Re: [Nuke-users] spam emails on nuke users

2017-05-07 Thread John Coldrick
I bypass GMail's spam filter by allowing anything on this list a free
pass.  If I don't, some perfectly legit posts get sent to spam. It's like
operating behind a firewall - there's an assumption a mailing list is
moderated...

J.C.

On Sun, May 7, 2017 at 4:57 AM, Mads Hagbarth Damsbo 
wrote:

> Gmail have some decent spamfilters build in, i don't see it either, if you
> look in your spam folder you can see a few nuke discussion threads.
>
> On Sun, May 7, 2017 at 10:22 AM, Randy Little 
> wrote:
>
>> Strange I get no spam from the nuke list
>>
>> On May 7, 2017 3:44 AM, "Erik Johansson"  wrote:
>>
>>> I sent a mail to support as well. No response so far. Maybe they stopped
>>> using email
>>>
>>> On Sun, May 7, 2017 at 6:57 AM, adam jones  wrote:
>>>
 Dear admin of Nuke users

 could you please monitor the email list a little closer and delete
 accounts that are posting these spam emails.

 grassl-mar...@web.de

 salva...@chez.com

 tokuto...@yahoo.com


 regards
 -adam

 ___
 Nuke-users mailing list
 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

>>>
>>>
>>>
>>> --
>>>
>>> *Erik Johansson*
>>> *Pipeline TD*
>>> *Goodbye Kansas Entertainment *
>>> Owner of Fido, Bläck, Imagination Studios, Infinite Entertainment &
>>> Goodbye Kansas Game Invest
>>>
>>> Rosenlundsgatan 40, 4th floor
>>> 118 53 Stockholm, Sweden
>>> Ph: +46 8 556 990 00
>>> Orgno: 556974-1993
>>>
>>> www.goodbyekansas.se
>>>
>>> ___
>>> Nuke-users mailing list
>>> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>>>
>>
>> ___
>> Nuke-users mailing list
>> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>>
>
>
>
> --
> Mads Hagbarth Damsbo
> VFX Technical Director - www.hagbarth.net
> Phone: (+45)28731582
>
> ___
> Nuke-users mailing list
> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>
___
Nuke-users mailing list
Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

Re: [Nuke-users] Starting Nuke 9 or 10 from a single configuration

2017-03-01 Thread John Coldrick
Awesome, thanks for all the feedback folks.  Useful info

Cheers,

J.C.

On Wed, Mar 1, 2017 at 10:50 AM, Magno Borgo <li...@borgo.tv> wrote:

> Check for the version and load what you want.
> I usually do that for compiled plugins.
>
> Example
> #init.py
> #J_ops
>
> if nuke.NUKE_VERSION_MAJOR == 8:
>nuke.pluginAddPath('/Users/magnoborgo/.nuke/J_Ops_v8/')
> if nuke.NUKE_VERSION_MAJOR == 9:
> nuke.pluginAddPath('/Users/magnoborgo/.nuke/J_Ops_v9/')
>
>
>
> On Wed, 01 Mar 2017 10:14:38 -0500, John Coldrick <john.coldr...@gmail.com>
> wrote:
>
> This is a challenge we have and I'm getting slow reactions from Foundry so
>> I thought I would ask the Braintrust.  :) > Essentially I'm just wondering
>> if you can if/then your way out of this problem, can I start either 9 or 10
>> from a single init/>menu.py and end up with properly sourced plugins?  The
>> biggest single challenge we have is we're trying to do with *without*
>> >using $NUKE_PATH, which drives a different init.py.
>>
>> Not really asking for a walkthrough, but just wondering if anyone happens
>> to know if it's trivial/tough/impossible to do.  If >the recommended way
>> really is not using a single configuration but wrapping in NUKE_PATH,
>> that's fine.  It really seems to be an >issue of the startup order.
>>
>> Appreciate any thoughts!  We're on Windows if it matters.
>>
>> Thanks
>>
>> J.C.
>>
>>
>
>
> --
> Using Opera's mail client: http://www.opera.com/mail/
>
> ___
> Nuke-users mailing list
> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>
___
Nuke-users mailing list
Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

[Nuke-users] Starting Nuke 9 or 10 from a single configuration

2017-03-01 Thread John Coldrick
This is a challenge we have and I'm getting slow reactions from Foundry so
I thought I would ask the Braintrust.  :)  Essentially I'm just wondering
if you can if/then your way out of this problem, can I start either 9 or 10
from a single init/menu.py and end up with properly sourced plugins?  The
biggest single challenge we have is we're trying to do with *without* using
$NUKE_PATH, which drives a different init.py.

Not really asking for a walkthrough, but just wondering if anyone happens
to know if it's trivial/tough/impossible to do.  If the recommended way
really is not using a single configuration but wrapping in NUKE_PATH,
that's fine.  It really seems to be an issue of the startup order.

Appreciate any thoughts!  We're on Windows if it matters.

Thanks

J.C.
___
Nuke-users mailing list
Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

Re: [Nuke-users] anybody using RV's Nuke integration?

2016-05-17 Thread John Coldrick
For the record I can't imagine using Maya without RV, I've been using it
for months now and not had an issue. Anything is better than that horrid
flipbook that was written decades ago!

I've got rv installed in nuke and I haven't noticed any crashing, but I'll
admit I don't use it heavily.  It just seems a little too "disconnected"
for me, I'd rather just dump out the comp from the farm and rv the
result...but maybe I need to force myself a little and give it a chance.

The Shotgun-sensitive nature of rv is awesome and lets me review and
submit...

We're using the latest rv, Nuke 9v8 and Maya 2016, FWIW...  Haven't tried
Nuke 10 with this yet...

J.C.

On Tue, May 17, 2016 at 2:23 AM, Howard Jones 
wrote:

> I'm using the shotgun RV version in maya and that has crashed maya at
> least once. Is RV integrating with SG too?
>
> Howard
>
> On 17 May 2016, at 2:47 am, Frank Rueter|OHUfx  wrote:
>
> Hi all,
>
> is anybody using RV's Nuke integration package?
> I have been using it for years and love it, but I often get Nuke scripts
> that crash with a seg fault when I try to view a Write node in RV.
> The integration package does open a python communication between Nuke and
> RV which must be the culprit. I have no idea how to debug it though and the
> respectiev support teams couldn't reproduce it when I reported this ages
> ago.
>
> We have not been able to figure out if it's a Nuke or RV issue, so I was
> wondering if anybody here has used this and seen the same problem?
>
> Cheers,
> frank
>
> --
>   *vfx compositing
>  | workflow customisation and
> consulting  *
>
> ___
> Nuke-users mailing list
> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>
>
> ___
> Nuke-users mailing list
> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>
___
Nuke-users mailing list
Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

Re: [Nuke-users] Any good 3d tracking outsourcing recommendations?

2016-01-08 Thread John Coldrick
Yannix.  Best I've used.

J.C.

On Fri, Jan 8, 2016 at 1:13 AM, Ron Ganbar  wrote:

> Hi Michael,
> http://malditochroma.com/about-2 might do 3D tracking as well.
>
>
>
> Ron Ganbar
> email: ron...@gmail.com
> tel: +44 (0)7968 007 309 [UK]
>  +972 (0)54 255 9765 [Israel]
> url: http://ronganbar.wordpress.com/
>
> On Fri, Jan 8, 2016 at 5:58 AM, Michael Garrett 
> wrote:
>
>> In the spirit of the canvassing for opinions on roto outsourcing, I'm
>> looking to know more about 3d tracking outsourcing options.
>>
>> Not sure if I can get around the NDA issue on the current project, but
>> worth inquiring.
>>
>> MPC Bangalore doesn't count ;)
>>
>> Cheers,
>> Michael
>>
>> ___
>> Nuke-users mailing list
>> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>>
>
>
> ___
> Nuke-users mailing list
> Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>
___
Nuke-users mailing list
Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

[Nuke-users] Timecode field in Write node

2015-06-18 Thread John Coldrick
Used to be in v8 that edge and timecode fields appeared for dpx outputs.
This seems to be gone in Nuke 9 v4 and v6, at least, despite still showing
up in the user manual and the reference docs.  I know I can set timecode
using the addtimecode node, but there was a simplicity, code wise, to
making it a parameter for a write node.  I've tried using timecode and
assigning  it, but it doesn't seem to take. Anyone happen to know if it's
just plain gone gone?

Thanks

J.C.
___
Nuke-users mailing list
Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

Re: [Nuke-users] AlexaLogC

2015-01-26 Thread John Coldrick
I'm wondering if you have set any custom LUTs in your setup files?  We had
an identical moment of panic when evaluating Nuke 9 and it turns out
there's an outstanding bug(bad behaviour?) which essentially rebuilds the
stack of LUTs if you have a custom one set with an existing name.  We had
setup slog LUTs in 8 and when we fired up 9, the LUTs are literally offset,
so one might be named Alexa but might be sRGB!  Essentially we removed our
custom LUTs and it all went back to normal.

Note this is not cosmetic - it's the real deal and will make your life very
unhappy if you don't address it.

Cheers,

J.C.

On Mon, Jan 26, 2015 at 10:58 AM, Schneider, Abraham aschnei...@arri.de
wrote:

 Hi

 Where do you find/see this? I just rendered the same AlexaLogC file to a
 linear EXR by setting the Read node to colorspace 'AlexaV3LogC' in
 Nuke8.0v6 and Nuke9.0v4b, and compared them in one of the Nukes. They
 are identical.

 So you don't mean the actual curves in the LUT part of the project
 settings, right?

 Abraham



 Abraham Schneider
 Head of VFX pipeline / VFX Supervisor


 Türkenstr. 89, 80799 München /
 Phone +49 89 3809-1096

 EMail aschnei...@arri.de

   Visit us on Facebook!-- Originalnachricht --
 Von: Howard Jones mrhowardjo...@yahoo.com
 An: Nuke user discussion nuke-users@support.thefoundry.co.uk
 Gesendet: 26.01.2015 16:28:38
 Betreff: [Nuke-users] AlexaLogC

 
 
 Hi
 
 Just looking at AlexaLogC in nuke8 and nuke 9 and the formulas and
 results are hugely different
 
 Nuke8.6 AlexaLogC
 x  0.1496582 ? (pow(10.0, (x - 0.385537) / 0.2471896) -0.052272) /
 5.56 : (x - 0.092809) / 5.367655
 
 
 Nuke9 AlexaLogC
 pow(10,(1023*x-1023)/500)
 
 
 Is this correct in Nuke9 now? Has the specifications changed recently
 for this format. Or is this a mistake?
 
 
 Thanks
 
 Howard
 
 ___
 Nuke-users mailing list
 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
 
  [
 http://www.arricommercial.de/wp-content/uploads/2015/01/2015-01-15a-AMS-E-Mail-Signatur_Berlinale.jpg]
 http://www.arri.de/filmtv

 Get all the latest information from www.arri.de/filmtv
 http://www.arri.de/filmtv, Facebook
 https://www.facebook.com/pages/ARRI-Film-TV/117731121606986?fref=ts

 ARRI Film  TV Services GmbH
 Sitz: München - Registergericht: Amtsgericht München
 Handelsregisternummer: HRB 69396
 Geschäftsführer: Helge Jürgens; Josef Reidinger
 ___
 Nuke-users mailing list
 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

___
Nuke-users mailing list
Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

[Nuke-users] Painting areas of interest

2014-12-08 Thread John Coldrick
There was a script I saw a number of years back that showed how to indicate
where a moving camera in 3d in nuke was looking over the course of the
shot, for example if you had a piece of geometry with UVs in the background
and the camera was panning around, that could be output in UV space with
the view of the camera over the course of the shot painting white wherever
it was looking.  This was useful for the matte painter - when they were
painting the projection matte they could see exactly where they needed to
focus their efforts.  I've gotten most of it figured out, but haven't been
able to figure out how to get the projection to persist so you get an
accumulation of all the frames into one.

Hopefully that makes sense.  :)  Anyone know what basic thing I'm missing?

Much obliged

J.C.
___
Nuke-users mailing list
Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

Re: [Nuke-users] Painting areas of interest

2014-12-08 Thread John Coldrick
Cool, thanks guys, that was it

Cheers,

J.C.

On Mon, Dec 8, 2014 at 6:22 PM, Elias Ericsson Rydberg 
elias.ericsson.rydb...@gmail.com wrote:

 Here:
 https://www.youtube.com/watch?v=WLkXruAFwkI

 About a minute in Frank talks about TimeEcho.

 2014-12-09 0:10 GMT+01:00 Nathan Rusch nathan_ru...@hotmail.com:

   You're probably looking for TimeEcho.

 -Nathan



  *From:* John Coldrick john.coldr...@gmail.com
 *Sent:* Monday, December 08, 2014 2:54 PM
 *To:* Nuke user discussion nuke-users@support.thefoundry.co.uk
 *Subject:* [Nuke-users] Painting areas of interest

  There was a script I saw a number of years back that showed how to
 indicate where a moving camera in 3d in nuke was looking over the course of
 the shot, for example if you had a piece of geometry with UVs in the
 background and the camera was panning around, that could be output in UV
 space with the view of the camera over the course of the shot painting
 white wherever it was looking.  This was useful for the matte painter -
 when they were painting the projection matte they could see exactly where
 they needed to focus their efforts.  I've gotten most of it figured out,
 but haven't been able to figure out how to get the projection to persist so
 you get an accumulation of all the frames into one.

 Hopefully that makes sense.  :)  Anyone know what basic thing I'm missing?

 Much obliged

 J.C.

 --
 ___
 Nuke-users mailing list
 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users


 ___
 Nuke-users mailing list
 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users



 ___
 Nuke-users mailing list
 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

___
Nuke-users mailing list
Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

Re: [Nuke-users] Nuke Studio - export to *.mov larger than 2.15 gig over afp network (mastering)

2014-11-24 Thread John Coldrick
I don't know if you're running on Windows, but we've always had issues
where we need to use UNC paths instead of mounted drives(or do it locally
and then copy), it's completely random and is related to the quicktime
dll.  It breaks without much in the way of diagnostics.  Tends to show up
if you have more than a couple of mounted network drives.

For some reason this isn't widely acknowledged, but it's real.

J.C.

On Mon, Nov 24, 2014 at 4:08 AM, Howard Jones mrhowardjo...@yahoo.com
wrote:

 Oh thats interesting. I've had lots of quicktimes fail in the past and
 didn't know why.
 I write a temp one and push to the network via python. Which has got
 around this.


 Howard

 On 24 Nov 2014, at 07:43, adam jones adam@mac.com wrote:

 Hi all

 So I thought we left this 2 gig file limit back with the passing of FAT 32
 however it seems to have reared it ugly head again in another form.

 This is an article I found regarding AE and this issue


 http://blogs.adobe.com/aftereffects/2011/05/cant-create-quicktime-movie-larger-than-2-15gb-across-network-using-afp.html
 http://blogs.adobe.com/aftereffects/2011/05/cant-create-quicktime-movie-larger-than-2-15gb-across-network-using-afp.html

 I post here as it seems to be with NS also over an aft network so of
 course it not a NS specific problem at all so I guess (aside from rendering
 to a local drive) does any one have a solution to this issue and if not
 what are peoples suggestions in term of another network protocol?

 linux server with prodomantly mac osx connected to it with a few windows 7
 boxes for maya.

 any thoughts or suggestions would really be appreciated.

 cheers
 -adam

 ___
 Nuke-users mailing list
 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users


 ___
 Nuke-users mailing list
 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

___
Nuke-users mailing list
Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

Re: [Nuke-users] Extracting transforms from Alembic

2014-11-11 Thread John Coldrick
Yeah, weird, I got my hopes up with the axes read, but literally nothing
shows up.  I'm unclear what you mean by the required way, but it's
exporting in the correct location as a sphere offset by what I'd expect, it
just appears that extracting the node with the transforms is trickier than
one might think.  I'll poke around the scripts mentioned and see if that's
useful.

Thanks

J.C.

On Mon, Nov 10, 2014 at 11:39 PM, Ben Dickson ben.dick...@rsp.com.au
wrote:

 Have you tried loading the Alembic file using the Axis node's read from
 file stuff? Should work if you export stuff to the .abc file in the
 required way

 On 11/11/14 13:46, John Coldrick wrote:
  Just the camera is moving.  The comp guys would like basically an axis
  sitting where the sun is.  Again, they could just add an axis and move
  it, there are short term solutions, I was just a little surprised that
  extracting the transform was anything apart from trivial.  :)  I'm
  thinking in future how to get axes from alembic into Nuke.
 
  Thanks Michael, I'll take a look at that gizmo...
 
  Cheers,
 
  J.C.
 
  On Mon, Nov 10, 2014 at 10:01 PM, Michael Garrett michaeld...@gmail.com
  mailto:michaeld...@gmail.com wrote:
 
  Have a look at this:
 
  http://www.nukepedia.com/gizmos/3d/alembicreconstructor
 
  On 10 November 2014 20:16, Ari Rubenstein a...@curvstudios.com
  mailto:a...@curvstudios.com wrote:
 
  Is the sun itself animated or just the camera ?
 
  Sent from my iPhone
 
   On Nov 10, 2014, at 6:48 PM, John Coldrick
  john.coldr...@gmail.com mailto:john.coldr...@gmail.com
 wrote:
  
   I have a simple scenario where there is a Sun object in Maya,
  and I literally just want the transform values from that to feed
  into a Nuke lens flare(I want all three transforms, as opposed
  to screen space).  Obviously I can copy those numbers over
  manually, export an fbx and disable Read Every Frame, but for
  pipeline reasons I'm trying to figure out how to extract those
  numbers from an Alembic export of the sun from Maya.  I tried
  setting some keyframes and even animating the sun, but those
  actual transform numbers didn't show anywhere.  Anyone have a
  suggestion?
  
   Running v8.  Thanks in advance!
  
   J.C.
   ___
   Nuke-users mailing list
   Nuke-users@support.thefoundry.co.uk
  mailto:Nuke-users@support.thefoundry.co.uk,
  http://forums.thefoundry.co.uk/
  
 
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
  ___
  Nuke-users mailing list
  Nuke-users@support.thefoundry.co.uk
  mailto:Nuke-users@support.thefoundry.co.uk,
  http://forums.thefoundry.co.uk/
 
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
 
 
 
  ___
  Nuke-users mailing list
  Nuke-users@support.thefoundry.co.uk
  mailto:Nuke-users@support.thefoundry.co.uk,
  http://forums.thefoundry.co.uk/
  http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
 
 
 
 
  ___
  Nuke-users mailing list
  Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
  http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
 

 --
 ben dickson
 2D TD | ben.dick...@rsp.com.au
 rising sun pictures | www.rsp.com.au
 ___
 Nuke-users mailing list
 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

___
Nuke-users mailing list
Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

[Nuke-users] Extracting transforms from Alembic

2014-11-10 Thread John Coldrick
I have a simple scenario where there is a Sun object in Maya, and I
literally just want the transform values from that to feed into a Nuke lens
flare(I want all three transforms, as opposed to screen space).  Obviously
I can copy those numbers over manually, export an fbx and disable Read
Every Frame, but for pipeline reasons I'm trying to figure out how to
extract those numbers from an Alembic export of the sun from Maya.  I tried
setting some keyframes and even animating the sun, but those actual
transform numbers didn't show anywhere.  Anyone have a suggestion?

Running v8.  Thanks in advance!

J.C.
___
Nuke-users mailing list
Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

Re: [Nuke-users] Extracting transforms from Alembic

2014-11-10 Thread John Coldrick
Just the camera is moving.  The comp guys would like basically an axis
sitting where the sun is.  Again, they could just add an axis and move it,
there are short term solutions, I was just a little surprised that
extracting the transform was anything apart from trivial.  :)  I'm thinking
in future how to get axes from alembic into Nuke.

Thanks Michael, I'll take a look at that gizmo...

Cheers,

J.C.

On Mon, Nov 10, 2014 at 10:01 PM, Michael Garrett michaeld...@gmail.com
wrote:

 Have a look at this:

 http://www.nukepedia.com/gizmos/3d/alembicreconstructor

 On 10 November 2014 20:16, Ari Rubenstein a...@curvstudios.com wrote:

 Is the sun itself animated or just the camera ?

 Sent from my iPhone

  On Nov 10, 2014, at 6:48 PM, John Coldrick john.coldr...@gmail.com
 wrote:
 
  I have a simple scenario where there is a Sun object in Maya, and I
 literally just want the transform values from that to feed into a Nuke lens
 flare(I want all three transforms, as opposed to screen space).  Obviously
 I can copy those numbers over manually, export an fbx and disable Read
 Every Frame, but for pipeline reasons I'm trying to figure out how to
 extract those numbers from an Alembic export of the sun from Maya.  I tried
 setting some keyframes and even animating the sun, but those actual
 transform numbers didn't show anywhere.  Anyone have a suggestion?
 
  Running v8.  Thanks in advance!
 
  J.C.
  ___
  Nuke-users mailing list
  Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
  http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
 ___
 Nuke-users mailing list
 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users



 ___
 Nuke-users mailing list
 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

___
Nuke-users mailing list
Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

[Nuke-users] R3D Live source plates in Nuke

2014-09-18 Thread John Coldrick
In the past we had experimented using quicktime files directly in Nuke as
source plates and it was pretty much a disaster,  unstable, inexplicitly
slow at times, and checking around that was a concession from a number of
shops.  Fine in theory, seemed OK, but inevitably when you got to a real
shot, trouble.

I'm just curious if anyone has had any experience with using R3D files like
this.  We'd be working at 4K from a Red Dragon, I'm thinking on the plus
side the compression would make for faster interaction, but potentially on
the negative side some of the snappy scanline efficiencies might be lost,
and of course, stability is key.  I've also noticed that the firmware in
the camera can be a real issue in getting successful reads in Nuke, so
there's a thing...

We're going to do some testing, but just curious if anyone had any war
stories.

Thanks in advance!

J.C.
___
Nuke-users mailing list
Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

Re: [Nuke-users] R3D Live source plates in Nuke

2014-09-18 Thread John Coldrick
Cool, thanks for the feedback guys.  The speed hit seems like a no-fly...

Cheers,

J.C.

On Thu, Sep 18, 2014 at 6:41 PM, Nathan Rusch nathan_ru...@hotmail.com
wrote:

   R3D's are going to be slow because they need to be debayered. You're
 also looking at more room for error by exposing all of the debayer settings
 to the artist, and more room for instability by getting third-party
 libraries involved.

 I would stick with DPXs.

 -Nathan


  *From:* John Coldrick john.coldr...@gmail.com
 *Sent:* Thursday, September 18, 2014 3:01 PM
 *To:* Nuke user discussion nuke-users@support.thefoundry.co.uk
 *Subject:* [Nuke-users] R3D Live source plates in Nuke

  In the past we had experimented using quicktime files directly in Nuke
 as source plates and it was pretty much a disaster,  unstable, inexplicitly
 slow at times, and checking around that was a concession from a number of
 shops.  Fine in theory, seemed OK, but inevitably when you got to a real
 shot, trouble.

 I'm just curious if anyone has had any experience with using R3D files
 like this.  We'd be working at 4K from a Red Dragon, I'm thinking on the
 plus side the compression would make for faster interaction, but
 potentially on the negative side some of the snappy scanline efficiencies
 might be lost, and of course, stability is key.  I've also noticed that the
 firmware in the camera can be a real issue in getting successful reads in
 Nuke, so there's a thing...

 We're going to do some testing, but just curious if anyone had any war
 stories.

 Thanks in advance!

 J.C.

 --
 ___
 Nuke-users mailing list
 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users


 ___
 Nuke-users mailing list
 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

___
Nuke-users mailing list
Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

[Nuke-users] Can Nuke write mipmap exrs?

2014-08-03 Thread John Coldrick
I'm reasonably certain it can't do this, but just in case there's that
magic button...:)

I'd be happy if it was, say, Python only and not in the GUI as a hidden
option, since this would be a scripted usage anyway.  To explain the
context, I'm looking for a pipeline tool that can manage solid colorspace
control and texture map writing in one go instead of splitting it between
multiple programs.  Nuke has the colour part down, but textures...  I'm
also stuck in a windows context for now.

Thanks in advance

J.C.
___
Nuke-users mailing list
Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

Re: [Nuke-users] Can Nuke write mipmap exrs?

2014-08-03 Thread John Coldrick
That's what I figured, thanks Deke...

J.C.


On Sun, Aug 3, 2014 at 10:07 AM, Deke Kincaid d...@thefoundry.co.uk wrote:

 Unfortunately not.  Nuke can only write scanline exr files.  You would
 need to use OIIO if you want both in one application which can be pipelined.

 --
 Deke Kincaid
 Creative Specialist
 The Foundry
 Skype: dekekincaid
 Tel: (310) 399 4555 - Mobile: (310) 883 4313
 Web: www.thefoundry.co.uk
 Email: d...@thefoundry.co.uk


 On Sun, Aug 3, 2014 at 5:46 AM, John Coldrick john.coldr...@gmail.com
 wrote:

 I'm reasonably certain it can't do this, but just in case there's that
 magic button...:)

 I'd be happy if it was, say, Python only and not in the GUI as a hidden
 option, since this would be a scripted usage anyway.  To explain the
 context, I'm looking for a pipeline tool that can manage solid colorspace
 control and texture map writing in one go instead of splitting it between
 multiple programs.  Nuke has the colour part down, but textures...  I'm
 also stuck in a windows context for now.

 Thanks in advance

 J.C.

 ___
 Nuke-users mailing list
 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users



 ___
 Nuke-users mailing list
 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

___
Nuke-users mailing list
Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

Re: [Nuke-users] Can Nuke write mipmap exrs?

2014-08-03 Thread John Coldrick
Wow - thanks for that!  My google skillz are weakening, I had looked all
over for OIIO courtesy Windows binaries but missed them.  :)  Definitely
will look into this.

Cheers,

J.C.


On Sun, Aug 3, 2014 at 4:42 PM, Deke Kincaid d...@thefoundry.co.uk wrote:

 You can find precompiled OIIO for Windows here:
 http://www.lfd.uci.edu/~gohlke/pythonlibs/#openimageio

 The manual is here;
 *https://github.com/OpenImageIO/oiio/blob/RB-1.3/src/doc/openimageio.pdf
 https://github.com/OpenImageIO/oiio/blob/RB-1.3/src/doc/openimageio.pdf*

 It works with ocio color profiles, so you can integrate it into a nuke
 pipeline fairly easily(even call it from nuke to post process  convert to
 tiles).  The first 150 pages of the manual all about the api so search for
 oiiotool which is the commandline utility for converting files.

 --
 Deke Kincaid
 Creative Specialist
 The Foundry
 Skype: dekekincaid
 Tel: (310) 399 4555 - Mobile: (310) 883 4313
 Web: www.thefoundry.co.uk
 Email: d...@thefoundry.co.uk


 On Sun, Aug 3, 2014 at 8:08 AM, John Coldrick john.coldr...@gmail.com
 wrote:

 That's what I figured, thanks Deke...

 J.C.


 On Sun, Aug 3, 2014 at 10:07 AM, Deke Kincaid d...@thefoundry.co.uk
 wrote:

 Unfortunately not.  Nuke can only write scanline exr files.  You would
 need to use OIIO if you want both in one application which can be pipelined.

 --
 Deke Kincaid
 Creative Specialist
 The Foundry
 Skype: dekekincaid
 Tel: (310) 399 4555 - Mobile: (310) 883 4313
 Web: www.thefoundry.co.uk
 Email: d...@thefoundry.co.uk


 On Sun, Aug 3, 2014 at 5:46 AM, John Coldrick john.coldr...@gmail.com
 wrote:

 I'm reasonably certain it can't do this, but just in case there's that
 magic button...:)

 I'd be happy if it was, say, Python only and not in the GUI as a hidden
 option, since this would be a scripted usage anyway.  To explain the
 context, I'm looking for a pipeline tool that can manage solid colorspace
 control and texture map writing in one go instead of splitting it between
 multiple programs.  Nuke has the colour part down, but textures...  I'm
 also stuck in a windows context for now.

 Thanks in advance

 J.C.

 ___
 Nuke-users mailing list
 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users



 ___
 Nuke-users mailing list
 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users



 ___
 Nuke-users mailing list
 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users



 ___
 Nuke-users mailing list
 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

___
Nuke-users mailing list
Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

Re: [Nuke-users] Importing SLOG 3 MXF files into Nuke

2014-06-17 Thread John Coldrick
Ah cool, thanks Deke, I just needed a clear path - no heavy lifting
required.  :)

Yeah, Rangi, OCIO is definitely on our list!

Cheers guys...

J.C.


On Tue, Jun 17, 2014 at 5:10 AM, Rangi Sutton rsut...@cuttingedge.com.au
wrote:

 Hullo JC...

 Current show we're using slog2, which we implemented via OCIO, my
 favourite new toy.

 We now read/write everything as linear, ie, no change, in nuke, and use
 OCIOcolorspace nodes for the space conversions before/after IO.

 We created an .spi lut that did the slog2 conversion from a python script
 provided by the ocio guys,  who happen to be mostly Sony Imageworks..

 Config of ocio takes a little playing, but once you have it it's very
 handy tool. Now we can just tell compositors it's log and not which log,
 as there's a different ocio.conf for each project.

 Big plus.. oiiotool will use the same colour space conversions, so you can
 convert between formats and colour states in pure open source land. ftw.

 Oh.., having someone happy to hit the makefiles helps. But nuke internally
 supports ocio so no tedious linking too big close-source involved.

 Cheers,
 r.


 http://opencolorio.org/
 https://sites.google.com/site/openimageio/home
 http://cinematiccolor.com/



 On 17 June 2014 07:10, John Coldrick john.coldr...@gmail.com wrote:

 In our never-ending quest to be forced to work with every file format and
 colourspace known to humanity, we need to pull these plates in.  We sort of
 have a path for the MXF file format(albeit a bit shaky and thus
 questionable), but I was curious if anyone has a path for colourspace
 conversion from SLOG3 to linear/some known space?  I know it's not
 currently available directly in Nuke but curious if anyone knows a solution?

 Thanks!

 J.C.

 ___
 Nuke-users mailing list
 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users




 --
 VFX Supervisor
 Cutting Edge

 ___
 Nuke-users mailing list
 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

___
Nuke-users mailing list
Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

[Nuke-users] Importing SLOG 3 MXF files into Nuke

2014-06-16 Thread John Coldrick
In our never-ending quest to be forced to work with every file format and
colourspace known to humanity, we need to pull these plates in.  We sort of
have a path for the MXF file format(albeit a bit shaky and thus
questionable), but I was curious if anyone has a path for colourspace
conversion from SLOG3 to linear/some known space?  I know it's not
currently available directly in Nuke but curious if anyone knows a solution?

Thanks!

J.C.
___
Nuke-users mailing list
Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

Re: [Nuke-users] shuffle node not saving channel settings

2014-04-08 Thread John Coldrick
Check on the right side - by default it's RGBA - you're telling Nuke to
export 4 Channels so it enables that when refreshing.  If you set it to,
say, alpha, it remembers it.

Cheers,

J.C.


On Tue, Apr 8, 2014 at 12:17 PM, Gary Jaeger g...@corestudio.com wrote:

 I think I'm going nuts. Can somebody try this.

 1. create a shuffle node. For In 1 only check r. Unchecked everything
 else. So just r in  r out
 2. Close the properties panel of that shuffle
 3. double click to re-open the properties.

 They're all checked again back to default! I can't get them to stay
 unchecked. Mac Nuke 8.0v4 (and v3)

 Help!

 Gary Jaeger // Core Studio
 249 Princeton Avenue
 Half Moon Bay, CA 94019
 650 728 7060
 http://corestudio.com


 ___
 Nuke-users mailing list
 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

___
Nuke-users mailing list
Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

Re: [Nuke-users] Quicktime prores 4444 as source

2013-08-09 Thread John Coldrick
Cool, thanks for all the feedback, guys.  Just what I needed...

J.C.


On Fri, Aug 9, 2013 at 1:54 PM, Howard Jones mrhowardjo...@yahoo.comwrote:

 I get plenty of errors with QTs with bbox not set etc. I would convert
 once and be done with them.


 Howard

   --
  *From:* Nathan Rusch nathan_ru...@hotmail.com
 *To:* Nuke user discussion nuke-users@support.thefoundry.co.uk
 *Sent:* Friday, 9 August 2013, 18:17
 *Subject:* Re: [Nuke-users] Quicktime prores  as source

   In spite of any perceptual performance comparisons, I have to agree
 that avoiding Quicktimes is still the best policy. On both OSX and Windows,
 Nuke relies on a separate “helper” process to (presumably) handle
 encoding/decoding, and I cannot count the number of times this helper
 process has gone off the reservation and frozen Nuke (presumably while it’s
 waiting for a response of some kind). There are even certain combinations
 of upstream nodes that can be used to reliably break the helper when
 executing a Write.

 More often than not, 10-bit DPX is still the better choice for plates
 (especially if they’re coming through a ProRes intermediate). EXR doesn’t
 compress noise/grain well in ZIPS mode (since the compressed blocks are so
 narrow), so the file size difference is usually fairly negligible, and
 you’re still looking at the CPU decompression overhead on top of that.

 -Nathan


  *From:* John Coldrick john.coldr...@gmail.com
 *Sent:* Thursday, August 08, 2013 3:56 PM
 *To:* Nuke user discussion nuke-users@support.thefoundry.co.uk
 *Subject:* [Nuke-users] Quicktime prores  as source

  Hey all - we typically pull our plates from the above files and output
 to dpx files for compositing.  Someone here has been pushing for just using
 the original quicktimes directly in comp(we've gotten a fix from the latest
 release notes that addresses a subtle colour shift between nuke and
 compressor).  Apart from the arguments about speed(we found in the end it's
 actually pretty similar) and workflow(head in and out and the rest we can
 probably handle), it struck me that stability is a potential problem.
 We're running windows here(win7 64 bit), and I was able to make some
 quicktime crashes pretty trivially with Nuke 6.3v4 through 7.0v8(same
 triggers, same crash, which suggests the issue is with quicktime).

 I'm arguing no for stability reasons, but I can see the benefits if it
 works - just wondering if anyone here has done this with any success or
 wildly wave their hands saying 'nooo!'.

 Thanks in advance

 J.C.
  --
 ___
 Nuke-users mailing list
 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

 ___
 Nuke-users mailing list
 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users


 ___
 Nuke-users mailing list
 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

___
Nuke-users mailing list
Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

[Nuke-users] Quicktime prores 4444 as source

2013-08-08 Thread John Coldrick
Hey all - we typically pull our plates from the above files and output to
dpx files for compositing.  Someone here has been pushing for just using
the original quicktimes directly in comp(we've gotten a fix from the latest
release notes that addresses a subtle colour shift between nuke and
compressor).  Apart from the arguments about speed(we found in the end it's
actually pretty similar) and workflow(head in and out and the rest we can
probably handle), it struck me that stability is a potential problem.
 We're running windows here(win7 64 bit), and I was able to make some
quicktime crashes pretty trivially with Nuke 6.3v4 through 7.0v8(same
triggers, same crash, which suggests the issue is with quicktime).

I'm arguing no for stability reasons, but I can see the benefits if it
works - just wondering if anyone here has done this with any success or
wildly wave their hands saying 'nooo!'.

Thanks in advance

J.C.
___
Nuke-users mailing list
Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

Re: [Nuke-users] Quicktime prores 4444 as source

2013-08-08 Thread John Coldrick
No, it's early days yet.  I would agree that it's likely network usage
would go up but we have yet to test it.  Just interactively comparing, the
speed was about the same, but I get that doesn't translate directly to
heavy usage in the middle of the day.  Quite frankly I think it's not a
good idea, I was looking for someone doing violent wave-offs to save me the
trouble.  :)

But yeah, I'll check that, thanks!

Cheers,

J.C.


On Thu, Aug 8, 2013 at 7:00 PM, Randy Little randyslit...@gmail.com wrote:

 Did you check network and render farm memory usage with QT vs DPX?   I
 would think DPX put a lot less load on the nework.  Also why dpx.  exr with
 zips is smaller and at least as fast which in turn would lessen your
 network load during render or working even more.   No? yes?  am I still
 asleep trying to remember how plus works after 20 year of doing this?

 Randy S. Little
 http://www.rslittle.com/
 http://www.imdb.com/name/nm2325729/




 On Thu, Aug 8, 2013 at 3:56 PM, John Coldrick john.coldr...@gmail.comwrote:

 Hey all - we typically pull our plates from the above files and output to
 dpx files for compositing.  Someone here has been pushing for just using
 the original quicktimes directly in comp(we've gotten a fix from the latest
 release notes that addresses a subtle colour shift between nuke and
 compressor).  Apart from the arguments about speed(we found in the end it's
 actually pretty similar) and workflow(head in and out and the rest we can
 probably handle), it struck me that stability is a potential problem.
  We're running windows here(win7 64 bit), and I was able to make some
 quicktime crashes pretty trivially with Nuke 6.3v4 through 7.0v8(same
 triggers, same crash, which suggests the issue is with quicktime).

 I'm arguing no for stability reasons, but I can see the benefits if it
 works - just wondering if anyone here has done this with any success or
 wildly wave their hands saying 'nooo!'.

 Thanks in advance

 J.C.

 ___
 Nuke-users mailing list
 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users



 ___
 Nuke-users mailing list
 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

___
Nuke-users mailing list
Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

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

2012-11-29 Thread John Coldrick
We were down to those same two a couple of months ago.  IIRC, Qube was
frickin' expensive, as in, it better butter my toast and change my diapers
while it's at it expensive.  It just seemed out of whack compared to the
competition.  We went with Deadline and so far has been running well -
we're running around 75 nodes and split them between nuke and 3D.

I assume some people ran with Qube despite the price, I'd be curious to
hear their experiences.  It seemed nice, just too pricey.

So far no disasters, it's quite configurable, there are some things that
IMHO are 'missing', like some of the plugins could use some tweaking, there
doesn't appear to be any automatic scheduling properties like 'switch over
to this config at this time'.  All of it looks very doable, though, just
takes a little python.  It's unusual inasmuch as there's no central
controller - it's all like a hive mind - a central place where current
status is stored, and every node runs autonomously, reacting to changes on
the central repository.  I was suspicious that might have a performance
hit, but so far seems not to be the case.

Cheers,

J.C.


On Thu, Nov 29, 2012 at 5:24 PM, Ned Wilson nedwil...@gmail.com wrote:

 Hey all,

 I'm working on building out a small render farm for a brand new facility.
 As such, I have some ability to install a render manager of my choice.

 At this point, I've narrowed it down to either Deadline or Qube!. At risk
 of starting a religious war here, do people have a preference? Is there
 another product that I am entirely overlooking?

 -n

 ___
 Nuke-users mailing list
 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

___
Nuke-users mailing list
Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users