Re: [Nuke-users] Update Quicktime frame range via python

2017-03-16 Thread Johannes Hezer

Hey

there is https://github.com/simonh10/ffprobe/blob/master/ffprobe/ffprobe.py
for more convenience around image sequences I can recommend 
https://github.com/rsgalloway/pyseq
https://github.com/nebukadhezer/pyseq (which supports %V/%v for stereo 
sequences)


Cheers
Johannes

Am 16/03/17 um 4:45 AM schrieb Michael Hodges:

In order to automate the replacement of a frame sequence in a read node using 
python, I simply replace the read's “file” knob and reset the frame range knobs 
by counting the files in the frame sequence (using Glob in my case).

However, if I wished to update the file with a Quicktime .Mov it will only 
update the frame range by manually selecting a .mov file in the file finder 
popup.  If I add the via python I still get stuck with the previous frame range.

Is there a better way to update the read file to simulate a new selection or, 
perhaps, a good python way to read the .mov file length from the file's 
metadata?

Thanks,

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Re: [Nuke-users] Basic Python help - nuke.knobDefault

2017-02-14 Thread Johannes Hezer

Hi Andrew,

the value persists on nuke.root()["first_frame"].value()
unless you change it there ?

cheers


Am 12/02/17 um 21:10 PM schrieb Andrew Mumford:

If I wanted to recall
nuke.knobDefault("Root.first_frame", "1001")

after launch in order to selectively set this value on specific read 
nodes - does it still exist within nuke.Root or do I have to parse 
init.py to recall it again.

Like I said "basic" nuke Python, sigh ... Thx for any help appreciate your 
patience ...
--- Andrew Mumford


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

2016-01-12 Thread Johannes Hezer

Hi Adam,

to add to what the others already said.
there are two methods to create nodes inside nuke.

1.nuke.nodes.Node(**kwargs)
2.nuke.createNode('Node')

the second method will respect your knobDefaults and also attempt to 
place and connect the node being created in the DAG as though it would 
be done by a user.
the first method wont respect your knobDefaults, but you can pass any 
knob information as kwargs. the node wont be placed in relation to your 
other nodes and wont be connected if a node is still selected.
Though all of this can be done with setting the input and the postion on 
creation or afterwards through python


x = nuke.selectedNode()

blur1 = nuke.createNode('Blur', 'size 10 filter triangle')

blur2 = 
nuke.nodes.Blur(size=10,filter='triangle',xpos=x.xpos()+100,ypos=x.ypos()+20)


blur2.setInput(0,x)



In the preferences under the script editor pane you can "echo" all nuke 
internal python in the script editors output. That often helps to 
understand which modules are used.

So it all depends what you are after.

The for getting Values there are 3 methods .getValue() .value() and 
.evaluate()
.evaluate() will evaluate expressions on file knobs or %V or %04d into 
left 1002 (just as an example) only available on file knobs ?

.getValue() will return the index for a combobox
.value() will return the "content" of the combobox


Hope this helps


Cheers

Johannes







Am 1/12/16 um 12:29 PM schrieb adam jones:

hey all

I have half of this read from write working.

the line of code I am having trouble with is 
/nuke.createNode("OCIOColorSpace").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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Re: [Nuke-users] geo tracking in Nuke

2015-12-02 Thread Johannes Hezer

Well you can put sth onto the object for a start...
have it as a particle emitter, use it as a mask...
light it...
I think it depends a bit on the subject, sometimes object tracks that 
are fixed in position are more valuable than the ones with an actual 
camera and moving...


But hey it surely is a great addition to the toolset, having that in nuke.



Am 12/2/15 um 23:01 PM schrieb Igor Majdandzic:
Exactly, but when I want to film it again through 3D space, I've got 
the the "camera" baked into it. So, what would be the application. 
Can't project through the cam I used for analyzing the plate. Or what 
am I missing here?
Just looking at the plate and the resulting transformed geo and I got 
confused.


Am 02.12.2015 um 20:32 schrieb Frank Rueter|OHUfx:
No, the camera is one of the required inputs for object tracking. The 
result is an animated TransformGeo



On 12/03/2015 01:01 AM, Igor Majdandzic wrote:

Nice!
But 1 Question?
It looks like the Camera is Baked into the obj. Am I correct? Why 
would I want that. I mean, i have a cam, right?


Am 02.12.2015 um 05:49 schrieb Howard Jones:

Excellent!

Is there a way to export moving camera and static object too ?

Howard

On 2 Dec 2015, at 12:47 a.m., Frank Rueter|OHUfx <fr...@ohufx.com> 
wrote:



Christmas came early:
https://vimeo.com/channels/nukepedia/147533966

This is a much requested feature which is why I'm posting it 
outside the usual Nukepeida channels.

Thanks Roman!!

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Re: [Nuke-users] LUE

2015-10-20 Thread Johannes Hezer

Thanks for this!
I am super excited to use this, we are hitting the same walls as you 
are, but we dont have an inhouse grading hence this will probably safe 
us a lot of time.

Cheers

Johannes


Am 10/19/15 um 17:43 PM schrieb Mads Lund:

LUE is now available for download http://hagbarth.net/?p=1001

While I still have a few bugs to squeeze it is in a fairly good state.

Den lørdag den 13. juni 2015 skrev Frank Rueter|OHUfx <fr...@ohufx.com 
<mailto:fr...@ohufx.com>>:


>>Aren't the mailing list and that forum the same thing?
Apparently not. Quite frightening to think that this community as
been split into two


On 11/06/15 17:40, Fredrik Averpil wrote:

Very nice, will be sure to download this and make it available
here in our pipeline.

By the way ... why did that not get posted to this mailing list?
Aren't the mailing list and that forum the same thing?

Cheers,
Fredrik





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Re: [Nuke-users] Multipart multichannel exrs vs. separate exrs

2015-09-14 Thread Johannes Hezer

 
 
  On windows I ran into this with 200-300 read nodes (too many layers and a lot of aovs)As mentioned retimes etc increase the file handles too.I think the per app file handle limit on windows was around 512 ?!On Linux you can change that and set it to 8192 and never have that problem againCheers
  johannes 
  
  
   On September 14, 2015 at 9:39 AM Elias Ericsson Rydberg <elias.ericsson.rydb...@gmail.com> wrote:
   
   
   How many files are too many? Just curious
   
Den 14 sep 2015 08:30 skrev "Daniel Hartlehnert" <
dah...@gmx.de>:


 
  
  
   
Am 13.09.2015 um 11:04 schrieb Johannes Hezer:
   
   

 
   As we are under Windows I never want to run into the "too many open files" error again.
 

   
  
  
  
   Just a side note: i experienced the "too many open files" error on linux as well.
  
 
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Re: [Nuke-users] Multipart multichannel exrs vs. separate exrs

2015-09-13 Thread Johannes Hezer
en.kaufm...@mackevision.com
<mailto:thorsten.kaufm...@mackevision.com>
www.mackevision.com <http://www.mackevision.com>

Geschäftsführer: Armin Pohl, Joachim Lincke
HRB 243735 Amtsgericht Stuttgart



*Von:*nuke-users-boun...@support.thefoundry.co.uk
<mailto:nuke-users-boun...@support.thefoundry.co.uk>
<nuke-users-boun...@support.thefoundry.co.uk
<mailto:nuke-users-boun...@support.thefoundry.co.uk>>
im Auftrag von Randy Little
<randyslit...@gmail.com
<mailto:randyslit...@gmail.com>>
*Gesendet:* Freitag, 11. September 2015 22:06
*An:* Nuke user discussion
*Betreff:* Re: [Nuke-users] Multipart
multichannel exrs vs. separate exrs
big huge all passes in a exr is slow. Has to read
entire file (75MB+) to find the channel you want
that might be 200KB every single time you want to
deal with that little mask channel. They also
seem to take longer to render out of 3d.   We
    usually break them up by math type and try not to
stuff 20 passes into a file.
Randy S. Little
http://www.rslittle.com/
http://www.imdb.com/name/nm2325729/


On Fri, Sep 11, 2015 at 2:31 AM, Johannes Hezer
<j.he...@studiorakete.de
<mailto:j.he...@studiorakete.de>> wrote:

Hey everyone,

A bit of a survey question... Is anyone using
multipart exrs ?
We have been using them for 2 projects and we
have not done any performance profiling, but
I am not 100% sure if it is a speed bost or
not, compared to multichannel 1.xxx exrs.
I was hoping might come close to splitted
exrs (each layer in a single file) ...

Looking forward to some input

Cheers
Johannes

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[Nuke-users] Multipart multichannel exrs vs. separate exrs

2015-09-11 Thread Johannes Hezer
Hey everyone,

A bit of a survey question... Is anyone using multipart exrs ? 
We have been using them for 2 projects and we have not done any performance 
profiling, but I am not 100% sure if it is a speed bost or not, compared to 
multichannel 1.xxx exrs.
I was hoping might come close to splitted exrs (each layer in a single file) 
... 

Looking forward to some input

Cheers 
Johannes 

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[Nuke-users] channel picking under windows

2015-04-20 Thread Johannes Hezer
Hey Everyone,

we are on nuke 8.06 under windows and the channel picking with ctrl+alt is not
working reliable.
Is this a known issue ?

I have been under linux the last 4 years and never had the slightest problem
with that...

Any ideas ?

Cheers
Johannes




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Re: [Nuke-users] OT: FFMPEG

2015-04-20 Thread Johannes Hezer
 the
   command locally I get a very different result than when I run the
   same command on the same source on a server.
Somebody told me that ffmpeg might change the bit
   rate or some other quality switch based on the environment it's
   running on. More specifically, that it can read what processor it
   has and make quality decisions based on that - and that this might
   be the reason for the change.
I can't find anything in the documentation about
   this.
Anybody has insight on this odd behavior?
   
Thanks,
Ron Ganbar
email: ron...@gmail.com mailto:ron...@gmail.com
tel: +44 (0)7968 007 309
   tel:+44%20%280%297968%20007%20309 [UK]
 +972 (0)54 255 9765
   tel:+972%20%280%2954%20255%209765 [Israel]
url:http://ronganbar.wordpress.com/
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Re: [Nuke-users] question for Applescripts savvy people

2015-03-16 Thread Johannes Hezer

Shouldnt Timemachine do what you want to have anyway ?
You can set the hourly intervall to 30 mins
http://www.macyourself.com/2010/02/21/how-to-change-time-machine-backup-interval-backup-manually/

cheers
johannes

Am 3/10/15 um 22:52 PM schrieb jean-luc:

nice!

I think that’s going to b the one.

Thanks Pete!

On 11/03/2015, at 10:45 am, Pete O'Connell pedrooconn...@gmail.com 
mailto:pedrooconn...@gmail.com wrote:



Hi Jean-Luc. To run scheduled jobs on a mac launchd is pretty clean:
http://alvinalexander.com/mac-os-x/launchd-plist-examples-startinterval-startcalendarinterval

It sounds like you might just need a rolling autosave though.
This webpage explains really well how to set it up:

http://thoughtvfx.blogspot.co.nz/2010/08/multiple-autosave-in-nuke.html

Bonne Chance!
Pete








On Wed, Mar 11, 2015 at 9:16 AM, Deke Kincaid d...@thefoundry.co.uk 
mailto:d...@thefoundry.co.uk wrote:


Send the feature request into support :)

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On Tue, Mar 10, 2015 at 1:02 PM, jean-luc jlaz...@gmail.com
mailto:jlaz...@gmail.com wrote:

That sound great.
How about making it an option in the Nuke preferences?



On 11/03/2015, at 8:58 am, Deke Kincaid
d...@thefoundry.co.uk mailto:d...@thefoundry.co.uk wrote:


The autosave is just python.  I know many people that
modified the autosave to do 100 versions of it like Shake
used to.

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Re: [Nuke-users] deadline submission destroyed pluginPath

2015-03-16 Thread Johannes Hezer
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Re: [Nuke-users] The forums are moving

2015-02-10 Thread Johannes Hezer

I am not reading this list for a week and then this...
Well see what happens if you get the flu...

I am a bit disoriented now, how long will this list be operational ?
Or better the three of them ?

Then I have to add to the general discussion that for me forums are just 
not that much about information, as my email client.
Forums are full of distractions, and I love that my email client 
presents the information, most of the time, in a unified way, meaning 
there is no layout/adds/type fancy graphics that are just a distraction...


Someone mentioned a public/accessible bug tracker for nuke, this would 
have been the most useful addition to this list that was and is missing.

Other than that all was/is there

and on top of that autodesk bought rv... well I am hoping for the best, 
fingers crossed.


Cheers
johannes


Am 2/9/15 um 3:19 AM schrieb chris:

sorry if this sounds harsh, but this idea sounds plain stupid to me.

i've seen this twice already: a mailing list with very high-level 
information and respectful conversations turning into a forum with a 
lot of noise and insults.


the strange thing is that apart from being easier to follow, mailing 
list seem to have *more* of a community feeling then forums with 
people actually talking to each other like people (which seems to be a 
rare thing on the internet)


considering this is (has been?) the best mailing list i've ever 
experienced it saddens me that such a move is being made, and even 
more so that nobody was asked beforehand.


chris

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Re: [Nuke-users] Zdefocus not 100% sharp

2014-11-13 Thread Johannes Hezer
There is the blurred inside knob which blurres the sharp area too to 
make the transition smoother to the blurred/defocused areas ...

I think it defaults to be switched on.

Cheers
Johannes

On 11/13/2014 04:55 AM, Darren Coombes wrote:
Anyone have issues with zdefocus node where what is meant to be in 
focus, using the position picker still gets blurred just a little, and 
doesn't seem to be in focus 100%?




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Re: [Nuke-users] 10 K stereo hardware

2014-10-27 Thread Johannes Hezer

What about upscaling a bit ?!
To be honest having to deliver 10k I would never actually render 10k, I 
would maybe do 6-8k and then do some test blowups and make a comparison 
on the target viewing device to see if there is any 
noticeable/disturbing difference...


cheers
johannes

On 10/21/2014 05:17 PM, Elias Ericsson Rydberg wrote:
I'm curious about your exr's, if you do extensive comping I'd assume 
you render loads of channels. Do output them into one file per frame 
or do you keep you layer separate? I havn't worked with Exr2 but I 
used to think that the second approach felt faster. Probably because 
you don't need 1GB/frame unless you actually brought all layers into 
your comp. Did this get optimised in exr2?


Secondly, I've seen comparisons of different compressions of exr 
files, some offer smaller file size while sacrificing decompression 
time. Network speeds would determine what you choose, slow network but 
a large scratch disk/raid. Go with small file sizes to keep your farm 
from choking the network.


Cheers,
Elias

tisdag 21 oktober 2014 skrev John Mangia j...@johnmangia.com 
mailto:j...@johnmangia.com:


Precomping the heck out of everything while you work, and then
localizing those precomps will help as well, though I'd be more
concerned about having to render CG at 10k stereo.  Even that I'd
probably half or quarter res until you guys had a look set and
then kick off the final renders at the final resolution and
sampling settings.

On Tue, Oct 21, 2014 at 10:47 AM, John Mangia j...@johnmangia.com
javascript:_e(%7B%7D,'cvml','j...@johnmangia.com'); wrote:

Localizing your plates to some sort of SSD or RAID will speed
up the interactivity as opposed to pulling frames over the
network while you work.  Also, setting up Nuke to work with
half, or even quarter res jpg proxies will help for operations
that don't involve color such as roto and tracking.  There are
also the Fusion IO cards which I've never worked with
personally, but heard that they can provide great
interactivity.  The other option, of course, is to just run
away and hide.

On Mon, Oct 20, 2014 at 12:39 PM, Deke Kincaid
d...@thefoundry.co.uk
javascript:_e(%7B%7D,'cvml','d...@thefoundry.co.uk'); wrote:

Hi Anshul

At 10k stereo it is all about I/O speed.  What file types
are you using in Nuke?  Are they full cg or plates from a
camera?

As for Nuke 9, there are many speed improvements.  I would
try out the public beta and see the speed difference for
yourself.

http://www.thefoundry.co.uk/products/nuke-product-family/beta/nuke9/

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On Mon, Oct 20, 2014 at 9:01 AM, Anshul
anshul_e...@yahoo.com
javascript:_e(%7B%7D,'cvml','anshul_e...@yahoo.com');
wrote:

Hi All,
We are working on a show which is 10K stereo. We are
definitely facing lot of technical issues while
handling such a heavy flow.

Can you recommend any specific display card which
foundry will recommend for this kind of shows. Will
nuke 9 can give better support in this area.

Anshul Mathuria
Compositing
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Re: [Nuke-users] permissions for NUKE_TEMP_DIR on shared linux workstation

2014-09-11 Thread Johannes Hezer

What is your umask in the folder ?
Ours is set to 0002 in that folder.
And are all your accounts members in the group users automatically ?

Cheers


On 09/10/2014 10:11 AM, Sebastian Elsner wrote:
Strangely this does not work. When setting the permissions the way you 
suggested to an empty temp dir I still get the DiskSize.lock with the 
permissions: -rw-r--r-- after a nuke run.



On 09/09/2014 05:01 PM, Johannes Hezer wrote:

We had the same problem..
What others already suggested worked.
We do have a group users to which I think everyone belongs under 
ubuntu anyway (I might be wrong with this) and we set the flag of the 
top directory to give the group read and write access.(chmod 764 I 
guess and chmod g+s)
Then all new created folders underneath inherit the permissions, 
which should solve the problem. If there are already folders inside 
run the chmod recursive.
I guess the cache folder is sth local, so this needs to be done per 
workstation, but clustershell is your friend.


Cheers
Johannes

On 09/09/2014 10:38 AM, Sebastian Elsner wrote:

Hey,

I am having trouble with Nuke on a Linux workstation, which multiple 
artists (with different linux users) may use. NUKE_TEMP_DIR is set 
to point to a common directory. On each start Nuke creates a 
tilecache folder in there, which belongs to the user who started 
nuke. The users group and others can only read from tilecache. The 
next time someone else uses the machine Nuke will refuse to start: 
Interprocess lock failed: /raid/nuke/tilecache/DiskSize.lock
I could just set correct permissions, but they are gone every time 
someone restarts nuke or nuke created new folders/files in there and 
at a later point someone will get a permission error.
Is there a good way around this except making a folder in there for 
every user?


Regards

Sebastian



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Re: [Nuke-users] permissions for NUKE_TEMP_DIR on shared linux workstation

2014-09-09 Thread Johannes Hezer

We had the same problem..
What others already suggested worked.
We do have a group users to which I think everyone belongs under 
ubuntu anyway (I might be wrong with this) and we set the flag of the 
top directory to give the group read and write access.(chmod 764 I guess 
and chmod g+s)
Then all new created folders underneath inherit the permissions, which 
should solve the problem. If there are already folders inside run the 
chmod recursive.
I guess the cache folder is sth local, so this needs to be done per 
workstation, but clustershell is your friend.


Cheers
Johannes

On 09/09/2014 10:38 AM, Sebastian Elsner wrote:

Hey,

I am having trouble with Nuke on a Linux workstation, which multiple 
artists (with different linux users) may use. NUKE_TEMP_DIR is set to 
point to a common directory. On each start Nuke creates a tilecache 
folder in there, which belongs to the user who started nuke. The users 
group and others can only read from tilecache. The next time someone 
else uses the machine Nuke will refuse to start: Interprocess lock 
failed: /raid/nuke/tilecache/DiskSize.lock
I could just set correct permissions, but they are gone every time 
someone restarts nuke or nuke created new folders/files in there and 
at a later point someone will get a permission error.
Is there a good way around this except making a folder in there for 
every user?


Regards

Sebastian



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Re: [Nuke-users] Blink mini-project

2014-05-19 Thread Johannes Hezer

I d love to see a daysky generator... I am missing that from fusion.
But I dont know if this is computational intense, or if this could be 
done as a normal plugin.



Am 5/19/14 4:01 AM, schrieb Martin Constable:

A noise generator would be nice. Nuke noise node is surprising powerful, 
especially if you have grown up with Photoshop's :) Using different blend modes 
all sorts of stuff can be cudgelled from it. However, if compared to Modo's 
E:Modo textures, it seems incomplete.

Personally, I would LOVE to see a way of generating simple smoke and fire from 
within Nuke. This is the one reason I have to pop over to other apps. I 
appreciate that complex volumes might be beyond Nuke (or super slow to render) 
but I am sure that at a simple level it is achievable. I have gotten Nukes 
particle system to produce something usable but found it difficult to control. 
Don't know enough about the topic to know if it is possible in Blink.


On 19 May, 2014, at 6:16 AM, Jed Smith jedy...@gmail.com wrote:


One thing that I would love to see would be a more versatile noise generator.

Maybe something with options for Voronoi noise, tiled shapes, hexagons, other 
types of useful noise that I'm not aware of?
This nuke plugin exists for voronoi noise, but I could never get it to compile.

I think that would be super useful and perhaps not insanely difficult to make.

What other types of noise are there that would be useful to have generators for?

Another suggestion might be a simple 2d slice volumetric noise generator that 
functioned in the 3d system. This should be possible with blink right?
On Friday, 2014-05-16 at 8:34a, Neil Rögnvaldr Scholes wrote:


Oooh Anamorphic Lens Flares...:)


Neil Rögnvaldr Scholes


www.neilscholes.com
On 16/05/14 16:19, Nik Yotis wrote:

Hi,

any ideas/suggestions for a mini-project Blink project people 'd like to see 
live?
Dev time is 2 weeks, I have a basic understanding of the Blink | NDK API

cheersQ

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Re: [Nuke-users] decent mov format on linux

2014-04-03 Thread Johannes Hezer
We use mjpeg for the higher quality movs and h264 for lossy stuff and sg 
uploads...

All done via ffmpeg externally as Nathan already suggested.
After looking into this we also went for those, as RV does not have 
problems with the both of them, dnxhds or prores needs some compiling 
for rv to play it back
As rv is the only frame accurate/scrubbing  capable mov player under 
linux, with audio this was/is important.

And they produced almost no colorshifts.

we use the static ffmpeg builds from here.

http://ffmpeg.gusari.org/static/64bit/

here are the ffmpeg command lines:
the soundstuff is a bit outdated

*./ffmpeg -start_number 1001 -r 24 -i imageseq.%04d.ext -i 
soundfile.wav -vcodec mjpeg -qscale 1 -r 24 -pix_fmt yuv420p -vf 
scale=trunc((a*oh)/2)*2:936,setsar=1 -strict experimental -acodec 
pcm_s16le -ar 44100 -ac 2 -y /output.mov


*
*./ffmpeg -start_number 1001 -r 24 -i imageseq.%04d.ext -i 
soundfile.wav -vcodec libx264 -pix_fmt yuv420p -r 24 -vf 
scale=trunc((a*oh)/2)*2:720,setsar=1-g 30 -b:v 2500k -vprofile high 
-bf 0 -strict experimental -acodec aac -ab 160k -ar 44100 -ac 2 -y 
/output.mp4



*Am 4/3/14 18:48 PM, schrieb Nathan Rusch:
For some unknown reason, Nuke's ffmpegWriter doesn't support mjpeg, 
which would probably be your best bet (it's identical to Photo JPEG 
for all intents and purposes, and is recognized as such on OSX). 
MotionJPEG (which I think Nuke does support) and mjpeg are *not* the 
same though... that's an easy mistake to make.

In other words, you're still probably better off post-converting things.
-Nathan

*From:* Elias Ericsson Rydberg mailto:elias.ericsson.rydb...@gmail.com
*Sent:* Thursday, April 03, 2014 6:20 AM
*To:* Nuke user discussion mailto:nuke-users@support.thefoundry.co.uk
*Subject:* Re: [Nuke-users] decent mov format on linux
If I recall correctly h264 showed up in my lists of available codecs. 
I havn't compiled it myself, maybe ffmpeg included it because some 
other application installed that codec?

Ubuntu 12.04 is what I'm using in this case.
/Elias

3 apr 2014 kl. 14:53 skrev Deke Kincaid d...@thefoundry.co.uk 
mailto:d...@thefoundry.co.uk:


I don't think our ffmpeg is compiled against x264 as it requires a 
licensing fee for commercial use so I don't think there are any h264 
codecs in our ffmpeg writer.  Unfortunately I'm on a mac right this 
sec so I can't check as there are lots of codecs in there.

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Tel: (310) 399 4555- Mobile: (310)883 4313
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On Thu, Apr 3, 2014 at 8:43 AM, Elias Ericsson Rydberg 
elias.ericsson.rydb...@gmail.com 
mailto:elias.ericsson.rydb...@gmail.com wrote:


Using the default in nuke does usually not cause a problem with
playback. Otherwise I usually go for h264 as a codec for mov
containers.

Cheers,
Elias

3 apr 2014 kl. 09:03 skrev Howard Jones mrhowardjo...@yahoo.com
mailto:mrhowardjo...@yahoo.com:


 What's a decent all round format on Nuke Linux for creating movs.

 On mac I use photo-jpeg, but without testing each format on
Linx I don't know which one would be similar.

 Thanks in advance of not having to run that test :)

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Re: [Nuke-users] Disparity

2013-12-19 Thread Johannes Hezer

Nobody ?


Am 12/17/13 10:43 AM, schrieb Johannes Hezer:

Hey Nukers,

I do have to expose my stupidity.
I do not fully understand the concept behind the disparity channels in 
nuke and how we should feed them from 3d.


We do have a shader that calculates the pixel distance between left to 
right eye and from right to left eye.

Those get rendered in the according eyes.
So the disparityL.x channel contains left to right in the Left image 
and right to left in the right image.


Now looking at nukes disparity setup I came to the conclusion (which I 
am questioning a lot),
that the disparity needs to go into the channels disparityL.x (we only 
have x difference) for the left to right stuff from the left eye and 
in the disparityR.x I copied the right to left from the right eye.


looking at that from the left view it all makes sense, so my next 
conclusion was that the right view of the disparity channel (which 
is the sum of disparityL and disparityR) does not need to have a 
right view or should the right view be the same as the left view...


The reconverge node behaves as expected but I am not sure how the 
disparity is supposed to look like from the right view.


So the questions are:
Does disparityL look the same through left and right eye ? Does it 
need to have a right eye ? or can the right eye be black ?
Does disparityR look the same through left and right eye ? Does it 
need to have a left eye ? or can the left eye be black ?

This all leads to the question is disparity monoscopic in nuke ?
with all that came another question if one can access the other eye 
in the expression node ?

like disparityL.left.x (I have tried some combinations without success)

Or is there somewhere a page that explains all that ??

Thanks in advance for enlightening me.

Cheers
Johannes






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Fax:+49 (0)40 - 380 375 69 - 99

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Re: [Nuke-users] Disparity

2013-12-19 Thread Johannes Hezer

Hi Steve,

thanks for the answer.

Cheers


Am 12/19/13 15:20 PM, schrieb Steve Newbold:
Left/Right views for 'disparityL'  and 'disparityR' should be 
identical and in a perfect world the values between these channels 
should be the inverse of each other in non occluded areas.  With that 
you shouldn't need to access the disparity values of a specific view.


Hope this helps.

Steve

On 19/12/13 14:00, Johannes Hezer wrote:

Nobody ?


Am 12/17/13 10:43 AM, schrieb Johannes Hezer:

Hey Nukers,

I do have to expose my stupidity.
I do not fully understand the concept behind the disparity channels 
in nuke and how we should feed them from 3d.


We do have a shader that calculates the pixel distance between left 
to right eye and from right to left eye.

Those get rendered in the according eyes.
So the disparityL.x channel contains left to right in the Left 
image and right to left in the right image.


Now looking at nukes disparity setup I came to the conclusion (which 
I am questioning a lot),
that the disparity needs to go into the channels disparityL.x (we 
only have x difference) for the left to right stuff from the left 
eye and in the disparityR.x I copied the right to left from the 
right eye.


looking at that from the left view it all makes sense, so my next 
conclusion was that the right view of the disparity channel (which 
is the sum of disparityL and disparityR) does not need to have a 
right view or should the right view be the same as the left view...


The reconverge node behaves as expected but I am not sure how the 
disparity is supposed to look like from the right view.


So the questions are:
Does disparityL look the same through left and right eye ? Does it 
need to have a right eye ? or can the right eye be black ?
Does disparityR look the same through left and right eye ? Does it 
need to have a left eye ? or can the left eye be black ?

This all leads to the question is disparity monoscopic in nuke ?
with all that came another question if one can access the other 
eye in the expression node ?

like disparityL.left.x (I have tried some combinations without success)

Or is there somewhere a page that explains all that ??

Thanks in advance for enlightening me.

Cheers
Johannes








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[Nuke-users] Disparity

2013-12-17 Thread Johannes Hezer

Hey Nukers,

I do have to expose my stupidity.
I do not fully understand the concept behind the disparity channels in 
nuke and how we should feed them from 3d.


We do have a shader that calculates the pixel distance between left to 
right eye and from right to left eye.

Those get rendered in the according eyes.
So the disparityL.x channel contains left to right in the Left image 
and right to left in the right image.


Now looking at nukes disparity setup I came to the conclusion (which I 
am questioning a lot),
that the disparity needs to go into the channels disparityL.x (we only 
have x difference) for the left to right stuff from the left eye and 
in the disparityR.x I copied the right to left from the right eye.


looking at that from the left view it all makes sense, so my next 
conclusion was that the right view of the disparity channel (which is 
the sum of disparityL and disparityR) does not need to have a right 
view or should the right view be the same as the left view...


The reconverge node behaves as expected but I am not sure how the 
disparity is supposed to look like from the right view.


So the questions are:
Does disparityL look the same through left and right eye ? Does it need 
to have a right eye ? or can the right eye be black ?
Does disparityR look the same through left and right eye ? Does it need 
to have a left eye ? or can the left eye be black ?

This all leads to the question is disparity monoscopic in nuke ?
with all that came another question if one can access the other eye in 
the expression node ?

like disparityL.left.x (I have tried some combinations without success)

Or is there somewhere a page that explains all that ??

Thanks in advance for enlightening me.

Cheers
Johannes



--
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Schomburgstr. 120
D - 22767 Hamburg

j.he...@studiorakete.de
Tel:+49 (0)40 - 380 375 69 - 0
Fax:+49 (0)40 - 380 375 69 - 99

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Re: [Nuke-users] channel workflow question

2013-11-13 Thread Johannes Hezer
As far as I understand the diffuse channel could be an arbitrary 
channel right?


Yep,
it chooses the channel in use on the selected node...
as the knobs are named a bit differently there are the exceptions for 
the merge2 and shuffles...


I wrote that a while ago and saw that the big try loop is not that 
elegant...

I ll post an update of that...


On 11/12/2013 05:30 PM, Elias Ericsson Rydberg wrote:
I'll go your script a go when I get home, looks very cool! As far as I 
understand the diffuse channel could be an arbitrary channel right? 
My reason for defending classic broken out compositing is that me and 
many others find it easier to read and interpret the graph.


12 nov 2013 kl. 14:24 skrev Johannes Hezer j.he...@studiorakete.de 
mailto:j.he...@studiorakete.de:



Hi Elias,

I also ran into this situation...

I wrote a little python script that should ease the pain a bit.

http://pastebin.com/msENxWH3

if you put that into your menu.py you can give it a try

import sr_channelView
[yourChoice].addCommand('set Viewer to node Channel', 
'sr_channelView.channelView()', 'v')


What it does is when selecting a node that is on the diffuse 
channel, it takes the currentViewer and inputs that node to the 
viewer on input 7 (I hardcoded that) and sets the viewer to display 
the diffuse channel.
When pressing V again on the same node it toggles the viewer back 
to rgba...

Also when no node is selected it sets the currentViewer to RGBA...

To me this changed a lot. It is not many lines of code but I would 
say I use them a lot.


Cheers
Johannes




On 11/12/2013 07:56 AM, Elias Ericsson Rydberg wrote:

As much as I like the multichannel capabilities of nuke and exr. I prefer to 
shuffle out the channels I'll be using. There are scripts for splitting out all 
channels, search nukepedia. As long as you organise your nodes as you go, your 
script will be a lot easier to read for other artists and yourself.

An other benefit of splitting out is that you don't run the risk of forgetting 
to switch channel in the viewer. I know I've confused myself in past by simply 
viewing the wrong channel.

Cheers,
Elias

12 nov 2013 kl. 04:41 skrev HSKcharhar...@gmail.com:


Hi again,

quick question regarding using channels vs a spider web of nodes :)

when going about multi-channel compositing...

in order to have all your channels flow from beginning (ie from multichannel 
exr)
to the end (write node)

would I have to set  also merge - all on all merge nodes?

and all channels in write node?

or is there another method?


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Re: [Nuke-users] channel workflow question

2013-11-12 Thread Johannes Hezer

Hi Elias,

I also ran into this situation...

I wrote a little python script that should ease the pain a bit.

http://pastebin.com/msENxWH3

if you put that into your menu.py you can give it a try

import sr_channelView
[yourChoice].addCommand('set Viewer to node Channel', 
'sr_channelView.channelView()', 'v')


What it does is when selecting a node that is on the diffuse channel, 
it takes the currentViewer and inputs that node to the viewer on input 7 
(I hardcoded that) and sets the viewer to display the diffuse channel.
When pressing V again on the same node it toggles the viewer back to 
rgba...

Also when no node is selected it sets the currentViewer to RGBA...

To me this changed a lot. It is not many lines of code but I would say I 
use them a lot.


Cheers
Johannes




On 11/12/2013 07:56 AM, Elias Ericsson Rydberg wrote:

As much as I like the multichannel capabilities of nuke and exr. I prefer to 
shuffle out the channels I'll be using. There are scripts for splitting out all 
channels, search nukepedia. As long as you organise your nodes as you go, your 
script will be a lot easier to read for other artists and yourself.

An other benefit of splitting out is that you don't run the risk of forgetting 
to switch channel in the viewer. I know I've confused myself in past by simply 
viewing the wrong channel.

Cheers,
Elias

12 nov 2013 kl. 04:41 skrev HSK charhar...@gmail.com:


Hi again,

quick question regarding using channels vs a spider web of nodes :)

when going about multi-channel compositing...

in order to have all your channels flow from beginning (ie from multichannel 
exr)
to the end (write node)

would I have to set  also merge - all on all merge nodes?

and all channels in write node?

or is there another method?


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[Nuke-users] colospace node vs colorspace in the write node

2013-08-01 Thread Johannes Hezer

Hey,

is there a difference in math between the colospace transforms in the 
write node and the colospace node ?

For example:
I am having a linearized input and I set the write node to sRGB vs
I am having a linearized input and I set the write node to linar with a 
Colorspace node (before the write) set to: in linear and out srgb 
(all other params in the colospace node remain untouched)?


Cheers
Johannes

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Re: [Nuke-users] colospace node vs colorspace in the write node

2013-08-01 Thread Johannes Hezer

Hi Deke,

thanks for the reply.

Cheers


On 08/01/2013 05:16 PM, Deke Kincaid wrote:
Yes, some of them are different.  Srgb clamps in the read node but 
does not clamp in with the colorspace node.  So if your artists 
accidentally rendered a gamma encoded file into an EXR file, then make 
sure you use the colorspace node.


-
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Creative Specialist
The Foundry
Mobile: (310) 883 4313
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Registered in England and Wales No: 4642027


On Thu, Aug 1, 2013 at 3:03 PM, Johannes Hezer 
j.he...@studiorakete.de mailto:j.he...@studiorakete.de wrote:


Hey,

is there a difference in math between the colospace transforms in
the write node and the colospace node ?
For example:
I am having a linearized input and I set the write node to sRGB vs
I am having a linearized input and I set the write node to linar
with a Colorspace node (before the write) set to: in linear and
out srgb (all other params in the colospace node remain untouched)?

Cheers
Johannes

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Re: [Nuke-users] PointPositionPass - 3DVectorFieldLUT MASKING

2013-07-31 Thread Johannes Hezer

Hi Vincent,

there are several postion pass keyers out there check out on nukepedia.
If you only want to go for one main axis (xyz/rgb) then go for a shuffle 
and a grade.

I like these a lot:
http://www.nukepedia.com/gizmos/keyer/p_matte
http://www.nukepedia.com/gizmos/keyer/p_ramp

Cheers
johannes

Am 7/30/13 11:39 AM, schrieb Vincent Langer:

Hi there,

I would like to generate a 3D Vectorfield LUT from a RotoMask and a 
PointPosition/WorldSpaceCoordinates Pass.


It is an animated Camera sequence with non-moving objects.

My idea is to do a roto-mask just from one frame and generate a 
LUT-MASK for the other frames.


I think this could work great but I need some help how to get the xyz 
- pixel values inside the mask to correspond to the CMSTestpattern for 
the vectorfield.


Has somebody did something similar or is there already a solution?

cheers,
Vincent


This message was sent using IMP, the Internet Messaging Program.

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Re: [Nuke-users] image sequences in a consolidated form in Terminal OSX

2013-02-11 Thread Johannes Hezer

maybe pysec can help ?
I have not used it myself, but looks like it could be the right thing.

http://rsgalloway.github.com/pyseq/

Cheers
Johannea

On 02/03/2013 04:50 PM, Jean-Loup Bro wrote:
Does anyone have any pointers for listing sequences as a 
'consolidated' form in OSX Terminal ?


Example : if I have a folder named '/render' that has one sequence of 
images, five EXR file, I would type 'ls' in the '/render' directory 
and get


0001.exr
0002.exr
0003.exr
0004.exr
0005.exr

but what I want to see is something like this :

0001-0005.exr or [1-5].exr

in the same way that I want to SEE files listed as so, I would also 
want to be able to delete 'rm', copy 'cp', or move 'mv', using the 
same sequence command.


Example : copy frame ranges from one directory to another

cp /rushes/[2-4].exr /Volumes/externaldisk/folder/

which would copy images 0002.exr, 0003.exr, 0004.exr over to my 
example folder /Volumes/externaldisk/folder/ 


I think most of us understand why this is desirable, but I'm not 
finding anything on the intenet that's pointing me to any solutions


anyone ?


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Re: [Nuke-users] fix paths mac to linux

2013-01-25 Thread Johannes Hezer

Hey,

I would mount the server under Linux the same way it is done under MAC...
So either MAC and Linux come with /Volumes/company
This way asking for Posix vs NT makes sense...
I know this is a bit of workaround here... but it will save some more 
headaches (not just for nuke I guess)

man 8 mount should give you all options regarding mounting devices

And I think Linux is better to mimic MAC than the other way round...
or maybe just setting a symlink to the mnt (although I think this is not 
a good idea...)

ln -s /mnt/ /Volumes/
...
cheers
johannes


On 01/24/2013 06:14 PM, adam jones wrote:

hey all

ok what am I doing wrong here.

I have several mac to pc  and mac to mac path fixes and visa versa, 
all work perfectly, but when I try and set up mac to linux  and PC to 
linux for that matter.


bring consistency to pathing with UNC is just not going to happen at 
this stage..


s = s.replace('/Volumes/company/Projects/', '/mnt/', 1)

nothing just does not work, I am guessing it might have some thing to 
do with this


if os.name http://os.name/ == nt:

but I just don't know


def filenameFix(s):
 if os.name http://os.name/ == nt:
 #print 'Applying dirmap: /Volumes/project/ -- S:/'
s = s.replace('/Volumes/company/Projects/project/', 'S:/', 1)
 s = s.replace('/Volumes/company/Projects/', '/mnt/', 1)
 else:
 #print 'Applying dirmap: S:/ -- /Volumes/project/'
 s = s.replace('S:/', '/Volumes/company/Projects/project/', 1)
 s = s.replace('/mnt/', '/Volumes/company/Projects/', 1)
 return s

It was all cool in Nuke 7.0Vxx but we have had to role back to 6.3Vxx 
due to some issues with 7


-adam




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Re: [Nuke-users] Re: Strange rendering behaviour

2012-12-04 Thread Johannes Hezer

Can you check if there are no negative values or nans in the image ?
you could put a clamp node behind the read node and see if that helps...



Am 12/4/12 6:19 PM, schrieb Marten Blumen:

try launching nuke7 with --safe.

It turns off all the extensions. I haven't seen those problems on os 
x- could be a windows thing



On 4 December 2012 08:47, ossvale nuke-users-re...@thefoundry.co.uk 
mailto:nuke-users-re...@thefoundry.co.uk wrote:


I also found out that putting a blur after the read node, the
write node writes the black lines BLURRED, so the problem is
probably in the read node?
And found out now that (just one test) using rendering in
background seems to work.

Any ideas?

Valerio




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UK Cel Phone: +44 (0)7757188562 tel:%2B44%20%280%297757188562
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Re: [Nuke-users] Re: Using 2d and 3d to Match move an object

2012-11-13 Thread Johannes Hezer

Hi Justin,

I would try to 2d track the pivot of the rotation your head is doing... 
sort of the spine/end or neck area.
Then comes the funny part, getting the 2d track from ndc space into 
camera space.

The Depth (distance from the camera ) you have to guess and hand animate.
I hope you have focal length and backplate sizes of the original footage.

once you have the translation in the main rotation point.
You add another transfor geo with the pivot set to match the translation 
point and add the rotation (again by hand) on top...


I would try to match it as though you are building a rig for the 
character again.
It helped me a lot when I had to handtrack objects... try to find the 
rotation centers and pivots.

translate those and add rotation on top...

the ndc space to cam space seems to be the key here...

cheers
johannes




Am 11/13/12 6:07 PM, schrieb Justin Ball:

scratch the reconcile3d, that is the revers of what I am after

On Tue, Nov 13, 2012 at 11:06 AM, Justin Ball blamsamm...@gmail.com 
mailto:blamsamm...@gmail.com wrote:


Hey guys...

So I am still dealing with issue with my Match move setup, more in
terms of the MM itself over anything else.

But, I'm trying to think of shortcuts with the problem.

It is a head that I am match moving, and I would prefer to stay
out of maya.  And due to the angle of it, all the MM's I was
getting from 3D I've had to throw away.  So I am rebuilding this
in Nuke now.

I have geo and a camera and all of that.

What I am trying to figure out is if there is a way to leverage
each space (2d, and 3D) to help knock out this task more effectivly.

I've used a points to 3d to set a better anchor point for the head
object in the 3d space. and have re-st my .obj there and set it's
pivot to the center of that point.
They I was adding a secondary transformGeo node to hand MM the
head into position.  But what I was thinking is that I can track a
feature on that object in 2D space that could help with at least
30% of the MM to take out all the little jitter and things that
will be hard for me to nail.
Can I use that 2D point track to affect the 3D transformGeo node? 
Obviously the values are in two completely different worlds, but

would there be a way to use the 2D transform data combined with
the camera data to generate a value that was applicable to the 3D
transformGeo node?  I'm working on an undistorted plate so 90% of
the lens issues should be removed from this equation.

Thoughts?  I was thinking of having a reconcile3d run on every 2d
point and generate a transform node based on that.  But would that
work?

Thanks guys!

Justin

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Re: [Nuke-users] Re: Normalize Viewer

2012-10-13 Thread Johannes Hezer

+1


Am 10/13/12 7:47 AM, schrieb Frank Rueter:
Same. It would indeed be very helpful. Has somebody sent in a request 
yet?



On 13/10/12 6:54 AM, Holger Hummel|Celluloid VFX wrote:

yes, you can.
BUT:
- it needs manual work: you need to know/find the min/max values. 
they change from pass to pass, actually in most cases from frame to 
frame.
- it's quicker when you can just click on button to toggle this. also 
because it does not conflict with some other VIWER_INPUT that might 
be active.


so +1 from me making this a feature request

- Holger


jbidwell wrote:
You can make a grade and group it, then name it VIEWER_INPUT. The 
viewer will use that grade in the viewer whenever the IP button is 
active.


- JB
 



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Re: [Nuke-users] Roto new format

2012-09-03 Thread Johannes Hezer

oh boy...

well then thanks for the clarification...

Cheers
j

Am 9/3/12 4:38 PM, schrieb crunch fx:

or u can use transform ...
;)

On 9/3/12, Howard Jones mrhowardjo...@yahoo.com wrote:

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

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

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


Howard

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


Hi List,

I hope this is an easy one, I cant figure out how to tell Nuke that my
Rotos should scale according to the format coming in ?

We had a shot done in 1280 and now switched to 1920...
All Rotos stay in the 1280 area of the image left lower corner instead of
scaling proportionally ?!

Is that normal ?
I know that I have to touch all Blurs and Feathers by hand anyway, but how
can I scale my rotos ?

There are some rotos I can reformat (with a reformat node )but some are
in the flow and cant be reformatted...

Changing the format in the roto node does not do anything when there is a
bg in the Roto already ?!

Cheers
j
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Re: [Nuke-users] viewer process default setting

2012-06-27 Thread Johannes Hezer

Hey Dennis,

after sending that yesterday I thought this might be a bit 
overcomplicating things...


nuke.knobDefault(Viewer.viewerProcess, 'None')

This should do it too... I dont why I went for the callback with the 
viewer...
So both ways should work, I'd say this one above is more elegant for 
this purpose...


Cheers
johannes

On 06/26/2012 09:09 PM, dennis wrote:

Yea, that worked.

Thank you very much,

dennis

-Original Message-
From: Johannes Hezer
Sent: Jun 26, 2012 2:04 PM
To: nuke-users@support.thefoundry.co.uk
Subject: Re: [Nuke-users] viewer process default setting

wahh this looks wrong again

http://pastebin.com/HWh9PDBi

-sry I cant control my email client...



Am 6/26/12 8:59 PM, schrieb Johannes Hezer:


def lut():
x=nuke.thisNode()
x[viewerProcess].setValue(None)
nuke.addOnCreate(lut,nodeClass='Viewer')


hmm I gave it a try with None and it does do the job...
the two lines after def have to have four spaces and the fourth
line no spaces like def... it looks like this got shredded in the
last mail.
maybe it is that ?

Cheers
johannes


Am 6/26/12 8:25 PM, schrieb dennis:

Thank you for the reply

I put that in the menu.py and it had not effect.
When Nuke starts the viewer process is still set to sRGB.

Any other ideas?

dennis

-Original Message-
From: Johannes Hezer
Sent: Jun 26, 2012 1:01 PM
To: nuke-users@support.thefoundry.co.uk
Subject: Re: [Nuke-users] viewer process default setting

Hey dennis,


I think sth. like this should get you there.. dont know if
it works ...


def lut():

x=nuke.thisNode()

x[viewerProcess].setValue(mylut)

nuke.addOnCreate(lut,nodeClass='Viewer')



http://docs.thefoundry.co.uk/nuke/63/pythondevguide/callbacks.html?highlight=addoncreate
here is more on callbacks...

Cheers
johannes



Am 6/26/12 6:52 PM, schrieb dennis:

I have a custom LUT that I would like to have set as the
default in the viewer when I start Nuke.
I have tested the LUT and it is working but cannot figure
how to change the default from sRGB to MyLUT as a default.

Would someone out there be willing to point me in the right
direction?

thanks for your help,

dennis


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Re: [Nuke-users] viewer process default setting

2012-06-26 Thread Johannes Hezer

Hey dennis,


I think sth. like this should get you there.. dont know if it works ...


def lut():

x=nuke.thisNode()

x[viewerProcess].setValue(mylut)

nuke.addOnCreate(lut,nodeClass='Viewer')


http://docs.thefoundry.co.uk/nuke/63/pythondevguide/callbacks.html?highlight=addoncreate
here is more on callbacks...

Cheers
johannes



Am 6/26/12 6:52 PM, schrieb dennis:
I have a custom LUT that I would like to have set as the default in 
the viewer when I start Nuke.
I have tested the LUT and it is working but cannot figure how to 
change the default from sRGB to MyLUT as a default.


Would someone out there be willing to point me in the right direction?

thanks for your help,

dennis


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Re: [Nuke-users] viewer process default setting

2012-06-26 Thread Johannes Hezer

def lut():
x=nuke.thisNode()
x[viewerProcess].setValue(None)
nuke.addOnCreate(lut,nodeClass='Viewer')


hmm I gave it a try with None and it does do the job...
the two lines after def have to have four spaces and the fourth line no 
spaces like def... it looks like this got shredded in the last mail.

maybe it is that ?

Cheers
johannes


Am 6/26/12 8:25 PM, schrieb dennis:

Thank you for the reply

I put that in the menu.py and it had not effect.
When Nuke starts the viewer process is still set to sRGB.

Any other ideas?

dennis

-Original Message-
From: Johannes Hezer
Sent: Jun 26, 2012 1:01 PM
To: nuke-users@support.thefoundry.co.uk
Subject: Re: [Nuke-users] viewer process default setting

Hey dennis,


I think sth. like this should get you there.. dont know if it
works ...


def lut():

x=nuke.thisNode()

x[viewerProcess].setValue(mylut)

nuke.addOnCreate(lut,nodeClass='Viewer')



http://docs.thefoundry.co.uk/nuke/63/pythondevguide/callbacks.html?highlight=addoncreate
here is more on callbacks...

Cheers
johannes



Am 6/26/12 6:52 PM, schrieb dennis:

I have a custom LUT that I would like to have set as the default
in the viewer when I start Nuke.
I have tested the LUT and it is working but cannot figure how to
change the default from sRGB to MyLUT as a default.

Would someone out there be willing to point me in the right
direction?

thanks for your help,

dennis


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Re: [Nuke-users] viewer process default setting

2012-06-26 Thread Johannes Hezer

wahh this looks wrong again

http://pastebin.com/HWh9PDBi

-sry I cant control my email client...



Am 6/26/12 8:59 PM, schrieb Johannes Hezer:


def lut():
x=nuke.thisNode()
x[viewerProcess].setValue(None)
nuke.addOnCreate(lut,nodeClass='Viewer')


hmm I gave it a try with None and it does do the job...
the two lines after def have to have four spaces and the fourth line 
no spaces like def... it looks like this got shredded in the last mail.

maybe it is that ?

Cheers
johannes


Am 6/26/12 8:25 PM, schrieb dennis:

Thank you for the reply

I put that in the menu.py and it had not effect.
When Nuke starts the viewer process is still set to sRGB.

Any other ideas?

dennis

-Original Message-
From: Johannes Hezer
Sent: Jun 26, 2012 1:01 PM
To: nuke-users@support.thefoundry.co.uk
Subject: Re: [Nuke-users] viewer process default setting

Hey dennis,


I think sth. like this should get you there.. dont know if it
works ...


def lut():

x=nuke.thisNode()

x[viewerProcess].setValue(mylut)

nuke.addOnCreate(lut,nodeClass='Viewer')



http://docs.thefoundry.co.uk/nuke/63/pythondevguide/callbacks.html?highlight=addoncreate
here is more on callbacks...

Cheers
johannes



Am 6/26/12 6:52 PM, schrieb dennis:

I have a custom LUT that I would like to have set as the default
in the viewer when I start Nuke.
I have tested the LUT and it is working but cannot figure how to
change the default from sRGB to MyLUT as a default.

Would someone out there be willing to point me in the right
direction?

thanks for your help,

dennis


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[Nuke-users] map noise onto position pass data

2012-02-20 Thread Johannes Hezer

Hi everyone

is there a way to map a noise onto position pass data like this, in nuke?
http://www.youtube.com/watch?v=wpwcoWvE024
I guess there must be a threedimensional noise available...

Cheers
Johannes

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[Nuke-users] Fonttypes that render identical crossplatform

2012-02-09 Thread Johannes Hezer

Hello

we are doing our frameburn currently via nuke as a postrender process 
for our offline material.
We took some office machines into the farm and their os is windows, all 
rendernodes run linux...
Each Os renders the typeface differently, so the frameburn is hopping 
a bit. Looks like spacing and font thickness differ a bit...
we used FreeSansSerif.ttf and tried Verdana.ttf yesterday but without 
luck...

So the question is: is this possible at all ?
Or is the best shortcut to submit the frameburn jobs to one OS only ?

All the best
Johannes





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[Nuke-users] if then statement with expressions

2012-02-08 Thread Johannes Hezer

Hey

this is probably an easy one ...
Are if then else statements possible with expressions ?

if {xy} then {do this} else {do that}

I could not find anything in the usual resources.

Cheers
johannes
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Re: [Nuke-users] if then statement with expressions

2012-02-08 Thread Johannes Hezer

Hey Steve

that is what I was looking for..

thanks
johannes

On 02/08/2012 03:58 PM, Stephen Newbold wrote:

if this ? do this : else this

ie.  r ==1 ? 0 : r*2

Steve

Johannes Hezer wrote:

Hey

this is probably an easy one ...
Are if then else statements possible with expressions ?

if {xy} then {do this} else {do that}

I could not find anything in the usual resources.

Cheers
johannes
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Re: [Nuke-users] terminal launch via ssh

2011-12-19 Thread Johannes Hezer
I forgot to mention that you need to chmod +x yourfilename.command to 
make it executable... otherwise osx wont launch anything.
What I like about the .command file structure is that you can already 
set variables according to some simple if then rules...
we are having local raids for example in some machines so we check for a 
specific folder to set the disk cache accordingly via the NUKE_TEMP_DIR 
variable...

-johannes




Am 12/18/11 9:08 PM, schrieb Michael Garrett:
As Nathan says, I would have thought putting everything in the 
.bash_profile would be a good way to go here.  So you open a new shell 
in Terminal and SSH in and you're done.  I could be missing something 
though because I haven't worked in a multi user OSX situation for a 
while.


Johannes' solution of using a .command sounds interesting since it 
seems you only have to edit that single file on the server instead of 
updating .bash_profiles for each user (which probably isn't that hard 
anyway).




On 18 December 2011 09:59, Deke Kincaid dekekinc...@gmail.com 
mailto:dekekinc...@gmail.com wrote:


I believe only bash sees the environment.plist.  The only way to
get everything to see an env variable on osx is to put it in launchd.

-deke


On Saturday, December 17, 2011, Nathan Rusch
nathan_ru...@hotmail.com mailto:nathan_ru...@hotmail.com wrote:
 I think Diogo's on the right track. I'm not an OSX guru, but
from some cursory Googling, it appears that the environment.plist
file is really only recognized by the Terminal application. Once
you ssh into something, you're out of that app, so the special OSX
rules no longer apply.

 According to this link
(http://snippets.dzone.com/posts/show/586), it looks like you may
need to set up some script or logic to parse the
environment.plist, and then run that script from your
~/.bash_profile (assuming you're using Bash).

 However, I would probably go one step further and say ditch the
environment.plist, and instead opt for setting up your shell
environment purely via ~/.bash_profile or some other more
standard approach.

 Hope this helps.

 -Nathan


 From: Diogo Girondi
 Sent: Saturday, December 17, 2011 11:59 AM
 To: Nuke user discussion
 Subject: Re: [Nuke-users] terminal launch via ssh

 Perhaps the ssh session is bypassing the environment.plist
somehow. I honestly don't know.

 When you ssh into that machine you use the same user as the one
where you have the environment.plist set? I ask because I have no
idea how this works.

 What you can do is run a export NUKE_PATH=path before lauching
Nuke via ssh and see if that fixes the problem you're facing.

 On Sat, Dec 17, 2011 at 5:20 PM, Gary Jaeger
g...@corestudio.com mailto:g...@corestudio.com wrote:

 Thanks Diogo. That's what so odd. We have the environment.plist
all working, and all the volumes are mounted etc etc. I just have
no idea why using ssh would behave differently than actually
sitting at the machine. i.e. we're not having trouble getting nuke
to launch and see the plug-ins in normal operation.

 So the following (physically sitting at the machine) works:

 gfx08$ /Applications/Nuke6.3v5/Nuke6.3v5.app/Nuke6.3v5

 but this (sitting at the machine next to it using ssh) does not:

 gfx11$ ssh gfx08@gfx08
 Password:
 Last login: Fri Dec 16 09:39:45 2011
 gfx08:~ gfx08$ /Applications/Nuke6.3v5/Nuke6.3v5.app/Nuke6.3v5

 what could possibly be different??

 On Sat, Dec 17, 2011 at 10:56 AM, Diogo Girondi
diogogiro...@gmail.com mailto:diogogiro...@gmail.com wrote:

 On OSX I usually add a Apple script app to the user login items
that mounts the necessary volumes quietly on startup and then I
use a another Apple script to launch Nuke.

 To auto mount the volumes:

 tell application Finder
try
mount volume smb://Lola/ToolBox/
on error
display dialog Lola wasn't there, come back later.
end try
 end tell


 To launch nuke:

 do shell script export

NUKE_PATH='/Volumes/ToolBox/Nuke';'/Applications/Nuke6.3v5/Nuke6.3v5.app/Nuke6.3v5'

 But you can easily replace this last one for a environment.plist
saved on .MacOSX/ pointing to the Nuke path.

 O the renderfarm Qube was running similar commands before
starting a nuke render and the volumes were being auto-mounted by
Linux on startup.

 But there are probably better ways to approach this.


 Cheers,
 Diogo



 On 17/12/2011, at 15:56, Gary Jaeger g...@corestudio.com
mailto:g...@corestudio.com wrote:

 /Applications/Nuke6.3v5/Nuke6.3v5.app/Nuke6.3v5
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Re: [Nuke-users] Autoload both eyes from stereo file sequences?

2011-10-24 Thread Johannes Hezer

Hi
I have not tried myself but you could set up a filter for the filenames..
typically that is used for converting between different operating 
systems maybe it works for stereo, too ?


import nuke
import os

def stereoFilename(filename)
x = filename.replace( '_l_', '%v' )
return x

nuke.addFilenameFilter(stereoFilename)

I would add the filter then under a condition which checks if it is 
truely a stereo sequence an not an fbx which by accident was called 
_l_ too...



Cheers
johannes





Am 10/24/11 10:55 AM, schrieb VikD:
Hi, is there way to automatically load both left and right stereo file 
sequences when they are in the same folder instead of manually 
changing filename later in reader, for example change myfilename.l.exr 
to myfilename.%v.exr ?



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Re: [Nuke-users] Stereoscopic Viewer

2011-09-22 Thread Johannes Hezer

Am 9/22/11 4:56 PM, schrieb Dome:
So my question is, which hardware do in need for this? 

Hey

we used the Zalman 24  screens and one JVC 40 (I think).
The Zalmans are really cheap therefore the light distribution is not 
that good and colors are delicate too.
You cant really watch s3d in fullscreen, because the angle in which 
the polarization between L/R works is so narrow that it almost does not 
work over the whole surface of the screen. Except you take a step back 
and change your distance from the screen aswell.
But I always made the images smaller on the Zalman so I would use a 
about 2/3 of the screen and have a black border around the image.
The Zalman has a resolution of 1920x1080 which means you have 540 lines 
horizontally for each eye.
In case you want to work on higher resolutions and want to see the 
material 1:1 you have to zoom in.


I think it is a good tool to spot errors, you get a nice idea of the s3d 
and you see quite fast if there is something wrong between L/R
The polarized glasses are lightweight and the screen is circular 
polarized so all realD glasses are working with the Zalman.


More than 3 people cant use the screen contemporarelly because of the 
narrow viewing angle.


I am not sure if you need a quadro for nuke with the zalman. I would say 
no because interlacing the images is not that big of a deal.
Technically the quad buffered GL makes sense for dual projector systems. 
So the images get synced in the quad buffer, so each projector is 
displaying the images at the same time.
On one screen however this is not necessary. We used nvidia 560 cards 
with the zalman but our main comp program was fusion.
and there you can tell the viewer to display a side by side image 
interlaced... Does that work in nuke too ?


Hope that hepls a bit.

johannes


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