Re: [Nuke-users] Nuke to 3ds max

2013-09-06 Thread Julien Chandelle
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


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Re: [Nuke-users] Nuke 7 tracker and python?

2013-01-26 Thread Julien Chandelle
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

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Re: [Nuke-users] PositionToPoints problems

2013-01-17 Thread Julien Chandelle
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

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Re: [Nuke-users] JefeCheck, now free and 64bit

2012-10-23 Thread Julien Chandelle
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.
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Re: [Nuke-users] export from Nuke to Max

2012-10-21 Thread Julien Chandelle
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


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Re: [Nuke-users] Newbie Q

2012-10-14 Thread Julien Chandelle
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

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Re: [Nuke-users] Re: new comp stack node survey

2012-10-03 Thread Julien Chandelle
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


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[Nuke-users] positioning custom menu in a existing menu

2012-07-10 Thread Julien Chandelle
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 ?

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Re: [Nuke-users] positioning custom menu in a existing menu

2012-07-10 Thread Julien Chandelle
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 ?

 --
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Re: [Nuke-users] read node defaults

2012-05-27 Thread Julien Chandelle
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


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Re: [Nuke-users] Deep Compositing with vrst files

2012-05-18 Thread Julien Chandelle
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

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Re: [Nuke-users] setting the scanline render to other resolution

2012-05-14 Thread Julien Chandelle
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
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Re: [Nuke-users] 1 thread jump to 100% during using Nuke

2012-05-08 Thread Julien Chandelle
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

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Re: [Nuke-users] 1 thread jump to 100% during using Nuke

2012-05-08 Thread Julien Chandelle
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

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[Nuke-users] 1 thread jump to 100% during using Nuke

2012-05-07 Thread Julien Chandelle
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

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Re: [Nuke-users] Auto-create directories via Write node - Python before render?

2012-04-27 Thread Julien Chandelle
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/


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Re: [Nuke-users] Re: concatenation in nuke

2012-03-08 Thread Julien Chandelle
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


 --

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 3D . VFX . Training
 www.spherevfx.com

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Re: [Nuke-users] DPX ALPHA

2011-12-23 Thread Julien Chandelle
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






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[Nuke-users] issues with auto create directory

2011-12-12 Thread Julien Chandelle
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

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

2011-12-12 Thread Julien Chandelle
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 || 
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Re: [Nuke-users] issues with auto create directory

2011-12-12 Thread Julien Chandelle
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/
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Re: [Nuke-users] Expression to control Switch at render time

2011-10-24 Thread Julien Chandelle
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!
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Re: [Nuke-users] Three feature requests?

2011-08-08 Thread Julien Chandelle
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
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Re: [Nuke-users] 3D proxy?

2011-07-08 Thread Julien Chandelle
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



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Re: [Nuke-users] making paramaters move as a gang

2011-06-30 Thread Julien Chandelle
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

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Re: [Nuke-users] Frame Sequence Checker / Project Paths

2011-04-04 Thread Julien Chandelle
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.

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Re: [Nuke-users] Extract CMY Color id

2011-03-24 Thread Julien Chandelle
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
 
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Julien Chandelle
GSM : +32 (0) 494 277 542
julienchandelle.be http://www.julienchandelle.be
|| Nuke , AE  Fusion Compositor ||
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