need to be loaded. If you are loading them then I 
haven't come across this. 

If its the former then change 'Gizmo' to 'Group' inside the file Then you can 
copy and paste it in. 

H 
 



From: Igor Majdandzic subscripti...@badgerfx.com; 
To: 'Nuke user discussion' nuke-users@support.thefoundry.co.uk; 
Subject: [Nuke-users] Problem Copying a Gizmo into Group 
Sent: Sun, Jul 1, 2012 5:27:34 PM 
Hey guys,
 
I downloaded some of the gizmos on nukepedia, and when I try to copy them into 
a group to check the internals, I get a runtime error stating 
 
Traceback (most recent call last):
File string, line 1, in module
RuntimeError: Constructor for Gizmo failed
 
Has this anything to do with nuke version (I tried 6.2v4 and 6.3v4, no luck) 
or what is the problem?
 
Any insights?
 
Thanks,
 
---
Igor
 
 
-- 
igor majdandzic
compositor |
i...@badgerfx.com
BadgerFX | www.badgerfx.com
  
 
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Re: AW: [Nuke-users] Problem Copying a Gizmo into Group

2012-07-02 Thread Howard Jones
ah I thought he meant import via menu.py.
Yes in that case it will fail.

 
Howard




 From: Frank Rueter fr...@beingfrank.info
To: nuke-users@support.thefoundry.co.uk 
Sent: Monday, 2 July 2012, 9:39
Subject: Re: AW: [Nuke-users] Problem Copying a Gizmo into Group
 

actually loading a gizmo via import script does not make it possible to copy 
it to a group. It has to be in the plugin path and be called via the plugin 
menu, tab menu or script command (i.e. hit x and enter the name of the 
gizmo).





On 2/07/12 8:02 PM, Howard Jones wrote:

Hmm you should be ok then. As Frank asked - which ones are these?

 
Howard




 From: Igor Majdandzic subscripti...@badgerfx.com
To: 'Nuke user discussion' nuke-users@support.thefoundry.co.uk 
Sent: Monday, 2 July 2012, 5:55
Subject: AW: [Nuke-users] Problem Copying a Gizmo into Group
 

 
I loaded the gizmo via Import Script, and tried to copy it to a group with 
the button on the node tab.
But I will try and take a look into the gizmo file, maybe that'll help.
 
thx howard
 
-- 
igor majdandzic
compositor |
i...@badgerfx.com
BadgerFX | www.badgerfx.com
 
Von:nuke-users-boun...@support.thefoundry.co.uk 
[mailto:nuke-users-boun...@support.thefoundry.co.uk] Im Auftrag von Howard 
Jones
Gesendet: Sonntag, 1. Juli 2012 23:08
An: Nuke user discussion
Betreff: Re: [Nuke-users] Problem Copying a Gizmo into Group
 
If you mean you copy and paste rhem into nuke then You can't copy and paste 
gizmos like this. They need to be loaded. If you are loading them then I 
haven't come across this. 

If its the former then change 'Gizmo'
  to 'Group' inside the file Then you
  can copy and paste it in. 

H 
 



From: Igor Majdandzic subscripti...@badgerfx.com; 
To: 'Nuke user discussion' nuke-users@support.thefoundry.co.uk; 
Subject: [Nuke-users] Problem Copying a Gizmo into Group 
Sent: Sun, Jul 1, 2012 5:27:34 PM 
Hey guys,
 
I downloaded some of the gizmos on nukepedia, and when I try to copy them 
into a group to check the internals, I get a runtime error stating 
 
Traceback (most recent call last):
File string, line 1, in module
RuntimeError: Constructor for Gizmo failed
 
Has this anything to do with nuke version (I tried 6.2v4 and 6.3v4, no luck) 
or what is the problem?
 
Any insights?
 
Thanks,
 
---
Igor
 
 
-- 
igor majdandzic
compositor |
i...@badgerfx.com
BadgerFX | www.badgerfx.com
  
 
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