RE: [Nuke-users] ZDefocus buggy?

2014-02-07 Thread Lev Kolobov
We just had similar issue, with artifacts in random frames using ZDefocus. Very 
hard to debug.
In our case the artifacts were triggered by large depth differences and 
appeared in same place. Reducing depth difference in these places removed 
artifacts completely.
Hope it helps.
Lev


From: Doug Wilkinson [d...@buck.tv]
Sent: 06 February 2014 22:37
To: Nuke user discussion
Subject: Re: [Nuke-users] ZDefocus buggy?

Yea i've noticed this with zdefocus. i don't think that clamping fixed this 
issue.


On Tue, Feb 4, 2014 at 6:50 PM, Frank Rueter 
fr...@beingfrank.infomailto:fr...@beingfrank.info wrote:
I have had this with an earlier version of ZDefocus but not recently. Checking 
for NaNs is definitely a good idea.



On 05/02/14 15:27, Ryan O'Phelan wrote:

Any chance there are NANs in the renders?
Mental Ray?

R

On Feb 4, 2014 10:23 AM, Falko Paeper 
falko.pae...@filmakademie.demailto:falko.pae...@filmakademie.de wrote:
Hi Nukers,

has anyone of you guys ever got wierd artifacts (infinite color values) or 
unstable comps using ZDefocus?

It happened twice now in two different companies with two different projects 
and two different version of nuke (NukeX 7.0v6  NUKEX 7.0v9).

It appears on random frames (in a sequence of 300 frames on 2 or 3) and (I 
think) only when the focus plane is animated and/or when I use multiple 
ZDefocus Nodes in the same comp. Also the comp gets highly unstable and crashes 
by only clicking on the ZDefocus node. In both cases the depth pass was 
rendered with sitoa to EXR with the depth info stored in Alpha but I doubt 
thats part of the issue since I checked the data and its all normal (no broken 
pixels or unusual values).

The thing is, I can get rid of the issue by either disable automatic layer 
spacing or shuffle the depthpass into another channel then depth? But that 
only helps for one frame and it then will certainly appaers on a another random 
frame. At least I can somehow fix it but its still pretty annoying. Anyone with 
similar experiences or work arounds?

cheers

Falko

__
Falko Paeper

falko.pae...@filmakademie.demailto:falko.pae...@filmakademie.de
Skype: fpaeper
Karlsplatz 1 | 71638-Ludwigsburg | Germany

__
Falko Paeper

Tel. 0173 74 84 449
falko.pae...@filmakademie.demailto:falko.pae...@filmakademie.de | 
falko-pae...@web.demailto:falko-pae...@web.de
Skype: fpaeper
Karlsplatz 1 | 71638-Ludwigsburg


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[Nuke-users] RE: Nuke card - deep

2013-04-29 Thread Lev Kolobov
Yes, kind of. (it has limitation like sample 1 only)
Create card, Scanlinerender with your camera. Normal 3D setup. Right after 
scanlinerender place deepToImage. This will convert your 3D render into Deep. 
The deep will be matched to your Maya renders.
Let me know if you have questions.
Cheers,
Lev


From: Alex Harding [alex...@moving-picture.com]
Sent: 16 April 2013 19:39
To: nuke-users; nuke-users@support.thefoundry.co.uk
Subject: Nuke card - deep

Hi,

Is it possible to place deep planes (ie, for holdout roto) using a standard 
nuke card rather than the deepToImage and DeepTransform nodes? As far as I can 
see there's no way to rotate the image using deepTransform. Similarly it would 
be really useful to be able to displace or bend the card to give it some depth.

I can't seem to find much in the internet about deep workflows...

Cheers
AH

MPC NYC
Alex Harding | 2D Lead
434 Broadway, 9th Floor, New York City, 10013
T 212.915.3110

www.moving-picture.comhttp://www.moving-picture.com/
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