Re: [Nuke-users] Nuke to 3ds max
You can export the camera in fbx On Fri, Sep 6, 2013 at 10:25 AM, Pankaj Deshmukh pankaj.c...@gmail.comwrote: Hi all, How to export Nuke camera track for 3ds max and how to import in 3ds max. -- Thanks ___ 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 -- Julien Chandelle GSM : +32 (0) 494 277 542 julienchandelle.be http://www.julienchandelle.be @jimbiscuit https://twitter.com/#%21/jimbiscuit || imdbhttp://www.imdb.com/name/nm2844171/ || Nuke Compositor || Python Maxscript Dev || ___ 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 7 tracker and python?
I can't see exactly what you want but here you can find some tutorial on the news tracker in nuke 7 https://www.youtube.com/playlist?list=PLi2GhhsPL-RoUdNQ1vFCCLFAwvnNXi7hi On Sat, Jan 26, 2013 at 8:40 PM, John Mangia j...@johnmangia.com wrote: Does anyone have examples of how to get at the tracking data in the Nuke 7 tracker? Thanks, 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 -- Julien Chandelle GSM : +32 (0) 494 277 542 julienchandelle.be http://www.julienchandelle.be @jimbiscuit https://twitter.com/#%21/jimbiscuit || imdbhttp://www.imdb.com/name/nm2844171/ || Nuke Compositor || Python Maxscript Dev || ___ 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] PositionToPoints problems
I guess your postion map is clamped verify the value, is has to be greater than 1 On Wed, Jan 16, 2013 at 2:04 PM, koremelt nuke-users-re...@thefoundry.co.uk wrote: ** Hey Guys, I having a bit of trouble getting PositionToPoints working correctly. I have a Maya rendered sequence with the usual passes, including Normals, and then a separate Position pass. They are plugged into the positiontopoints node, (Normals in surface normal, and position in surface point), and the point cloud is coming out on a flat 2d plane. Is this a depth channel problem, did we miss something when rendering the 3D, and do the position and normals need to both be world positions? Any ideas would be much appreciated -- To Nuke or not to Nuke ___ 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 -- Julien Chandelle GSM : +32 (0) 494 277 542 julienchandelle.be http://www.julienchandelle.be @jimbiscuit https://twitter.com/#%21/jimbiscuit || imdbhttp://www.imdb.com/name/nm2844171/ || Nuke Compositor || Python Maxscript Dev || ___ 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] JefeCheck, now free and 64bit
I have also issues with exr 32bit on windows 7 I have grain instead of my RGB channel but I have good alpha On Tue, Oct 23, 2012 at 6:09 PM, rahul kv metalra...@yahoo.co.in wrote: Thanks a lot Daniel, this works great and I wonder is there any export to Jefecheck gizmo for Nuke? Cheers, Rahul -- *From:* Daniel Gollás gol...@jefecorp.com *To:* nuke-users@support.thefoundry.co.uk *Sent:* Tuesday, 23 October 2012 1:26 AM *Subject:* [Nuke-users] JefeCheck, now free and 64bit Hi everybody, Just letting the community know that our flipbook software is now available as a free download and has been recompiled for 64bit on Linux, Windows and OSX. It's the first release in a couple of years, so some bugs will surely rise (OpenEXR on OSX is a little iffy right now, but will be fixed soon enough). Here is a link from a semi-review on cgchannel.com http://www.cgchannel.com/2012/10/jefecorp-makes-jefecheck-free-to-download/ You can download the software and learn how to use it from: http://jefecheck.jefecorp.com Greeting! Daniel Gollás. ___ 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 -- Julien Chandelle GSM : +32 (0) 494 277 542 julienchandelle.be http://www.julienchandelle.be @jimbiscuit https://twitter.com/#%21/jimbiscuit || imdbhttp://www.imdb.com/name/nm2844171/ || Nuke , AE Fusion Compositor || ___ 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] export from Nuke to Max
you can use the writegeo node with fbx. On Sun, Oct 21, 2012 at 9:59 PM, woei lee woeih...@gmail.com wrote: Hi Nuke masters, Has anyone have experience on exporting Nuke object into 3DMax? fbx? I need to export a few objects, cards into Max for particle holdouts. Any info will be greatly appreciated, thanks!!! Woei ___ 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 -- Julien Chandelle GSM : +32 (0) 494 277 542 julienchandelle.be http://www.julienchandelle.be @jimbiscuit https://twitter.com/#%21/jimbiscuit || imdbhttp://www.imdb.com/name/nm2844171/ || Nuke , AE Fusion Compositor || ___ 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] Newbie Q
You can set your reference frame in tracker option in Transform tab to the frame where you create your rotoshape On Sun, Oct 14, 2012 at 9:13 AM, namyrb nam...@gmail.com wrote: I'm a newbie too and I'd like to understand this as well. Could't you just click the Select all (Q) button on the top left of the viewer while you have the Roto(Paint) node active and just select all of the nodes and move them into the correct position? Is it better practice to create another bezier layer? On Fri, Oct 12, 2012 at 3:59 PM, Marten Blumen mar...@gmail.com wrote: create a new layer, the '+' button,lower right of the roto properties panel ,and nest the roto into that. Then modify the new layer's Transform/translate. On 13 October 2012 11:46, itaibachar nuke-users-re...@thefoundry.co.ukwrote: ** Hi all I'm a Flame artist starting to learn Nuke, I have a few questions, but here's one: After tracking a roto shape, (using tracking and than Ctrl dragging the animation to the roto node) it doesn't sit in the correct place. Id like to offset, or reposition it. What would be the correct way of doing this? In Flame I'd parent an axis and move it around to a new location, but here I cant seem to do just that. Thanks Itai ___ 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 -- Julien Chandelle GSM : +32 (0) 494 277 542 julienchandelle.be http://www.julienchandelle.be @jimbiscuit https://twitter.com/#%21/jimbiscuit || imdbhttp://www.imdb.com/name/nm2844171/ || Nuke , AE Fusion Compositor || ___ 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: new comp stack node survey
Yes this node exist and it's called if I remember well Multilayer. On Wed, Oct 3, 2012 at 9:36 PM, helmsie nuke-users-re...@thefoundry.co.ukwrote: ** Thank you for your input Howard. To my knowledge Shake didn't have anything like this. I'm happy to be corrected here. Helmsie *mrhowardjones wrote:* N. Shake had one of those and it was a nightmare to sort compers scripts out. Howard ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- Julien Chandelle GSM : +32 (0) 494 277 542 julienchandelle.be http://www.julienchandelle.be @jimbiscuit https://twitter.com/#%21/jimbiscuit || imdbhttp://www.imdb.com/name/nm2844171/ || Nuke , AE Fusion Compositor || ___ 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] positioning custom menu in a existing menu
Hey, I want to add a custom menu in Files in the main menu. But I want to place it just above Save New Version. But when i put it in the menu.py in .nuke the menu is at the end of the menu. And I want to put it in the menu.py in the .nuke folder not in the menu.py in nuke install directory. How can I put it anywhere I want ? -- Julien Chandelle GSM : +32 (0) 494 277 542 julienchandelle.be http://www.julienchandelle.be @jimbiscuit https://twitter.com/#%21/jimbiscuit || imdbhttp://www.imdb.com/name/nm2844171/ || Nuke , AE Fusion Compositor || ___ 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] positioning custom menu in a existing menu
thanks On Tue, Jul 10, 2012 at 2:10 PM, Hugo Léveillé hu...@fastmail.net wrote: You need to set the index n the menu entry ex: menu.addCommand('File/Test', 'openScript.app.start()',index=2) On Tue, Jul 10, 2012, at 13:47, Julien Chandelle wrote: Hey, I want to add a custom menu in Files in the main menu. But I want to place it just above Save New Version. But when i put it in the menu.py in .nuke the menu is at the end of the menu. And I want to put it in the menu.py in the .nuke folder not in the menu.py in nuke install directory. How can I put it anywhere I want ? -- Julien Chandelle GSM : +32 (0) 494 277 542 julienchandelle.be http://www.julienchandelle.be @jimbiscuit https://twitter.com/#%21/jimbiscuit || imdbhttp://www.imdb.com/name/nm2844171/ || Nuke , AE Fusion Compositor || *___* 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 -- Hugo Léveillé TD Compositing, Vision Globale hu...@fastmail.net ___ 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 -- Julien Chandelle GSM : +32 (0) 494 277 542 julienchandelle.be http://www.julienchandelle.be @jimbiscuit https://twitter.com/#%21/jimbiscuit || imdbhttp://www.imdb.com/name/nm2844171/ || Nuke , AE Fusion Compositor || ___ 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] read node defaults
You can put this in your init.py : nuke.knobDefault('Read.on_error','nearest frame') On Sun, May 27, 2012 at 8:47 PM, Gary Jaeger g...@corestudio.com wrote: Anybody know if there a way to have the read nodes default to missing frames = nearest frame? -- Gary Jaeger // Core Studio 249 Princeton Avenue Half Moon Bay, CA 94019 650 728 7060 http://corestudio.com ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- Julien Chandelle GSM : +32 (0) 494 277 542 julienchandelle.be http://www.julienchandelle.be @jimbiscuit https://twitter.com/#%21/jimbiscuit || imdbhttp://www.imdb.com/name/nm2844171/ || Nuke , AE Fusion Compositor || ___ 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] Deep Compositing with vrst files
It's new ? For what I thought Nuke was taking only DTEX files in DeepRead. And you have to install pixar renderman for that works too with VRST files ? On Fri, May 18, 2012 at 7:14 AM, Jose Fernandez de Castro pixelcowbo...@gmail.com wrote: This is a known bug with the deep recolor node, when you have an alpha value of zero and a non zero value in the color. The incoming image always gets unpremulted before being multiplied again by the deep opacity, but in this case this results in an infinite value. Adding into the alpha like Ella suggested is a work around for now. I have a bug report for it but I'm not in the office right now if you need the number. On May 17, 2012 4:05 PM, Nitant Karnik nkar...@gmail.com wrote: Hey Ella, Thanks so much, that totally worked. I used a DeepExpression to subtract the 'deep.back' value by .75, which turned out to be the sweet spot in this instance. Do you know what causes this? It seems like the deep.front and deep.back values are clipping too tightly. Thanks again! Nitant On Thu, May 17, 2012 at 1:04 PM, ella boliver ellareg...@gmail.comwrote: Nitant, Blothy artifacts sound different than the errors I've seen, but sometimes lifting the black point of deeps to .1 got rid of weird artifacting for me. Good luck! Ella On Thu, May 17, 2012 at 3:49 PM, Nitant Karnik nkar...@gmail.comwrote: Hi, [Nuke 6.3 v7] I'm working with deep passes (.vrst) and exr beauty passes from V-Ray in nuke and I'm finding that when I use a DeepRecolor node to combine the two, the beauty inherits some blotchy artifacts that are present in the rgb of the vrst pass. I also noticed that when I use the DeepHoldout node, element A is cutting into element B with the same blotchy artifacts as well as inaccurate edges. The elements in the scene are motion blur since they are moving very fast. Has anyone else run into problems with V-ray and Deep Compositing? Cheers, Nitant ___ 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 -- digital compositor www.ellaboliver.net +1 917 657 7070 ___ 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 -- Julien Chandelle GSM : +32 (0) 494 277 542 julienchandelle.be http://www.julienchandelle.be @jimbiscuit https://twitter.com/#%21/jimbiscuit || imdbhttp://www.imdb.com/name/nm2844171/ || Nuke , AE Fusion Compositor || ___ 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] setting the scanline render to other resolution
you can plug a black constant in the BG input set with your resolution On Mon, May 14, 2012 at 11:34 AM, Peter Hartwig peter.hart...@gmail.comwrote: Hey all Is there a way to set the scanline render to render at an arbitrary resolution, instead of the project setting? I'm rendering out elements that would benefit from being at other resolutions than that of the project, but i'm stuck =) Peter ___ 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 -- Julien Chandelle GSM : +32 (0) 494 277 542 julienchandelle.be http://www.julienchandelle.be @jimbiscuit https://twitter.com/#%21/jimbiscuit || imdbhttp://www.imdb.com/name/nm2844171/ || Nuke , AE Fusion Compositor || ___ 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] 1 thread jump to 100% during using Nuke
I just try some things. I disable my antivirus but I have no change still lag I try to play a sequence in a empty scene and then I have no probleme no jump of the thread no lag and when a play. My scene have some rotopaint node with in each a lot of roto or paint but on 28 frames only. So It may be cause by the roto. I guess there is no solution to avoid the jump. On Tue, May 8, 2012 at 2:06 AM, Diogo Girondi diogogiro...@gmail.comwrote: How big are the frame numbers are you working on? We have -- for what it seems -- the same exact issue here under 6.3v6 and for us the problem seems to be more present when working with large frames and the curve editor open. I've pinpoint it to a bug in Nuke when drawing gl animation curves for really large frame numbers. On 07/05/2012, at 11:18, Julien Chandelle julienchande...@gmail.com wrote: Hey, I notice some issues with nuke and my workstation. When I work or play in nuke one of my thread jump to 100% for few second or minute. During this time It's impossible to work everything in nuke lag And I have to stop try working or pause de sequence and wait few second to let the thread down to a normal % and capable to work. This issues happen almost everytime I play a sequence in nuke, but It happen too when I worked but I can find a constant event to triggered the issues. I use Nuke 6.3 v7 And my workstation is : windows 7 64b sp1 2 Intel Xeon X5667 @ 3.07ghz (12 thread) 12 GB DDR3 Quadro 600 -- Julien Chandelle GSM : +32 (0) 494 277 542 julienchandelle.be http://www.julienchandelle.be @jimbiscuit https://twitter.com/#%21/jimbiscuit || imdbhttp://www.imdb.com/name/nm2844171/ || Nuke , AE Fusion Compositor || ___ 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 -- Julien Chandelle GSM : +32 (0) 494 277 542 julienchandelle.be http://www.julienchandelle.be @jimbiscuit https://twitter.com/#%21/jimbiscuit || imdbhttp://www.imdb.com/name/nm2844171/ || Nuke , AE Fusion Compositor || ___ 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] 1 thread jump to 100% during using Nuke
I just try my comp on another workstation in the studio and I have no problem that was the same computer of mine expect it have only one xeon. Maybe nuke have probleme with two xeon On Tue, May 8, 2012 at 9:33 AM, Julien Chandelle julienchande...@gmail.comwrote: I just try some things. I disable my antivirus but I have no change still lag I try to play a sequence in a empty scene and then I have no probleme no jump of the thread no lag and when a play. My scene have some rotopaint node with in each a lot of roto or paint but on 28 frames only. So It may be cause by the roto. I guess there is no solution to avoid the jump. On Tue, May 8, 2012 at 2:06 AM, Diogo Girondi diogogiro...@gmail.comwrote: How big are the frame numbers are you working on? We have -- for what it seems -- the same exact issue here under 6.3v6 and for us the problem seems to be more present when working with large frames and the curve editor open. I've pinpoint it to a bug in Nuke when drawing gl animation curves for really large frame numbers. On 07/05/2012, at 11:18, Julien Chandelle julienchande...@gmail.com wrote: Hey, I notice some issues with nuke and my workstation. When I work or play in nuke one of my thread jump to 100% for few second or minute. During this time It's impossible to work everything in nuke lag And I have to stop try working or pause de sequence and wait few second to let the thread down to a normal % and capable to work. This issues happen almost everytime I play a sequence in nuke, but It happen too when I worked but I can find a constant event to triggered the issues. I use Nuke 6.3 v7 And my workstation is : windows 7 64b sp1 2 Intel Xeon X5667 @ 3.07ghz (12 thread) 12 GB DDR3 Quadro 600 -- Julien Chandelle GSM : +32 (0) 494 277 542 julienchandelle.be http://www.julienchandelle.be @jimbiscuit https://twitter.com/#%21/jimbiscuit || imdbhttp://www.imdb.com/name/nm2844171/ || Nuke , AE Fusion Compositor || ___ 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 -- Julien Chandelle GSM : +32 (0) 494 277 542 julienchandelle.be http://www.julienchandelle.be @jimbiscuit https://twitter.com/#%21/jimbiscuit || imdbhttp://www.imdb.com/name/nm2844171/ || Nuke , AE Fusion Compositor || -- Julien Chandelle GSM : +32 (0) 494 277 542 julienchandelle.be http://www.julienchandelle.be @jimbiscuit https://twitter.com/#%21/jimbiscuit || imdbhttp://www.imdb.com/name/nm2844171/ || Nuke , AE Fusion Compositor || ___ 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] 1 thread jump to 100% during using Nuke
Hey, I notice some issues with nuke and my workstation. When I work or play in nuke one of my thread jump to 100% for few second or minute. During this time It's impossible to work everything in nuke lag And I have to stop try working or pause de sequence and wait few second to let the thread down to a normal % and capable to work. This issues happen almost everytime I play a sequence in nuke, but It happen too when I worked but I can find a constant event to triggered the issues. I use Nuke 6.3 v7 And my workstation is : windows 7 64b sp1 2 Intel Xeon X5667 @ 3.07ghz (12 thread) 12 GB DDR3 Quadro 600 -- Julien Chandelle GSM : +32 (0) 494 277 542 julienchandelle.be http://www.julienchandelle.be @jimbiscuit https://twitter.com/#%21/jimbiscuit || imdbhttp://www.imdb.com/name/nm2844171/ || Nuke , AE Fusion Compositor || ___ 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] Auto-create directories via Write node - Python before render?
you can put this in your menu.py def CreatePath(): file = nuke.filename(nuke.thisNode()) dir = os.path.dirname(file) osdir = nuke.callbacks.filenameFilter(dir) try: os.makedirs (osdir) except OSError: pass nuke.addBeforeRender(CreatePath, nodeClass = 'Write') On Fri, Apr 27, 2012 at 3:51 PM, Rich Bobo richb...@mac.com wrote: Hi, I know that there are several tutorials and examples of using Python to automatically create output directories for Write nodes, such as this: http://www.nukepedia.com/gizmos/python-scripts/nodegraph/autowrite/ What I'm wondering is if it's possible to use the Write node's Python - before render field to do it? Thanks for any help! Rich Rich Bobo Senior VFX Compositor Mobile: (248) 840-2665 Web: http://richbobo.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 -- Julien Chandelle GSM : +32 (0) 494 277 542 julienchandelle.be http://www.julienchandelle.be @jimbiscuit https://twitter.com/#%21/jimbiscuit || imdbhttp://www.imdb.com/name/nm2844171/ || Nuke , AE Fusion Compositor || ___ 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: concatenation in nuke
And why a merge node block the concatenation like that : set cut_paste_input [stack 0] version 6.3 v4 CheckerBoard2 { inputs 0 name CheckerBoard1 selected true xpos -525 ypos -17 } Transform { scale 0.1 center {960 540} name Transform1 selected true xpos -525 ypos 77 } Constant { inputs 0 channels rgb name Constant1 selected true xpos -403 ypos -27 } Merge2 { inputs 2 name Merge1 selected true xpos -403 ypos 77 } Transform { scale 10 center {960 540} name Transform2 selected true xpos -403 ypos 130 } I think if I remember well in Fusion this setup works. It would be great if you include this in Nuke. On Thu, Mar 8, 2012 at 8:53 PM, mattdleonard nuke-users-re...@thefoundry.co.uk wrote: ** Hiya, Transform nodes in Nuke that concatenate include: • Transform • TransformMasked • CameraShake • Reformat • CornerPin • Tracker • Stabilize • Reconcile3D • Card3D • Transform3D (hidden under Other / T) • MotionBlur2D (will receive a concatenated Transform, but doesn't pass it on) However some of the Transform nodes do not concatenate so make sure they aren’t interspersed with those nodes that do. The non-concatenating Transform nodes are: • Mirror • Position • TVIscale • GridWarp • SplineWarp • Crop • PlanarTracker (though the PlanarTracker Corner Pin exports will concatenate) Concatenation also affects the filtering hit you get when Transforming an image. The way Nuke handles this with multiple concatenated Transforms is to only apply one filter hit based on the settings of the final Transform node. The other Transform nodes’ filters are ignored. Although the Nuke documents currently state that Colour nodes concatenate (page 93, Nuke 6.3v6) they in fact don't. This is because, as already said above, Nuke is 32bit float (integer: 4,294,967,296 colours per channel = 80 octillion colours (80x10²⁸)) and doesn’t need too. [image: Smile] Hope this helps, Matt -- Sphere VFX Ltd 3D . VFX . Training www.spherevfx.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 -- Julien Chandelle GSM : +32 (0) 494 277 542 julienchandelle.be http://www.julienchandelle.be @jimbiscuit https://twitter.com/#%21/jimbiscuit || imdbhttp://www.imdb.com/name/nm2844171/ || Nuke , AE Fusion Compositor || ___ 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] DPX ALPHA
I think the DPX don't have an alpha channel. The better way to have a matte is to render a tga or jpg file sequence with your alpha in black and white On Sat, Dec 24, 2011 at 7:26 AM, Mahesh Kumar maheshfromonl...@hotmail.comwrote: *hi all, my rendered dpx file is not showing alpha , is there any other way to pull alpha matte ??? 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 -- Julien Chandelle GSM : +32 (0) 494 277 542 julienchandelle.be http://www.julienchandelle.be @jimbiscuit https://twitter.com/#%21/jimbiscuit || imdbhttp://www.imdb.com/name/nm2844171/ || Nuke , AE Fusion Compositor || ___ 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] 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 julienchandelle.be http://www.julienchandelle.be @jimbiscuit https://twitter.com/#%21/jimbiscuit || imdbhttp://www.imdb.com/name/nm2844171/ || Nuke , AE Fusion Compositor || ___ 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] 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.comwrote: 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 julienchandelle.be http://www.julienchandelle.be @jimbiscuit https://twitter.com/#%21/jimbiscuit || imdbhttp://www.imdb.com/name/nm2844171/ || Nuke , AE Fusion Compositor || ___ 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 -- Julien Chandelle GSM : +32 (0) 494 277 542 julienchandelle.be http://www.julienchandelle.be @jimbiscuit https://twitter.com/#%21/jimbiscuit || imdbhttp://www.imdb.com/name/nm2844171/ || Nuke , AE Fusion Compositor || ___ 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] issues with auto create directory
The dev guide I use, come from the foundry it should be specific to nuke. On Mon, Dec 12, 2011 at 1:50 PM, Andy Walker andy.wal...@framestore.comwrote: 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.comwrote: 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 julienchandelle.be http://www.julienchandelle.be @jimbiscuit https://twitter.com/#%21/jimbiscuit || imdbhttp://www.imdb.com/name/nm2844171/ || Nuke , AE Fusion Compositor || ___ 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 -- Julien Chandelle GSM : +32 (0) 494 277 542 julienchandelle.be http://www.julienchandelle.be @jimbiscuit https://twitter.com/#%21/jimbiscuit || imdbhttp://www.imdb.com/name/nm2844171/ || Nuke , AE Fusion Compositor || ___ 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 -- Julien Chandelle GSM : +32 (0) 494 277 542 julienchandelle.be http://www.julienchandelle.be @jimbiscuit https://twitter.com/#%21/jimbiscuit || imdbhttp://www.imdb.com/name/nm2844171/ || Nuke , AE Fusion Compositor || ___ 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] Expression to control Switch at render time
the $gui fonction works only if you make the render without the user interface like trough a renderfarm, it doesn't work if you render in nuke localy On Mon, Oct 24, 2011 at 5:48 PM, Andreas Jablonka andreas.jablo...@gmail.com wrote: how about putting an expression on the disable knob? $gui will disable the switches on rendertime. On Mon, Oct 24, 2011 at 4:45 PM, BillRay nuke-users-re...@thefoundry.co.uk wrote: Hi , Does anybody know how I can control a switch node in a script from further down stream. I want to be able to turn switches on/off at render time. Thanks! ___ 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 -- Julien Chandelle GSM : +32 (0) 494 277 542 julienchandelle.be http://www.julienchandelle.be @jimbiscuit https://twitter.com/#%21/jimbiscuit || imdbhttp://www.imdb.com/name/nm2844171/ || Nuke , AE Fusion Compositor || ___ 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] Three feature requests?
For the point 2 you can switch beteween the default value and current value by clicking on the y button for the gamma and f/# for the gain, those buttons are red when the value is not on default. For the point 1 I want this option too. On Sat, Aug 6, 2011 at 8:01 AM, Martin jackyoungbl...@mac.com wrote: Hi all, three things I would like to see in implemented Nuke, but before I ask for them as feature requests I though I should check to see if there was a way of making it happen that already exists: : 1) I have grown very fond of setting the UI so that the Properties bin is hidden and all new Properties windows open 'in thin air'. However, it can get pretty messy with lots of windows open and tiresome having to close them all. Is there a way to easily close all floating windows? 2) I frequently fiddle with the settings in the viewer window, from the various channel menus to the gamma and fstop settings. Is there a way to quickly set them all back to default? 3) I perfectly see the sense in being able to preview the node tree at any point within the viewer node and prefer the way that it works to Shake's. However, obviously the 'root' of the tree has precedence, being the point to which one most frequently returns. I have found that the viewer node 'noodle' often becomes dislocated from the root (or wherever my current master view is) and I have to navigate in the Node Graph to find it again. Is there a way to lock the 'number 1' viewer view? Martin ___ 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 -- Julien Chandelle GSM : +32 (0) 494 277 542 julienchandelle.be http://www.julienchandelle.be @jimbiscuit https://twitter.com/#%21/jimbiscuit || imdbhttp://www.imdb.com/name/nm2844171/ || Nuke , AE Fusion Compositor || ___ 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] 3D proxy?
you can use !$gui in the switch when you render your script in a renderfarm it's will be automaticaly switch. On Fri, Jul 8, 2011 at 1:08 PM, Remco Consten rcons...@gmail.com wrote: Hi all.. I'm currently working with the 3d mode within nuke and having some trouble navigating in it. It's a bit slow because of the somewhat higher poly I'm using. I wondered whether there is a way to use proxy readgeos or something that will switch automatically if you're moving the viewer in 3d space. (moving, zooming and rotate) I'm already using a switch between the lower and the higher poly so I can manually switch between them. But it should be nice if it will switch automatically… Could this be possible? Thanks, Remco Consten ___ 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 -- Julien Chandelle GSM : +32 (0) 494 277 542 julienchandelle.be http://www.julienchandelle.be @jimbiscuit https://twitter.com/#%21/jimbiscuit || imdbhttp://www.imdb.com/name/nm2844171/ || Nuke , AE Fusion Compositor || ___ 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] making paramaters move as a gang
something like that ? set cut_paste_input [stack 0] version 6.2 v4 push $cut_paste_input NoOp { name NoOp1 selected true xpos 532 ypos -66 addUserKnob {20 User} addUserKnob {7 master} master 0.22 addUserKnob {7 red} red 0.585 addUserKnob {7 green} green 0.285 addUserKnob {7 blue} blue 0.545 addUserKnob {18 color} color {{master+red i} {master+green i} {master+blue i}} } On Thu, Jun 30, 2011 at 4:43 PM, ella boliver ellareg...@gmail.com wrote: Hello, I am hoping someone can tell me the python to make parameters move as a gang. For example- we have a custom baselight node but the red, green, and blue all move independently in the contrast. We want them to move together and then be able to break them apart for final tweaks later on. Ideas? Thanks so much! Ella -- digital compositor www.ellaboliver.net +1 917 657 7070 ___ 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 -- Julien Chandelle GSM : +32 (0) 494 277 542 julienchandelle.be http://www.julienchandelle.be || Nuke , AE Fusion Compositor || ___ 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] Frame Sequence Checker / Project Paths
For the second part, You can creat a master node, in this node you creat a knob filename and in each read node you type this : [value nameofyourmasternode.nameofyourknob]/nameofyourfile.ext On Mon, Apr 4, 2011 at 1:10 PM, ichschickdirdenlink ichschickdirdenl...@web.de wrote: Hi, I'm looking for a script called what is for checking image sequences for missing/corrupt frames. Second I'm also searching for a gizmo to switch the project paths for all read nodes of a project. Any help would be greatly appreciated. Thank you!___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- Julien Chandelle GSM : +32 (0) 494 277 542 julienchandelle.be http://www.julienchandelle.be || Nuke , AE Fusion Compositor || ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Extract CMY Color id
I just did this gizmo, you can pick any color choose if you want extract a matte or apply the alpha on your picture with a premult if you want. Of course I agree with Deke this way suck, an exr with matte is better but I prefer several RGB matte pass. set cut_paste_input [stack 0] version 6.2 v2 push $cut_paste_input Group { name Select_color selected true xpos -168 ypos 2 addUserKnob {20 User} addUserKnob {41 color T Constant1.color} addUserKnob {6 out_alpha l Out Alpha +STARTLINE} addUserKnob {6 premult +STARTLINE} } Constant { inputs 0 channels rgb color {0.3005436957 0.02121900581 0.3762620389 1} last 10 name Constant1 xpos 38 ypos 109 } Input { inputs 0 selected true xpos -101 ypos 86 } Difference { inputs 2 gain 90 name Difference1 xpos -101 ypos 126 } Invert { channels alpha name Invert1 xpos -101 ypos 171 } Premult { name Premult1 xpos -101 ypos 209 disable {{!parent.premult i}} } Shuffle { red alpha green alpha blue alpha name Shuffle1 xpos -101 ypos 235 disable {{!parent.out_alpha i}} } Output { name Output1 xpos -101 ypos 287 } end_group On Thu, Mar 24, 2011 at 8:57 PM, Deke Kincaid dekekinc...@gmail.com wrote: Keyer is pretty much it. There are gizmos which just automate doing id channels on nukepedia and creativecrash but underneath they are all just keyers. For future though, get your cg guys to render multiple mattes to a single exr instead of using id's which just suck, especially pink that it likes to throw in there. There are mel scripts for Mental Ray and Vray which automate doing this. -deke On Thu, Mar 24, 2011 at 12:50, Spider spi...@555lab.com wrote: Hi everyone, I have a question maybe already ask (i checked before) i'd like to know what is the best way to extract CMY to make a object matte, i guess that their is a better way than use keying nodes. May someone can light me ? i put in attachement an example. Thanks. Spider -- Luddnel Spider Magne | Director - Lead Motion Compositor 555Lab – Alchemy between you and us 24 rue du Pré St-Gervais 93500 Pantin Office (+33)148 453 555 | Fax (+33)171 864 387 Mobile (+33)699 434 555 | 555lab.com ___ 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 -- Julien Chandelle GSM : +32 (0) 494 277 542 julienchandelle.be http://www.julienchandelle.be || Nuke , AE Fusion Compositor || ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users