Re: [Nuke-users] Deep to position

2017-04-20 Thread Hugo Léveillé
Hey thanks, works great. But for some reasons, depth channel has some
holes in it when outputted from nuke's scanline renderer. with
overlapping geos. But good enought for what I need

-- 
  Hugo Léveillé


On Wed, Apr 19, 2017, at 11:47, Marco Meyer wrote:
> 
> Unless you have to stay in Deep, you can use a DeepToImage and a
> DepthToPosition with the depth layer that is silently generated from
> your merged Deep layers afterwards.
> 
> 
> 
> On Wed, 2017-04-19 at 08:55 -0400, Hugo Léveillé wrote:
> > Is there a quick way to generate a 2d position pass out of merged deep
> > layers. I have several deep layers that I combined together before
> > outputting to 2d and I would like to get the position pass of all those
> > layers. Could probably get this using the scanline render on a
> > deeptopoint but that would probably have quality loss
> > 
> 
> 
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[Nuke-users] Deep to position

2017-04-19 Thread Hugo Léveillé
Is there a quick way to generate a 2d position pass out of merged deep
layers. I have several deep layers that I combined together before
outputting to 2d and I would like to get the position pass of all those
layers. Could probably get this using the scanline render on a
deeptopoint but that would probably have quality loss

-- 
  Hugo Léveillé
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Re: [Nuke-users] Cryptomatte output from nuke

2017-03-30 Thread Hugo Léveillé
Yeah.. was hoping maybe something got developed with the ray render or someone 
more clever than me had a solution. Would be handy with large particles setup 



> On Mar 30, 2017, at 7:34 PM, Frank Rueter|OHUfx <fr...@ohufx.com> wrote:
> 
> Don't you need object proper, material etc IDs for that? I don't think Nuke 
> can do that unfortunately.
> 
> 
> 
>> On 31/03/17 11:18 AM, Deke Kincaid wrote:
>> I doubt it.  Nuke's scanlineRenderer shading system is pretty limited.
>> 
>>> On Thu, Mar 30, 2017 at 2:29 PM, Hugo Léveillé <hu...@fastmail.net> wrote:
>>> Hi
>>> 
>>> Is there a gizmo/plugin to generate a cryptomatte out of nuke's scanline 
>>> render? Or something similar without generating dozens of channels?
>>> 
>>> 
>>> 
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>> 
>> 
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[Nuke-users] Cryptomatte output from nuke

2017-03-30 Thread Hugo Léveillé
Hi

Is there a gizmo/plugin to generate a cryptomatte out of nuke's scanline 
render? Or something similar without generating dozens of channels?



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Re: [Nuke-users] Nuke 10 caching

2017-03-24 Thread Hugo Léveillé
Damn

Will stick to 9 I guess..

Sent from my iPhone

> On Mar 24, 2017, at 3:50 PM, Diogo Girondi <diogogiro...@gmail.com> wrote:
> 
> The Linux release seems to be a bit of a mess at the moment when it comes to 
> caching and localization. We are constantly having to force the update of 
> things and sometimes the localization simply ceases to work forcing us to 
> switch it off and on again to get the latest versions showing up.
> 
>> On Thu, Mar 23, 2017 at 11:24 PM, Marten Blumen <mar...@gmail.com> wrote:
>> Nuke 10 on MacOs was working well. I hear that Linux isn't as good.
>> 
>>> On 24 March 2017 at 14:33, Hugo Léveillé <hu...@fastmail.net> wrote:
>>> What's everybody's experiences with the caching of Nuke 10. I'm asking 
>>> because we've noticed a lot of update problems with it. New renders are not 
>>> always detected and reads are still reading old cache. Was not having this 
>>> with nuke 9
>>> 
>>> Using 10.5v2
>>> 
>>> 
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>> 
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[Nuke-users] Nuke 10 caching

2017-03-23 Thread Hugo Léveillé
What's everybody's experiences with the caching of Nuke 10. I'm asking because 
we've noticed a lot of update problems with it. New renders are not always 
detected and reads are still reading old cache. Was not having this with nuke 9

Using 10.5v2


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Re: [Nuke-users] GPU FFT?

2017-03-21 Thread Hugo Léveillé
I have made one small video about it in my last training at fxphd. To remove a 
bad signal baked in the image. Not using it everyday, but might works like 
magic in some cases

Sent from my iPhone

> On Mar 20, 2017, at 2:17 PM, Ron Ganbar  wrote:
> 
> He's a question:
> Can somebody properly explain FFT?
> (I'm feeling so inadequate right now. Am I the only one left who doesn't know 
> what this magical acronym is?)
> 
> 
> 
> 
> 
> 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 Mon, Mar 20, 2017 at 3:42 PM, Magno Borgo  wrote:
>> A non-nuke alternative would be to pre-render the FFT using a python package 
>> like scipy or similar, which already have fast FFT implementations, then 
>> load/read it inside NUKE. That might help on some pipelines, though the 
>> inverse edited FFT would still be needed to handled inside Nuke to be 
>> practical.
>> 
>> 
>> 
>> 
>> 
>> On Mon, 20 Mar 2017 11:09:30 -0400, jon parker  wrote:
>> 
>>> Thanks for the responses! I'm not a full-time comper so am unaware of
>>> some of the tricks out there, like using ZDefocus.  And I should have
>>> added that large kernels / images are involved so the standard
>>> convolve node falls behind at the resolution we are working with.
>>> 
>>> Magno, I wasn't aware of your blinkscript.  If I have some time I'll
>>> peek at the code.
>>> 
>>> Someone should put together a commercial implementation for Nuke some
>>> day, sounds like there is demand out there for it.
>>> 
>>> -Jon
>>> 
 On Mon, Mar 20, 2017 at 7:18 AM, Magno Borgo  wrote:
 I coded a naive Blinkscript DCT (and inverse) implementation a while back,
 you can check the code and use as a start for a better implementation.
 
 http://www.nukepedia.com/blink/other/dct-discrete-cosine-transform
 
 Magno.
 
 
 
 
 
 On Mon, 20 Mar 2017 03:39:40 -0400, Mads Lund  wrote:
 
 we did some CPU vs FFT tests aswell, but I can't remember the exact kernel
 size where FFT started to be more efficient, but it was rather low. On the
 flip side Convolve on the GPU seem to have some memory problems and (at
 least for us) cause some random out of memory issues, even on beefy cards.
 
 We found that using gaming techniques: up-scaling low frequency areas (then
 convolving) and only full convolving of high frequency areas to be to be
 quite efficient for the vast majority of our renders where the plate is
 gigantic or a large kernel size is needed.
 The result is perceptually indistinguishable.
 
 
 
 
> man. 20. mar. 2017 kl. 06.14 skrev Deke Kincaid :
> 
> The convolve node was fixed up quite a while a go(4-5 years ago, it is
> what the zdefocus is based on).  In our tests though we still find the FFT
> nodes faster on the farm vs convolve in CPU mode.  If you have a gpu farm
> then convolve is faster.
> 
> 
> On Sun, Mar 19, 2017 at 6:23 PM Michael Habenicht 
> wrote:
>> 
>> The latest version of the convolve node has gpu support.
>> 
>> Am 20.03.2017 um 01:20 schrieb jon parker:
>> > Greetings Nuke users,
>> >
>> > I'm just wondering if there are any faster, more robust FFT tools
>> > available for Nuke besides the (hidden) built-in nodes?
>> >
>> > The built-ins do the job, but they are pretty slow and definitely
>> > prone to crashing fairly often.
>> >
>> > Or, alternatively, something that does fast image convolution, some
>> > other way, under the hood could work too.
>> >
>> > Cheers,
>> > Jon
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 --
 Best regards. Mads Hagbarth Lund
 
 
 
 
 --
 Using Opera's mail client: http://www.opera.com/mail/
 
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>>> 

Re: [Nuke-users] auto-switch node

2017-02-04 Thread Hugo Léveillé
Something like this? Just add a checkbox to your input with an
expression to see if there is a connected node to that input. Then just
link your switch to that. Is this example, if there is something
connected to input 2, the internal switch will read it, else it reads
input 1

set cut_paste_input [stack 0]
version 10.0 v1
ColorBars {
 inputs 0
 name ColorBars1
 selected true
 xpos -185
 ypos -106
}
CheckerBoard2 {
 inputs 0
 name CheckerBoard1
 selected true
 xpos -330
 ypos -96
}
Group {
 inputs 2
 name Group1
 selected true
 xpos -243
 ypos 77
}
 Input {
  inputs 0
  name Input2
  xpos -153
  ypos -24
  number 1
  addUserKnob {20 User}
  addUserKnob {6 input_check +STARTLINE}
  input_check {{"\[exists input1.name]"}}
 }
 Input {
  inputs 0
  name Input1
  xpos -366
  ypos -25
 }
 Switch {
  inputs 2
  which {{Input2.input_check}}
  name Switch1
  selected true
  xpos -260
  ypos 59
 }
 Output {
  name Output1
  xpos -250
  ypos 144
 }
end_group


-- 
  Hugo Léveillé
  Head of 2D, MELS
  hu...@fastmail.net

On Sat, Feb 4, 2017, at 22:20, Michael Hodges wrote:
> I ‘ve always use the following as an "auto switch” expression in a switch
> node that automatically picks an alternative input in case there is an
> issue with the the read node:
> 
> nuke.thisNode().hasError()
> 
> However, I’m making a group/widget that I’d like to automatically have an
> internal switch that senses whether the user chooses to manually use an
> input into the group/widget or switch to an alternative default internal
> path.
> 
> The issue is that if the user decides not to connect a read/input into
> the group/widget it doesn’t actually create an error the same way a bad
> read input so my “auto switch" expression doesn’t trigger.
> 
> I though about putting a node upstream that would react somehow “true” to
> any signal but couldn’t think of anything.
> 
> Does anyone have any expression ideas on how to get a switch to
> automatically choose an alternative input if the first input stream has
> no input?  
> 
> Thanks!___
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Re: [Nuke-users] OMG I am so Pythonically dumb - any help ?

2017-01-19 Thread Hugo Léveillé
Seems legit to me!

Sent from my iPhone

> On Jan 19, 2017, at 3:33 PM, Andrew Mumford  wrote:
> 
> Answering my own question I hope ... 
> 
> r = nuke.Root()
> f = r.knob('first_frame').value()
> n = nuke.selectedNode()
> print n['frame'].setValue(str(f))
> Seems to get me the result I was hoping for - anyone see any problems in this 
> ?
> 
> Thx
> 
> ---
> Andrew Mumford
> 
>> On Jan 19, 2017, at 12:29 PM, Andrew Mumford  wrote:
>> 
> 
>> It tells me it's expecting a string not a float - I guess maybe that's 
>> because I can type expressions in there like "frame/2" do I need to mangle a 
>> float into a string maybe ?
>> ---
>> Andrew Mumford
>> 
>>> On Jan 19, 2017, at 12:24 PM, Nathan Shipley  wrote:
>>> 
>> 
>>> Does it work if you take 'f' out of the 'quotes'?   So: print 
>>> n['frame'].setValue(f)
>>> 
 On Thu, Jan 19, 2017 at 12:15 PM, Andrew Mumford  wrote:
 Trying to do the simplest thing for days now but still failing.
 
 I want to set a selected Read node knobs "expr" and "frame" to "start at" 
 and "nuke.Root.first_frame()" so when I get file frame nos such as 103094 
 - 103122 I can set the to some "human useable" range.
 
 Failing on the second part ...
 
 r = nuke.Root()
 f = r.knob('first_frame').value()
 n = nuke.selectedNode()
 print n['frame'].setValue('f')
 
 This sets "frame" to "f"  even though 
 
 print r.knob('first_frame').value()
 
 
 Returns a Number "101" for example...
 
 Anyone help me out here - I'm sure it's my basic lack of code knowledge ?
 
 Thx
 
 ---
 Andrew Mumford
 
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Re: [Nuke-users] JPG damage recreate

2016-08-26 Thread Hugo Léveillé
Genarts has a really cool jpeg damage filter that will do just that

You can also add grain to a grey constant and render it with low jpeg quality. 
Then put it in overlay. You will be able to fade the amount of compression you 
want to add without re-rendering the entire comp each time



Sent from my iPhone

> On Aug 26, 2016, at 2:08 AM, Simon Tingell  wrote:
> 
> Hi there. Davinci Resolve has a jpeg damage filter in the OFX section of the 
> color page. Don’t know it its only in the paid version but I think it will 
> work in the free to. Worth a try.
> 
>  
> Vänliga hälsningar,
> 
> Simon Tingell
> 
> 
> 
> 
> 
>> On 26 aug. 2016, at 07:29, Darren Coombes  wrote:
>> 
>> Anyone got any methods other than writing out a heavily compressed jpg seq 
>> to recreate jpg compression?
>> 
>> 
>> Check out some of my work...
>> www.vimeo.com/darrencoombes/reel2015
>> 
>> Mob:  +61 418 631 079
>> IMDB: www.imdb.com/name/nm3719099/
>> Instagram: @7secondstoblack
>> Instagram: @durwood0781
>> Skype:  darren.coombes81
>> Twitter:  @durwood81
>> 
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[Nuke-users] Zync question for Nuke

2016-04-28 Thread Hugo Léveillé
Just tried Zync for the first time tonight. Worked well but I have a question. 
Starting instances take at least 5 minutes. 

So with that time, I don't see how it can be used to render several iterations 
rapidly. 

Is there something I am missing on how to make instances start more quickly or, 
is there a way to let instances run after a job is completed? Like letting 3-4 
instances running all the time. I'd be paying even while not rendering but at 
least, I could send several iterations in minutes interval

Sent from my iPhone
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Re: [Nuke-users] adding menu item to link to fold with nuke template scripts

2016-04-01 Thread Hugo Léveillé
Here is a quick typed on iPhone version, it "should" work. Will get all
scripts under root folder and sub-folder and add them under the same
menu. Adding sub-menu based on folders structure should not be too hard,
you just need to modify the code a bit
 
 
import os
import nuke
 
def build_templates(templates_location):
menu = nuke.menu("Nuke").addMenu("Nuke Templates")
for root, folder, files in os.walk(templates_location):
for f in files:
print root, f
name = os.path.splitext(f)[0]
menu.addCommand(name, 'nuke.nodePaste("%s/%s")' % (root , f))
 
build_templates("/Users/hugoleveille/.nuke/templates/")
 
 
 
 
 
 
 
On Fri, Apr 1, 2016, at 19:59, Hugo Léveillé wrote:
> You would have to use os.walk
>
> I'll make you an example this week-end if you need it
>
> Sent from my iPhone
>
> On Apr 1, 2016, at 7:57 PM, Darren Coombes
> <darren.coom...@me.com> wrote:
>> Yep, worked a treat Hugo.
>> Thanks.
>>
>> Any idea how you’d get it to add subfolders in this also?
>>
>> * Check out some of my work...*
>>
>> **www.vimeo.com/darrencoombes/reel2015**
>>
>>
>>
>>
>>
>> **Mob:  +61 418 631 079[1]**
>>
>>
>>
>>
>>
>>
>>
>>
>> *Instagram: @7secondstoblack*
>> *Instagram: @durwood0781*
>> *Skype:  darren.coombes81*
>> *Twitter:  @durwood81*
>>
>>
>>
>>
>>
>>
>>
>>> On 30 Mar 2016, at 10:16 am, Hugo Léveillé <hu...@fastmail.net>
>>> wrote:
>>>
>>> Here is a quick example. Add this to your menu.py and change with
>>> your desired folder location containing your .nk files
>>>
>>> *import *os
>>>
>>>
>>>
>>> *import *nuke
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>> *def *build_templates(templates_location):
>>>
>>>
>>>
>>> menu = nuke.menu("Nuke").addMenu("Nuke Templates")
>>>
>>>
>>>
>>> *for *script *in *os.listdir(templates_location):
>>>
>>>
>>>
>>> name = os.path.splitext(script)[]
>>>
>>>
>>>
>>> menu.addCommand(name, 'nuke.nodePaste("%s/%s")' %
>>> (templates_location , script))
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>> build_templates("/Users/hugoleveille/.nuke/templates/")
>>>
>>>
>>>
>>>
>>>
>>>
>>> --
>>> Hugo Léveillé
>>> Head of 2D, MELS
>>> hu...@fastmail.net
>>>
>>>
>>>
>>> On Tue, Mar 29, 2016, at 18:22, Darren Coombes wrote:
>>>> Yeah, I've got heaps of tool sets. Just trying something different,
>>>> so it could be step up on more of a per project basis kind of
>>>> thing.
>>>>
>>>>
>>>> *Check out some of my work...*
>>>>
>>>> **www.vimeo.com/darrencoombes/reel2015**
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> **Mob:  +61 418 631 079[2]**
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> *Instagram: @7secondstoblack*
>>>> *Instagram: @durwood0781*
>>>> *Skype:  darren.coombes81*
>>>> *Twitter:  @durwood81*
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> On 30 Mar 2016, at 8:15 AM, Hugo Léveillé <hu...@fastmail.net>
>>>> wrote:
>>>>> Why don't you use the toolsets? That's exactly what it does
>>>>>
>>>>> Sent from my iPhone
>>>>>
>>>>> On Mar 29, 2016, at 5:11 PM, Darren Coombes
>>>>> <darren.coom...@me.com> wrote:
>>>>>> How would I make a menu item that links to a designated folder
>>>>>> full of nuke scripts i made as templates?
>>>>>> I have made the menu item as…
>>>>>>
>>>>>> nuke.menu("Nuke").addCommand("Nuke Templates/Testing”)
>>>>>>
>>>>>> which makes the menu item, but how would i tell it to list the
>>>>>> nuke scripts inside that folder?
>>>>>>
>>>>>> Thanks.
>>>>>> Darren.
>>>>>> * Check out some of my work...*
>>>>&g

Re: [Nuke-users] adding menu item to link to fold with nuke template scripts

2016-04-01 Thread Hugo Léveillé
You would have to use os.walk

I'll make you an example this week-end if you need it

Sent from my iPhone

> On Apr 1, 2016, at 7:57 PM, Darren Coombes <darren.coom...@me.com> wrote:
> 
> Yep, worked a treat Hugo.
> Thanks.
> 
> Any idea how you’d get it to add subfolders in this also?
> 
> 
> Check out some of my work...
> www.vimeo.com/darrencoombes/reel2015
> 
> Mob:  +61 418 631 079
> Instagram: @7secondstoblack
> Instagram: @durwood0781
> Skype:  darren.coombes81
> Twitter:  @durwood81
> 
>> On 30 Mar 2016, at 10:16 am, Hugo Léveillé <hu...@fastmail.net> wrote:
>> 
>> Here is a quick example. Add this to your menu.py and change with your 
>> desired folder location containing your .nk files
>>  
>> import os
>> 
>> import nuke
>> 
>>  
>> 
>> def build_templates(templates_location):
>> 
>> menu = nuke.menu("Nuke").addMenu("Nuke Templates")
>> 
>> for script in os.listdir(templates_location):
>> 
>> name = os.path.splitext(script)[0]
>> 
>>     menu.addCommand(name, 'nuke.nodePaste("%s/%s")' % 
>> (templates_location , script))
>> 
>>  
>> 
>> build_templates("/Users/hugoleveille/.nuke/templates/")
>> 
>>  
>>  
>>  
>> --
>>   Hugo Léveillé
>>   Head of 2D, MELS
>>   hu...@fastmail.net
>>  
>>  
>>  
>>> On Tue, Mar 29, 2016, at 18:22, Darren Coombes wrote:
>>> Yeah, I've got heaps of tool sets. Just trying something different, so it 
>>> could be step up on more of a per project basis kind of thing.
>>>  
>>>  
>>> Check out some of my work...
>>>  
>>> www.vimeo.com/darrencoombes/reel2015
>>>  
>>>  
>>>  
>>>  
>>>  
>>> Mob:  +61 418 631 079
>>>  
>>>  
>>>  
>>>  
>>>  
>>>  
>>>  
>>>  
>>> Instagram: @7secondstoblack
>>> Instagram: @durwood0781
>>> Skype:  darren.coombes81
>>> Twitter:  @durwood81
>>>  
>>>  
>>>  
>>>  
>>>  
>>>  
>>>  
>>>> On 30 Mar 2016, at 8:15 AM, Hugo Léveillé <hu...@fastmail.net> wrote:
>>>> Why don't you use the toolsets? That's exactly what it does
>>>>  
>>>> Sent from my iPhone
>>>>  
>>>>> On Mar 29, 2016, at 5:11 PM, Darren Coombes <darren.coom...@me.com> wrote:
>>>>> How would I make a menu item that links to a designated folder full of 
>>>>> nuke scripts i made as templates?
>>>>> I have made the menu item as…
>>>>>  
>>>>> nuke.menu("Nuke").addCommand("Nuke Templates/Testing”)
>>>>>  
>>>>> which makes the menu item, but how would i tell it to list the nuke 
>>>>> scripts inside that folder?
>>>>>  
>>>>> Thanks.
>>>>> Darren.
>>>>> 
>>>>> Check out some of my work...
>>>>>  
>>>>> www.vimeo.com/darrencoombes/reel2015
>>>>>  
>>>>>  
>>>>>  
>>>>>  
>>>>>  
>>>>> Mob:  +61 418 631 079
>>>>>  
>>>>>  
>>>>>  
>>>>>  
>>>>>  
>>>>>  
>>>>>  
>>>>>  
>>>>> Instagram: @7secondstoblack
>>>>> Instagram: @durwood0781
>>>>> Skype:  darren.coombes81
>>>>> 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
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>>  
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Re: [Nuke-users] adding menu item to link to fold with nuke template scripts

2016-03-29 Thread Hugo Léveillé
Here is a quick example. Add this to your menu.py and change with your
desired folder location containing your .nk files
 
*import *os
*import *nuke
 

*def *build_templates(templates_location):
menu = nuke.menu("Nuke").addMenu("Nuke Templates")
*for *script *in *os.listdir(templates_location):
name = os.path.splitext(script)[]
menu.addCommand(name, 'nuke.nodePaste("%s/%s")' %
(templates_location , script))
 

build_templates("/Users/hugoleveille/.nuke/templates/")
 
 
 
--
Hugo Léveillé
Head of 2D, MELS
hu...@fastmail.net
 
 
 
On Tue, Mar 29, 2016, at 18:22, Darren Coombes wrote:
> Yeah, I've got heaps of tool sets. Just trying something different, so
> it could be step up on more of a per project basis kind of thing.
>
>
> *Check out some of my work...*
>
> **www.vimeo.com/darrencoombes/reel2015**
>
>
>
>
>
> **Mob:  +61 418 631 079[1]**
>
>
>
>
>
>
>
>
> *Instagram: @7secondstoblack*
> *Instagram: @durwood0781*
> *Skype:  darren.coombes81*
> *Twitter:  @durwood81*
>
>
>
>
>
>
>
> On 30 Mar 2016, at 8:15 AM, Hugo Léveillé <hu...@fastmail.net> wrote:
>> Why don't you use the toolsets? That's exactly what it does
>>
>> Sent from my iPhone
>>
>> On Mar 29, 2016, at 5:11 PM, Darren Coombes
>> <darren.coom...@me.com> wrote:
>>> How would I make a menu item that links to a designated folder full
>>> of nuke scripts i made as templates?
>>> I have made the menu item as…
>>>
>>> nuke.menu("Nuke").addCommand("Nuke Templates/Testing”)
>>>
>>> which makes the menu item, but how would i tell it to list the nuke
>>> scripts inside that folder?
>>>
>>> Thanks.
>>> Darren.
>>> * Check out some of my work...*
>>>
>>> **www.vimeo.com/darrencoombes/reel2015**
>>>
>>>
>>>
>>>
>>>
>>> **Mob:  +61 418 631 079[2]**
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>> *Instagram: @7secondstoblack*
>>> *Instagram: @durwood0781*
>>> *Skype:  darren.coombes81*
>>> *Twitter:  @durwood81*
>>>
>>>
>>>
>>>
>>>
>>>
>>> ___
>>> Nuke-users mailing list
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>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>> ___
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Links:

  1. tel:+61%20418%20631%20079
  2. tel:+61%20418%20631%20079
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Re: [Nuke-users] adding menu item to link to fold with nuke template scripts

2016-03-29 Thread Hugo Léveillé
Why don't you use the toolsets? That's exactly what it does

Sent from my iPhone

> On Mar 29, 2016, at 5:11 PM, Darren Coombes  wrote:
> 
> How would I make a menu item that links to a designated folder full of nuke 
> scripts i made as templates?
> I have made the menu item as…
> 
> nuke.menu("Nuke").addCommand("Nuke Templates/Testing”)
> 
> which makes the menu item, but how would i tell it to list the nuke scripts 
> inside that folder?
> 
> Thanks.
> Darren.
> 
> Check out some of my work...
> www.vimeo.com/darrencoombes/reel2015
> 
> Mob:  +61 418 631 079
> Instagram: @7secondstoblack
> Instagram: @durwood0781
> Skype:  darren.coombes81
> Twitter:  @durwood81
> 
> ___
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Re: [Nuke-users] Foundry support speed

2016-03-25 Thread Hugo Léveillé
But I don't think you are paying thousands of $$ for Apple  support ;)

Sent from my iPhone

> On Mar 25, 2016, at 7:54 PM, Marten Blumen <mar...@gmail.com> wrote:
> 
> A positive view is that Foundry Support are quicker than Apple's Dev Bugs, ~4 
> months to respond, but unfortunately slower than SideFx, ~a few hours.
> 
> On 26 March 2016 at 12:09, Frank Rueter|OHUfx <fr...@ohufx.com> wrote:
>> I totally understand this assumption, but thought I'd mention that I had 
>> some direct contact to one of the HGCaptial guys and many conversations 
>> about the new investors, all of which was 100% positive compared to the 
>> Carlyle reign.
>> 
>> So whilst I have to agree with the topic of this thread, I don't believe the 
>> investors are to blame here at all, in fact they seem more dedicated and 
>> involved than the usual investment group which is great.
>> I just hope we will see the effect of that in the product and support soon.
>> 
>> Of course this is just my personal perception as well and I could well be 
>> wrong too.
>> 
>> Cheers,
>> frank
>> 
>> 
>> 
>> 
>> 
>> 
>>> On 26/03/16 7:58 am, Randy Little wrote:
>>> Unfortunately, this is just my perception. I don't think Carlisle Group 
>>> sells things its sees a growth market.   No investment group does.  So I 
>>> would imagine the current investment group is making financial demands that 
>>> either requires money in new places for growth (r?) or is going for 
>>> growth via cuts or not hiring more people as support demand grows.  I could 
>>> be 1000% wrong and probably am. 
>>> 
>>> Randy S. Little
>>> http://www.rslittle.com/
>>> http://www.imdb.com/name/nm2325729/
>>> 
>>> 
>>> 
>>>> On Fri, Mar 25, 2016 at 2:47 PM, Howard Jones <how...@axis-vfx.com> wrote:
>>>> Was thinking exactly the same yesterday
>>>> 
>>>> Howard Jones
>>>> VFX Supervisor and Founder
>>>> axisVFX
>>>> 
>>>> > On 25 Mar 2016, at 6:07 pm, Hugo Léveillé <hu...@fastmail.net> wrote:
>>>> >
>>>> > Is it me or The foundry support speed had dropped considerably over the
>>>> > last year or 2? I used to get answers the same day that I made my
>>>> > ticket, not it takes weeks
>>>> >
>>>> > --
>>>> >  Hugo Léveillé
>>>> > ___
>>>> > Nuke-users mailing list
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>>>> > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>>>> 
>>>> --
>>>> 
>>>> 
>>>> 
>>>> *A X I S V F X*
>>>> 
>>>> The Bottle Yard Studios
>>>> 
>>>> Whitchurch Lane
>>>> 
>>>> Bristol BS14 0BH
>>>> 
>>>> 
>>>> 
>>>> axis-vfx.com
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>>> 
>>> 
>>> 
>>> ___
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>> 
>> -- 
>>  vfx compositing | workflow customisation and consulting
>> 
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Re: [Nuke-users] python question for adding the local cache path in the proxy path

2016-03-22 Thread Hugo Léveillé
...or with a python expression
 
[python {'/localcacheFolder/' +
nuke.thisNode()['file'].value().replace('/Volumes', '_Volumes')}]
 
I know python expression are not the best, but it works
 
 
 
--
Hugo Léveillé
Head of 2D, MELS
hu...@fastmail.net
 
 
 
On Tue, Mar 22, 2016, at 18:39, Tzuen Wu wrote:
> Try:
> [string map {/Volumes /_Volumes} [knob file]]
>
> Sent from my iPhone
>
> On 22/03/2016, at 15:06, jean-luc <jlaz...@gmail.com> wrote:
>> I’m trying to populate the proxy path of a read node automatically
>> with the local cache path of the file.
>>
>> So If the read node is pointing at: */Volumes/RAID/project/file.exr*
>> I want the proxy path to be
>> */localcacheFolder/_Volumes/RAID/project/file.exr*
>>
>> In a perfect world, I’d have this in the nuke menu and I’d have “add
>> localized cache to proxy path”  and “remove localized cache from
>> proxy path”
>>
>> I have an easy way to add a local folder in front of the file path
>> but I’m stuck because of the underscore that is added in front of
>> “Volumes” in the local cache folder
>>
>> So if I put this in the proxy path: */localcacheFolder[knob file]
>> *it almost works except for that underscore thing. Is there a way to
>> skip the first folder of the [knob file]?
>>
>> cheers
>> Jean-Luc
>>
>>
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Re: [Nuke-users] python question for adding the local cache path in the proxy path

2016-03-22 Thread Hugo Léveillé
If you really need to put it in the proxy path, a simple find / replace
would do it
 
local_root = "/localcacheFolder/"
path = "/Volumes/RAID/project/file.exr"






def set_proxy_path(node):
convert_path = node['file'].value().replace("/Volumes", "_Volumes")
proxy_path =  local_root + convert_path
node['proxy'].setValue(proxy_path)



node = nuke.selectedNode()
 
 
 
--
Hugo Léveillé
Head of 2D, MELS
hu...@fastmail.net
 
 
 
On Tue, Mar 22, 2016, at 18:24, Randy Little wrote:
> Do you need to do it like that? Auto localize doesn't work in this
> situation?  It won't populate the proxy input but it will use the
> localized file vs the server file. Then set the read to Cache locally
> always.   I'm sure you know all this but just throwing it out.  Since
> doing this can take quite some time on big shots on the wrong network.
>
> Randy S. Little
> http://www.rslittle.com/
> http://www.imdb.com/name/nm2325729/
>
>
> On Tue, Mar 22, 2016 at 6:06 PM, jean-luc <jlaz...@gmail.com> wrote:
>> I’m trying to populate the proxy path of a read node automatically
>> with the local cache path of the file.
>>
>> So If the read node is pointing at: */Volumes/RAID/project/file.exr*
>> I want the proxy path to be
>> */localcacheFolder/_Volumes/RAID/project/file.exr*
>>
>> In a perfect world, I’d have this in the nuke menu and I’d have “add
>> localized cache to proxy path”  and “remove localized cache from
>> proxy path”
>>
>> I have an easy way to add a local folder in front of the file path
>> but I’m stuck because of the underscore that is added in front of
>> “Volumes” in the local cache folder
>>
>> So if I put this in the proxy path: */localcacheFolder[knob file]
>> *it almost works except for that underscore thing. Is there a way to
>> skip the first folder of the [knob file]?
>>
>> cheers
>>
>> Jean-Luc
>>
>>
>>
>>
>> ___
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Re: [Nuke-users] Roto and Paint in the 3D system

2016-03-21 Thread Hugo Léveillé
That's exactly why I use the 3d stabilize trick. To avoid those ui problem. I 
know its not what you are after, but maybe it can help

I have a video on that : https://youtu.be/8m7oEDXQMgE

Sent from my iPhone

> On Mar 21, 2016, at 8:38 PM, Ned Wilson  wrote:
> 
> What I am looking for is for the visual cues in the interface, specifically, 
> the brush size circle or the roto spline in the viewer, to accurately reflect 
> where I am placing a spline, or where I am placing a paint stroke.
> 
>> On Mar 21, 2016, at 5:16 PM, Elias Ericsson Rydberg 
>>  wrote:
>> 
>> So if I understand your setup correctly, you're using the result of a 
>> RotoPaint as a texture one a card that has some bicubic deformation? And as 
>> a result the renders come out deformed?
>> 
>> Substitute a 0-1 uv map as a texture for the card, then retexturize using 
>> the ST-map tool?
>> 
>> I fear I may have misunderstood you here
>> 
>> Best regards,
>> Elias Ericsson Rydberg
>> 
>> tisdag 22 mars 2016 skrev Ned Wilson :
>>> Hello,
>>> 
>>> I have a RotoPaint node that is plugged directly into a card. The card has 
>>> some bicubic deformations on it, and it is plugged directly into a 
>>> ScanlineRender node. The resulting matte is then used as a Grade mask.
>>> 
>>> This is an example where I really need to paint fine detail on a matte - 
>>> I’m trying to enhance shadows in the background of a shot that has a camera 
>>> move on it. All that I want is to be able to look at the output of the 
>>> Grade node and see where the points of a spline or paint brush strokes are 
>>> in relation to the 2D image.
>>> 
>>> I can see, especially with the paint brush, that Nuke is actually deforming 
>>> and adjusting the shape of the brush to account for the 3D transform.
>>> 
>>> The only problem here is - it’s wrong, and it is maddeningly frustrating.
>>> 
>>> I know that you can use FrameHolds with Project3Ds and MergeMats in order 
>>> to get these to line up exactly, but that is a huge PITA, especially if you 
>>> have large camera moves.
>>> 
>>> Is there a setup that people use where this actually works?
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Re: [Nuke-users] Change Read-Path depending on Write-node?

2016-02-11 Thread Hugo Léveillé
There is multiple solution to this.

One would probably be the beforeRender callback where the write node
would modify the path of the read node. You could also save a .py
template with some placeholders and use the sys,argv to fill your
placeholders. So you would always use the same .py file but depending of
the argurment that you provide in the command line, Nuke would render to
your desired location without saving a script

But I would start with the beforeRender callback. Just put a simple
function that modify the path of the read.



--
  Hugo Léveillé
 
 
On Thu, Feb 11, 2016, at 07:00, Thomas Volkmann wrote:
> Hi,
>  
> let's say I have a couple of sequences that shall all run through  the same 
> nodesetup and then get written to a new location.
> What is your typical setup for this?
> At the moment we do it with linked switches, but if you want to send stuff to 
> the renderfarm, you have to save a scene for every switch setting.
>  
> I was wondering if Nuke is aware of which write node is active, and have the 
> Read-node load the footage accordingly.
> Basically:  
> if Write1:  all [SHOT] tokens in all Read-filepaths get replaced with "sh001" 
> (you define that stuff in a text node, or it is the Write-name, or whatever)
> if Write2:  all [SHOT] tokens in all Read-filepaths get replaced with "sh002"
> and so on...
> (manually set a default while you are working and no write is active)
>  
> Would that be possible somehow? (Maybe there is a much better solution that I 
> don't know about?)
>  
> cheers,
> Thomas
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Re: [Nuke-users] List All read nodes

2016-02-11 Thread Hugo Léveillé
GUI

To get the path:

for i in nuke.allNodes():    if "file" in i.knobs():    print
i.name(), i['file'].value()

To store the nodes in a python list


l = list() for i in nuke.allNodes():    if i.Class() in
["Read","Camera2","ReadGeo"]:    l.append(i)
Note: You can use this code in a non-gui session, just use the Nuke
  python interpreter with the import nuke statement




Non GUI script = "path/to/file.nk" open_file = open(script)

for line in open_file:    if line.startswith("file "):    print
line.replace("file ","")

Note: You could do something better with regular expressions, but this
  gives you the idea



On Thu, Feb 11, 2016, at 13:52, Gabor Hovanyi wrote:
> for reads, you could use nukescripts.get_script_data() or
> nukescripts.get_reads() -g
>
> On Thu, Feb 11, 2016 at 10:26 AM, Gary Jaeger
>  wrote:
>> Is there a way, preferably in non-gui mode, to quickly generate a
>> list of all read nodes, including geo, used in a script?
>>
>>
>> Gary Jaeger // Core Studio 249 Princeton Avenue Half Moon Bay,
>> CA 94019
>> 650.728.7957 (direct)
>> 650.728.7060 (main) http://corestudio.com[1]
>>
>>
>>
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Links:

  1. http://corestudio.com/
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Re: [Nuke-users] Tips for damaged footage

2016-02-10 Thread Hugo Léveillé
Hey

I don't think you can use this as a grain/regrain solution. But I might
be wrong. As I see it, the grain is not a frequency that goes crazy and
create an overall defect in the entire plate but an overall sensor
response that is baked in the image.

And adding grain node to a checkerboard will generate values everywhere

But I have seen some crazy thing in a image that I just could not
believe that could be removed without affecting a single detail.



On Wed, Feb 10, 2016, at 04:24, Howard Jones wrote:
> Thanks Hugo
>
> That's a great tip. Have you looked at any degrain/ regrain through
> this process? I was going to have a play tomorrow and see if
> anything works.
>
> Howard
>
> On 10 Feb 2016, at 02:11, Hugo Léveillé <hu...@fastmail.net> wrote:
>> Hey
>>
>> I have made a tutorial on something like this a few weeks ago. I have
>> not seen your clip but maybe it could help. You need to use the FFT
>> node (fast fourier transform) to remove the problematic pattern.
>>
>> Like I said, it depends of the clip, but I'm pretty sure it can help
>>
>> Here is the tutorial : https://youtu.be/1EDd2Pv5EWY
>>
>>
>> --
>> Hugo Léveillé
>>
>> On Feb 9, 2016, at 9:05 PM, Martin Sheeran
>> <martinshee...@outlook.com> wrote:
>>> Hi


>>>


>>> I have a footage that for some reason, has a weird vertical pattern
>>> in it. I don't know if it is the camera or maybe the transfer, but
>>> it's in there. I tried neat video, it helped, but I can still feel
>>> the pattern.
>>>


>>>


>>> Any plugin or gizmo that could fix this kind of problem?


>>> ___
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Re: [Nuke-users] Tips for damaged footage

2016-02-09 Thread Hugo Léveillé
Hey

I have made a tutorial on something like this a few weeks ago. I have
not seen your clip but maybe it could help. You need to use the FFT node
(fast fourier transform) to remove the problematic pattern. 

Like I said, it depends of the clip, but I'm pretty sure it can help

Here is the tutorial : https://youtu.be/1EDd2Pv5EWY


-- 
 Hugo Léveillé


> On Feb 9, 2016, at 9:05 PM, Martin Sheeran <martinshee...@outlook.com> wrote:
> 
> Hi
> 
> 
> I have a footage that for some reason, has a weird vertical pattern in it. I 
> don't know if it is the camera or maybe the transfer, but it's in there. I 
> tried neat video, it helped, but I can still feel the pattern. 
> 
> Any plugin or gizmo that could fix this kind of problem? 
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Re: [Nuke-users] Nukepedia - nuBridge coming soon

2016-01-26 Thread Hugo Léveillé
Oh! So that's the panel that needs to be always on top ;)

Thanks Frank, looks great

Sent from my iPhone

> On Jan 26, 2016, at 3:56 PM, Frank Rueter|OHUfx  wrote:
> 
> I know, right? Took over 1000 hours of work to get to this stage, not long 
> now though :)
> 
> When I showed a prototype at Siggraph ages ago I really intended to have it 
> ready soon after, haha.
> Good thing is the delay made PySide available to write a much better UI than 
> what I had going with the Nuke panels back then.
> 
> 
>> On 27/01/16 9:39 am, Diogo Girondi wrote:
>> Hi Frank,
>> 
>> Nice to see that coming out after years in the furnace. Congrats on all the 
>> work done.
>> 
>> 
>> 
>> Cheers,
>> Diogo
>> 
>>> On Tue, Jan 26, 2016 at 6:23 PM Frank Rueter|OHUfx  wrote:
>>> With over 1000 tool in the database it's time for something like this:
>>> http://www.nukepedia.com
>>> 
>>> 
>>> 
>>> -- 
>>> vfx compositing | workflow customisation and consulting 
>>> ___
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Re: [Nuke-users] ACES primaries problem

2016-01-14 Thread Hugo Léveillé
Thanks guys, will give it a try.

Sent from my iPhone

> On Jan 14, 2016, at 8:36 PM, Joseph Goldstone <jgoldst...@arri.com> wrote:
> 
> My bad, the OCIO config is not germane (well, it’s necessary but not 
> sufficient). You’d need to be able to either specify the color encoding in 
> the write node, which one doesn’t seem to be able to do today, or to modify 
> existing chromaticities metadata with a ModifyMetaData node — and there’s no 
> existing chromaticities metadata to modify.
> 
> So yeah, Deke’s suggestion is dead on. oiiotool to inject the metadata into 
> the file.
> 
>> On Jan 14, 2016, at 5:21 PM, Joseph Goldstone <jgoldst...@arri.com> wrote:
>> 
>> What OCIO config are you using? The H.P. Duiker one that he developed when 
>> consulting on ACES for the Academy? That’s fully ACES 1.0.1 compliant; last 
>> update was a pull from Kevin Wheatley on 9/30/2015.
>> 
>> https://github.com/hpd/OpenColorIO-Configs
>> 
>> 
>>> On Jan 14, 2016, at 5:03 PM, Deke Kincaid <dekekinc...@gmail.com> wrote:
>>> 
>>> Nuke can not read or write the chromaticities metadata from an EXR.  Sadly 
>>> it has been a feature of EXR for over 10 years. You would need to use an 
>>> external tool like OpenImageIO's oiiotool to inject the data into the file.
>>> 
>>> https://github.com/OpenImageIO/oiio
>>> https://github.com/OpenImageIO/oiio/blob/master/src/doc/openimageio.pdf
>>> 
>>>> On Thu, Jan 14, 2016 at 4:48 PM, Hugo Léveillé <hu...@fastmail.net> wrote:
>>>> 
>>>> Hey guys
>>>> 
>>>> I had to deal with exr files that were in ACES primaries. My experience 
>>>> with aces is somewhat limited so I just interpreted it as regular linear 
>>>> in-out. For the kind of work we had to do, it was good enough
>>>> 
>>>> The small thing I noticed is that when playing back the comp in RV, the 
>>>> file looked a bit different. By looking at the metadata, I noticed that 
>>>> Nuke trashed the primaries in the exr render so now rv was interpreting it 
>>>> wrong. I have to ignore the primaries interpretation in rv to have a plate 
>>>> and comp that looked the same in RV.
>>>> 
>>>> I know I am delivering the same thing that I received, but still, I am 
>>>> curious on how I can make the primaries info go all the way in the 
>>>> metadata of the comp exr. Do I have to switch Nuke in ACES lut mode or is 
>>>> there a way to do it in nuke's default config?
>>>> 
>>>> Thanks
>>>> 
>>>> 
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> 
> 
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[Nuke-users] ACES primaries problem

2016-01-14 Thread Hugo Léveillé

Hey guys

I had to deal with exr files that were in ACES primaries. My experience with 
aces is somewhat limited so I just interpreted it as regular linear in-out. For 
the kind of work we had to do, it was good enough

The small thing I noticed is that when playing back the comp in RV, the file 
looked a bit different. By looking at the metadata, I noticed that Nuke trashed 
the primaries in the exr render so now rv was interpreting it wrong. I have to 
ignore the primaries interpretation in rv to have a plate and comp that looked 
the same in RV.

I know I am delivering the same thing that I received, but still, I am curious 
on how I can make the primaries info go all the way in the metadata of the comp 
exr. Do I have to switch Nuke in ACES lut mode or is there a way to do it in 
nuke's default config?

Thanks


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Re: [Nuke-users] setting multiple values on node creation "nuke.createNode"

2016-01-12 Thread Hugo Léveillé
Hey

Is this doing what you want?

ocio = nuke.createNode("OCIOColorSpace")
ocio['in_colorspace'].setValue("sRGB")
ocio['out_colorspace'].setValue("Cineon")





On Tue, Jan 12, 2016, at 06:29, adam jones wrote:
> hey all
>
> I have half of this read from write working.
>
> the line of code I am having trouble with is *nuke.createNode("OCIOCo-
> lorSpace").knob('in_colorspace').setValue('sRGB') this bit works but I
> can't set a secong knob value*
>
> I wish to also set the* out_colorspace *value but can't work out how
> to do it,
>
> also I am doing a *getValue() *from a write node but a file dialog
> comes up which needs clicking of "open"  for  the read node how do I
> get around this.
>
> I am trying my best to learn this from my own trial and error but just
> can't find any thing to help me with it.
>
> and is there a way to get more explicit echoing of actions performed
> in nuke?
>
> awesome cheers
>
> regards -adam
>
> _
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[Nuke-users] 2.5d relight gizmo

2015-11-23 Thread Hugo Léveillé
Hi

   I was looking for the relight gizmo used in the Nuke 2009 Masterclass
   2.5D re-lighting ( https://www.youtube.com/watch?v=2KI9iZ-t7lU )

I can find the videos on youtube, but it's not available on the foundry
website anymore.

Anyone have the gizmo or know where i can find it ?

Thanks 

-- 
  Hugo Léveillé
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Re: [Nuke-users] 2.5d relight gizmo

2015-11-23 Thread Hugo Léveillé
Thanks!

Sent from my iPhone

> On Nov 23, 2015, at 8:14 PM, Carl Schröter <ad...@l-rac.de> wrote:
> 
> Hi Hugo,
> 
> finally I can help you out :)
> 
> You can still get the masterclass files from the old foundry website (thanks 
> to the wayback machine):
> http://web.archive.org/web/20131002091452/http://www.thefoundry.co.uk/articles/2009/01/29/101/nuke-masterclass-january-2009/
> 
> Cheers,
> Carl
> 
> Hugo Léveillé <hu...@fastmail.net> schrieb am Mo., 23. Nov. 2015 um 21:31 Uhr:
>> Hi
>> 
>>I was looking for the relight gizmo used in the Nuke 2009 Masterclass
>>2.5D re-lighting ( https://www.youtube.com/watch?v=2KI9iZ-t7lU )
>> 
>> I can find the videos on youtube, but it's not available on the foundry
>> website anymore.
>> 
>> Anyone have the gizmo or know where i can find it ?
>> 
>> Thanks
>> 
>> --
>>   Hugo Léveillé
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Re: [Nuke-users] 4k exr playback

2015-11-20 Thread Hugo Léveillé
Merci Francois
Thanks Nathan

Will definitely have a look at this 

On Fri, Nov 20, 2015, at 10:49, Francois Lord wrote:
> Salut Hugo.
> 
> For playback, the B44 and B44A are much better suited. They are lossy, 
> but for most playback uses it will be negligible. Any other compression 
> method will be very taxing on the cpu for 4k content.
> B44 and B44A, of course, are only a valid option if you want to export 
> your images just for playback.
> 
> Also, it pays to tweak the formats preferences in RV. We've had big 
> performance improvements from exr and dpx by playing with these 
> settings. The RV user manual gives some hints as to where to start.
> 
> www.openexr.com/TechnicalIntroduction.pdf
> 
> B44 (lossy)
> Channels of type HALF are split into blocks of four by four pixels or 32 
> bytes. Each block is then packed into 14 bytes, reducing the data to 44 
> percent of their uncompressed size. When B44 compression is applied to 
> RGB images in combination with luminance/chroma encoding (see below), 
> the size of the compressed pixels is about 22 percent of the size of the 
> original RGB data. Channels of type UINT or FLOAT are not compressed.
> Decoding is fast enough to allow real-time playback of B44-compressed 
> OpenEXR image sequences on commodity hardware.
> The size of a B44-compressed file depends on the number of pixels in the 
> image, but not on the data in the pixels. All images with the same 
> resolution and the same set of channels have the same size. This can be 
> advantageous for systems that support real-time playback of image 
> sequences; the predictable file size makes it easier to allocate space 
> on storage media efficiently.
> B44 compression is only supported for flat images.
> 
> B44A (lossy)
> Like B44, except for blocks of four by four pixels where all pixels have 
> the same value, which are packed into 3 instead of 14 bytes. For images 
> with large uniform areas, B44A produces smaller files than B44
> compression.
> B44A compression is only supported for flat images.
> 
> 
> Cheers!
> 
> F
> 
> On 2015-11-18 20:29, Hugo Léveillé wrote:
> > Hey guys
> >
> > Anyone of you ever tested 4k 16 bits exr in zip1 in RV for realtime 
> > playback? We have a 1.4 gigabytes raid so the bandwidth is not the problem 
> > as we need something like 900MB.
> >
> > But the CPU is dying when decompressing the frames. Before trying something 
> > else, anyone successfully played this in realtime in RV?
> >
> > DPX is playing fine be we are trying to make a exr only workflow.
> >
> > Thanks
> >
> > Sent from my iPhone___
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[Nuke-users] 4k exr playback

2015-11-18 Thread Hugo Léveillé
Hey guys 

Anyone of you ever tested 4k 16 bits exr in zip1 in RV for realtime playback? 
We have a 1.4 gigabytes raid so the bandwidth is not the problem as we need 
something like 900MB.

But the CPU is dying when decompressing the frames. Before trying something 
else, anyone successfully played this in realtime in RV?

DPX is playing fine be we are trying to make a exr only workflow.

Thanks

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Re: [Nuke-users] splinewarp

2015-06-23 Thread Hugo Léveillé
Thanks

Hopefully priority will go up a bit on this one as we are keeping a built of 
Nuke 6 for this single tool :)

Sent from my iPhone

On Jun 23, 2015, at 4:47 AM, Frank Harrison 
fr...@thefoundry.co.ukmailto:fr...@thefoundry.co.uk wrote:

Hey guys,

Hugo's bug was being tracked separately, logged as:
   Bug 34165 - Using python to generate B-Splines with the SplineWarp node fails

I've now linked the bugs.

F.

On 23 June 2015 at 00:40, Pat Wong 
patwon...@gmail.commailto:patwon...@gmail.com wrote:
Magno

Damn thats not good. Hopefully i can see they migth bug fix that. Do you know 
if yor freeze splice waro trick still works on nuke 8 or nuke9, i always found 
that very useful

Kind Regards


Patrick Wong
077961 35224
www.wahwahdigital.comhttp://www.wahwahdigital.com


On 18 June 2015 at 19:58, Magno Borgo li...@borgo.tvmailto:li...@borgo.tv 
wrote:
Hi Pat. Since Nuke 7 you can't link the source and dest by python anymore... 
you need to do it by hand (or go back to nuke 6)


I have some tickets that would love some more votes to help do it via python, 
hit support please.

Bug 35393 – Unable to create splinewarp curve via python _curveknob.Shape
Bug 34896 – a way to join splinewarp shapes via Python







On Thu, 18 Jun 2015 11:08:00 -0400, Pat Wong 
patwon...@gmail.commailto:patwon...@gmail.com wrote:

Hi Magno.



I hope you are well. You helkped me a few years back and i urgently need it 
again for a 'morphing job'.



im tryign to ressurect this tool and get it working in nuke 8 but cant seem to 
get the part working whicj links the source to destination splice to allow for 
warping ,

Do yo know if nuke 8 9 allows for proper importing of roto splines yet..


thank



Kind Regards


Patrick Wong
077961 35224
www.wahwahdigital.comhttp://www.wahwahdigital.com


On 16 August 2012 at 04:39, Magno Borgo 
mag...@pop.com.brmailto:mag...@pop.com.br wrote:
Nice touch, thanks Pete.

And Pat, glad to help :)



Hi Pat and Magno. regarding the #remove the line below caveat, if
you end the script with:
#begin code

if __name__ == '__main__':
freezeWarp2()

#end code

then you don't have to worry about removing that line.

Pete



On Thu, Aug 16, 2012 at 10:58 AM, Pat Wong 
patwon...@gmail.commailto:patwon...@gmail.com wrote:

great i figured it out,

i didnt remove the additonal line at the bottom of your python script
when i was running inthe script editor;




#remove the line below if you are using the script with menu.py (in
menus/DAG/etc)
freezeWarp2()




Its working precisely how i need it to now...

Thanks again Magno you are a life saver I owe you one.




On 15 August 2012 23:39, Magno Borgo 
mag...@pop.com.brmailto:mag...@pop.com.br wrote:
 The name of the shapes should be exactly  source and dest without quotes
 for the script to work.

 Take a look on this one:



 set cut_paste_input [stack 0]
 version 6.3 v4
 push $cut_paste_input
 SplineWarp3 {
  boundary_bbox false
  output morph

  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 0 778
NumOfAttributes: 10
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
   }
   NumOfChildren: 1
   Node: {
NodeName: source {
 Flag: 576
 NodeType: 3
 CurveGroup:  {
  Flag: 0
  NumOfCubicCurves: 2
  CubicCurve:  {
   Type: 0 Flag: 8192 Dim: 2
   NumOfPoints: 12
   0 S 100 1 0 2 0 3 0 4 0 5 0 6 0 7 0 8 0 9 0 10 0 11 0 12 0 13 0 14 0
 15 0 16 0 17 0 18 0 19 0 20 0 21 0 22 0 23 0 24 0 25 0 26 0 27 0 28 0 29 0
 30 0 31 0 32 0 33 0 34 0 35 0 36 0 37 0 38 0 39 0 40 0 41 0 42 0 43 0 44 0
 45 0 46 0 47 0 48 0 49 0 50 0 51 0 52 0 53 0 54 0 55 0 56 0 57 0 58 0 59 0
 60 0 61 0 62 0 63 0 64 0 65 0 66 0 67 0 68 0 69 0 70 0 71 0 72 0 73 0 74 0
 75 0 76 0 77 0 78 0 79 0 80 0 81 0 82 0 83 0 84 0 85 0 86 0 87 0 88 0 89 0
 90 0 91 0 92 0 93 0 94 0 95 0 96 0 97 0 98 0 99 0 100 0 0 S 100 1 0 2 0 3 0
 4 0 5 0 6 0 7 0 8 0 9 0 10 0 11 0 12 0 13 0 14 0 15 0 16 0 17 0 18 0 19 0 20
 0 21 0 22 0 23 0 24 0 25 0 26 0 27 0 28 0 29 0 30 0 31 0 32 0 33 0 34 0 35 0
 36 0 37 0 38 0 39 0 40 0 41 0 42 0 43 0 44 0 45 0 46 0 47 0 48 0 49 0 50 0
 51 0 52 0 53 0 54 0 55 0 56 0 57 0 58 0 59 0 60 0 61 0 62 0 63 0 64 0 65 0
 66 0 67 0 68 0 69 0 70 0 71 0 72 0 73 0 74 0 75 0 76 0 77 0 78 0 79 0 80 0
 81 0 82 0 83 0 84 0 85 0 86 0 87 0 88 0 89 0 90 0 91 0 92 0 93 0 94 0 95 0
 96 0 97 0 98 0 99 0 100 0 0 0 0 S 100 1 435 2 435 3 435 4 435 5 435 6 435 7
 435 8 435 9 435 10 435 11 435 12 435 13 435 14 435 15 435 16 435 17 435 18
 435 19 435 20 435 21 435 22 435 23 435 24 435 25 435 26 435 27 435 28 435 29
 435 30 435 31 435 32 435 33 435 34 435 35 435 36 435 37 435 38 435 39 435 40
 435 41 435 42 435 43 435 44 435 45 435 46 435 47 435 48 435 49 435 50 435 51
 435 52 435 53 435 54 435 55 435 56 435 57 435 58 435 59 435 60 435 61 435 62
 435 63 435 64 435 65 435 66 435 67 

Re: [Nuke-users] splinewarp

2015-06-19 Thread Hugo Léveillé
Here is my original ticket number 201302041204

Then when I asked for an update and was told it was merged with
201302041204

Then we asked severa ltime for updates on those since Nuke 7.0

thanks





On Fri, Jun 19, 2015, at 06:57, Frank Harrison wrote:
 Instead of going back to Nuke 6.3 you can use SplineWarp1 (the current
 version is SplineWarp3) with the command window (press the 'x' key in
 the DAG).

 But I can see that that would be annoying for TDs wanting to use
 SplineWarp3, so I'll add your comments and try and get the priority
 on it raised but you'll have to understand that the original
 developer for SplineWarp 3 left some time ago.  I have just looked at
 the history for those bugs and we have had a few requests to
 implement that feature just not enough to trigger us to implement it
 (weirdly none from Hugo or Vision Global, which is something we'll
 look into), but as I mentioned I'll try and get it escalated - no
 promises though :)

 F.


 On 19 June 2015 at 01:27, Hugo Léveillé
 hugo.levei...@visionglobale.com wrote:
 I must ask The foundry several times a year for that bug and still
 they have not fixed it.

 support is not what it used to be


Sent from my iPad


On Jun 18, 2015, at 2:58 PM, Magno Borgo li...@borgo.tv wrote:

 Hi Pat. Since Nuke 7 you can't link the source and dest by python
 anymore... you need to do it by hand (or go back to nuke 6)


 I have some tickets that would love some more votes to help do it
 via python, hit support please.

 Bug
 35393 – Unable to create splinewarp curve via python _curveknob.Shape
 Bug
 34896 – a way to join splinewarp shapes via Python







 On Thu, 18 Jun 2015 11:08:00 -0400, Pat Wong patwon...@gmail.com
 wrote:

 Hi Magno.



 I hope you are well. You helkped me a few years back and i urgently
 need it again for a 'morphing job'.



 im tryign to ressurect this tool and get it working in nuke 8 but
 cant seem to get the part working whicj links the source to
 destination splice to allow for warping ,


 Do yo know if nuke 8 9 allows for proper importing of roto splines
 yet..


 thank



 Kind Regards


 Patrick Wong 077961 35224 www.wahwahdigital.com


 On 16 August 2012 at 04:39, Magno Borgo
mag...@pop.com.br wrote:
 Nice touch, thanks Pete.


And Pat, glad to help :)



 Hi Pat and Magno. regarding the #remove the line below
 caveat, if

you end the script with:

#begin code


if __name__ == '__main__':

freezeWarp2()


#end code


then you don't have to worry about removing that line.


Pete




On Thu, Aug 16, 2012 at 10:58 AM, Pat Wong patwon...@gmail.com wrote:


great i figured it out,


i didnt remove the additonal line at the bottom of your python script

when i was running inthe script editor;





#remove the line below if you are using the script with menu.py (in

menus/DAG/etc)

freezeWarp2()





Its working precisely how i need it to now...


Thanks again Magno you are a life saver I owe you one.





On 15 August 2012 23:39, Magno Borgo mag...@pop.com.br wrote:

 The name of the shapes should be exactly  source and dest
 without quotes

 for the script to work.



 Take a look on this one:







 set cut_paste_input [stack 0]

 version 6.3 v4

 push $cut_paste_input

 SplineWarp3 {

boundary_bbox false

output morph



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 0 778

NumOfAttributes: 10

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

}

NumOfChildren: 1

Node: {

NodeName: source {

Flag: 576

NodeType: 3

CurveGroup:  {

Flag: 0

NumOfCubicCurves: 2

CubicCurve:  {

Type: 0 Flag: 8192 Dim: 2

NumOfPoints: 12

0 S 100 1 0 2 0 3 0 4 0 5 0 6 0 7 0 8 0 9 0 10 0 11 0 12 0 13 0 14 0

 15 0 16 0 17 0 18 0 19 0 20 0 21 0 22 0 23 0 24 0 25 0 26 0 27 0
 28 0 29 0

 30 0 31 0 32 0 33 0 34 0 35 0 36 0 37 0 38 0 39 0 40 0 41 0 42 0
 43 0 44 0

 45 0 46 0 47 0 48 0 49 0 50 0 51 0 52 0 53 0 54 0 55 0 56 0 57 0
 58 0 59 0

 60 0 61 0 62 0 63 0 64 0 65 0 66 0 67 0 68 0 69 0 70 0 71 0 72 0
 73 0 74 0

 75 0 76 0 77 0 78 0 79 0 80 0 81 0 82 0 83 0 84 0 85 0 86 0 87 0
 88 0 89 0

 90 0 91 0 92 0 93 0 94 0 95 0 96 0 97 0 98 0 99 0 100 0 0 S 100 1
 0 2 0 3 0

 4 0 5 0 6 0 7 0 8 0 9 0 10 0 11 0 12 0 13 0 14 0 15 0 16 0 17 0 18
 0 19 0 20

  21 0 22 0 23 0 24 0 25 0 26 0 27 0 28 0 29 0 30 0 31 0 32 0 33 0
  34 0 35 0

 36 0 37 0 38 0 39 0 40 0 41 0 42 0 43 0 44 0 45 0 46 0 47 0 48 0
 49 0 50 0

 51 0 52 0 53 0 54 0 55 0 56 0 57 0 58 0 59 0 60 0 61 0 62 0 63 0
 64 0 65 0

 66 0 67 0 68 0 69 0 70 0 71 0 72 0 73 0 74 0 75 0 76 0 77 0 78 0
 79 0 80 0

 81 0 82 0 83 0 84 0 85 0 86 0 87 0 88 0 89 0 90 0 91 0 92 0 93 0
 94 0 95 0

 96 0 97 0 98 0 99 0 100 0 0 0 0 S 100 1 435 2 435 3 435 4 435 5
 435 6 435 7

 435 8 435 9 435 10 435 11 435 12 435 13 435 14 435 15 435 16 435
 17 435 18

 435 19 435 20 435 21 435 22 435 23 435 24 435 25 435 26 435 27

Re: [Nuke-users] splinewarp

2015-06-18 Thread Hugo Léveillé
I must ask The foundry several times a year for that bug and still they have 
not fixed it.

support is not what it used to be

Sent from my iPad

On Jun 18, 2015, at 2:58 PM, Magno Borgo 
li...@borgo.tvmailto:li...@borgo.tv wrote:

Hi Pat. Since Nuke 7 you can't link the source and dest by python anymore... 
you need to do it by hand (or go back to nuke 6)


I have some tickets that would love some more votes to help do it via python, 
hit support please.

Bug 35393 – Unable to create splinewarp curve via python _curveknob.Shape
Bug 34896 – a way to join splinewarp shapes via Python







On Thu, 18 Jun 2015 11:08:00 -0400, Pat Wong 
patwon...@gmail.commailto:patwon...@gmail.com wrote:

Hi Magno.



I hope you are well. You helkped me a few years back and i urgently need it 
again for a 'morphing job'.



im tryign to ressurect this tool and get it working in nuke 8 but cant seem to 
get the part working whicj links the source to destination splice to allow for 
warping ,

Do yo know if nuke 8 9 allows for proper importing of roto splines yet..


thank



Kind Regards


Patrick Wong
077961 35224
www.wahwahdigital.comhttp://www.wahwahdigital.com


On 16 August 2012 at 04:39, Magno Borgo 
mag...@pop.com.brmailto:mag...@pop.com.br wrote:
Nice touch, thanks Pete.

And Pat, glad to help :)



Hi Pat and Magno. regarding the #remove the line below caveat, if
you end the script with:
#begin code

if __name__ == '__main__':
freezeWarp2()

#end code

then you don't have to worry about removing that line.

Pete



On Thu, Aug 16, 2012 at 10:58 AM, Pat Wong 
patwon...@gmail.commailto:patwon...@gmail.com wrote:

great i figured it out,

i didnt remove the additonal line at the bottom of your python script
when i was running inthe script editor;




#remove the line below if you are using the script with menu.py (in
menus/DAG/etc)
freezeWarp2()




Its working precisely how i need it to now...

Thanks again Magno you are a life saver I owe you one.




On 15 August 2012 23:39, Magno Borgo 
mag...@pop.com.brmailto:mag...@pop.com.br wrote:
 The name of the shapes should be exactly  source and dest without quotes
 for the script to work.

 Take a look on this one:



 set cut_paste_input [stack 0]
 version 6.3 v4
 push $cut_paste_input
 SplineWarp3 {
  boundary_bbox false
  output morph

  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 0 778
NumOfAttributes: 10
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
   }
   NumOfChildren: 1
   Node: {
NodeName: source {
 Flag: 576
 NodeType: 3
 CurveGroup:  {
  Flag: 0
  NumOfCubicCurves: 2
  CubicCurve:  {
   Type: 0 Flag: 8192 Dim: 2
   NumOfPoints: 12
   0 S 100 1 0 2 0 3 0 4 0 5 0 6 0 7 0 8 0 9 0 10 0 11 0 12 0 13 0 14 0
 15 0 16 0 17 0 18 0 19 0 20 0 21 0 22 0 23 0 24 0 25 0 26 0 27 0 28 0 29 0
 30 0 31 0 32 0 33 0 34 0 35 0 36 0 37 0 38 0 39 0 40 0 41 0 42 0 43 0 44 0
 45 0 46 0 47 0 48 0 49 0 50 0 51 0 52 0 53 0 54 0 55 0 56 0 57 0 58 0 59 0
 60 0 61 0 62 0 63 0 64 0 65 0 66 0 67 0 68 0 69 0 70 0 71 0 72 0 73 0 74 0
 75 0 76 0 77 0 78 0 79 0 80 0 81 0 82 0 83 0 84 0 85 0 86 0 87 0 88 0 89 0
 90 0 91 0 92 0 93 0 94 0 95 0 96 0 97 0 98 0 99 0 100 0 0 S 100 1 0 2 0 3 0
 4 0 5 0 6 0 7 0 8 0 9 0 10 0 11 0 12 0 13 0 14 0 15 0 16 0 17 0 18 0 19 0 20
 0 21 0 22 0 23 0 24 0 25 0 26 0 27 0 28 0 29 0 30 0 31 0 32 0 33 0 34 0 35 0
 36 0 37 0 38 0 39 0 40 0 41 0 42 0 43 0 44 0 45 0 46 0 47 0 48 0 49 0 50 0
 51 0 52 0 53 0 54 0 55 0 56 0 57 0 58 0 59 0 60 0 61 0 62 0 63 0 64 0 65 0
 66 0 67 0 68 0 69 0 70 0 71 0 72 0 73 0 74 0 75 0 76 0 77 0 78 0 79 0 80 0
 81 0 82 0 83 0 84 0 85 0 86 0 87 0 88 0 89 0 90 0 91 0 92 0 93 0 94 0 95 0
 96 0 97 0 98 0 99 0 100 0 0 0 0 S 100 1 435 2 435 3 435 4 435 5 435 6 435 7
 435 8 435 9 435 10 435 11 435 12 435 13 435 14 435 15 435 16 435 17 435 18
 435 19 435 20 435 21 435 22 435 23 435 24 435 25 435 26 435 27 435 28 435 29
 435 30 435 31 435 32 435 33 435 34 435 35 435 36 435 37 435 38 435 39 435 40
 435 41 435 42 435 43 435 44 435 45 435 46 435 47 435 48 435 49 435 50 435 51
 435 52 435 53 435 54 435 55 435 56 435 57 435 58 435 59 435 60 435 61 435 62
 435 63 435 64 435 65 435 66 435 67 435 68 435 69 435 70 435 71 435 72 435 73
 435 74 435 75 435 76 435 77 435 78 435 79 435 80 435 81 435 82 435 83 435 84
 435 85 435 86 435 87 435 88 435 89 435 90 435 91 435 92 435 93 435 94 435 95
 435 96 435 97 435 98 435 99 435 100 435 0 S 100 1 870 2 870 3 870 4 870 5
 870 6 870 7 870 8 870 9 870 10 870 11 870 12 870 13 870 14 870 15 870 16 870
 17 870 18 870 19 870 20 870 21 870 22 870 23 870 24 870 25 870 26 870 27 870
 28 870 29 870 30 870 31 870 32 870 33 870 34 870 35 870 36 870 37 870 38 870
 39 870 40 870 41 870 42 870 43 870 44 870 45 870 46 870 47 870 48 870 49 870
 50 870 51 870 52 870 53 870 54 870 55 870 56 

[Nuke-users] Read files in write not working

2015-05-19 Thread Hugo Léveillé
Hi

Is the Read files function in the write node supposed to work ? When I
render a precomp and use Read files and check files matches input,
it will work after a local render. But if I close and open the script
again, I get an error that the input does not match the tree

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Re: [Nuke-users] drop deep samples

2015-05-02 Thread Hugo Léveillé
If you just put a simple sphere with antialiasing to high and that you use the 
deep sample, you'll see some random pixel sample with multiple samples right in 
the middle of the sphere. And if you use multisamples with a moving camera, 
then all samples are just crazy.

Do you have a exemple of that deep expression?
'Thanks

Sent from my iPad

 On Apr 23, 2015, at 8:44 PM, Michael Garrett michaeld...@gmail.com wrote:
 
 Ooh I didn't know about those nodes...thanks for pointing them out.
 
 On 22 April 2015 at 23:37, Marten Blumen mar...@gmail.com wrote:
 Do you have an example where 100% opaque front pixels don't drop samples? 
 Just ran a quick test and it appeared to do that automatically in Nuke 9.05 
 when using DeepToPoints post Scanline.
 
 There are hidden DeepDeOverlap, DeepOmit  Deep Clip Z nodes available after 
 updating that may try to do something you're after.
 
 On 22 April 2015 at 13:29, Michael Garrett michaeld...@gmail.com wrote:
 I don't have Nuke open, but is there not a drop zero opacity samples 
 checkbox on the ScanlineRender deep tab?
 
 If not, the workaround that has worked for me is to run an expression with 
 DeepExpression that pushes the location of any deep samples with zero alpha 
 behind the camera frustum, then use a DeepCrop to get rid of them. Hope 
 that helps.
 
 Cheers,
 Michael
 
 On 21 April 2015 at 21:18, Hugo Léveillé hu...@fastmail.net wrote:
 Hi
 
 Is there a way to drop deep samples in renders made in nuke's scanline
 when front pixel is 100% opaque? Cause as soon as you add some motion
 blur in your scanline, deep samples get crazy and make a very huge file.
 
 thanks
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[Nuke-users] drop deep samples

2015-04-21 Thread Hugo Léveillé
Hi

Is there a way to drop deep samples in renders made in nuke's scanline
when front pixel is 100% opaque? Cause as soon as you add some motion
blur in your scanline, deep samples get crazy and make a very huge file.

thanks 
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[Nuke-users] Roto handle in nuke 7

2013-08-27 Thread Hugo Léveillé
Hey

Am I the only one to find the roto point selection in nuke 7 to be not
as good as Nuke 6 ?

I often find it impossible to draw 2 points very close together. Nuke
will try to select the point before instead of making a new one.  Also,
when selecting 2 points close to  each other, its almost impossible to
select 2 point and move them together. I often end up by modifying the
transform rectangle of the points instead of moving them together

I did not have those issues in Nuke 6



-- 
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  TD Compositing, Vision Globale
  hu...@fastmail.net

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Re: [Nuke-users] How to add pyqt in nuke ,custom design ui and node

2013-08-16 Thread Hugo Léveillé
I suggest you use PySide instead of PyQt. PyQt under windows is
unusable in nuke. Many signals will crash nuke

On Fri, Aug 16, 2013, at 4:55, david george wrote:

Hi
Deke,
please tell me step bye step how to compile pyqt and sip


Thanks

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Re: [Nuke-users] input format expression

2013-03-21 Thread Hugo Léveillé
For your exemple, a simple height/2 and width/2 would do it



On Thu, Mar 21, 2013, at 18:49, Gary Jaeger wrote:

Is it possible in an expression to use the input format? So for
instance, if in a transform node I always wanted the center to be 1/2
the input (2K, 4K, etc) what would that expression look like? Thanks!
Gary Jaeger // Core Studio
249 Princeton Avenue
Half Moon Bay, CA 94019
[1]650 728 7060
[2]http://corestudio.com
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Re: [Nuke-users] Hide knobs dynamically (like in the write node)

2013-03-15 Thread Hugo Léveillé
Hey

You don't need to run a callback from a menu/init.py. Just put the code
inside the node's knobChanged knob. So the code will be embeded in the
gizmo

b = nuke.createNode(Blur)
b['knobChanged'].setValue('''
k = nuke.thisKnob()
n = nuke.thisNode()
if k.name() == size:
if k.value()  25:
n['mix'].setVisible(False)
else:
n['mix'].setVisible(True)
''')

On Fri, Mar 15, 2013, at 6:06, Jon Wesström wrote:

I made a gizmo that has a shitload of different settings, to clean that
up a bit I would like to hide/unhide knobs depending on what menu item
is picked.
Exactly like it works in the write-node when you pick file type.
I have written the code for the actual hiding/unhiding in python,
problem is I can't seem to figure out how to run the script when I
change the menu knob.

I scanned through the python guide and found the knobChanged callback,
but I can't really figure out how it works. Also I don't want to have
to run a callback every time I start nuke (or incorporate it in my
menu.py). As that makes the gizmo a pain in the ass if i want to share
it.

It also seems inefficient to constantly run a callback, just in case
the user might change some parameters of one node.

I also feel that there should be a way to hide/unhide knobs in a more
local way, through TCL or something.

Anyway, all help is greatly appreciated


/Jon

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[Nuke-users] Gamma slider moving when importing clip

2013-01-24 Thread Hugo Léveillé
In nuke 7v01, I am the only one having this ? When importing a clip,
sometime the gamma slider of the viewer will change value from its
default 1 ?


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Re: [Nuke-users] parent card to camera with half speed values

2012-12-12 Thread Hugo Léveillé
this?


set cut_paste_input [stack 0]
version 7.0 v1
StickyNote {
 inputs 0
 name StickyNote3
 tile_color 0xffff
 label Move me...
 note_font_size 25
 selected true
 xpos -171
 ypos 76
}
Camera2 {
 inputs 0
 translate {-0.0599866 0 -0.219988}
 name Camera3
 selected true
 xpos -131
 ypos 19
 addUserKnob {20 Create camera projection}
 addUserKnob {26 Camera_projection l Camera projection}
 addUserKnob {22 create l Create -STARTLINE T nuke_utils.camToProj()}
 addUserKnob {26 Camera_reverse l Reverse camera}
 addUserKnob {22 createReverse l Create -STARTLINE T
nuke_utils.camToReverse()}
 addUserKnob {20 Pistolet}
 addUserKnob {22 synch l Synch -STARTLINE T nuke_utils.synchCamera()}
}
Axis2 {
 inputs 0
 translate {{Camera3.translate/2} {Camera3.translate/2}
{Camera3.translate/2}}
 name Axis3
 selected true
 xpos -140
 ypos -97
}
push $cut_paste_input
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
-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 Card2
 selected true
 xpos 29
 ypos -90
 addUserKnob {20 User}
 addUserKnob {18 pointPosition l Point Position}
 pointPosition {0 0 0}
}
TransformGeo {
 inputs 3
 translate {0 0 -4.92076}
 name TransformGeo2
 selected true
 xpos 29
 ypos 39
}
Scene {
 name Scene2
 selected true
 xpos 39
 ypos 137
}



On Wed, Dec 12, 2012, at 2:22, Darren Coombes wrote:

Hi, doe's anyone know if there's a way to parent a card to a camera so
it's looking at the camera, but it only moves a fraction of what the
camera moves? Say half speed?

I'm looking at using this for a bg card that's set way in the distance.

Thanks
Thanks.
Darren Coombes

Check out some of my work…
[1]www.vimeo.com/53990514

Mob:  +61 418 631 079
Skype:  darrencoombes
Twitter:  @durwood81
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Re: [Nuke-users] parent card to camera with half speed values

2012-12-12 Thread Hugo Léveillé
Yep

Or just make a flloating point slider and use that to drive the
expression instead of the number 2. Will be much quicker to change the
value

On Wed, Dec 12, 2012, at 7:38, Darren Coombes wrote:

Yes, that's it. Seems simple really.
So the expression just divides whatever the translation is by 2?

Thankyou

Thanks.
Darren Coombes

Check out some of my work…
[1]www.vimeo.com/53990514

Mob:  +61 418 631 079
Skype:  darrencoombes
Twitter:  @durwood81
On 12/12/2012, at 11:32 PM, Hugo Léveillé [2]hu...@fastmail.net
wrote:

this?


set cut_paste_input [stack 0]
version 7.0 v1
StickyNote {
 inputs 0
 name StickyNote3
 tile_color 0xffff
 label Move me...
 note_font_size 25
 selected true
 xpos -171
 ypos 76
}
Camera2 {
 inputs 0
 translate {-0.0599866 0 -0.219988}
 name Camera3
 selected true
 xpos -131
 ypos 19
 addUserKnob {20 Create camera projection}
 addUserKnob {26 Camera_projection l Camera projection}
 addUserKnob {22 create l Create -STARTLINE T nuke_utils.camToProj()}
 addUserKnob {26 Camera_reverse l Reverse camera}
 addUserKnob {22 createReverse l Create -STARTLINE T
nuke_utils.camToReverse()}
 addUserKnob {20 Pistolet}
 addUserKnob {22 synch l Synch -STARTLINE T nuke_utils.synchCamera()}
}
Axis2 {
 inputs 0
 translate {{Camera3.translate/2} {Camera3.translate/2}
{Camera3.translate/2}}
 name Axis3
 selected true
 xpos -140
 ypos -97
}
push $cut_paste_input
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
-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 Card2
 selected true
 xpos 29
 ypos -90
 addUserKnob {20 User}
 addUserKnob {18 pointPosition l Point Position}
 pointPosition {0 0 0}
}
TransformGeo {
 inputs 3
 translate {0 0 -4.92076}
 name TransformGeo2
 selected true
 xpos 29
 ypos 39
}
Scene {
 name Scene2
 selected true
 xpos 39
 ypos 137
}



On Wed, Dec 12, 2012, at 2:22, Darren Coombes wrote:

Hi, doe's anyone know if there's a way to parent a card to a camera so
it's looking at the camera, but it only moves a fraction of what the
camera moves? Say half speed?

I'm looking at using this for a bg card that's set way in the distance.

Thanks
Thanks.
Darren Coombes

Check out some of my work…
[3]www.vimeo.com/53990514

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

1. http://www.vimeo.com/53990514
2. mailto:hu...@fastmail.net
3. http://www.vimeo.com/53990514
4. mailto:Nuke-users@support.thefoundry.co.uk
5. http://forums.thefoundry.co.uk/
6. http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
7. mailto:hu...@fastmail.net
8. mailto:Nuke-users@support.thefoundry.co.uk
9. http://forums.thefoundry.co.uk/
  10. http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
  11. mailto:Nuke-users@support.thefoundry.co.uk
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Re: [Nuke-users] Gizmo don't save Axis file knob value

2012-12-10 Thread Hugo Léveillé
One thing that come to my mind is that you need to expose the knob you
want the value to be saved. Try to pic it before building the gizmo (
you can set it to hidden if you dont want the user to see it)

On Mon, Dec 10, 2012, at 10:40, Matthieu Cadet wrote:
 Hi !
 
 I've a little problem with a Gizmo node that I want to make,
 inside the Gizmo I have a Axis node, I update the file knob
 value of this Axis node from a Python Script Button knob
 that is on the Axis node... I set the Axis knob value like this
 inside my python function:
 
 nuke.thisNode().knob(file).setValue(fbxPathValue)
 nuke.thisNode().knob(reload).execute()
 
 But the thing is when I set the File knob value to
 c:\temp\A  for example,  when I save the
 current nuke script, then I reopened it, the value
 of Axis file knob is set back to the value when
 the Gizmo file was saved ...
 
 Can someone explain me how to make this File knob save the
 value in the context of Gizmo node ?
 
 Because, yes when I leave the Group node that I use to generate
 the Gizmo node as a Group node, the File knob value is saved.
 
 Thanks for your help !
 
 -- 
 Matthieu Cadet
 Compositor Artist  TD,
 nWave Digital
 matthieu.ca...@gmail.com
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[Nuke-users] 3D control not showing up

2012-12-07 Thread Hugo Léveillé
Playing with nuke 7,  noticed that sometimes 3D controller don't show up
in the 3D view. Anyone noticed it? Hard to reproduce since copy/pasting
the node in a new script seems to solve the problem

 


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Re: [Nuke-users] Nuke particles Motion Path

2012-12-07 Thread Hugo Léveillé
The closest to that that I know is to use the curve3d from the polygone
plugin set and link the emiter with the attach curve. But that wont
make the particle follow that path once emitted.

=

set cut_paste_input [stack 0]
version 7.0 v1
GT_Curve3D {
 inputs 0
 npoints 9
 pt0 {-0.375871 0.0199583 0.617709}
 pt1 {-0.211975 0.111524 0.0560173}
 pt2 {0.0080038 0.164045 -0.118517}
 pt3 {0.152971 -0.0264969 -0.0780161}
 pt4 {0.497959 -0.340036 0.486014}
 pt5 {0.825752 -0.589738 -0.17395}
 pt6 {0.518067 -0.128061 -0.237035}
 pt7 {0.527971 -0.0100536 -0.814105}
 pt8 {-0.0279714 0.5979 -0.984272}
 name Curve3D1
 selected true
 xpos -453
 ypos -140
}
push 0
CurveAttach {
 inputs 2
 name CurveAttach1
 selected true
 xpos -453
 ypos -66
 u {{curve x1 0 x100 1}}
}
push $cut_paste_input
Sphere {
 translate {-0.103947 0 0.361588}
 uniform_scale 0.035
 name Sphere1
 selected true
 xpos -583
 ypos 47
}
TransformGeo {
 inputs 2
 translate {0.0879952 0 -0.368007}
 name TransformGeo1
 selected true
 xpos -457
 ypos 47
}
push 0
ParticleEmitter {
 inputs 2
 rate 330
 lifetime 100
 velocity 0
 size 0.009
 name ParticleEmitter1
 selected true
 xpos -453
 ypos 143
}






On Fri, Dec 7, 2012, at 7:12, Spider wrote:

Hi all,



I'd like to know if someone know how to create a nuke particle motion
path like particular,

i mean a path we can define and all particles follow it



Any hint ?



Thanks.



Spider









Luddnel Spider Magne | Director - Lead Motion Compositor
555Lab – Alchemy between you and us
104 rue de la Folie Méricourt 75011 Paris
Office (+33)148 075 055
Mobile (+33)699 434 555 | [1]555lab.com

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2. mailto:Nuke-users@support.thefoundry.co.uk
3. http://forums.thefoundry.co.uk/
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Re: [Nuke-users] Flicker

2012-12-06 Thread Hugo Léveillé
Analyze your footage with the curve tool and use that in an expression
in a grade node

On Thu, Dec 6, 2012, at 10:07, Neil Scholes wrote:
 Hi Guys
 
 Rather than deflicker my plates - id like to add the same flicker to my 
 CG passes
 
 Any one got advice on good techniques to use to do this?
 
 Many Thanks
 
 
 -- 
 Neil Scholes
 
 www.uvfilms.co.uk
 +44 (0) 7977 456 197
 
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Re: [Nuke-users] OT - flock

2012-12-05 Thread Hugo Léveillé
Time to turn those old flocks into a particle emiter :)

On Wed, Dec 5, 2012, at 8:27, Ron Ganbar wrote:

Yes.
How magically straight forward!
Thanks,
Ron Ganbar
email: [1]ron...@gmail.com
tel: +44 (0)7968 007 309 [UK]
 +972 (0)54 255 9765 [Israel]
url: [2]http://ronganbar.wordpress.com/
On 5 December 2012 15:25, Holger Hummel|Celluloid VFX
[3]hol...@celluloid-vfx.com wrote:

should be in there, no?
[4]http://www.creativecrash.com/shake/downloads/macros/image-generation
/c/flock--3
cheers,
Holger
Ron Ganbar wrote:

Hi all,
back in the Shake days Peter Warner released a little Macro called
Flock. With it he also attached a 15 frame loop of a bird flapping.
Anybody has this 15 frame loop by any chance?
Ron Ganbar
email: [5]ron...@gmail.com
tel: [6]+44 (0)7968 007 309 [UK]
 [7]+972 (0)54 255 9765 [Israel]
url: [8]http://ronganbar.wordpress.com/

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Celluloid Visual Effects, Paul-Lincke-Ufer 39/40, 10999 Berlin
phone [13]+49 (0)30 / 54 735 220  -  [14]m...@celluloid-vfx.com

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References

1. mailto:ron...@gmail.com
2. http://ronganbar.wordpress.com/
3. mailto:hol...@celluloid-vfx.com
4. 
http://www.creativecrash.com/shake/downloads/macros/image-generation/c/flock--3
5. mailto:ron...@gmail.com
6. tel:%2B44%20%280%297968%20007%20309
7. tel:%2B972%20%280%2954%20255%209765
8. http://ronganbar.wordpress.com/
9. mailto:Nuke-users@support.thefoundry.co.uk
  10. http://forums.thefoundry.co.uk/
  11. http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
  12. mailto:hol...@celluloid-vfx.com
  13. tel:%2B49%20%280%2930%20%2F%2054%20735%20220
  14. mailto:m...@celluloid-vfx.com
  15. mailto:Nuke-users@support.thefoundry.co.uk
  16. http://forums.thefoundry.co.uk/
  17. http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
  18. mailto:Nuke-users@support.thefoundry.co.uk
  19. http://forums.thefoundry.co.uk/
  20. http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users


-- 
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  TD Compositing, Vision Globale
  hu...@fastmail.net

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Re: [Nuke-users] OT - flock

2012-12-05 Thread Hugo Léveillé
Would it be possible to make the bunch of birds follow a 3D curve
created with the polygone plugin ? I did not find any ways to use the
CurveAttach node with Nuke's particles. Those birds would then be very
usefull :)

On Wed, Dec 5, 2012, at 17:26, Frank Rueter wrote:

[1]http://www.nukepedia.com/toolsets/flockofbirds/
On 6/12/12 3:25 AM, Ron Ganbar wrote:

I love the simplicity of this 2D node.
Duplicator from Nukepedia does the same for 3D (and of course, the
Particle system). But sometimes you just need 2D Flock.
Ron Ganbar
email: [2]ron...@gmail.com
tel: +44 (0)7968 007 309 [UK]
 +972 (0)54 255 9765 [Israel]
url: [3]http://ronganbar.wordpress.com/
On 5 December 2012 15:33, Hugo Léveillé [4]hu...@fastmail.net wrote:

Time to turn those old flocks into a particle emiter :)

On Wed, Dec 5, 2012, at 8:27, Ron Ganbar wrote:

Yes.
How magically straight forward!
Thanks,
Ron Ganbar
email: [5]ron...@gmail.com
tel: [6]+44 (0)7968 007 309 [UK]
 [7]+972 (0)54 255 9765 [Israel]
url: [8]http://ronganbar.wordpress.com/
On 5 December 2012 15:25, Holger Hummel|Celluloid VFX
[9]hol...@celluloid-vfx.com wrote:

should be in there, no?
[10]http://www.creativecrash.com/shake/downloads/macros/image-generatio
n/c/flock--3
cheers,
Holger
Ron Ganbar wrote:

Hi all,
back in the Shake days Peter Warner released a little Macro called
Flock. With it he also attached a 15 frame loop of a bird flapping.
Anybody has this 15 frame loop by any chance?
Ron Ganbar
email: [11]ron...@gmail.com
tel: [12]+44 (0)7968 007 309 [UK]
 [13]+972 (0)54 255 9765 [Israel]
url: [14]http://ronganbar.wordpress.com/
 _

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  ers

--
Holger Hummel  -  [18]hol...@celluloid-vfx.com

Celluloid Visual Effects, Paul-Lincke-Ufer 39/40, 10999 Berlin
phone [19]+49 (0)30 / 54 735 220  -  [20]m...@celluloid-vfx.com

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TD Compositing, Vision Globale
[27]hu...@fastmail.net

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References

1. http://www.nukepedia.com/toolsets/flockofbirds/
2. mailto:ron...@gmail.com
3. http://ronganbar.wordpress.com/
4. mailto:hu...@fastmail.net
5. mailto:ron...@gmail.com
6. tel:%2B44%20%280%297968%20007%20309
7. tel:%2B972%20%280%2954%20255%209765
8. http://ronganbar.wordpress.com/
9. mailto:hol...@celluloid-vfx.com
  10. 
http://www.creativecrash.com/shake/downloads/macros/image-generation/c/flock--3
  11. mailto:ron...@gmail.com
  12. tel:%2B44%20%280%297968%20007%20309
  13. tel:%2B972%20%280%2954%20255%209765
  14. http://ronganbar.wordpress.com/
  15. mailto:Nuke-users@support.thefoundry.co.uk
  16. http://forums.thefoundry.co.uk/
  17. http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
  18. mailto:hol...@celluloid-vfx.com
  19. tel:%2B49%20%280%2930%20%2F%2054%20735%20220
  20. mailto:m...@celluloid-vfx.com
  21. mailto:Nuke-users@support.thefoundry.co.uk
  22. http://forums.thefoundry.co.uk/
  23. http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
  24. mailto:Nuke-users@support.thefoundry.co.uk
  25. http://forums.thefoundry.co.uk/
  26. http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
  27. mailto:hu...@fastmail.net
  28. mailto:Nuke-users@support.thefoundry.co.uk
  29. http://forums.thefoundry.co.uk/
  30. http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
  31. mailto:Nuke-users@support.thefoundry.co.uk
  32. http://forums.thefoundry.co.uk/
  33. http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
  34. mailto:Nuke-users@support.thefoundry.co.uk
  35. http://forums.thefoundry.co.uk/
  36. http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

Re: [Nuke-users] Accumulating alpha

2012-11-22 Thread Hugo Léveillé
timeecho set to max

On Thu, Nov 22, 2012, at 10:53, Magno Borgo wrote:
 Lets say I have an alpha channel of a moving object. How can I generate a 
 single image that represents this alpha through time?
 This would generate the trail of the alpha. Something like frameBlend  
 but without averaging, I want to max it.
 
 
 
 thanks in advance.
 -- 
 Magno Borgo
 
 www.borgo.tv
 3D | VFX | Motion Graphics
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Re: [Nuke-users] Simulate bad streaming

2012-11-21 Thread Hugo Léveillé
The problem is that the video beeing played back for capture is no near
playing realtime on the other computer. It plays at 2-3 frames seconds
unlike a webcam that plays realtime but with temporal compression. I ll
try a quicktime with low compression and big keyframe separation

On Tue, Nov 20, 2012, at 13:59, Jacek Skrobisz wrote:

Two computer, screen recording software and connection via skype.
Tested and works. We do effects to feature in this way.
Jacenty
tel. +48 601 352637

Dnia 20 lis 2012 o godz. 19:49 Marten Blumen [1]mar...@gmail.com
napisał(a):


I haven't tried it but 'should' do what you need. there's a 'try'
before you buy on the page.
On 21 November 2012 07:45, Marten Blumen [2]mar...@gmail.com wrote:

  If you have AfterFX
  [3]http://aescripts.com/data-glitch/

On 21 November 2012 07:37, Hugo Léveillé [4]hu...@fastmail.net wrote:

  Hey
  Anyone got a good way to simulate bad video streaming. I use Genarts
  jpegdamage for overall compression but was looking for a tip for big
  blocky effect when there is a lot of movement and the bandwidth is
  not
  enought. in the moving part.. I'm looking in a way other then
  rendering
  the clip with a bad qt compression...
  --
Hugo Léveillé
TD Compositing, Vision Globale
[5]hu...@fastmail.net
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References

1. mailto:mar...@gmail.com
2. mailto:mar...@gmail.com
3. http://aescripts.com/data-glitch/
4. mailto:hu...@fastmail.net
5. mailto:hu...@fastmail.net
6. mailto:Nuke-users@support.thefoundry.co.uk
7. http://forums.thefoundry.co.uk/
8. http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
9. mailto:Nuke-users@support.thefoundry.co.uk
  10. http://forums.thefoundry.co.uk/
  11. http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
  12. mailto:Nuke-users@support.thefoundry.co.uk
  13. http://forums.thefoundry.co.uk/
  14. http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users


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[Nuke-users] Simulate bad streaming

2012-11-20 Thread Hugo Léveillé
Hey

Anyone got a good way to simulate bad video streaming. I use Genarts
jpegdamage for overall compression but was looking for a tip for big
blocky effect when there is a lot of movement and the bandwidth is not
enought. in the moving part.. I'm looking in a way other then rendering
the clip with a bad qt compression...


-- 
  Hugo Léveillé
  TD Compositing, Vision Globale
  hu...@fastmail.net

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Re: [Nuke-users] Re: [Announce] Geometry-Tools and Dynamic-Solver beta plugins av

2012-11-15 Thread Hugo Léveillé
I am starting to play with the DyPinConstraint node. How do you
get/build the list of point to puts to put in the selection knob ?

On Thu, Nov 15, 2012, at 0:48, Marten Blumen wrote:

  setting Order to 'Overwrite'  or 'Blend' works?
  set cut_paste_input [stack 0]
  version 7.0 v1b100
  push $cut_paste_input
  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 -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 Card2
   selected true
   xpos -154
   ypos -155
  }
  GT_DeformTransform {
   order Overwrite
   translate {0 0.3 0}
   rotate {39 0 0}
   pivot {0 -0.3 0}
   name DeformTransform1
   selected true
   xpos -162
   ypos -84
  }

On 15 November 2012 15:08, Frank Rueter [1]fr...@beingfrank.info
wrote:

I'm just trying to simply rotate a card around it's base (not it's
centre) when inside a field, but no matter what I do, it always rotates
around it's
centre.
I'm just using  Card followed by DeformTransform which uses an animated
Field. I have tried offsetting the card against the DeformTransform as
well as adjust it's and the DeformTransform pivot, but to no avail.
Is this possible?
Can't wait for docs, this is awesome!
Cheers,
frank
On 10/11/12 7:58 AM, marsupial wrote:

Thanks...is it just me or is the body missing and garbled when quoted?
Hopefully below is easier to read and doesn't start a new topic
[2]http://www.nukepedia.com/gizmos/plugins/3d/geometry-tools/
[3]http://www.nukepedia.com/gizmos/dynamics/
These builds are for 6.3 and 7.0b100.
There are more concise descriptions on the respective pages, but a
brief overview:
Geometry Tools; surprisingly, creates and modifies geometry:
  * Create 3D Text, 3D Shapes (from roto curves), Voronoi-shards, and
copy geometry onto points or with an accumulated transform.
  * 3D Curves that you can sweep, revolve, or create an axes on.
  * Boolean operations, face/edge extrusion, Catmull-Clark subdivision,
face removal/poking and point merging.
  * Test geometry for intersection with an ellipsoid, trapezoid, or
cylinder for:
modifying attributes with values or expressions, and applying
Transform, Bend, Bulge, Taper, and Twist deformers.

Dynamics; oddly enough, allows rigid and soft body simulations in Nuke.
  * Integration with particles to trigger emission when objects collide
or simulate geometry emitted from a stream.
  * Achieve realtime playback with a massive amount of objects (30,000
for example).
  * Simulate deforming geometry and concave objects.
  * Animatable properties and constraints (point, hinge, spring, soft
pin, soft to rigid).
  * Baking of both rigid and soft bodies (invokable in UI and
command-line).
  * Bake object transforms to Axis nodes.

Thanks, and let me know of any issues.



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Re: [Nuke-users] Halt expressionlink?

2012-10-31 Thread Hugo Léveillé
You could try to put a callback on the noop to update your reads when
you update the noop. That would be a solution if your setup is
currently hanging your script

On Wed, Oct 31, 2012, at 8:25, Calle Granström wrote:

Hey,


We have a setup where all read-nodes get their filepath from one
Noop-node.

Have been working great for updating all CG in a shot at one place
instead of 50..

But now we have problems with a lot of lag in Nuke.. even if you’re
just looking at one node.. Feels like all the readnodes tries to read
their path all the time, is there a way to halt expressionlinks to a
noop-node from being active all the time? Or is it something else,
someone recognize this problem?


So what the expression does is basicly reading filepaths from a Noop,
nothing fancy. Just that there is like 50 reads or so.


/Calle


Calle Granström | Compositor
V I S U A L A R T | [1]www.visualart.se
Email calle.granst...@visualart.se | Phone + 46 (0) 73 5598477 | Office
+ 46 (0)8 15 32 00
Hälsingegatan 45| SE - 113 31 Stockholm Sweden


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Re: [Nuke-users] linking formats

2012-10-29 Thread Hugo Léveillé
Salut

This seems to work fine for me

blur = nuke.createNode(Blur)
checker = nuke.createNode(CheckerBoard2)
format_name = blur.format().name()
checker['format'].setValue(format_name)


On Mon, Oct 29, 2012, at 01:30, Xavier Bourque wrote:

  Hey everyone,
  I'm bumping up this old thread because I'm not sure what's the
  current 'best practice' to link the format of a
  checkerboard/constant/colorwheel/colorbars to the format of some
  other random node that doesn't have a format knob (like, say, a Blur
  node).
  This works:

a = nuke.toNode(SomeOtherCheckerboard)
f1 = a['format'].value()
#Get a format object using the .value() method of a format knob.
b= nuke.toNode(CheckerBoard)
b['format'].setValue(f1)
#Works fine.

  This fails:

a = nuke.toNode(Blur1)
f1 = a.format()
#Get a format object using the .format() method of a Blur node.
b= nuke.toNode(CheckerBoard)
b['format'].setValue(f1)
#FAIL.Nuke pops the following error: CheckerBoard3.format format {720
486 0 0 720 486 0.91 NTSC} not in named format list

  What am I missing here?
  --Xavier Bourque

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[Nuke-users] Scanline bug

2012-07-27 Thread Hugo Léveillé
I sent this to support but they were not able to reproduce it. Anyone
experienced that?

===
We have a bug using the scanline render. We project a crowd on a card,
and when rendered, even with overscan set to ridiculous number, we loose
some info on the frame in the bbox

See script attached. If you look at the transform, you will sometime see
a guy appearing on and off at the right of the screen

Just to show you what happen on my screen, here is a quick screen grab.

You see, using the exact same script I sent you, how the projection cut
itself for no reason, and reappear when I change some knobs that have
nothing to do with the projection



the script   https://dl.dropbox.com/u/1071227/3d_bug.zip
the videohttps://dl.dropbox.com/u/1071227/bug.mov


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Re: [Nuke-users] positioning custom menu in a existing menu

2012-07-10 Thread Hugo Léveillé
You need to set the index n the menu entry

ex:

menu.addCommand('File/Test', 'openScript.app.start()',index=2)

On Tue, Jul 10, 2012, at 13:47, Julien Chandelle wrote:

  Hey,
  I want to add a custom menu in Files in the main menu. But I
  want to place it just above Save New Version. But when i put
  it in the menu.py in .nuke the menu is at the end of the menu.
  And I want to put it in the menu.py in the .nuke folder not in
  the menu.py in nuke install directory.
  How can I put it anywhere I want ?
  --
  Julien Chandelle
  GSM : +32 (0) 494 277 542
  [1]julienchandelle.be
  [2]@jimbiscuit || [3]imdb
  || Nuke , AE  Fusion Compositor ||

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Re: [Nuke-users] Re: Basic question

2012-05-08 Thread Hugo Léveillé
A start would probably be to key the guy on the desired BG, then
add the flashlight using the screen blending mode on the
composite. Then it all depends if you need to track the flash
light on the candle or not.

On Tue, May 8, 2012, at 12:34, nelpiper wrote:

I can't send frames cause I'm not allowed to, I'm sorry.
Let me try a better explanation.
There's shot of a guy walking in a forest holding a candle,
that's a greenscreen shot. Another shot is a effects guy shinning
a flash light to simulate the luminance value coming from the
candle. The effects guy is in a dark room shinning the flash
light. I'm not sure the best approach to merge these two shots.
I hope it's better now.
Thanks for the patience.

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Re: [Nuke-users] Assigning hotkeys messing with createNode position

2012-04-24 Thread Hugo Léveillé
Looks like a bug to me. It is also doing that with a callback. So
the code above also does the problem

def hideInput():
nuke.thisNode()['hide_input'].setValue(True)
nuke.addOnUserCreate(hideInput,nodeClass = Blur)

I would report it



On Tue, Apr 24, 2012, at 10:43, Adam Hazard wrote:

Sorry what I gave was just an example, not my actually code. I
knew that would cause problems, ha. Anyways as Woei pointed out
in a personal message, having 'shift' in a hotkey will
automatically break off the node from the tree. Thus putting it
off to the side. So it is using the shift key behaviour when I
use my hotkeys. Both of the hotkeys I had reassigned used the
shift key. So I was able to fix it by using 'alt' instead.
However the node I was redefining still spawned in odd locations
no matter what, and seems to be another issue entirely. if you
set the knob default of a node to have hide input on , then it
spawns the node in the top left corner. I tested these with
multiple nodes. That seems like a bug. but I don't know.
You could test this line, spawned the node in the corner with
every node I tested this on. Not sure if that is normal behavior.
nuke.knobDefault(Blur.hide_input,1)
For now I am fixing this issue by setting the node position based
off the selected node.
Thanks,
Adam
On 04/23/2012 07:39 PM, Hugo Léveillé wrote:

Just tested it and its working as expected. The node only goes on
the side if there is already another node under and that here is
no place to create it. Even if your code is working, what I
usually do is :

ex:

nuke.menu( 'Nodes' ).addCommand( '3D/Axis', nuke.createNode(
'Axis2' ), 'a')

is that making any difference for you ? What OS and nuke version
? I have been using this code for ages on various OS so Its weird

-hugo

On Mon, Apr 23, 2012, at 17:28, Adam Hazard wrote:

Ok, another question.
I have some nodes that I am just adding hotkeys to in my menu.py.
replacing the default menu item using lambda:
like this example from the official nuke python docs.
nuke.menu( 'Nodes' ).addCommand( '3D/Axis', lambda:
nuke.createNode( 'Axis2' ), 'a')
However, if I create this node using the new assigned hotkey, it
either places the new created node to the right side of the
selected node, oand with other nodes diagonally down and to the
right. If I create the node, manually, through the tab search or
selecting it in node menu, it creates the node directly under the
node I had selected, as I would expect.
Also, related. I have a node that I am redefining, related to my
topnode.tile_color question earlier. I am using a line like this
nuke.menu(Nodes).addCommand(3D/Axis, newaxis(), +a)
This is even odder behavior. If I use the hotkey it creates the
node diagonally down to the side of the selected node, like the
others. But, if I create the node manually, it spawns the node in
the top Left corner of my node graph viewer, no matter how zoomed
in or out my node graph is.
There is nothing in my code as far as I can tell that should be
affecting position. How do I get it to place my new node directly
under the selected node when using a hotkey. or why does it
create it differently when I try to assign a new hotkey? I have
done some searching and I could try to assign the x and y pos
based off the selected node, but I dont get why it is spawning in
a different position in the first place. A bug perhaps?
Thanks,
Adam
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Re: [Nuke-users] python [topnode] equivalent

2012-04-23 Thread Hugo Léveillé
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Re: [Nuke-users] Assigning hotkeys messing with createNode position

2012-04-23 Thread Hugo Léveillé
Just tested it and its working as expected. The node only goes on
the side if there is already another node under and that here is
no place to create it. Even if your code is working, what I
usually do is :

ex:

nuke.menu( 'Nodes' ).addCommand( '3D/Axis', nuke.createNode(
'Axis2' ), 'a')

is that making any difference for you ? What OS and nuke version
? I have been using this code for ages on various OS so Its weird

-hugo

On Mon, Apr 23, 2012, at 17:28, Adam Hazard wrote:

Ok, another question.
I have some nodes that I am just adding hotkeys to in my menu.py.
replacing the default menu item using lambda:
like this example from the official nuke python docs.
nuke.menu( 'Nodes' ).addCommand( '3D/Axis', lambda:
nuke.createNode( 'Axis2' ), 'a')
However, if I create this node using the new assigned hotkey, it
either places the new created node to the right side of the
selected node, oand with other nodes diagonally down and to the
right. If I create the node, manually, through the tab search or
selecting it in node menu, it creates the node directly under the
node I had selected, as I would expect.
Also, related. I have a node that I am redefining, related to my
topnode.tile_color question earlier. I am using a line like this
nuke.menu(Nodes).addCommand(3D/Axis, newaxis(), +a)
This is even odder behavior. If I use the hotkey it creates the
node diagonally down to the side of the selected node, like the
others. But, if I create the node manually, it spawns the node in
the top Left corner of my node graph viewer, no matter how zoomed
in or out my node graph is.
There is nothing in my code as far as I can tell that should be
affecting position. How do I get it to place my new node directly
under the selected node when using a hotkey. or why does it
create it differently when I try to assign a new hotkey? I have
done some searching and I could try to assign the x and y pos
based off the selected node, but I dont get why it is spawning in
a different position in the first place. A bug perhaps?
Thanks,
Adam
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Re: [Nuke-users] RotoPaint knobDefault's for toolbar settings

2012-04-10 Thread Hugo Léveillé
Is there a syntax to set 2 parameters at once ? Let say I want to set
the lifetime ltt and the round str. Working fine in your exemple but
its breaking if I try to set 2 parameters

Thanks. I have been looking for that one for a long time

On Mon, Apr 9, 2012, at 15:55, pixelcowbo...@gmail.com wrote:
 Hi Alex, you have to do it like this (for lifetime, for example). They
 should really change the way this works, I have a bug id for it: bug
 #10544
 
 
 nuke.knobDefault(RotoPaint.toolbox, '''clone {
 { brush ltt 0}
 { clone ltt 0}
 { blur ltt 0}
 { sharpen ltt 0}
 { smear ltt 0}
 { eraser ltt 0}
 { reveal ltt 0}
 { dodge ltt 0}
 { burn ltt 0}
 }''')
 
 On Mon, Apr 9, 2012 at 3:45 PM, Alexander Berson aber...@wetafx.co.nz
 wrote:
  hello,
 
  Is there a straight forward way of setting the tool bar knobDefaults on
  create for the RotoPaint node?
 
  ie
 
  nuke.knobDefault('RotoPaint.toolbar_opacity', '0.05')
  nuke.knobDefault('RotoPaint.toolbar_lifetime_type', 'all')
 
  obviously don't work or I'm missing something.. also not sure what the
  expression would be if I wanted it to apply these settings only under
  certain paint tools inside of the roto paint node.
 
  ie
  clone and the eraser tool gets set to : opacity = .05
                                                             lifetime = all
  other tools get left at their default state of single frame and 1 opacity.
 
 
  thanks,
 
 
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 -- 
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Re: [Nuke-users] RotoPaint knobDefault's for toolbar settings

2012-04-10 Thread Hugo Léveillé
Ok I had the syntax right. But for some reason the round knob is not
working for me. (unless I'm not triggering the right one)

kSourceTranslateRoundAttribute = 'str'

so what I am trying is:


{ clone ltt 0 str True}





On Tue, Apr 10, 2012, at 11:12, pixelcowbo...@gmail.com wrote:
 This seems to work for me (in the context of the previous example):
 
 { clone ltt 0 opc .5}
 
 On Tue, Apr 10, 2012 at 4:46 AM, Hugo Léveillé hu...@fastmail.net
 wrote:
  Is there a syntax to set 2 parameters at once ? Let say I want to set
  the lifetime ltt and the round str. Working fine in your exemple but
  its breaking if I try to set 2 parameters
 
  Thanks. I have been looking for that one for a long time
 
  On Mon, Apr 9, 2012, at 15:55, pixelcowbo...@gmail.com wrote:
  Hi Alex, you have to do it like this (for lifetime, for example). They
  should really change the way this works, I have a bug id for it: bug
  #10544
 
 
  nuke.knobDefault(RotoPaint.toolbox, '''clone {
  { brush ltt 0}
  { clone ltt 0}
  { blur ltt 0}
  { sharpen ltt 0}
  { smear ltt 0}
  { eraser ltt 0}
  { reveal ltt 0}
  { dodge ltt 0}
  { burn ltt 0}
  }''')
 
  On Mon, Apr 9, 2012 at 3:45 PM, Alexander Berson aber...@wetafx.co.nz
  wrote:
   hello,
  
   Is there a straight forward way of setting the tool bar knobDefaults on
   create for the RotoPaint node?
  
   ie
  
   nuke.knobDefault('RotoPaint.toolbar_opacity', '0.05')
   nuke.knobDefault('RotoPaint.toolbar_lifetime_type', 'all')
  
   obviously don't work or I'm missing something.. also not sure what the
   expression would be if I wanted it to apply these settings only under
   certain paint tools inside of the roto paint node.
  
   ie
   clone and the eraser tool gets set to : opacity = .05
                                                              lifetime = all
   other tools get left at their default state of single frame and 1 
   opacity.
  
  
   thanks,
  
  
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Re: [Nuke-users] how do i get nuke to say Render Complete

2012-04-03 Thread Hugo Léveillé
Put this in init.py


def renderCompletePanel():
nuke.message(%s completed % nuke.thisNode().name())
nuke.knobDefault('Write.afterRender','renderCompletePanel()')


I just to make sure it won't failed on the renderfarm, you could
do this:


def renderCompletePanel():
 if nuke.GUI:
 nuke.message(%s completed % nuke.thisNode().name())
nuke.knobDefault('Write.afterRender','renderCompletePanel()')




On Tue, Apr 3, 2012, at 17:46, Khushnum wrote:

hellp again
i tried doing this:

nuke.knobDefault('Write.afterRender','renderCompletePanel()')

put this in my menu.py

but nothing happens???

obviously i am doing something wrong

p.s. im working on a windows platform...



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Re: [Nuke-users] Re: Gizmo - Dynamic Properties Tab

2012-03-12 Thread Hugo Léveillé
should look like this

http://dl.dropbox.com/u/1071227/Capture.PNG


On Mon, Mar 12, 2012, at 09:07, barba wrote:

hi hugo..
i'm trying to test your code, but i have some errors...and i
don't know why...
i'm sorry but i'm starting now to learn pytohn..
can you help me??
for test..i done...exactly what you have done...
blur node,group...add a slider for have User Tab..than i select
the Group..
script editor...but your code gives me an error..

  Code:
  --
  -- s = nuke.selectedNode() s['knobChanged'].setValue(''' n =
nuke.thisNode() k = nuke.thisKnob() if k.name() == inputChange:
 if n.input(0):
n['User'].clearFlag(nuke.INVISIBLE) else:
 n['User'].setFlag(nuke.INVISIBLE) ''')
# Result:
  File , line 1
  s = nuke.selectedNode() s['knobChanged'].setValue(''' n =
nuke.thisNode() k = nuke.thisKnob() if k.name() == inputChange:
 if n.input(0):
  ^
   SyntaxError: invalid syntax
   --

Thanks for your patience..
R.

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Re: [Nuke-users] Gizmo - Dynamic Properties Tab

2012-03-08 Thread Hugo Léveillé
hey

this should get you started. For this exemple, I just created a
Blur and added a slider to it so that the User tabs knob is
created. Then I seected the node and run this script in the
script editor

s = nuke.selectedNode()
s['knobChanged'].setValue('''
n = nuke.thisNode()
k = nuke.thisKnob()
if k.name() == inputChange:
if n.input(0):
n['User'].clearFlag(nuke.INVISIBLE)
else:
n['User'].setFlag(nuke.INVISIBLE)
''')

This will add a code to be run everytime the input of your node
is changed. So in this case, if the blur is connected to another
node, the tab will be shown. For a 2 input node, just change the
input number to match the one you need to track.

Hope this get you started



On Thu, Mar 8, 2012, at 11:12, barba wrote:

Hi all,
i'm a newbie about Gizmo and Python ..i'm happy to be here...i
hope to learn a lot of things with your help, for become a big
master ninja compositor! Wink
i'm trying to create a Gizmo for manage my multiEXR render... and
i would like to know if is possibile Hide a Tab if his node is
not plugged. i try to explain...for example i have a group with 2
input...A and B...in the Properties Tab i have two tab...one for
the attributes of input A and one for the attributes of input B..
is possibile hide the second tab when the B input is not
plugged??..
i know...it's not a big problem...but i think that would be cool
have a dynamic properties tab for my gizmo!
thanks
regards
R.

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[Nuke-users] Plog viewer process

2012-02-13 Thread Hugo Léveillé
What would be the correct formula to generate a viewer process for log
plate converted using the PLog conversion ? Basicly, seeing the same
result in the viewer as if I converted the plate using the default
logLin but minus the negative value


Thanks  


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Re: [Nuke-users] Plog viewer process

2012-02-13 Thread Hugo Léveillé
Salut Vincent

This is not what I am looking for. The result on the screen is
the same as:

plate(raw input)== plog2lin == srgbViewerprocess

The difference is that with your viewer process, you have to look
directly at the plate in raw input (and the plate is then not
linearized).

What I am looking for is the color offset needed to show the
black on screen as if I converted using the default cineon, while
keeping the data in range under the hood. So what I am expecting
is to get same same result (visually) with this:

Plate  Log2ling  srgbViewerprocess
Plate  plog2lin  newViewerprocess


On Mon, Feb 13, 2012, at 10:12, Vincent Poitras wrote:

  Make a gizmo with an sRGB lut (Plog to sRGB) and load it in
  the viewer
  nuke.ViewerProcess.register(Plog_to_sRGB,nuke.Node,
  (MyAwesomeGizmo, ))

On Mon, Feb 13, 2012 at 8:57 AM, Hugo Léveillé
[1]hu...@fastmail.net wrote:

  What would be the correct formula to generate a viewer process
  for log
  plate converted using the PLog conversion ? Basicly, seeing
  the same
  result in the viewer as if I converted the plate using the
  default
  logLin but minus the negative value
  Thanks
  --
   Hugo Léveillé
   TD Compositing, Vision Globale
   [2]hu...@fastmail.net
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Re: [Nuke-users] Plog viewer process

2012-02-13 Thread Hugo Léveillé
that is what I was looking for

merci


On Mon, Feb 13, 2012, at 14:44, Vincent Poitras wrote:

  yeah this seems more like a guesstimate?!?.here my two
  colorpace is what I would put in the viewer and I have the
  same result with both :
  Plte linearize with cineon :
  set cut_paste_input [stack 0]
  version 6.3 v6
  push $cut_paste_input
  Dot {
   name Dot3
   label Plate lonearize with cineon
   note_font_size 40
   selected true
   xpos -487
   ypos 707
  }
  Colorspace {
   colorspace_out Cineon
   name Colorspace2
   selected true
   xpos -521
   ypos 773
  }
  Colorspace {
   colorspace_in Cineon
   colorspace_out sRGB
   name Colorspace3
   selected true
   xpos -511
   ypos 826
  }
  And a plate linearize with Plog
  set cut_paste_input [stack 0]
  version 6.3 v6
  push $cut_paste_input
  Dot {
   name Dot2
   label Plate linearize with ploglin
   note_font_size 40
   selected true
   xpos -63
   ypos 730
  }
  Colorspace {
   colorspace_out PLogLin
   bradford_matrix true
   name Colorspace4
   selected true
   xpos -82
   ypos 776
  }
  Colorspace {
   colorspace_in Cineon
   colorspace_out sRGB
   name Colorspace5
   selected true
   xpos -89
   ypos 855
  }
  no difference between both

On Mon, Feb 13, 2012 at 11:41 AM, Hugo Léveillé
[1]hu...@fastmail.net wrote:

This seems to get me pretty much on it

set cut_paste_input [stack 0]
version 6.3 v5
push $cut_paste_input
Grade {
 blackpoint {0.01226325613 0.01226325613 0.01226325613 0}
 whitepoint {1.13517487 1.13517487 1.13517487 0.9995117188}
 black {-6.590419765e-09 -6.590419765e-09 -6.590419765e-09 0}
 white {0.9995112419 0.9995112419 0.9995112419 0.9995117188}
 name Grade1
 selected true
 xpos -645
 ypos -239
}
Colorspace {
 colorspace_out sRGB
 name Colorspace4
 selected true
 xpos -645
 ypos -186
}




On Mon, Feb 13, 2012, at 11:03, Hugo Léveillé wrote:

Salut Vincent

This is not what I am looking for. The result on the screen is
the same as:

plate(raw input)== plog2lin == srgbViewerprocess

The difference is that with your viewer process, you have to look
directly at the plate in raw input (and the plate is then not
linearized).

What I am looking for is the color offset needed to show the
black on screen as if I converted using the default cineon, while
keeping the data in range under the hood. So what I am expecting
is to get same same result (visually) with this:

Plate  Log2ling  srgbViewerprocess
Plate  plog2lin  newViewerprocess


On Mon, Feb 13, 2012, at 10:12, Vincent Poitras wrote:

  Make a gizmo with an sRGB lut (Plog to sRGB) and load it in
  the viewer
  nuke.ViewerProcess.register(Plog_to_sRGB,nuke.Node,
  (MyAwesomeGizmo, ))

On Mon, Feb 13, 2012 at 8:57 AM, Hugo Léveillé
[2]hu...@fastmail.net wrote:

  What would be the correct formula to generate a viewer process
  for log
  plate converted using the PLog conversion ? Basicly, seeing
  the same
  result in the viewer as if I converted the plate using the
  default
  logLin but minus the negative value
  Thanks
  --
   Hugo Léveillé
   TD Compositing, Vision Globale
   [3]hu...@fastmail.net
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[Nuke-users] Unwanted keyframe bug

2011-10-06 Thread Hugo Léveillé
Hey

Anyone experienced a bug while setting keyframes ? Often, when I set a
keyframe at let say frame 10, nuke will put a unwanted keyframe at frame
11. Happens alot with the roto node but I just noticed that it happens
with the cornerpin too. 


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Re: [Nuke-users] Unwanted keyframe bug

2011-10-06 Thread Hugo Léveillé
Just noticed that I had a F_Motion in the tree. If I remove it it seems
to fix the problem


On Thursday, October 06, 2011 7:12 AM, Hugo Léveillé
hu...@fastmail.net wrote:
 Hey
 
 Anyone experienced a bug while setting keyframes ? Often, when I set a
 keyframe at let say frame 10, nuke will put a unwanted keyframe at frame
 11. Happens alot with the roto node but I just noticed that it happens
 with the cornerpin too. 
 
 
 -- 
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   TD Compositing, Vision Globale
   hu...@fastmail.net
 
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[Nuke-users] Convolve crashing in 6.3v3

2011-09-22 Thread Hugo Léveillé
Is it me or the convolve is not working in 6.3v3 ?

See included script


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convolve.nk
Description: Binary data
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Re: [Nuke-users] Nuke + linux

2011-07-22 Thread Hugo Léveillé

Salut Vincent

We use nuke under CentOS and recently tried Fedora. Nuke under
Fedora swapped ram alot and some artist complanined alot. Under
CentOS, its rock steady. You will still need some windows/osx to
generate QT since its very restrictive under linux.

On Fri, 22 Jul 2011 13:09 -0400, Vincent Poitras
vinc...@rodeofx.com wrote:

  No I don't care about capture card. It's just that we have one
  work sation with linux/nuke and it does not really beat my
  wokstation yet so I was wondering if we did something wrong
  because I hear a lot of prease about linux with nuke but I did
  not see that difference. In fact with our linux we got problem
  that nuke does not empty it's cache (ram) and then start using
  the swap which slow everything down. YOu then have to restart
  nukea bit annoying.

On Fri, Jul 22, 2011 at 1:00 PM, Ron Ganbar [1]ron...@gmail.com
wrote:

  Are capture cards (decklink and such) supported? Will you care
  if they don't?

Ron Ganbar
email: [2]ron...@gmail.com
tel: [3]+44 (0)7968 007 309 [UK]
 [4]+972 (0)54 255 9765 [Israel]
url: [5]http://ronganbar.wordpress.com/


On 22 July 2011 17:57, Randy Little [6]randyslit...@gmail.com
wrote:

  well if you have been using prores for anything thats gone.
  Lots of QT codecs won't exist if you use them.   (although
  FFMPEG of course reads many)   You will suffer from the linux
  version being faster then the Mac version as well.  ;-)

Randy S. Little
[7]http://www.rslittle.com

On Fri, Jul 22, 2011 at 23:36, Vincent Poitras
[8]vinc...@rodeofx.com wrote:


I have been working on nuke on mac for a long time. Our it wants
to swithc us to linux. Anything I should know (swap problem, best
os, ideal workstation etc etc.)
Thanks
--
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  18. http://forums.thefoundry.co.uk/
  19. http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
  20. http://www.rodeofx.com/


-- 
  Hugo Léveillé
  TD Compositing, Vision Globale
  hu...@fastmail.net

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Re: [Nuke-users] Nuke + linux

2011-07-22 Thread Hugo Léveillé
We were trying fedora 15. Some users experienced hangings when
flipping large sequences (1000+frames).  And yes, copy / pasting
from different apps and nuke  under CentOS is VERY annoying (read
unusable). Under fedora its no problem.


On Fri, 22 Jul 2011 18:41 -0700, Nathan Rusch
nathan_ru...@hotmail.com wrote:

We run Nuke on Fedora (currently 10, soon 15) and it’s very
stable, assuming you don’t hit an actual bug. I’m not sure what
version you were trying Hugo, but we don’t see any unwarranted
swapping or slowdowns.

-Nathan


From: [1]Hugo Léveillé
Sent: Friday, July 22, 2011 6:33 PM
To: [2]Nuke user discussion
Subject: Re: [Nuke-users] Nuke + linux


Salut Vincent

We use nuke under CentOS and recently tried Fedora. Nuke under
Fedora swapped ram alot and some artist complanined alot. Under
CentOS, its rock steady. You will still need some windows/osx to
generate QT since its very restrictive under linux.

On Fri, 22 Jul 2011 13:09 -0400, Vincent Poitras
vinc...@rodeofx.com wrote:

  No I don't care about capture card. It's just that we have one
  work sation with linux/nuke and it does not really beat my
  wokstation yet so I was wondering if we did something wrong
  because I hear a lot of prease about linux with nuke but I did
  not see that difference. In fact with our linux we got problem
  that nuke does not empty it's cache (ram) and then start using
  the swap which slow everything down. YOu then have to restart
  nukea bit annoying.

On Fri, Jul 22, 2011 at 1:00 PM, Ron Ganbar [3]ron...@gmail.com
wrote:

  Are capture cards (decklink and such) supported? Will you care
  if they don't?

Ron Ganbar
email: [4]ron...@gmail.com
tel: [5]+44 (0)7968 007 309 [UK]
 [6]+972 (0)54 255 9765 [Israel]
url: [7]http://ronganbar.wordpress.com/


On 22 July 2011 17:57, Randy Little [8]randyslit...@gmail.com
wrote:

  well if you have been using prores for anything thats gone.
  Lots of QT codecs won't exist if you use them.   (although
  FFMPEG of course reads many)   You will suffer from the linux
  version being faster then the Mac version as well.  ;-)

Randy S. Little
[9]http://www.rslittle.com

On Fri, Jul 22, 2011 at 23:36, Vincent Poitras
[10]vinc...@rodeofx.com wrote:


I have been working on nuke on mac for a long time. Our it wants
to swithc us to linux. Anything I should know (swap problem, best
os, ideal workstation etc etc.)
Thanks
--
+ VINCENT POITRAS
+ COMPOSITOR | COMPOSITEUR

T  [11]514.397.  x401
w   [12]www.rodeofx.com
[ R O D E O   F X ]

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  uke-users

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  + VINCENT POITRAS
  + COMPOSITOR | COMPOSITEUR
  
  T  514.397.  x401
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TD Compositing, Vision Globale
[23]hu...@fastmail.net

  

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References

1. mailto:hu...@fastmail.net
2. mailto:nuke-users@support.thefoundry.co.uk
3. mailto:ron...@gmail.com
4. mailto:ron...@gmail.com
5. tel:%2B44%20%280%297968%20007%20309
6. tel:%2B972%20%280%2954%20255%209765
7. http://ronganbar.wordpress.com/
8. mailto:randyslit...@gmail.com
9. http://reel.rslittle.com/
  10. mailto:vinc...@rodeofx.com
  11. tel:514.397.%C2%A0%20x401
  12. http://www.rodeofx.com/
  13. mailto:Nuke-users@support.thefoundry.co.uk
  14. http://forums.thefoundry.co.uk/
  15. http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
  16. mailto:Nuke-users@support.thefoundry.co.uk
  17. http://forums.thefoundry.co.uk/
  18. http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
  19. mailto:Nuke-users@support.thefoundry.co.uk
  20. http://forums.thefoundry.co.uk/
  21. http

Re: [Nuke-users] Customizing menu.py

2011-05-06 Thread Hugo Léveillé
You just need to make the file available on the network to
everyone. Then, add this line the the artist 's init.py local
file

import sys
sys.path.append('path/to/the menu/file/menu/py')


Nuke will load the menu.py once it pass it that path

You can also acheive the same thing with sys envirronement but
this should get you working

Hope this help


On Fri, 06 May 2011 04:00 +, yann doray
yanndo...@hotmail.com wrote:

  Hello everyone,





I have been able to customize the menu.py file with additional
menu tab on my workstation on my /home/ydoray/nukescripts folder.



I would like to spread this file to all the workstation. Our in
house support is out of office for a while... bad timing...

I guess I should have Nuke, when launching, looking at the right
place to take on account this customized menu.py.



Any track I could try would be helpfull. Link, references,
process descriptiom



Cheers!
  

   .yann doray

 Compositing Supervisor - Technicolor/MPC

 [1]http://www.imdb.com/name/nm1232163/






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References

1. http://www.imdb.com/name/nm1232163/


-- 
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  hu...@fastmail.net

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[Nuke-users] Grade clamping

2011-04-21 Thread Hugo Léveillé
Is there a good reason why nuke's grade has the black clamp checked ?
More often than anything else, artist ends up destroying super black on
dark plates.

Am I missing something ? 


-- 
  Hugo Léveillé
  TD Compositing, Vision Globale
  hu...@fastmail.net

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Re: [Nuke-users] Bug in dialogs ???

2011-02-25 Thread Hugo Léveillé
Bug logged for linux



On Fri, 25 Feb 2011 15:43 +, Wouter Klouwen
wou...@thefoundry.co.uk wrote:
 The mac32 problem is definitely bug 16283. It might be the same thing as 
 under linux64.
 
 Drop an email to support to raise the priority on it.
 
 Cheers
 
 On 25/02/2011 13:51, Ron Ganbar wrote:
  Hi Wouter,
  Have you had a chance to look at this under Nuke 6.2.v1 32 bit on the
  Mac? It's the same there. Maybe this bug should also be logged under OSX?
 
 
  Ron Ganbar
  email: ron...@gmail.com mailto:ron...@gmail.com
  tel: +44 (0)7968 007 309 [UK]
+972 (0)54 255 9765 [Israel]
  url: http://ronganbar.wordpress.com/
 
 
  On 25 February 2011 15:34, Hugo Léveillé hu...@fastmail.net
  mailto:hu...@fastmail.net wrote:
 
  Logged as a new bug 17000
 
  Under CentOS 64 bits
 
 
  On Fri, 25 Feb 2011 11:03 +, Wouter Klouwen
  wou...@thefoundry.co.uk mailto:wou...@thefoundry.co.uk wrote:
Can you tell me what OS you are on (and whether 32 or 64 bit) and
  what
version of 6.2 you are using?
   
It may be bug 16283.
   
On 24/02/2011 20:27, Hugo Léveillé wrote:
 Hi

 Dialog box behaviours seems to have changed

 For ex:

 Select a read, and select Framecycler selected

 In 6.2, a dialog box will pop up to confirm framerange to flip.
  If you
 press ENTER right away, the flipbook start right away. But if
  you edit
 the range and press enter, the dialog close and nothing happen
  ( like a
 pressed cancel)

 in 6.1, even if I edit the range and press enter, the flipbook
  starts.
 This is very annoyong since I often edit the range with the
  numpad and
 press the enter key beside it

 Known bug ??


   
   
--
Wouter Klouwen, Software Engineer
The Foundry, 6th Floor, The Communications Building,
48 Leicester Square, London, WC2H 7LT, UK
T: +442079686828 - F: +442074341550 - thefoundry.co.uk
  http://thefoundry.co.uk
The Foundry Visionmongers Ltd - Reg.d in England and Wales No:
  4642027
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 48 Leicester Square, London, WC2H 7LT, UK
 T: +442079686828 - F: +442074341550 - thefoundry.co.uk
 The Foundry Visionmongers Ltd - Reg.d in England and Wales No: 4642027
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  TD Compositing, Vision Globale
  hu...@fastmail.net

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