RE: [Nuke-users] Re: DiskCache node

2012-05-10 Thread John Vanderbeck
Generally you just set it to some LOCAL temp cache directory on a fast local 
disk.  It is only a cache so should be treated as such.

 

John Vanderbeck

Technical Artist

Digital Domain Media Group

 

NOTICE: This communication may contain privileged or other confidential 
information. If you have received it in error, please advise the sender by 
reply email and immediately delete the message and any attachments without 
copying or disclosing the contents. Thank you. 

 

 

 

 

From: nuke-users-boun...@support.thefoundry.co.uk 
[mailto:nuke-users-boun...@support.thefoundry.co.uk] On Behalf Of chrissowa
Sent: Thursday, May 10, 2012 8:32 AM
To: nuke-users@support.thefoundry.co.uk
Subject: [Nuke-users] Re: DiskCache node

 

i have to set this value on our server?
question:

we got 3 servers running with a structure kinda like:

/server1/jobs/projectname/shots/
/server2/jobs/projectname/shots/
/server3/jobs/projectname/shots/

with about 10 jobs per server and about 800-1500 shots per project ...
so how should i set this value in the preferences?
the path to the shot?
or e.g. to /server1/jobs/
?
but i could not do this for all 3 servers, or?

maybe i missunderstood this feature a little bit ...
wherefore is this path?
i thought it just takes the readnode and caches it into the autopath?

Thank you very much for your help.

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RE: [Nuke-users] Re: DiskCache node

2012-05-10 Thread John Vanderbeck
Honestly Nuke’s caching for “playback” has never been good.  The caching 
mentioned here makes working on the comp a lot faster but for playback I still 
say it’s a lot better to just flipbook it.



John Vanderbeck

Technical Artist

Digital Domain Media Group

 

NOTICE: This communication may contain privileged or other confidential 
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reply email and immediately delete the message and any attachments without 
copying or disclosing the contents. Thank you. 

 

 

 

 

From: nuke-users-boun...@support.thefoundry.co.uk 
[mailto:nuke-users-boun...@support.thefoundry.co.uk] On Behalf Of chrissowa
Sent: Thursday, May 10, 2012 9:13 AM
To: nuke-users@support.thefoundry.co.uk
Subject: [Nuke-users] Re: DiskCache node

 

ok didnt do the cache -- local file cache -- Update all

now i see that the auto path setting is not needed if i m setting read nodes 
manually to always

that s ok. after that i push update all and the progress bar appears

if i start to play the readnode, it s still very slow for the first play
is it doing a ram caching at the first play?
double waiting (progress bar + 1 playthrough) is a little bit much?

this is all a mysterium  performance and stuff like that 

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RE: [Nuke-users] Re: ??? redguard1.glow ???

2012-04-12 Thread John Vanderbeck
Very cool.

 

Does this have any hope of fixing missing brace errors, or are those
scripts really just toast? We have been running into it more and more
and more lately :(

 

 

From: nuke-users-boun...@support.thefoundry.co.uk
[mailto:nuke-users-boun...@support.thefoundry.co.uk] On Behalf Of John
RA Benson
Sent: Thursday, April 12, 2012 7:49 AM
To: Nuke user discussion; Nuke Python discussion
Subject: Re: [Nuke-users] Re: ??? redguard1.glow ???

 

This thread finally prompted me to do some sharing - 

I've fixed a lot of bad layers in scripts with some simple python (well,
with regular expressions, which are simple but can be confusing). Some
of these scripts were recovered from dead because of broken clones or
empty {}. The usual...

http://www.nukepedia.com/python/regular-expressions-re-module-to-fix-bro
ken-scripts/

The tips not only clean up dummy layers like redguard - whatever you
need to clean up - but also address some of the other issues that bugger
scripts, like bad clones and the weird {} issue.

Since it's just working on text, the script works on gizmos (often the
source of mystery layers) that might have junk in them as well as nuke
scripts that have been infected. 

Flavor to taste and enjoy -
jrab




Frank Rueter wrote: 

Yeah, this is the single most annoying/dangerous bug in Nuke. I've
encountered this numerous times over the years (since D2Software days
actually). It would be really nice to have some sort of collision
handling if anything threatens to interfere with the default channel
sets.

Have you done a text search for the fully qualified channel names
(redguard.whatever) in all of the files in Nuke's plugin path?


On 4/10/12 7:47 AM, thoma wrote: 

thanks frank - i did just that and it has worked so far. The strange
thing is I did find one gizmo that had a redguard layer in there but not
with all of the channels that were showing up in my script - also no
hint of why they would start replacing rgba. Anyway thanks

Thomas






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RE: [Nuke-users] how to delay interlaced viewer from updatingprematurely?

2012-03-19 Thread John Vanderbeck
The only problem with this option is it drops you OUT of stereo while it
updates.  What it should do is keep you in stereo - but display the last
buffered image - until it is ready to show the next.

 

John Vanderbeck

Technical Artist

Digital Domain Media Group

 

NOTICE: This communication may contain privileged or other confidential
information. If you have received it in error, please advise the sender
by reply email and immediately delete the message and any attachments
without copying or disclosing the contents. Thank you. 

 

 

 

 

From: nuke-users-boun...@support.thefoundry.co.uk
[mailto:nuke-users-boun...@support.thefoundry.co.uk] On Behalf Of Deke
Kincaid
Sent: Thursday, March 15, 2012 7:52 PM
To: Howard Jones; Nuke user discussion
Subject: Re: [Nuke-users] how to delay interlaced viewer from
updatingprematurely?

 

Try right click in the viewer  no incomplete stereo.  Also there is a
preference if you want it on all the time, preferences  viewers  no
incomplete stereo for new viewers

 

We added it last year to 6.3v3 I believe.

 

-deke

On Fri, Mar 16, 2012 at 07:12, Howard Jones mrhowardjo...@yahoo.com
wrote:

I'd agree with Rich here.

After a year of stereo rendering I prefer to see the frames as they
update so I can catch errors.

DOD is fine when you are using it - in this case I was not using it.

 

But as Randy says it should simply be an option - ala shake. Certainly
not one or the other.

 

Howard

 





From: Randy Little randyslit...@gmail.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk 
Sent: Thursday, 15 March 2012, 20:30
Subject: Re: [Nuke-users] how to delay interlaced viewer from
updating prematurely?


Ah but rich thats what DOD ROI is for.  Its an option thing not
an
this or that thing.  Shake did this also.  Shake just defaulted
to
off as it was a lot faster.
Randy S. Little
http://www.rslittle.com




On Thu, Mar 15, 2012 at 13:13, Rich Bobo richb...@me.com
wrote:
 Randy,

 That's very interesting, but not too surprising. People hate
to wait while
 nothing is happening. That's why Disney has those accordian
folded waiting
 lines/queues. It keeps the lines moving as people shuffle and
collapse the
 spaces between them. Even though it's no faster than a
regular line, it
 seems like you're moving along...  ;^)

 Another benefit to progressive rendering, whether it's
scanline or
 progressive refinement is the ability to detect errors sooner
as it's
 drawing. Often, you see something that causes you to stop the
progress
 mid-render and tweak it. If you were waiting for the whole
thing to finish,
 you might have lost some time...

 Rich


 Rich Bobo
 Senior VFX Compositor

 Mobile:  (248) 840-2665 tel:%28248%29%20840-2665 
 Web:  http://richbobo.com/


 On Mar 15, 2012, at 3:43 PM, Randy Little wrote:

 I remember on xRes we didn't redraw to the screen until the
buffer was
 done.  It was about 20% faster but people thought it was
slower. So we
 made it draw to screen as it rendered.   it was slower and
people
 though it was faster.  It was an interesting psychological
experiment.
 This was 1996 so   Would nuke pick up any speed by having
the
 option to not draw the screen until the frame was fully
rendered?
 Randy S. Little
 http://www.rslittle.com




 On Thu, Mar 15, 2012 at 12:33, Nathan Dunsworth
nat...@nfxplugins.com
 wrote:

 This is an issue that should be addressed...


 When rendering in stereo mode the viewer should buffer the
output before

 displaying.


 HOWEVER!!


 The current method should remain intact when not rendering
stereo.  Seeing

 the scanlines churn out in non-stereo comps is a liked
feature.


 For stereo though it should def buffer before display.



 On Thu, Mar 15, 2012 at 11:55 AM, adamchryDTS

 nuke-users-re...@thefoundry.co.uk wrote:


 Hello,


 We have a stereo nuke comp and have our viewer is in interlace
mode. The

 viewer is connected to a joinView node. When we advance frames
that are not

 yet cached, it seems that the viewer will display the left
input and then

 the right input. This is visually harsh on the artist's eyes
they say. We'd

 rather the viewer wait until it has all the information
available

RE: [Nuke-users] DEMO: Using NUKE as a Render Preview to ANY 3D Renderer

2012-02-22 Thread John Vanderbeck
This is one of the coolest things I've seen in a long time!

John Vanderbeck
Technical Artist
Digital Domain Media Group

NOTICE: This communication may contain privileged or other confidential
information. If you have received it in error, please advise the sender
by reply email and immediately delete the message and any attachments
without copying or disclosing the contents. Thank you. 




-Original Message-
From: nuke-users-boun...@support.thefoundry.co.uk
[mailto:nuke-users-boun...@support.thefoundry.co.uk] On Behalf Of Jep
Hill
Sent: Friday, February 17, 2012 10:18 AM
To: nuke-users@support.thefoundry.co.uk
Subject: [Nuke-users] DEMO: Using NUKE as a Render Preview to ANY 3D
Renderer

Hello all,

Here's a little demo I did to showcase a Nuke utility I wrote to
highlight the capabilities of a new functionally that my company has
developed using the Cortex open source libraries. With the help of John
Haddon, we have created an open framebuffer for Nuke... it basically
creates a TCP/IP socket to which many renderers/3D packages
(Arnold,PRman,3Delight,etc) and can be ported directly into Nuke
framebuffers thus bypassing the host packages render view. These are NOT
read nodes -- they are LIVE connections to the renderer's render stream
via a custom display driver. The difference in renderers is invisible to
the user -- the tool figures all that stuff out... and it can actually
support multiple renderers/3D packages at the same time. This allows us
to use Nuke as a common denominator for a multi-package and
multi-discipline pipeline and preview all renders REAL TIME. This helps
avoid issues that arise from not being able to hire talent due to the
fact that they aren't familiar with this or that package. I'm a fan
of becoming package agnostic and allowing people to work the way that
best suits them.

We can actually start comp'ing the frames, on the fly, as they render...
in addition, we can import an .ass file directly into Nuke,
automatically detect all AOVs (including custom AOVs), and allow the
user to toggle AOVs on and off inside of Nuke. The goal behind this is
to be able to better plan which render passes will actually be used in
Nuke without having to go back and forth between packages... even
better, we don't have to save out preview renders one frame at a time
from one or more 3D package. Along with streamlining your workflow, this
should lead to optimized use of storage and network bandwidth. In this
case, the process does not change the exported scene file (although I
could modify it to) -- it's simply meant to make the most out of an
exported scene file to then communicate back to the lighter which passes
the compositor will be using in the comp. The lighter would then make
the appropriate updates to the scene in the 3D package and render out
the needed sequences... once they are done, the compositor can simply
replace the ieDisplay nodes (open framebuffer nodes) with Read nodes.

All the AOV functionality does work seamlessly with the Rib compliant
renderers as well; That video is coming out soon...

One more thing, I realize that large houses have similar tools however,
these drivers are now *open source* and included in the Cortex tools...
now we can all share in the fun.

I hope you'll enjoy the demo:
http://vimeo.com/j3pnyc/using-nuke-as-a-render-preview-to-any-3d-rendere
r

Cheers,
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RE: [Nuke-users] RotoPaint Speed Concerns

2012-02-21 Thread John Vanderbeck
This thread is somewhat timely as we are dealing with a related but much
more serious issue here.  We still haven't been able to pin it down but
we're finding that artists with very large amounts of rotopaint strokes
are at a much higher risk for having corrupted .nk files, resulting in
lost work.  This manifests itself generally in two ways, upon loading a
corrupted script they will either get the Missing Brace Error or just a
generic Unknown Error Message.  In both cases, large chunks of the
script are just gone, presumably corrupted upon saving.  Again while we
haven't tracked it down to a specific thing, these problems are far more
prevalent with the artists using thousands of strokes.

 

 

John Vanderbeck

Technical Artist

Digital Domain Media Group

 

NOTICE: This communication may contain privileged or other confidential
information. If you have received it in error, please advise the sender
by reply email and immediately delete the message and any attachments
without copying or disclosing the contents. Thank you. 

 

 

 

 

From: nuke-users-boun...@support.thefoundry.co.uk
[mailto:nuke-users-boun...@support.thefoundry.co.uk] On Behalf Of
Richard Bobo
Sent: Friday, February 17, 2012 5:53 PM
To: Nuke user discussion
Subject: Re: [Nuke-users] RotoPaint Speed Concerns

 

Good tip, Ari, thanks!

 

Rich

 


Rich Bobo

Senior VFX Compositor

 

Mobile:  (248) 840-2665

Web:  http://richbobo.com/





The greatest achievement of the human spirit is to live up to one's
opportunities, and to make the most of one's resources.

- Vauvenargues

 

 

On Feb 17, 2012, at 5:11 PM, ari Rubenstein wrote:





I've found that simply copy/pasting only the few relevant nodes you need
to paint on into a separate Nuke session provides real time performance.
When painting complete, copy back into the primary script.

Not a fix, but a real time workaround,

Ari
Blue Sky

Sent from my iPhone

On Feb 17, 2012, at 5:02 PM, Randy Little randyslit...@gmail.com
wrote:




yeah well load up toxik and compare its roto and paint (vector paint

and raster paint)  to pretty much everything else else.I
would say

thats the current high water mark .  On my last job we where
using

Toxik for paint and de-spill. Just keep it open behind nuke and
tweak

render tweak render.   It was SO FAST it might as well been
inline.

Even found my self using the master Keyer from time to time for
same

reason.  Just seems like Nuke is a bit of a dawg on a lot of
things.

It what I use mostly on jobs but I own Fusion($1000 and I wanted
to

help competition in my small way) and Maya (thus toxik) at home
and

the speed differences are starting to become pretty obvious.  I
am

sure soon that will change though.   I only say this all because
I

want nuke to be faster but it seems since there is liittle to
really

challenge Nuke  that things start to stagnate because big shops
just

make their own tools and indie shops usually don't' have the

capability.  but if things keep going the way they are it will
pretty

much be Nuke or After effects(eww)  soon.

 

Randy S. Little

http://www.rslittle.com

 

 

 

 

On Fri, Feb 17, 2012 at 13:48, Richard Bobo richb...@mac.com
wrote:

 

On Feb 17, 2012, at 4:45 PM, Randy Little wrote:

 

Don't worry I hear its all being worked on :-)

Everyone has been saying this since the new roto
and paint nodes came out.

 

That's great to hear!  I was pretty sure I wasn't alone,
but I guess I needed to make sure...  ;^)

 

Rich

 

 

Randy S. Little

http://www.rslittle.com

 

 

 

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RE: [Nuke-users] issues with auto create directory

2011-12-12 Thread John Vanderbeck
The Python Developer’s Guide is new documentation release with 6.3vSomething, 
and is a monumental leap forward in documenting the Nuke Python API

 

From: nuke-users-boun...@support.thefoundry.co.uk 
[mailto:nuke-users-boun...@support.thefoundry.co.uk] On Behalf Of Andy Walker
Sent: Monday, December 12, 2011 7:50 AM
To: Nuke user discussion
Subject: Re: [Nuke-users] issues with auto create directory

 

I guess they haven't put it in as os is a generic python module rather than 
something specific to Nuke.  I'm not a great fan of Nuke's python docs 
generally, they are very hard to read...  Although perhaps I should have read 
the dev guide you're using, I must've missed that when I first wrote some Nuke 
plugins...

Cheers,

Andy


- Original Message -
From: Julien Chandelle julienchande...@gmail.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk
Sent: Monday, 12 December, 2011 11:04:31 AM
Subject: Re: [Nuke-users] issues with auto create directory

thanks it's works
perhaps the foundry have to add this in the Python dev guide

On Mon, Dec 12, 2011 at 11:48 AM, Andy Walker andy.wal...@framestore.com 
wrote:

You can put a check in to see if the directory already exists:

if not os.path.isdir(dir):
os.makedirs( osdir )

Cheer,

Andy




- Original Message -
From: Julien Chandelle julienchande...@gmail.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk
Sent: Monday, 12 December, 2011 10:38:23 AM
Subject: [Nuke-users] issues with auto create directory

Hey,
I put the script to create the directory that doesn't exist before a render in 
init.py. I found it here : 
http://docs.thefoundry.co.uk/nuke/63/pythondevguide/callbacks.html#beforerender

def createWriteDir():
  import nuke, os
  file = nuke.filename(nuke.thisNode())
  dir = os.path.dirname( file )
  osdir = nuke.callbacks.filenameFilter( dir )
  os.makedirs( osdir )
nuke.addBeforeRender(createWriteDir)

When a make the first render everything is ok, he create the dir and make the 
render. But if I want relaunch the render and over wirte the existing file he 
said to me : 

Traceback (most recent call last):

File string, line 1, in module

File /usr/local/Nuke6.3v5/plugins/nukescripts/renderpanel.py, line 8, in 
render_panel

return nukescripts.showRenderDialog(_list, exceptOnError)

File /usr/local/Nuke6.3v5/plugins/nukescripts/renderdialog.py, line 702, in 
showRenderDialog

d.run()

File /usr/local/Nuke6.3v5/plugins/nukescripts/renderdialog.py, line 236, in 
run

nuke.executeMultiple(self._nodeSelection, frame_ranges, views, continueOnError 
= self._continueOnError.value())

RuntimeError: [Errno 17] File exists :

[filepath of the destination of my images]


I'm on nuke 6.3v5 and Linux

-- 
Julien Chandelle
GSM : +32 (0) 494 277 542 about:blank 
julienchandelle.be http://www.julienchandelle.be 
@jimbiscuit https://twitter.com/#%21/jimbiscuit  || imdb 
http://www.imdb.com/name/nm2844171/ 
|| Nuke , AE  Fusion Compositor ||



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-- 
Julien Chandelle
GSM : +32 (0) 494 277 542
julienchandelle.be http://www.julienchandelle.be 
@jimbiscuit https://twitter.com/#%21/jimbiscuit  || imdb 
http://www.imdb.com/name/nm2844171/ 
|| Nuke , AE  Fusion Compositor ||


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RE: [Nuke-users] label updating

2011-12-02 Thread John Vanderbeck
This bit of Python will use the first input to set the label.  The
example is designed to be run from the script editor on the selected
node, but there are of course other ways of putting it in there.

 

nuke.selectedNode()['knobChanged'].setValue(\



if nuke.thisKnob().name() == 'inputChange':

main_input = nuke.thisNode().input(0)

if main_input != None:

label = nuke.thisNode().input(0).name()

else:

label = ''

nuke.thisNode()['label'].setValue(label)

)

 

 

From: nuke-users-boun...@support.thefoundry.co.uk
[mailto:nuke-users-boun...@support.thefoundry.co.uk] On Behalf Of J
Bills
Sent: Friday, December 02, 2011 4:07 PM
To: Nuke user discussion
Subject: [Nuke-users] label updating

 

trying to get a label going that shows the name of the input node, so
that I can hide the input but still sort of display where the input is
coming from at a glance (sort of like the transport node in katana, if
anyone remembers that old gem)

problem is, putting [value input.name] in the label doesn't seem to
update when the input is switched over to another node.

so like, if you do it once and connect the node to Read12, it will show
Read12, great.
if you move it over to Dot52, it will still show Read12.  not so great.

anyone know of some different syntax that will derive the name and
update correctly when moved around?

actually, is there any way to walk up the tree and grab the path of the
topmost read node in a stack?  that might be better for what I'm trying
to do.

thanks!

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RE: [Nuke-users] Re: Alpha problem in DPX 2K 10-bit

2011-11-18 Thread John Vanderbeck
That was always my understanding.  That DPX (being originally based CIN
for delivering film scans) did not support an alpha channel.

 

From: nuke-users-boun...@support.thefoundry.co.uk
[mailto:nuke-users-boun...@support.thefoundry.co.uk] On Behalf Of rahul
kv
Sent: Friday, November 18, 2011 12:30 AM
To: nuke-users@support.thefoundry.co.uk
Subject: Re: [Nuke-users] Re: Alpha problem in DPX 2K 10-bit

 

I might be wrong but is DPX format not intended for delivering Alpha? 

 



From: terence_fdes nuke-users-re...@thefoundry.co.uk
To: nuke-users@support.thefoundry.co.uk 
Sent: Friday, 18 November 2011 10:56 AM
Subject: [Nuke-users] Re: Alpha problem in DPX 2K 10-bit

Srikanth wrote: 

Check this earlier discussion :
http://forums.thefoundry.co.uk/phpBB2/viewtopic.php?t=358sid=d31e65d874
f2e8ea95a0723b5e4fa8d5

it might be useful for you!

-sri

Quoting vfxsrini :

Quote: 

Alpha problem in DPX 2K 10-bit

We wish to deliver dpx files in 2K 10-bit [2048 x 1156] with an alpha
channel
where 3D elements/characters. Basically, it would offer them better 
control in the DI

When we Write a DPX from Nuke with the alpha activated in the write
node, the resulting image shows up on Avid DS-Nitris or Fusion is a 
black  white image with scanlines.In nuke it showing proper.

Is this a bug, is this not supported or are we just missing something.

In any case, what can we do to offer the best image quality to our
client.

Note: On earlier projects when we were outputting to HD [1920 x 
1080] we never
faced this problem with DPX files. We also tested tiff with alpha @ 16
bit
[2048 x 1157]  DPX 2K in 8-Bit - both had no problems.







The earlier discussion ended up without any solutions  it was posted
way back in June 2008. Apparently this seems to be a bug in Nuke and we
would really appreciate if a quick solution is found.

NOTE: The problem arises when working with CGI elements alone and output
in DPX 10-Bit. If one choses to output in dpx 8-bit then there are no
problems with alpha. However chosing 8-bit is a dead loss and not a
practical solution when outputting at 2K resolutions - in this case 2048
x 1157 for a Animated Feature Film.

Can the Foundry Software development Team look into this at the earliest

Thanks

 




Avid DS Nitris Colorist


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RE: [Nuke-users] Updating problem in Nuke

2011-10-25 Thread John Vanderbeck
We have tons of problems with Nuke not updating properly, especially in
stereo mode but even occasionally in single view.  Most often with us
things won't' update until you move the mouse cursor for some reason.

We do also occasionally get the tearing, but this usually happens in
stereo mode.

What I have found is that sometimes Nuke just refuses to update,
thinking its cache is accurate even when it isn't.

-Original Message-
From: nuke-users-boun...@support.thefoundry.co.uk
[mailto:nuke-users-boun...@support.thefoundry.co.uk] On Behalf Of
Nulightfx
Sent: Tuesday, October 25, 2011 9:48 AM
To: nuke-users@support.thefoundry.co.uk
Cc: nuke-users@support.thefoundry.co.uk
Subject: Re: [Nuke-users] Updating problem in Nuke

Offhand, I'd say it might be a graphics card issue. Or maybe built up
system cache - rebooting clears it. 

Just my thoughts. 



On Oct 25, 2011, at 1:31 AM, putt3 nuke-users-re...@thefoundry.co.uk
wrote:

 I have a problem. When I move the picture in Nuke it does not update
correctly. I get these lines(see attachment) and it is very annoying.
Sometimes, when i tap U, it updates but sometimes is does not. 
 
 Solution anyone?
 nuke_problem.jpg
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RE: [Nuke-users] Viewer problems in stereo modes

2011-10-07 Thread John Vanderbeck
So I wanted to bring this up again.

 

We upgraded our testing stations to 6.3v4 and we are still seeing this problem. 
 Unfortunately it isn’t anything that can be reliably reproduced with certain 
steps, but something that we run into all to often anyhow.  It is actually one 
of the main reasons we are still holding back on upgrading our production 
machines.

 

From: nuke-users-boun...@support.thefoundry.co.uk 
[mailto:nuke-users-boun...@support.thefoundry.co.uk] On Behalf Of Sean Looper
Sent: Thursday, September 29, 2011 11:04 AM
To: Nuke user discussion
Cc: Nuke user discussion
Subject: Re: [Nuke-users] Viewer problems in stereo modes

 

6.3v3 fixed a context issue that may be contributing to the problem you're 
describing. See if upgrading solves this for you. 

 

-sean

Sent from my cellular device


On Sep 29, 2011, at 7:58 AM, Anthony Kramer anthony.kra...@gmail.com wrote:

Sorry, I meant interlaced stereo mode, not scanline stereo mode.

On Thu, Sep 29, 2011 at 7:50 AM, Anthony Kramer 
anthony.kra...@gmail.com wrote:

I've experienced these same issues in scanline stereo mode. I find that 
sometimes putting a split and join after the node you want to view will force 
nuke to stereoize the viewer. Not a solution, but a workaround.

 

NukeX 6.3v2 on Windows 7x64

 

-ak

 

On Thu, Sep 29, 2011 at 7:29 AM, John Vanderbeck 
john.vanderb...@in-three.com wrote:

Hey everyone!

I’m trying to do some research into a problem, and I’m curious 
if anyone else has experienced it and possibly found some solutions.  This is 
with Nuke 6.3v1, on Windows 7x64.  

Lately we have been having serious issues with the Nuke viewer 
when placed into stereo mode.  We typically are using the OpenGL mode, but this 
problem appears to be present even in Anaglyph mode.  Essentially what is 
happening is that Nuke is not properly updating the stereo views as changes are 
made to nodes.

What typically happens is we will be working on a stereo comp 
(IE multiple stereo pairs merged together) and when making interactive changes 
to nodes, when the viewer updates it will sometimes just go completely flat.  
Other times it will redraw only a partial right or left frame.  As if that 
wasn’t annoying enough, what makes it even worse is trying to get Nuke to fix 
itself is often so frustrating you want to punch babies.  Even if you 
completely clear both disk cache and buffers, Nuke stubbornly holds on to the 
bad image in stereo mode.  Often times you end up randomly swapping left/rights 
in the viewer until it finally wakes up and does its thing.  Even MORE odd when 
this is happening is that sometimes you can temporarily “fix” it by setting 
like TWO left or two right views in the viewer.  Yeah that makes no sense, but 
it works sometimes.  Sometimes the only way to fix it is to restart Nuke.

Unfortunately nothing about this is consistent, nor is there 
one simple way of reproducing it 100% of the time.  However it happens 
extremely often, often resulting in hours of lost work time.

While I have not found a workable 100% solution, I have found 
that pausing the viewer and then doing manual updates makes it less likely to 
break.  Additionally I put together a small forced disk cache gizmo that 
essentially forces Nuke to always render the current frame to disk when changes 
are made and then read that rendered frame from disk.  When using this it is 
also a lot less likely to break, but of course this solution is incredibly slow 
and still not 100%

We think this might be new to Nuke 6.3, but are not 100% sure.  
No one seems to remember it happening before we upgraded, but that doesn’t mean 
it didn’t for certain.

Our hardware consists of the following, to the best of my 
knowledge

Video Cards: nVidia Quadro FX 5600

nVidia Drivers: 266.45 (I know this isn’t the latest, but at 
the moment we’re restricted from upgrading due to other software, so I hope 
this isn’t the problem)

If any additional details are required please let me know.

 

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RE: [Nuke-users] No feather points in 6.3 curve editor?

2011-10-06 Thread John Vanderbeck
It was with only a single keyframe.  I just tried it with two and it
works as expected, so the problem only occurs if you have 0 or 1
keyframes.  This is different behavior from 6.2, and presumably a bug?

 

I'll get it submitted.

 

From: nuke-users-boun...@support.thefoundry.co.uk
[mailto:nuke-users-boun...@support.thefoundry.co.uk] On Behalf Of Mark
Titchener
Sent: Thursday, October 06, 2011 1:12 PM
To: Nuke user discussion
Subject: Re: [Nuke-users] No feather points in 6.3 curve editor?

 

Hi John,

If you haven't done so already, could you please send this to
supp...@thefoundry.co.uk

Do you only have one keyframe set for the shape when seeing this?

Thanks,
Mark

On 06/10/2011 16:02, John Vanderbeck wrote: 

We are having a strange problem here, and I'm wondering if anyone else
has seen this.

In Nuke 6.2, you right click your roto points and view them in the curve
editor.  In doing so you can choose to see the points, tangents, and
feathers as desired.

The same process in Nuke 6.3 does NOT show feather points, even if
selected

 
 
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-- 

Mark Titchener
Nuke QA Engineer
The Foundry, 6th Floor, The Communications Building, 48 Leicester
Square, London, WC2H 7LT
Tel: +44 (0)20 7968 6828
Web: www.thefoundry.co.uk

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

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[Nuke-users] Viewer problems in stereo modes

2011-09-29 Thread John Vanderbeck
Hey everyone!

I'm trying to do some research into a problem, and I'm curious if anyone
else has experienced it and possibly found some solutions.  This is with
Nuke 6.3v1, on Windows 7x64.  

Lately we have been having serious issues with the Nuke viewer when
placed into stereo mode.  We typically are using the OpenGL mode, but
this problem appears to be present even in Anaglyph mode.  Essentially
what is happening is that Nuke is not properly updating the stereo views
as changes are made to nodes.

What typically happens is we will be working on a stereo comp (IE
multiple stereo pairs merged together) and when making interactive
changes to nodes, when the viewer updates it will sometimes just go
completely flat.  Other times it will redraw only a partial right or
left frame.  As if that wasn't annoying enough, what makes it even worse
is trying to get Nuke to fix itself is often so frustrating you want to
punch babies.  Even if you completely clear both disk cache and buffers,
Nuke stubbornly holds on to the bad image in stereo mode.  Often times
you end up randomly swapping left/rights in the viewer until it finally
wakes up and does its thing.  Even MORE odd when this is happening is
that sometimes you can temporarily fix it by setting like TWO left or
two right views in the viewer.  Yeah that makes no sense, but it works
sometimes.  Sometimes the only way to fix it is to restart Nuke.

Unfortunately nothing about this is consistent, nor is there one simple
way of reproducing it 100% of the time.  However it happens extremely
often, often resulting in hours of lost work time.

While I have not found a workable 100% solution, I have found that
pausing the viewer and then doing manual updates makes it less likely to
break.  Additionally I put together a small forced disk cache gizmo that
essentially forces Nuke to always render the current frame to disk when
changes are made and then read that rendered frame from disk.  When
using this it is also a lot less likely to break, but of course this
solution is incredibly slow and still not 100%

We think this might be new to Nuke 6.3, but are not 100% sure.  No one
seems to remember it happening before we upgraded, but that doesn't mean
it didn't for certain.

Our hardware consists of the following, to the best of my knowledge
Video Cards: nVidia Quadro FX 5600
nVidia Drivers: 266.45 (I know this isn't the latest, but at the moment
we're restricted from upgrading due to other software, so I hope this
isn't the problem)
If any additional details are required please let me know.
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