Re: [Nuke-users] Copy/Paste Bezier Curve Keyframes…??
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Nukepedia Hacked?
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk,http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- Henrik Cednert cto | td | compositor Filmlance International www.filmlance.se ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Nukepedia Hacked?
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Render Manager of choice?
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
[Nuke-users] Max to nuke fbx
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 Howard___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Max to nuke fbx
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 Howard___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Max to nuke fbx
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 Howard___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Object Tracking
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 Von meinem iPhone gesendet___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Object Tracking
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 Von meinem iPhone gesendet___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
[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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] PositionPass to camera
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] progress panel open position
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
[Nuke-users] FMunch Geometry
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} }___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: .nk script crashing unable to open and Roto disappearing
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Camera Tracker
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? ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: change knob value based on channel value
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 } ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: Is there a Flame style Bicubic deformer in Nuke?
'...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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Nuke 7 file import
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Is there a Flame style Bicubic deformer in Nuke?
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Card Shadows question...
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/ ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] interlaced output
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] 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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] interlaced output
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Normalize Viewer
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 ___ Nuke-users mailing list
Re: [Nuke-users] Normalize Viewer
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
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. ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] 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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Best way to batch render scripts? Cheap easy render managers?
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ShakeRenderQ Description: Binary data ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Itransform works wildy with anamorphic plates
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Nuke Script Layout, was new comp stack node survey
{ 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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Nuke Script Layout, was new comp stack node survey
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Nuke Script Layout, was new comp stack node survey
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
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
[Nuke-users] 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___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
[Nuke-users] Re: [Hiero11beta] flipbook nuke - hiero
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 ___ hiero11beta mailing list hiero11b...@support.thefoundry.co.uk http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/hiero11beta ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Nuke Script Layout, was new comp stack node survey
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] 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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] new comp stack node survey
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: new comp stack node survey
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] ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: new comp stack node survey
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] ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] new comp stack node survey
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] 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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] new comp stack node survey
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
[Nuke-users] Nuke Script Layout, was new comp stack node survey
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: Baking camera and axis animation together
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! ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk,
Re: [Nuke-users] Particles emitted from a Roto spline...
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? ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users
Re: [Nuke-users] Particles emitted from a Roto spline...
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? ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: Nuke node graph is slow with heavy scripts
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: Nuke node graph is slow with heavy scripts
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) ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
[Nuke-users] OT - bamboo for roto
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] OT - bamboo for roto
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] OT - bamboo for roto
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: UVProject not sticking?
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
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/ ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Nuke's Relight
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/ ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Can I use 2D track for 3D Camera?
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?
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/ ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Can I use 2D track for 3D Camera?
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. ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- Sent from my mobile device ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] 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 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?
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
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Can I use 2D track for 3D Camera?
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?
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
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
Re: [Nuke-users] Can I use 2D track for 3D Camera?
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. ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users tracker2Camera.gizmo Description: Binary data ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: Real Beginner
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... ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Can I use 2D track for 3D Camera?
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. ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users tracker2Camera.gizmo___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Can I use 2D track for 3D Camera?
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. ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- Sent from my mobile device ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] converting 29.97fps GoPro footage to 25 in Nuke - help
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] time offset of camera curves ?
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Roto new format
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Roto new format
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: F_RigRemoval no result, no change when Alpha Masking
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. ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] gizmo star field
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
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. ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: Vector Blur and cards with alpha
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. ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] 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 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? ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- Sean Brice, Product Designer The Foundry, 6th Floor, The Communications Building 48 Leicester Square, London, WC2H 7LT, UK Tel: +44 (0)20 7968 6828 / Fax: +44 (0)20 7930 8906 / Web: www.thefoundry.co.uk The Foundry Visionmongers Ltd / Registered in England and Wales No: 4642027 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: Vector Blur and cards with alpha
-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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: Photoshop equivilents
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? ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: Cloning custom Gizmos
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? ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: Cloning custom Gizmos
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: Photoshop equivilents
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. ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: Photoshop equivilents
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? ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: Photoshop equivilents
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? ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: Photoshop equivilents
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 ? ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: Photoshop equivilents
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 ? ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: Photoshop equivilents
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. ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: Photoshop equivilents
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! ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
[Nuke-users] -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 }attachment: Screen Shot 2012-08-01 at 17.16.08.png___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] -1.000 alpha values showing as white in viewer
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 } ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Artefact Issues with Greenscreen Alexa (ArriRaw)
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)
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto:Nuke-users
Re: [Nuke-users] Difference between Dissolve and Keymix
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
[Nuke-users] fcpxml_to_nuke
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] vector blur spikey artifacts on the alpha channel?
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] 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 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 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 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
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?
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. ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: AW: [Nuke-users] Problem Copying a Gizmo into Group
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: AW: [Nuke-users] Problem Copying a Gizmo into Group
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users