Re: [Nuke-users] goofy_titles
Many apologies to poor Sam... Reading those goofy titles brings back some memories, eh Frank? On Mar 16, 2017, at 3:44 PM, Matt Plecwrote: @adam - Bet you're thinking of the MindRead node? It's still there as of 10.0v6. > On Sat, Mar 11, 2017 at 2:50 AM, adam jones wrote: > I liked the “autoComp" node that now seems to be gone but this is better :-) ___ Nuke-users 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] tiled openExr
Avoid using formats that Nuke has to buffer the entire image like tiff jpeg. Scanline based formats work best for memory and speed as only the scanlines that are needed for a section of texture are loaded. Jpeg and tiff basically force Nuke to load the entire image even if a tiny portion of the image is every accessed. Unfortunately the Nuke tiff reader (last time I checked) is pretty dumb about tile accesses and doesn’t manage the tiles like a texture support lib (i.e. OpenImageIO) does. -jonathan On Dec 5, 2013, at 4:41 PM, Luca Fiorentini luca.fiorent...@gmail.com wrote: Hi, I know that I should use scanline openExr while comping my shots but I was wondering which is the best approach when using large images in the 3d workspace as mapped textures. Does nuke benefit from using tiled exr? Can I use pyramidal images to load only what I see from the camera? Should I just use jpg? Thanks :) -- Luca Fiorentini - 3D Lighting Artist My Showreel - My blog - My Flickr ___ Nuke-users 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] Ptex from Mari into nuke?
Yes, it would certainly make the Mari-Nuke bridge much cleaner. I was a bit hasty in saying the existing shading system could do it - I doubt the current shading calls can support ptex's per-face uvs without modification. The ptex reader needs the face index and the barycentric coordinate which is missing from the current VertexContext structure (as of 7.0 that is.) But that info certainly exists at shading time so the renderer can provide it to the shading system in the future with minor changes to the VertexContext. -jonathan On Oct 12, 2013, at 5:00 PM, Darren Poe wrote: Hey Jonathan! Long time indeed, hope you've been well! Thanks for all the info on ptex... sounds a bit more complicated than I hoped. I actually tried loading in a Mari ptx file into nuke, and it seemed to be pulling in the geo but not any image data. I also noticed that the original geo (2 mb in size) became a 60 mb ptx file with only 1 2k texture channel. Curious what would happen on a large model... In any case I do hope Foundry is thinking about implementing this -- it is a great feature of Mari to be able to paint on UV-less models, potentially a huge time saver. I will definitely ask! -Darren On 2013-10-11, at 4:23 PM, Jonathan Egstad wrote: Whoops, I mean Darren… see, it has been a long time... :) On Oct 11, 2013, at 4:13 PM, Jonathan Egstad wrote: Hi Darin! Long time no hear. I doubt it - ptex files are not normal 2D textures so Nuke's current 2D structure won't support them out of the box. There's probably some wacky way to shove the ptex data into the existing float buffers but none of standard Nuke nodes would know how to interpret the data. It's impractical to unpack as well as you may need hundreds of different layers all at different resolutions. Likely Nuke's 2D system will need to be extended like it was to support Deep data in order to support the packed encoding of ptex. Perhaps the Foundry is already working on this - you should ask. -jonathan On Oct 11, 2013, at 11:19 AM, Darren Poe wrote: First off let me say I'm pretty new to ptex... But if say I paint on an obj model with no UVs in mari, is it currently possible to bring that texture into nuke and apply it directly to the obj? Thanks, -Darren Sent from my iPhone___ Nuke-users 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] Ptex from Mari into nuke?
Hi Darin! Long time no hear. I doubt it - ptex files are not normal 2D textures so Nuke's current 2D structure won't support them out of the box. There's probably some wacky way to shove the ptex data into the existing float buffers but none of standard Nuke nodes would know how to interpret the data. It's impractical to unpack as well as you may need hundreds of different layers all at different resolutions. Likely Nuke's 2D system will need to be extended like it was to support Deep data in order to support the packed encoding of ptex. Perhaps the Foundry is already working on this - you should ask. -jonathan On Oct 11, 2013, at 11:19 AM, Darren Poe wrote: First off let me say I'm pretty new to ptex... But if say I paint on an obj model with no UVs in mari, is it currently possible to bring that texture into nuke and apply it directly to the obj? Thanks, -Darren Sent from my iPhone___ Nuke-users 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] Ptex from Mari into nuke?
Whoops, I mean Darren… see, it has been a long time... :) On Oct 11, 2013, at 4:13 PM, Jonathan Egstad wrote: Hi Darin! Long time no hear. I doubt it - ptex files are not normal 2D textures so Nuke's current 2D structure won't support them out of the box. There's probably some wacky way to shove the ptex data into the existing float buffers but none of standard Nuke nodes would know how to interpret the data. It's impractical to unpack as well as you may need hundreds of different layers all at different resolutions. Likely Nuke's 2D system will need to be extended like it was to support Deep data in order to support the packed encoding of ptex. Perhaps the Foundry is already working on this - you should ask. -jonathan On Oct 11, 2013, at 11:19 AM, Darren Poe wrote: First off let me say I'm pretty new to ptex... But if say I paint on an obj model with no UVs in mari, is it currently possible to bring that texture into nuke and apply it directly to the obj? Thanks, -Darren Sent from my iPhone___ Nuke-users 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] Ptex from Mari into nuke?
With the existing system you could write a custom PtexRead plugin that implemented the Iop::sample() calls and passed them to the ptex lib. I've done this with .dshad files so that Nuke Lights could use pre-rendered deep shadow files. If the Foundry extended the Iop::sample() calls to the Reader class then a ptexReader plugin could do the same thing. -jonathan On Oct 11, 2013, at 5:26 PM, Michael Garrett wrote: This is actually something you can do with Vray in Nuke, at least with a recorded demo I saw online. It would be great if we could just render it through the ScanlineRender node though. On 11 October 2013 19:23, Jonathan Egstad jegs...@earthlink.net wrote: Whoops, I mean Darren… see, it has been a long time... :) On Oct 11, 2013, at 4:13 PM, Jonathan Egstad wrote: Hi Darin! Long time no hear. I doubt it - ptex files are not normal 2D textures so Nuke's current 2D structure won't support them out of the box. There's probably some wacky way to shove the ptex data into the existing float buffers but none of standard Nuke nodes would know how to interpret the data. It's impractical to unpack as well as you may need hundreds of different layers all at different resolutions. Likely Nuke's 2D system will need to be extended like it was to support Deep data in order to support the packed encoding of ptex. Perhaps the Foundry is already working on this - you should ask. -jonathan On Oct 11, 2013, at 11:19 AM, Darren Poe wrote: First off let me say I'm pretty new to ptex... But if say I paint on an obj model with no UVs in mari, is it currently possible to bring that texture into nuke and apply it directly to the obj? Thanks, -Darren Sent from my iPhone___ Nuke-users 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] nukepedia and reflectioncard
Yes, unfortunately it's impractical to provide built plugins for all the various Nuke versions and system architectures - that's why the source code is free! :) -jonathan On Jun 17, 2013, at 4:59 PM, Frank Rueter wrote: Hi Paul, sorry Nukepedia is taking a bit longer to come back online than anticipated. We have the bulk work done but still need to put in some more hours. I just checked the database and it looks like Jonathan uploaded the source code to Nukepedia for those plugs but no compiles. Cheers, frank On 15/06/13 02:58, paulinventome wrote: I'm really sorry for another posting but after more research it might be that the ReflectionCard / ReflectMat could do what i need. However all roads lead to Nukepedia which has been down a while. Does anyone have a Win x64 version of the plug in or can tell me where else i might be able to pick it up? It would be really useful! thanks! Paul ___ Nuke-users 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] colour wheels
It's a good idea - put a feature request in to Foundry support. -jonathan On Apr 16, 2013, at 7:13 AM, Sam Cole wrote: One feature I miss from the shake days was being able to hold down 't' for temperature 'l' for luminance and 'h' for hue and hold+click+drag to simply tweak any colour swatch without opening the colour wheel pane. I also miss this, it may not actually be faster but it felt like less of an interruption when working. ./sam ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] reflections
Use the ReflectMat as the material on the objects you want to see the reflections in - the reflections should show up using a Phong material but they won't layer properly in Z if you have multiple ReflectionCards overlapping. Then attach the ReflectionCard light to the same Scene as the objects, attach the texture you want to reflect to the ReflectionCard, and place it in the 3D viewer. You should leave single-sided off until you get the placement/orientation correct. SInce you won't see the reflection in OpenGL you'll have to place it roughly and judge the result in the render. -jonathan On Apr 4, 2013, at 12:17 PM, Pat Wong wrote: hi johnathon, ive just installed your relfct Mat and reflection cards , but a little unsure on how to use them coudl please give me a run down, or a sample script. to show how they work thanks, patrick On 25 March 2013 10:33, Jonathan Egstad jegs...@earthlink.net wrote: You can also try the ReflectionCard ReflectMat plugins on nukepedia. -jonathan On Mar 25, 2013, at 9:45 AM, Deke Kincaid wrote: You can fake this by setup up a camera to render from the reflection point and then re-project that render back onto the surface. Or like old school renderman reflections before they had raytracing you can generate a cube or spherical map and then use it as a texture with the env light in nuke. - Deke Kincaid Creative Specialist The Foundry Mobile: (310) 883 4313 Tel: (310) 399 4555 - Fax: (310) 450 4516 The Foundry Visionmongers Ltd. Registered in England and Wales No: 4642027 On Mon, Mar 25, 2013 at 8:01 AM, Pat Wong patwon...@gmail.com wrote: hi is it possible to make a real relection pass from a standard cached 3d scene from a vanilla install of nuke. I can obviously get 3d to render some additional aov's such as position passes. normals. etcetc. is it possibke and are the results good enough from the scanline renderer. no prman licences at the place im at too. thanks pat ___ Nuke-users 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] reflections
I want the sky to wizz past. the card is moving in the scene in z space. but the reflections seem quite motionless.. would u achieve this by transforming the inputting image or tweak with a spherical transform before it is plugged into the envlight That's the problem with environment lights - they're always at infinity so there's never any translation, only rotation, so they will never appear as if they're translating along the surface. -jonathan ___ Nuke-users 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] Alexa Artifacts
Looks like a very slight resize was done. -jonathan On Mar 27, 2013, at 4:56 PM, Igor Majdandzic subscripti...@badgerfx.com wrote: Hey guys, we got footage from a shoot with Alexa being the camera. It was shot in ProRess 444. The problem is: The picture has some artifacts which confuse me the codec being 444. I attached some images which show some of the grain patterns. Is this normal? thx, Igor -- igor majdandzic compositor | i...@badgerfx.com BadgerFX | www.badgerfx.com Von: nuke-users-boun...@support.thefoundry.co.uk [mailto:nuke-users-boun...@support.thefoundry.co.uk] Im Auftrag von Deke Kincaid Gesendet: Mittwoch, 27. März 2013 23:47 An: Nuke user discussion Betreff: Re: [Nuke-users] FusionI/O and Nuke Hi Michael I'm actually testing this right now as Fusionio just gave us a bunch of them. Early tests reveal that with dpx it's awesome but with openexr zip compressed file it it is spending more time with compression, not sure if it is cpu bound or what(needs more study but its slower). Openexr uncompressed files though are considerably superfast but of course the issue is that it is 18 meg a frame. These are single layer rgba exr files. - Deke Kincaid Creative Specialist The Foundry Mobile: (310) 883 4313 Tel: (310) 399 4555 - Fax: (310) 450 4516 The Foundry Visionmongers Ltd. Registered in England and Wales No: 4642027 On Wed, Mar 27, 2013 at 3:26 PM, Michael Garrett michaeld...@gmail.com wrote: I'm evaluating one of these at the moment and am interested to know if others have got it working with Nuke nicely, meaning, have you been able to really utilise the insane bandwidth of this card to massively accelerate any part of your day to day compositing? So far, I've found it has no benefit when localising all Reads in a somewhat heavy comp, or even playing back a sequence of exr's or deep files, compared to localised sequences on a 10K Raptor drive also in my workstation - hopefully I'm missing something big though, this is day one after all. There may be real tangible benefits to putting the Nuke cache on it though - I'll see how it goes. I'm also guessing that as gpu processing becomes more prevalent in Nuke that we will see a real speed advantage handing data from a card like this straight to the gpu. Thanks, 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 crop-plate.jpg crop-plate_areas.jpg crop-plate_areas-edgeDetect.jpg ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: AW: [Nuke-users] Alexa Artifacts
No idea, but it looks an awful lot like filtering from a slight resize operation. -jonathan On Mar 27, 2013, at 5:29 PM, Igor Majdandzic subscripti...@badgerfx.com wrote: do you mean in camera? because that was from the original qt footage -- igor majdandzic compositor | i...@badgerfx.com BadgerFX | www.badgerfx.com Von: nuke-users-boun...@support.thefoundry.co.uk [mailto:nuke-users-boun...@support.thefoundry.co.uk] Im Auftrag von Jonathan Egstad Gesendet: Donnerstag, 28. März 2013 01:10 An: Nuke user discussion Cc: Nuke user discussion Betreff: Re: [Nuke-users] Alexa Artifacts Looks like a very slight resize was done. -jonathan On Mar 27, 2013, at 4:56 PM, Igor Majdandzic subscripti...@badgerfx.com wrote: Hey guys, we got footage from a shoot with Alexa being the camera. It was shot in ProRess 444. The problem is: The picture has some artifacts which confuse me the codec being 444. I attached some images which show some of the grain patterns. Is this normal? thx, Igor -- igor majdandzic compositor | i...@badgerfx.com BadgerFX | www.badgerfx.com Von: nuke-users-boun...@support.thefoundry.co.uk [mailto:nuke-users-boun...@support.thefoundry.co.uk] Im Auftrag von Deke Kincaid Gesendet: Mittwoch, 27. März 2013 23:47 An: Nuke user discussion Betreff: Re: [Nuke-users] FusionI/O and Nuke Hi Michael I'm actually testing this right now as Fusionio just gave us a bunch of them. Early tests reveal that with dpx it's awesome but with openexr zip compressed file it it is spending more time with compression, not sure if it is cpu bound or what(needs more study but its slower). Openexr uncompressed files though are considerably superfast but of course the issue is that it is 18 meg a frame. These are single layer rgba exr files. - Deke Kincaid Creative Specialist The Foundry Mobile: (310) 883 4313 Tel: (310) 399 4555 - Fax: (310) 450 4516 The Foundry Visionmongers Ltd. Registered in England and Wales No: 4642027 On Wed, Mar 27, 2013 at 3:26 PM, Michael Garrett michaeld...@gmail.com wrote: I'm evaluating one of these at the moment and am interested to know if others have got it working with Nuke nicely, meaning, have you been able to really utilise the insane bandwidth of this card to massively accelerate any part of your day to day compositing? So far, I've found it has no benefit when localising all Reads in a somewhat heavy comp, or even playing back a sequence of exr's or deep files, compared to localised sequences on a 10K Raptor drive also in my workstation - hopefully I'm missing something big though, this is day one after all. There may be real tangible benefits to putting the Nuke cache on it though - I'll see how it goes. I'm also guessing that as gpu processing becomes more prevalent in Nuke that we will see a real speed advantage handing data from a card like this straight to the gpu. Thanks, 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 crop-plate.jpg crop-plate_areas.jpg crop-plate_areas-edgeDetect.jpg ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] reflections
You need the ReflectionCard plugin on Nukepedia - it will give you a localized reflection source and you can even layer multiple cards in depth and they will properly alpha blend in Z. -jonathan On Mar 26, 2013, at 8:22 PM, Pat Wong patwon...@gmail.com wrote: ive tried without too much success, also is a bit of a hack... Im looking for true reflection solution, i thought nuke would be able to offer me it. I need to make a relection of moving traffic lights nto a moving car windscreen on from an environment hdr or a cube.. I suspect the env light would do what i want but i just cant to get the precise look and action from the reflection off the environment light im desiring.. On 26 March 2013 20:10, Marten Blumen mar...@gmail.com wrote: would this work? http://www.nukepedia.com/3d/in-3dmirror/ On 27 March 2013 15:59, Pat Wong patwon...@gmail.com wrote: well at the moment it just a standared nuke 3d scene. but im guessing it will be a baked out alembic or obj.. On 26 March 2013 18:07, Marten Blumen mar...@gmail.com wrote: Out of interest what format is your standard 3d cache in? On 26 March 2013 20:24, Pat Wong patwon...@gmail.com wrote: ive just found this online from somebody ... but cant seem to get it the tree to work , anybody tried this before? http://me-kipedia.blogspot.ca/2012/07/create-reflection-map-in-nuke.html create reflection map in Nuke. - add environmental light to a scene with the object. - add a new scene and locate a new camera where the object is. - connect the scene to the scanlinRenderer and set the projection type to sphere. - connect the scanlineRenderer to map input of the environmental light. - composite the object with reflection over the same object with diffusion. On 25 March 2013 23:59, Pat Wong patwon...@gmail.com wrote: thanks guys ill try those .. Johnathan your refl mat looks usefull , i just need to find a way to compile them at work... On 25 March 2013 10:33, Jonathan Egstad jegs...@earthlink.net wrote: You can also try the ReflectionCard ReflectMat plugins on nukepedia. -jonathan On Mar 25, 2013, at 9:45 AM, Deke Kincaid wrote: You can fake this by setup up a camera to render from the reflection point and then re-project that render back onto the surface. Or like old school renderman reflections before they had raytracing you can generate a cube or spherical map and then use it as a texture with the env light in nuke. - Deke Kincaid Creative Specialist The Foundry Mobile: (310) 883 4313 Tel: (310) 399 4555 - Fax: (310) 450 4516 The Foundry Visionmongers Ltd. Registered in England and Wales No: 4642027 On Mon, Mar 25, 2013 at 8:01 AM, Pat Wong patwon...@gmail.com wrote: hi is it possible to make a real relection pass from a standard cached 3d scene from a vanilla install of nuke. I can obviously get 3d to render some additional aov's such as position passes. normals. etcetc. is it possibke and are the results good enough from the scanline renderer. no prman licences at the place im at too. thanks pat ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk
Re: [Nuke-users] reflections
You can also try the ReflectionCard ReflectMat plugins on nukepedia. -jonathan On Mar 25, 2013, at 9:45 AM, Deke Kincaid wrote: You can fake this by setup up a camera to render from the reflection point and then re-project that render back onto the surface. Or like old school renderman reflections before they had raytracing you can generate a cube or spherical map and then use it as a texture with the env light in nuke. - Deke Kincaid Creative Specialist The Foundry Mobile: (310) 883 4313 Tel: (310) 399 4555 - Fax: (310) 450 4516 The Foundry Visionmongers Ltd. Registered in England and Wales No: 4642027 On Mon, Mar 25, 2013 at 8:01 AM, Pat Wong patwon...@gmail.com wrote: hi is it possible to make a real relection pass from a standard cached 3d scene from a vanilla install of nuke. I can obviously get 3d to render some additional aov's such as position passes. normals. etcetc. is it possibke and are the results good enough from the scanline renderer. no prman licences at the place im at too. thanks pat ___ Nuke-users 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] Z-depth and semi-transparent objects
Cranking the alpha up is a workaround, but only in the case above where you create one scanline for every card, otherways transparent fg cards will totally occlude bg cards. afaik the no-Z output below an alpha threshold thing is pretty common in commercial renderers - Renderman does exactly that and calls the control 'zthreshold'. The problem is really that that value is hardcoded into Nuke's shading system and not available for user control… Unfortunately many aspects of the ScanlineRender render/shading context are not exposed to users which is why AtomKraft is able to more deftly control the renderer's state via the rib interface. Jonathan, you shouldnt take credit for the neglect of the 3d engine for the last five years if you havent been working on it since then. I apologize if you personally felt targeted, but its easy to let some sarcasm slip out when you have to spend your precious weekend wrestling with nuke features ;) Trust me, after 20 years in production my skin isn't *that* thin - but it is hard to not feel somewhat responsible…. My own solution to the limitations of the stock rendering system has been to write alternatives ala AtomKraft or full-bore replacement renderers. -jonathan ___ Nuke-users 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] Z-depth and semi-transparent objects
Well I could, but the last time I piped up I got snapped at. -jonathan On Mar 12, 2013, at 6:15 PM, Gustaf Nilsson wrote: Hi Im sure there is a fantastic reason for this, but does anyone dare to speculate about the design decision to clip the scanline renderers z depth to zero if the alpha is quite low (. 0001)? Work around suggestions greatly appreciated Thanks G ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] max number of motion blur samples in the scanline renderer
Well, I personally apologize for the lack of perfection in the pre-2008 portion of the software. Perhaps if at the time DD had an actual 3D developer architecting it rather than a lone compositor moonlighting as a developer it would have turned out better. However… I do agree that five years after the DD-Foundry handoff that the 3D system should be more revamped than it currently is. I'm sure they have a plan for a revamping and I recommend you submit suggestions and bug reports to them so it can be improved. -jonathan On Mar 2, 2013, at 3:13 AM, Gustaf Nilsson wrote: The weakest part is everything. My problems arent with missing functionality, it is with the quality and reliability and predictability of existing functions. As im sure you know, you dont want to run into unpredictable and arbitrary limitations such as max 66 samples, IT HAS TO JUST WORK. The 3d interface is clumsy and sluggish, spotlight cone angle doesnt work as expected on values lower than ~5, penumbra works so-so. If you use a card with an alpha to cast shadows, then the shadow map is actually smaller than the full circle of the light source, creating weird artefacts. Cant aim spotlights. Shutter offset in scanline renderer is not really behaving in a useful way. Random flickering and artefacts in 3d renders. These are things I count on working but have cost me a lot of time to work around. G On Sat, Mar 2, 2013 at 2:47 AM, Marten Blumen mar...@gmail.com wrote: What's the weakest part of the 3d system? What are you trying to achieve that you can't? You can extend it pretty well with plug-ins like PolyTools, Dynamic's, JOps etc I do agree though. Nukes scanline renderer (everything 3d, really) is pretty useless. ___ Nuke-users 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] max number of motion blur samples in the scanline renderer
Because that's the maximum number of jitter samples in the hardcoded internal jitter array. Ten years ago it didn't seem necessary to go beyond that, however now it's pretty limiting. The real answer is to completely replace the sampling schema in the renderer with a more modern stochastic one. Better yet, replace the whole renderer with a proper ray tracer... -jonathan On Mar 1, 2013, at 3:48 PM, Gustaf Nilsson wrote: Just want to add that the limit seems to be 66 samples. How does that make sense?? G On 1 Mar 2013 23:24, Gustaf Nilsson gus...@laserpanda.com wrote: Yeah that would be ace if it wasn't for the fact that i need the samples on animated textures and i have multiple semi transparent objects Thanks, G On 1 Mar 2013 19:25, Marten Blumen mar...@gmail.com wrote: You can use VectorBlur after the Scanline to add more motion blur, this smoothes the 60/70 samples 'limit'. Page 444 of the Nuke 7.04 User Guide explains it well - 'Adding Motion Blur Using VectorBlur' On 2 March 2013 03:26, Gustaf Nilsson gus...@laserpanda.com wrote: Hi seems like the max amount of moblur samples is somewhere between 60 and 70, is there a reason for that? Is there a way to hack beyond that? (other than doing two renders with an offset of the motionblur and combine them after) G -- ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ___ Nuke-users 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] max number of motion blur samples in the scanline renderer
Well yes, that's exactly what happened... Why is 66 any weirder than 63 or 60 or 99? The sample count has no relation to powers of 2. -jonathan On Mar 1, 2013, at 4:59 PM, Gustaf Nilsson gus...@laserpanda.com wrote: Yeah, but what discombobulates me is why 66? Someone 10 years ago decided to write if samples 66 then .? And noones bothered to change it? I do agree though. Nukes scanline renderer (everything 3d, really) is pretty useless. Unfortunately (as suggested above) that is the renderer I am stuck with at the moment, can not use atomkraft. G On Sat, Mar 2, 2013 at 12:08 AM, Jonathan Egstad jegs...@earthlink.net wrote: Because that's the maximum number of jitter samples in the hardcoded internal jitter array. Ten years ago it didn't seem necessary to go beyond that, however now it's pretty limiting. The real answer is to completely replace the sampling schema in the renderer with a more modern stochastic one. Better yet, replace the whole renderer with a proper ray tracer... -jonathan On Mar 1, 2013, at 3:48 PM, Gustaf Nilsson wrote: Just want to add that the limit seems to be 66 samples. How does that make sense?? G On 1 Mar 2013 23:24, Gustaf Nilsson gus...@laserpanda.com wrote: Yeah that would be ace if it wasn't for the fact that i need the samples on animated textures and i have multiple semi transparent objects Thanks, G On 1 Mar 2013 19:25, Marten Blumen mar...@gmail.com wrote: You can use VectorBlur after the Scanline to add more motion blur, this smoothes the 60/70 samples 'limit'. Page 444 of the Nuke 7.04 User Guide explains it well - 'Adding Motion Blur Using VectorBlur' On 2 March 2013 03:26, Gustaf Nilsson gus...@laserpanda.com wrote: Hi seems like the max amount of moblur samples is somewhere between 60 and 70, is there a reason for that? Is there a way to hack beyond that? (other than doing two renders with an offset of the motionblur and combine them after) G -- ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Tiff metadata / tags
I think the tiff writer's lack of EXIF support has more to do with libtiff not supporting the writing of EXIF tags - it does supports the reading of them however. So adding EXIF output support is probably a pretty heavy lift without libtiff's help... -jonathan On Feb 1, 2013, at 12:33 AM, Ben Dickson wrote: This thread concerns accessing a basic function that I figured nuke was capable of: metadata/tagging in a tiff format. As you found out, the tiffWriter doesn't write any of Nuke's extra metatdata. Based on http://stackoverflow.com/a/13455695 ...I would guess the reason is: the TIFF format doesn't support arbitrary metadata keys, you can only use the keys defined by the EXIF spec: http://www.sno.phy.queensu.ca/~phil/exiftool/TagNames/EXIF.html Whereas the OpenEXR metadata can store any arbitrary keys (e.g you can have a string property named blahblahblah, and it'll work fine) So, when the tiffWriter was written there was a choice between either: 1. Writing only valid metadata keys into the TIFF, and somehow dealing with unsupported keys and non-string values (which would probably be confusing for users, however it's done) 2. Don't write extra TIFF metadata. Option 2 is far easier, and less chance for surprise. You could email The Foundry support and request the code for the tiffWriter, and easily modify it to write the hostname attribute (the tiffReader.cpp is included in the NDK examples, so the writer shouldn't be a problem) ..but that's more work to achieve almost the same thing as using the afterRenderCallback to modifying the EXIF headers On 31/01/13 04:01, John RA Benson wrote: while i appreciate everone's help, you pegged it: your response is sort of inappropriate and semi-arrogant. This thread concerns accessing a basic function that I figured nuke was capable of: metadata/tagging in a tiff format. the reasons are really irrelevant, but I provided them to help people understand why I was looking for it. I don't know why this thread turned into a pipeline / file format / sys admin attack. # We aren't having sour frames, we are having an occasionally erratic farm issue. Any ability to help with forensics is welcome. Heck, this could have been caused by fx loading the network and nothing to do with comp renders. Our sys guys aren't having cocktails. Formats and render managers are not something that is willy nilly decided and changed on the fly. I personally don't like tiff either, but that's our delivery format until exr's can be delivered, so that's that. We used to render exr and convert, but why bother doubling (yeah, I know, not quite) storage requirements and recheck everything twice? It's nice to deliver the frames that are rendered and not have to re-check conversions. I'm curious now if there is any render time difference between tiff and exr and then converting like we used to. On the surface, it's an extra process and overhead on the net, but if Nuke has a harder time with tiff and is actually making renders slower, that could be a huge deal and reason to switch back. But that's a different thread. Cheers JRAB On 01/30/2013 01:24 PM, Julik Tarkhanov wrote: I know it will sound inappropriate and semi-arrogant (and of course it IS after all an issue in Nuke that it has no support for TIFF metadata, yes) but just to recap: - you are having sour frames in your render - the likely problem is some machine which has corrupt RAM sticks (we've had this) or network filesystem issue/congestion - you refuse to use a format which allows the tagging you are using natively (not going EXR and not going DPX) - you know that your renders rot due to one issue or another, it creates problems for the facility - and yet something as basic as logging frameranges per render packet is not possible. What is your sys then, an Exchange administrator having cocktails while your renders go south? If there is a render node that corrupts renders it's all hands on deck if management is at least semi-reasonable, since it's everyone's priority at that stage to isolate that node and reevaluate it's components - you resort to having to install some weird header baking CLI application that you will need to configure, compile, script and check it's security (you are shelling out in there...), and that either through your whole deployment pipe or per machine (depending on how good and lazy your sys is). That instead of first baking the EXRs and then simply converting them into the TIFFs you need (using an after render Nuke commandline call)? (whats the reason for TIF in the first place? are TIFFs needed for paint apps? are they your deliverable? sure you want to cut off headroom color if your frame takes so long)? Looks like you painting yourself into a corner, meanwhile looking for smarter and smarter ways to do it. On a recent project where we had an EXR pipeline we've made a gizmo
Re: [Nuke-users] deep file size exr 2.0
A exr2.0 deep image has an extra two 32-bit Z samples per deep sample in additional to the color channels - are you taking that into consideration when you wrote the first non-deep image? On Jan 10, 2013, at 9:48 AM, Patrick Heinen wrote: Hi everyone, I just stumbled across a little thing that got me wondering. What I'am doing is to take a nonvolumetric deep image and apply a DeepToImage to basically flatten it. Now I use that output and render it with a standard write node as uncompressed exr 16bit. Secondly I use the output of the DeepToImage and plug it into a DeepFromImage to get a deep image with a single sample per pixel. I render that with a DeepWrite as uncompressed exr 16bit. Both are set to render all channels, so that they contain the exact same information. My expectation was that they should have the same or at least approximately the same file size. However the deep exr is roundabout 1.5 times bigger than the normal exr. Is there anything I'm missing? Is there maybe some documentation on exr 2.0 somewhere, like the technical introduction paper but for exr 2.0? cheers Patrick ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: World Space units Maya to Nuke
Actually it's in meters since the camera lens is 'calibrated' in millimeters. Sent from my iPhone On Dec 2, 2012, at 5:02 PM, Deke Kincaid d...@thefoundry.co.uk wrote: Nuke units are always in centimeters. FBX lets you pick the unit size in the export dialog, obj though has no such option so you have to change the global prefs in the 3d application before exporting. - Deke Kincaid Creative Specialist The Foundry Mobile: (310) 883 4313 Tel: (310) 399 4555 - Fax: (310) 450 4516 The Foundry Visionmongers Ltd. Registered in England and Wales No: 4642027 On Thu, Nov 29, 2012 at 3:38 AM, Mohamed Selim nuke-users-re...@thefoundry.co.uk wrote: Its not a conversion issue. Its just maybe that the scene is in real world scale or simply just big. So you need to scale your stuff in nuke, nothing wrong with that. I guess for particles it would be easier if your 3D artists can group all of the scene in Maya and scale it down for you. Mohamed Selim Nuke Compositor Cairo, Egypt www.mselim.com ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: How to prioritize cards layering in nuke?
Turn off z-testing in the renderer, and manage the layering order by the input numbers on the Scene node. Sent from my iPhone On Nov 26, 2012, at 6:34 AM, Julik Tarkhanov ju...@hecticelectric.nl wrote: Unless you work with a renderer which allows manual z-buffer splitting, like in Flame. On 26 nov. 2012, at 01:34, Frank Rueter fr...@beingfrank.info wrote: Agreed. Having polygons live in exactly the same world space is never a good idea in my experience. ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Normalize Viewer
It's not the calculation of the min/max that's expansive - it's pulling every pixel of the source image through the pipe just to calculate the min/max. For instance Nuke skips scanlines if your zoomed out - if it's forced to calculate min/max then it must pull the invisible scanlines too. Same for if you're zoomed into the image and the rest of the image is cropped offscreen. You get no speedup for any cropping. Not arguing against having a normalize feature - just say'in it ain't free... -jonathan Sent from my iPhone On Oct 14, 2012, at 3:38 PM, Nathan Rusch nathan_ru...@hotmail.com wrote: Seems like this feature is a perfect candidate to be implemented directly on the GPU, since it already has the display buffer, and absolute accuracy isn’t paramount. -Nathan From: Jonathan Egstad Sent: Sunday, October 14, 2012 9:50 AM To: Nuke user discussion Cc: nuke-users@support.thefoundry.co.uk Subject: Re: [Nuke-users] Normalize Viewer Hi Frank, Not to a devil's advocate or anything...but calculating the min/max of an image means sampling the entire image before a single pixel can be drawn in the Viewer. Needless to say this will destroy Nuke's update speed. As long as that's understood as a side-effect of this feature, then soldier on. -jonathan Sent from my iPhone On Oct 13, 2012, at 6:22 PM, Frank Rueter fr...@beingfrank.info wrote: None of those solutions actually produce what we're after though (some of your solutions seem to invert the input). We need something that can compresses the input to a 0-1 range by offsetting and scaling based on the image's min and max values (so the resulting range is 0-1). You can totally do this with a Grade or Expression node and a bit of tcl or python (or the CurveTool if you want to pre-compute), but that's not efficient. I reckon this should be a feature built into the viewer for ease-of-use and speed. ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Any way to change dpi in Nuke?
I'd suggest making a feature request to the Foundry to expose this parameter in the tiffWriter plugin. If you're feeling ambitious you can modify the tiffWriter code that comes with Nuke. -jonathan On Sep 7, 2012, at 11:24 AM, Rich Bobo wrote: Thanks, Chris. Rich Rich Bobo Senior VFX Compositor Armstrong-White http://armstrong-white.com/ Mobile: (248) 840-2665 Web: http://richbobo.com/ On Sep 7, 2012, at 1:34 PM, chris wrote: another idea would be to use imagemagick as a batch script: http://www.imagemagick.org/Usage/basics/#density ++ chris On 9/8/12 at 5:34 PM, d...@thefoundry.co.uk (Deke Kincaid) wrote: You could do this with the python image library(PIL). import Image im=Image.open(blahblah.tif) im.save(blahblah.tif, dpi=(600,600) ) http://www.pythonware.com/library/pil/handbook/format-tiff. htm http://www.pythonware.com/library/pil/handbook/image.htm On Sat, Sep 8, 2012 at 12:12 AM, Rich Bobo richb...@mac.com wrote: Hi, If possible, I'd like to be able to write out TIFF images at a higher DPI than 72. I am taking images from Photoshop to Nuke and writing out TIFFs. They start out at 424 dpi in Photoshop and Nuke changes them to 72 dpi, the screen resolution. When the images are written out, they are written as 72 dpi. It would be great if I could write the output files with the original 424 dpi value. Is this possible? If not, I guess I'll have to re-save them in Photoshop... ___ Nuke-users 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] display calibration sRGB vs Gamma 2.2
Nuke doesn't force you to work in sRGB, that's just its default. If you're preference is to calibrate to g2.2 then simply change the Nuke's lut defaults from sRGB to g2.2 and don't worry about converting anything. -jonathan On Aug 30, 2012, at 10:30 AM, chris ze.m...@gmx.net wrote: hello everybody, i'm evaluating some display calibration options and got confused, so i hoped somebody can shed some light on this: i always assumed that the Nuke sRGB viewer LUT is made to match a standard sRGB monitor. now, the calibration software for the NEC monitor i'm using offers different target gamma curves, with a default of 2.2 and a custom option of sRGB. since nuke lists sRGB, i would expect that sRGB is the right option for nuke. however, 2.2 is the recommended default in pretty much all profiling software (x-rite, datacolor and spectraview), so it would appear that for a normal desktop photo/video workflow this is the desired setting which most people use (which is confusing again as i thought any color dumb application, like final cut pro would be designed to work on a sRGB monitor). so, what do other people with better understanding do? calibrate to a sRGB monitor response curve for Nuke and a Gamma 2.2 for all other apps and switch between the two? or am i missing something here? would be grateful for any pointers ++ chris ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Projecting Alpha channel = making holes in card?
Wherever the alpha of the texture is almost zero ( 0.001 I think) a hole will appear in the object (doesn't produce a Z entry.) -jonathan On Aug 18, 2012, at 12:59 PM, kafkaz wrote: Hi, I know this is possible in Fusion, but I haven´t found out if it is possible in Nuke. I just have regular scene projection, and now I would like to project windows onto the wall, so I can see through. Is this possible? Thanks. JK ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: Zmerge, is this the best I can expect?
A solution is to render your images at a minimum 4x resolution, do the zmerge and resize the result. After all that's what the renderer is doing internally. -jonathan On Jul 31, 2012, at 9:26 AM, irwit nuke-users-re...@thefoundry.co.uk wrote: so is it not really worth perusing? I was hoping this would put me on so to say until deep image was more native in vray? ___ Nuke-users 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 viewer and gamma slider
If the Viewer's in 8-bit mode then they're correct that the gamma is applied to the quantized values rather than the floats (post-lut vs. pre-lut.) If the Viewer's in float mode using OpenGL it may not matter. But Ron's right - the gamma slider is not intended for correcting the monitor's response, it's only a convenience for you to stretch the color to see into the blacks better. So use the viewer input method or, more correctly, choose the correct luts in the Root settings panel. -jonathan On Jul 15, 2012, at 7:59 AM, nookieita wrote: Recently I have been told not to use the gamma slider on the viewer to gamma correct images for linear workflow (gamma 2.2) because that slider is not 32bit, but istead use a gamma node and use it as an input process. I have never found any problem with it don't really see the point. I would love if someone could confirm this or elaborate on it. Thank you very much ___ Nuke-users 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] Color Space Conversion to DCP-compliant XYZ using Nuke
Never mind what I just said - it does matter what order the transforms happen in, just like in a 3D transform. This should probably be a feature request to add a transform order control to the Colorspace node much like an Axis node has. -jonathan On Jun 7, 2012, at 9:26 AM, Jonathan Egstad wrote: That should not be necessary - you should be able to do it in one operation using a single Colorspace node as the gamut remap and sRGB-XYZ will concatenate into the same 3x3 matrix linear transform. If you're doing something non-linear in the colorspace node like changing the gamma response of the data then then application order can be important. So this: Colorspace { primary_in sRGBprimary_out DCI-P3 colorspace_in sRGB colorspace_out CIE-XYZ } Is equivalent to: Colorspace { primary_in sRGBprimary_out DCI-P3 } Colorspace { colorspace_in sRGB colorspace_out CIE-XYZ } -jonathan On Jun 7, 2012, at 7:59 AM, John Mateer wrote: Thanks for this. As per the other thread, I think I've found the solution -- use two Colorspace nodes, the first to change the gamut from sRGB to P3 and the second to change the color space from Linear to CIE-XYZ. That seems to do the trick. ___ Nuke-users 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] Color Space Conversion to DCP-compliant XYZ using Nuke
Also check that you have the correct primaries selected as desaturated content can also look like a gamma problem. I think 'DCI-P3' is the one to use for a DCP. -jonathan On Jun 1, 2012, at 8:55 AM, Matt Plec wrote: Do you have the colorspace on the write node set to linear? If not it will be adding a log conversion to the image that comes in on the assumption that it's currently in linear RGB. Matt On Fri, Jun 1, 2012 at 10:07 AM, John Mateer nuke-users-re...@thefoundry.co.uk wrote: I am working on a project shot on a Red Epic that involves a lot of green screen work so we are using Nuke. We need to test our composites in our screening theatre, which accepts DCP. If we create DPXs of our comps, convert them to XYZ color space using our Nucoda Film Master and create the DCP in CineAsset the resulting DCP has the correct color gamut. However, if we use the Colorspace node in Nuke to convert to CIE XYZ and use those DPXs in CineAsset to create the file, the resulting DCPs are washed out and do not have the correct color. I have tried changing gamma using a number of settings (DCP requires 2.6) but with no success. Any suggestions? Best, John ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- Matt Plec Senior Product Designer The Foundry Web: www.thefoundry.co.uk The Foundry Visionmongers Ltd. Registered in England and Wales No: 4642027 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] RotoPaint Speed Concerns
FWIW I had a script with about 4000 paint strokes (mostly clones) last week and had no issues. Prerenders and sensible amount of strokes and was fine (still about 500+ in each node). Howard - FWIW - A sensible number for me is *a lot*. On Flame, I have not felt the same kind of heaviness or slowness issues when dealing with many rotosplines (in Flame, they're gmasks) that have hundreds of points. So, it came as a bit of a surprise to have Nuke bog down with what would be a typical load for me in the past… ;^) There's major architectural differences between Nuke and Flame that contribute to this - the primary one being Nuke's Op/Knob open architecture and the way knob events propagate though the tree. Flame is buffer-based and heavily OpenGL accelerated and while Nuke's Roto node has some acceleration it must operate in the same architecture that's fighting against it due to the low-level design. They are completely different beasts under the hood - the same compromises that keeps Nuke from being as interactive as Flame allows Nuke to spank Flame's butt in other areas. I'm sure the Foundry will continue to improve the performance, just don't expect Flame-level interactiveness at the end of the day... -jonathan ___ Nuke-users 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] Video Range vs Full Range on Rec709 Files?
This may be due to the use of ffmpeg. At a previous company it was necessary for me to modify the ffmpeg lib to use rec709 primaries instead of rec601 to get accurate color Quicktimes. It was a real bear to find the responsible code... Ignore me if ffmpeg is not involved in this case… -jonathan Yes, this is a bit of a bummer. To be clear, when reading most Quicktimes, Nuke seems to use the Rec601 matrix instead of the Rec709 one. This causes chroma and saturation shifts compared to FCP, Smoke or Baselight's reading of the same files. The legal range problem is a a separate thing. In the past I've been able to read the full range from uncompressed Quicktimes by ticking the raw data box on the Read, which causes the superwhites/blacks to come in as over 1/below 0. This can then be graded back into place as Howard said above. I'm not sure if this works in current versions or with ProRes though. I mostly avoid Quicktimes getting anywhere near Nuke :-/ -- Lewis Saunders 8 bit .sgi all the way London ___ Nuke-users 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 issue with dpx
That behavior is defined on the 'LUT' tab of the root node panel (project settings.). You'll see that 10 bit and 16 bit files are defaulted to cineon and srgb respectively by default. -jonathan On Dec 31, 2011, at 2:27 AM, rahul kv metalra...@yahoo.co.in wrote: While changing from 10 bit to 16 bit, for some reason Nuke automatically changes the color space from Cineon to Srgb. So you have to manually change it back to Cineon and your color space issue will solved. From: Mahesh Kumar maheshfromonl...@hotmail.com To: Nuke support nuke-users@support.thefoundry.co.uk Sent: Wednesday, 28 December 2011 6:57 PM Subject: [Nuke-users] Render issue with dpx Dear friends, we are facing some issues regarding our rendered files from Nuke , which were in .tga format . which were then taken into After effects for Titling and was rendered out as a 16 bit .dpx file format. here the issue is that our final DPX file has become much darker than it initially was. plz suggest me. thanks in advance Mahesh ___ Nuke-users 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] other channel in vray multichannel EXR
Not aware of a channel naming spec for openexr. Afaik an openexr channel doesn't have to have a layer/chan split in its name - but Nuke does. Nuke's not so much trying to 'fix it' for you more than it's attempting to fit the openexr channel name into it's layer/channel scheme. Nuke doesn't support single channels without a containing layer, so if the channel name doesn't include some obvious layer/chan separator then the code attempts to guess the correct layer name based on the channel name, and that's where the 'unnamed' or 'other' comes from. For the last two companies I've worked for I've modified the exrReader plugin to automatically handle unrecognized single channels by using the channel name as the layer and 'unnamed' as the channel…ie 'renderID.unnamed'. And what's perhaps confusing about the code in the exrReader is that's not obvious that there's *additional* name munging going on during the channel creation code that automatically recognizes 'red' 'green' 'blue' 'alpha' and assigns those to the 'rgba' layer. -jonathan Does nuke really have a bad name handling bug if the layer names aren't written to the exr spec? Seems like it would be a lot better to make the fixes upstream than wait/have nuke do a fix that could end up creating other issues. I'd be curious how other viewers read your layer? I have to admit, I'd personally rather nuke didn't do any automatic fixing for me, like setting colorspaces and calling a layer.Z a depth channel or the UV's 'forward' and 'motion'. Why not leave it alone and call it what the user wanted to call it? Maybe that's the fix because then it wouldn't matter? jrab Ryan O'Phelan wrote: Thanks. Will do. R On Thu, Oct 20, 2011 at 3:44 PM, Jonathan Egstad jegs...@earthlink.net wrote: The exrReader is not doing the correct name munging when converting the file's channel name into the Nuke channel name. The vray channel is likely missing a separator in it's name ('.') that the reader normally uses to split layer from channel. Either modify the exrReader.cpp code to handle it, or change the vray channel name to include a '.' - like 'renderID.index' or something like that. (and submit a bug report to the Foundry describing the bad name handling) -jonathan On Oct 19, 2011, at 1:40 PM, Ryan O'Phelan wrote: let me revise a bit. The UV pass comes into nuke as forward the renderID comes in as either other.red or other.green. Strange... R On Wed, Oct 19, 2011 at 4:34 PM, Ryan O'Phelan designer...@gmail.com wrote: I've noticed that our renderId and UV passes from maya vray 2.0 come in to nuke as a channel named other. The UV layer is missing, but it's channels end up as separate channels in other. We haven't had this issue before mainly because we weren't using multichannel files. Is there a naming convention that would stop this from happening? Thanks, Ryan ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Nuke + UV tiles
If you mean the ScanlineRenderer is in 'uv' mode and you're trying to get the unwrapped result of one of the tiles - you'll need the UVTile plugin from Nukepedia which specifically supports that. -jonathan On Oct 17, 2011, at 2:13 AM, Mason Doran wrote: What about baking projections to uv tiles outside 0-1? On 16/10/2011 23:20, Frank Rueter wrote: Yup, it does as Michael is saying. The way I usually use this is by utilising a ContactSheet node followed by a Reformat to get my viewport in the lower left corner (first udim/uv tile) and make sure to keep the bounding box. On Oct 17, 2011, at 5:19 AM, Michael Habenicht wrote: Yes, it does, tried it some weeks ago. You just have to place it outside of the viewport. So the format defines your 0-1 range. If you want to put your image in the 1-2 range transform it to the right by your whole width. Best regards, Michael - Original Message - From: masondo...@gmail.com To: nuke-users@support.thefoundry.co.uk Date: 16.10.2011 16:48:25 Subject: [Nuke-users] Nuke + UV tiles Does Nuke support geometry with UV tiles outside of the 0-1 range? I am using Mari for some projection work and want to take the geometry into Nuke without changing the UVs. cheers, m ___ Nuke-users 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 + UV tiles
Nukepedia Plugins - UVTile Only drawback is that you need to compile it up. -jonathan On Oct 16, 2011, at 7:57 AM, Ron Ganbar ron...@gmail.com wrote: I believe it doesn't. 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 16 October 2011 16:48, Mason Doran masondo...@gmail.com wrote: Does Nuke support geometry with UV tiles outside of the 0-1 range? I am using Mari for some projection work and want to take the geometry into Nuke without changing the UVs. cheers, m ___ Nuke-users 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] LUT global location, variable(s)???
Yeah, we use RV to and I've already implemented the LUTs pulldown. Although I can't figure out how to force No Conversion when RV opens. The Alexa's auto default to DPX/Cineon. You have to override the default colorspace handling code which is triggered on a new-source event - I believe it's in the source_setup.mu' file. -jonathan Thoughts?! Yeah, I'm feeling the same as you on FC too Nathan, although having that as a secondary is nice and it pisses me off to no end to not be able to figure this out or find a workaround. Thanks everyone! On Thu, Oct 6, 2011 at 7:09 PM, Nathan Rusch nathan_ru...@hotmail.com wrote: Well, to be fair, FrameCycler is probably the black sheep in this conversation... from what I can tell they just sort of do their own thing and expect everyone to deal with it. Never once have I heard of them beta testing a product or feature or asking for user feedback or input. Thus, my stance on Framecycler has always been to steer away from it when things start to get serious as far as maintaining any kind of a consistent, unified pipeline. Offhand, RV can actually do centralized configuration stuff even with local installations (we use it that way). You can set up a default preferences file in a central location and point all users to it to start off with, and whichever config file is newer (between the central and the user’s) will take precedence in cases where a preference is defined in both. And obviously being able to roll your own extensions is a huge benefit for review tools, LUT repositories, etc. -Nathan From: Dan Walker Sent: Thursday, October 06, 2011 10:52 AM To: Nuke user discussion Subject: Re: [Nuke-users] LUT global location, variable(s)??? Not too sure what else you were looking for really. Being able to control configuration settings on a piece of software (eg. FrameCycler) without having to copy something to the software's native location (per machine). Nuke and RV can do it. RV is installed on our server and there are env's you can set for custom lut locations. You can also modify the User_settings.xml file that FC generates to hard code a path, but again, that file is local to the machine FC is being ran on. LUTPath1\\xxx\xxx_xxx\release\nuke\config\project\XXX\versions\v001\nuke_LUT\/LUTPath1 After doing quiet a lot of research, I'm still stumped with FrameCycler. Yes there are variables to control where framecycler puts it's temp files (which is where the FrameCycler User_settings.xml also resides) but it's ridiculous to assume, when defining a LUT setting for everyone, that you'll need to do it on a per machine basis. Yeah, it's great that there are software deployment systems that can control the push of a config and all the other features that comes with it, but come on! This isnt' the 90's for cry'in out loud. One would think software has been developed to assume that a facility would maybe want to have the feature of setting a global config and not assume all facilities are interconnected when it comes to Pipeline and IT departments. What about facilities that are global (meaning all around the world) that reference a cloud server? Should I have to push a config to all the users in London, Hong Kong, etc My .02 On Tue, Oct 4, 2011 at 3:28 PM, Dave Goodbourn dave.goodbo...@u-fx.co.uk wrote: Now that all depends on your definition of quick! Once you have a software distribution system setup, making any change to 100+ workstations and render nodes can only take a matter of minutes! You can always do it with scripting to copy config files and setup variables on each machine. Not too sure what else you were looking for really. On 4 Oct 2011, at 23:07, Dan Walker walkerd...@gmail.com wrote: Wow, no quick solutions? That just sucks now don't it! :-) On Oct 4, 2011 10:27 AM, Dave Goodbourn dave.goodbo...@u-fx.co.uk wrote: Have you looked at software deployment software like WPKG http://wpkg.org/ at all? You can very easily deploy all the settings and environmental variables to all your machines from the comfort of your own seat! Works well for us. It's only Windows based but there's plenty of *nix solutions like Puppethttp://puppetlabs.com/ . D. On Tue, Oct 4, 2011 at 6:12 PM, Dan Walker walkerd...@gmail.com wrote: Hi Torax, unfortunately software cannot be installed on a server. even if it was you would still have to setup each individual artist with the manually defined environment variables or paths to the luts location. I'm specifically talking about frame cycler when manually defining paths. all nuke software is installed locally on each machine and I'm looking for a way to point frame cycler and rv at luts installed globally. I'm wanting all of this done without having to go to each artist machine and perform a manual setup. Nuke
Re: [SPAM] Re: [Nuke-users] LogC again
If your talking about clipping at 0.0, this is a feature of the DD::Image::LUT class, I assume the read/write nodes use this to do the conversions. If there was a way to work around this it would be good as quite a few log-lin conversions map 0.0 linear to a negative value, clipping them makes the conversions non-reversible. The LUT class supports negative output values (or greater than one,) but the input to the LUT is clamped by default. So reading a log file should produce negative numbers, but writing one will have the negative values chopped off. The alternative is to use a ColorLookup node which can access the same functions that are defined on the root node's lut page, but you can specify an input range for it to handle - and it will do extrapolation off the ends of the curves. It's also accelerated so it should be faster than using a raw Animation lookup. -jonathan ___ Nuke-users 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] DOF Bokeh variations ?
How soon can you get a version working for 6.3 which accepts deep data...? On Jul 11, 2011, at 12:43 PM, Colin Doncaster wrote: I can get you a trial license of http://peregrinelabs.com/bokeh if you want to give it a go. I'm sure the tool can be extended to support what you're trying to do. cheers On 2011-07-11, at 12:18 PM, a...@curvstudios.com wrote: Anyone have a nice solution / tool for animated growing / shrinking of DOF Bokeh on say, particles moving away from camera ? I'm trying to create Flotsam for several underwater shots with particles. I can cut the particles into different depth slices, then vary their DOF bokeh, and re-combine...but its in the animation proximity to camera which gets difficult to prevent the dissolve anomalie...effect. Has anyone used openFX Frischluft with success in this scenario ? or does it exhibit the same problem ? thx, Ari ___ Nuke-users 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] zDepth glitch in lower resolutions? (scanline render)
i'm currently in the need of getting the depth output of the scanline renderer. Works fine so far, but as soon as you lower the resolution in the viewer, major glitches in the depth map occur. I thought at first they might originate in my node that i develop, but then i found out when rendering a standard sphere through the scanline renderer, glitches may show up - in terms of false depth values. i've attached screenshots that should outline the problem. the first 3 impressions are from a standard sphere rendered through the scanline renderer at different viewer resolutions, where the contrast was optimized by my own plugin. the latter two screenshots show the original depth output, one in a standard view, one with optimized contrast in photoshop - my plugin is not in the stream. can someone tell me what this is - or if this is a bug - or how i could work around that. They're cracks at the edges of polys caused by a numerical instability that was never tracked down. It's a bug though I'm not sure if there's an official bug report. There's no workaround that I know of except to change the poly count which won't really fix the problem, but it might minimize its effects. -jonathan ___ Nuke-users 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] Grade clamping
Yes of course there is - defaulting it on eliminated many, many color problems caused by negative numbers feeding into merge operations. We (DD) identified the Grade node early on as a common cause of many of the negative value issues we were seeing once we started using floating-point color significantly in the late '90s. If you don't agree with the default just change it to 'false' with a knobDefault. -jonathan On Apr 21, 2011, at 8:12 AM, Hugo Léveillé wrote: Is there a good reason why nuke's grade has the black clamp checked ? More often than anything else, artist ends up destroying super black on dark plates. Am I missing something ? -- Hugo Léveillé TD Compositing, Vision Globale hu...@fastmail.net ___ Nuke-users mailing list Nuke-users@support.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://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users