Re: [Nuke-users] disappearing scripts

2017-05-10 Thread Marten Blumen
Ok - found the bug. Your script will be deleted if you have '[value
root.name]' in the autosave preferences, then 'Save New Comp Version', then
'Save'.

Enjoy!

On 10 May 2017 at 18:33, Mads Hagbarth Damsbo <madshl...@gmail.com> wrote:

> We have had the autosave function marking empty scripts if nuke crashes
> during the autosave process but never any "deleted" files
>
> tir. 9. maj 2017 kl. 22.25 skrev Marten Blumen <mar...@gmail.com>:
>
>> Does anyone know if the autosave function can delete real scripts in
>> anyway?
>>
>> We've had some scripts disappear and the culprit is looking like the
>> autosave preferences having the pop-up help's syntax in it i.e. [value
>> root.name] or [file tail [value root.name]].
>>
>> Hardware has passed diagnostic tests. Nuke v10.v4. MacOs Sierra 10.12.4
>>
>> Thanks!
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[Nuke-users] disappearing scripts

2017-05-09 Thread Marten Blumen
Does anyone know if the autosave function can delete real scripts in
anyway?

We've had some scripts disappear and the culprit is looking like the
autosave preferences having the pop-up help's syntax in it i.e. [value
root.name] or [file tail [value root.name]].

Hardware has passed diagnostic tests. Nuke v10.v4. MacOs Sierra 10.12.4

Thanks!
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Re: [Nuke-users] nuke 11 beta

2017-04-21 Thread Marten Blumen
"First Look at Nuke 11.0

In open beta starting April 2017, Nuke 11.0 will be the next major release
of the industry’s leading compositor. Focusing on collaboration and
performance, Nuke 11.0 introduces exciting features to the Nuke family
including Live Groups, Lens Distortion improvements, and Timeline Disk
Caching, as well as a huge update to the latest industry standards via the
VFX Reference Platform 2017. Daily demos will be available in the AMD
(SL2424) and HP booths (SL2424), and as part of Foundry’s big event on
Monday, April 24."

http://www.awn.com/news/foundry-bringing-sneak-peeks-elara-and-nuke-11-nab-2017



On 22 April 2017 at 06:34, michael vorberg 
wrote:

> Depends on your expectations
>
> But your not allowed to speak about any beta
>
> Am 21.04.2017 20:26 schrieb "Crunch vFx" :
>
>> hey guys any good news >> ???
>>
>>
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Re: [Nuke-users] Pascal support

2017-04-12 Thread Marten Blumen
Cool stuff - cheers!

On 12 April 2017 at 15:58, Deke Kincaid <dekekinc...@gmail.com> wrote:

> Nuke uses cuda & opencl, so if there are proper drivers then it should
> just work with it.
>
>
> On Tue, Apr 11, 2017 at 6:45 PM Marten Blumen <mar...@gmail.com> wrote:
>
>> Does Nuke support the Nvidia Pascal range yet? i.e. 1070, 1080, TitanX
>> etc.
>>
>> Thx!
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[Nuke-users] Pascal support

2017-04-11 Thread Marten Blumen
Does Nuke support the Nvidia Pascal range yet? i.e. 1070, 1080, TitanX etc.

Thx!
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Re: [Nuke-users] Nuke 10 caching

2017-03-23 Thread Marten Blumen
Nuke 10 on MacOs was working well. I hear that Linux isn't as good.

On 24 March 2017 at 14:33, Hugo Léveillé  wrote:

> What's everybody's experiences with the caching of Nuke 10. I'm asking
> because we've noticed a lot of update problems with it. New renders are not
> always detected and reads are still reading old cache. Was not having this
> with nuke 9
>
> Using 10.5v2
>
>
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Re: [Nuke-users] Ext with log color space

2017-03-20 Thread Marten Blumen
depends on the client really; if a customer wants a hamburger with no
bread, meat and fillings - then it may be better to just smile and give it
to them :)

On 21 March 2017 at 06:26, Deke Kincaid  wrote:

> I would stay away.  Tell them you can give them log dpx files.  Giving log
> exr files just sounds like asking for trouble down the line as they are
> nonstandard and not trackable as to the colorspace at a later date.
>
> On Mon, Mar 20, 2017 at 9:26 AM, Igor Majdandzic <
> subscripti...@badgerfx.com> wrote:
>
>> Hey,
>> A company wants that we supply exrs in log because it would have more
>> latitude to work with. Does that make sense? Using the curve for log brings
>> everything in 0-1 range, so nothing would have been gained using exrs,
>> right? I know both are containers, but for me linear exrs or dpx in log
>> would be the way to go. Everything else seems weird and disorienting. Is
>> there one argument for log exrs, that I just don't know about.
>>
>> Cheers,
>> Igor
>>
>> 
>> Send from the Road
>>
>> Igor Majdandzic
>> Compositor, TD, Supervisor
>> @Chimney Frankfurt
>>
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Re: [Nuke-users] Ext with log color space

2017-03-20 Thread Marten Blumen
the good part is there is so much dynamic range in exrs that compressing to
log probably makes no difference and would suit their pipeline.

On 21 March 2017 at 05:41, Igor Majdandzic <subscripti...@badgerfx.com>
wrote:

> It's for grading...
>
> 
> Send from the Road
>
> Igor Majdandzic
> Compositor, TD, Supervisor
> @Chimney Frankfurt
>
> Am 20.03.2017 5:37 nachm. schrieb Randy Little <randyslit...@gmail.com>:
>
> Yeah do whatever they want.  exr in float linear is as much dynamic range
> as one can have.  making it log is because someone there doesn't really
> know what they are talking about from the CG side.
>
> Randy S. Little
> http://www.rslittle.com/
> http://www.imdb.com/name/nm2325729/
>
>
>
> On Mon, Mar 20, 2017 at 12:33 PM, Marten Blumen <mar...@gmail.com> wrote:
>
> Maybe they are referring to floating point being naturally log in it's
> precision, or, some effects look better if processed in log instead of
> linear, apart from that log is a colour space compression technique only
> afaik.
>
> On 21 March 2017 at 05:26, Igor Majdandzic <subscripti...@badgerfx.com>
> wrote:
>
> Hey,
> A company wants that we supply exrs in log because it would have more
> latitude to work with. Does that make sense? Using the curve for log brings
> everything in 0-1 range, so nothing would have been gained using exrs,
> right? I know both are containers, but for me linear exrs or dpx in log
> would be the way to go. Everything else seems weird and disorienting. Is
> there one argument for log exrs, that I just don't know about.
>
> Cheers,
> Igor
>
> 
> Send from the Road
>
> Igor Majdandzic
> Compositor, TD, Supervisor
> @Chimney Frankfurt
>
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Re: [Nuke-users] Ext with log color space

2017-03-20 Thread Marten Blumen
Maybe they are referring to floating point being naturally log in it's
precision, or, some effects look better if processed in log instead of
linear, apart from that log is a colour space compression technique only
afaik.

On 21 March 2017 at 05:26, Igor Majdandzic 
wrote:

> Hey,
> A company wants that we supply exrs in log because it would have more
> latitude to work with. Does that make sense? Using the curve for log brings
> everything in 0-1 range, so nothing would have been gained using exrs,
> right? I know both are containers, but for me linear exrs or dpx in log
> would be the way to go. Everything else seems weird and disorienting. Is
> there one argument for log exrs, that I just don't know about.
>
> Cheers,
> Igor
>
> 
> Send from the Road
>
> Igor Majdandzic
> Compositor, TD, Supervisor
> @Chimney Frankfurt
>
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Re: [Nuke-users] [OT] UHD Monitor for Comping

2017-03-20 Thread Marten Blumen
4K monitors and Nuke are a less than optimal combination currently, until
hDPI is supported properly.

On 21 March 2017 at 05:12, Igor Majdandzic 
wrote:

> Hey guys,
> I am about to purchase a new monitor, the LG27MU67-B.
>
> Any experience with big resolution monitors and nuke? All will be under
> win10.
>
> Cheers,
> Igor
>
>
> 
> Send from the Road
>
> Igor Majdandzic
> Compositor, TD, Supervisor
> @Chimney Frankfurt
>
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Re: [Nuke-users] nuke download?!

2017-03-07 Thread Marten Blumen
Byzantinism is back!

On 8 March 2017 at 07:31, Howard Jones  wrote:

> Couldn't even find nuke render lics prices any where today. New site is
> somewhat frustrating.
>
> Howard
>
> On 7 Mar 2017, at 6:19 pm, Dan Grover  wrote:
>
> I had exactly the same problem today (for CaraVR). I emailed support and
> was given this link:
>
> https://www.foundry.com/products/cara-vr-nuke/download/
>
> It works perfectly, no logging in required etc, but I couldn't for the
> life of me find it myself. It does seem odd that it's getting such a
> seemingly universally negative response.
>
> On Tue, Mar 7, 2017 at 5:29 PM, Gary Jaeger  wrote:
>
>> Ah, your right! Under “Help”
>>
>> Erik had it right…
>>
>> *Gary Jaeger */ 650.728.7957 direct / 415.518.1419 mobile
>> http://corestudio.com
>>
>> On Mar 7, 2017, at 9:23 AM, Deke Kincaid  wrote:
>>
>> I complained to one of the sales guys and apparently it is hidden way at
>> the bottom in the bottom left corner set of columns of links and there is
>> one called "product downloads".
>>
>> Just about the last place I ever thought of looking.
>>
>>
>> On Tue, Mar 7, 2017 at 8:32 AM Gary Jaeger  wrote:
>>
>>> Thanks you guys. In desperation I just clicked on the "Download trial"
>>> button and it downloaded the release version?!? I guess all they have to do
>>> is change the art on the button to just say “Download”
>>>
>>> Ok...
>>>
>>> *Gary Jaeger */ 650.728.7957 direct / 415.518.1419 mobile
>>> http://corestudio.com
>>>
>>> On Mar 7, 2017, at 8:23 AM, adam jones  wrote:
>>>
>>> hey there
>>>
>>> this has recently fucked me over also.
>>>
>>> i am not sure if this will work but……
>>>
>>>
>>> https://www.thefoundry.co.uk/products/download_product.php?f
>>> ile=Nuke10.5v2-mac-x86-release-64.dmg_type=standard
>>>
>>>
>>> https://www.thefoundry.co.uk/products/download_product.php?f
>>> ile=Nuke10.5v2-linux-x86-release-64.tgz_type=standard
>>>
>>>
>>>
>>> https://www.thefoundry.co.uk/products/download_product.php?f
>>> ile=Nuke10.5v2-win-x86-release-64.zip_type=standard
>>>
>>>
>>> being that we purchased on line these are the links we have.
>>>
>>> re the foundry, we missed a deadline due to this screw
>>>
>>>
>>>
>>>
>>>
>>> On 8 Mar 2017, at 3:12 AM, Gary Jaeger  wrote:
>>>
>>> Wow, this new site…
>>>
>>> so I’m searching for what used to be front and center - the download
>>> button. I’ve been looking for a while and now I’m laughing. I seriously
>>> can’t find where to download 10.5. I’m logged in. Am I supposed to
>>> “Download Trial”? I can download the Release notes, which is lovely. I
>>> tried a search (Search for anything) but no matter what I type nothing
>>> shows up in the text field.
>>>
>>> Anybody have a direct link? Maybe I’ll try the trial link...
>>>
>>> *Gary Jaeger */ 650.728.7957 direct / 415.518.1419 mobile
>>> http://corestudio.com
>>>
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>
>
>
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Re: [Nuke-users] Nuke roadmap?

2016-12-09 Thread Marten Blumen
Yeah - guess the question is are we stuck with v10.5 for a year or does a
real upgrade, v11, come out before then?

Don't get me wrong - still think Nuke is a very productive tool hell,
the Emmy I picked up this year couldn't have been done without it!

On 10 December 2016 at 12:37, J Bills <jbillsn...@flickfx.com> wrote:

> 10.5 looked like it broke some Studio project compatibility thing, so they
> probably decided on the point release just to soften the blow for breaking
> backwards compatibility.  You probably have to make a new version when you
> break compatibility like that, or people wonder why 10v6 proj's won't open
> in 10v5.
>
> But yeah, otherwise not much in there.  10.1 might have been a better call
> to fall in line with how software is usually versioned? but it's nitpicking.
>
> The whole plugin recompiling thing is a big problem.  Someone could
> probably get all the plugin folks rounded up (aren't that many, really) and
> organize them to all be on the alpha or beta so their stuff is ready to go
> day of release, but it'd take some resource that I'm not sure Foundry has
> right now.
>
>
>
> On Fri, Dec 9, 2016 at 12:33 PM, Deke Kincaid <dekekinc...@gmail.com>
> wrote:
>
>> Unless the software is free, ie Unreal, public roadmaps on commercial
>> software is pretty non-existent.
>>
>> On Fri, Dec 9, 2016 at 12:29 PM, Marty Blumen <mar...@gmail.com> wrote:
>>
>>> Thx! Bummer though, a public roadmap could be needed too.
>>>
>>> Sent from my iPhone
>>>
>>> On 10/12/2016, at 9:13 AM, Deke Kincaid <dekekinc...@gmail.com> wrote:
>>>
>>> Most of us sign NDA's and can't talk about this.  The Foundry typically
>>> only talks about this when they visit in person to get feedback on it.
>>>
>>> On Fri, Dec 9, 2016 at 11:40 AM, Marten Blumen <mar...@gmail.com> wrote:
>>>
>>>> Is there a roadmap for Nuke?  'Maintenance' is coming around and v10.5
>>>> doesn't appear to do too much. v11 is already in the bug tracker for some
>>>> bug resolvements; Roto++ is a disparate Foundry development that supersedes
>>>> Nuke's tech; 'Lead Software Engineer - Nuke Engine' kind of sounds like
>>>> Houdini Engine. etc.
>>>>
>>>> Thanks!
>>>>
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>>
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[Nuke-users] Nuke roadmap?

2016-12-09 Thread Marten Blumen
Is there a roadmap for Nuke?  'Maintenance' is coming around and v10.5
doesn't appear to do too much. v11 is already in the bug tracker for some
bug resolvements; Roto++ is a disparate Foundry development that supersedes
Nuke's tech; 'Lead Software Engineer - Nuke Engine' kind of sounds like
Houdini Engine. etc.

Thanks!
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Re: [Nuke-users] Nuke ignoring GPU?

2016-12-04 Thread Marten Blumen
On MacOS & Cuda 8, it's 5x faster on the GPU.

On 5 December 2016 at 11:37, Nick Guth <nick.g...@gmail.com> wrote:

> Just tested with GPU-Z and it's reporting only 998 MB of memory usage with
> my test script. I saw a peak of 1800MB when playing back the script in the
> viewer. Definitely not hitting the 6144 MB cap on the card.
>
> This is so bizarre!
>
> On Sun, Dec 4, 2016 at 2:26 PM, Nick Guth <nick.g...@gmail.com> wrote:
>
>> I don't believe it is running out of memory. It's something I noticed
>> when I updated to CUDA 8. Maybe nuke isn't fully supporting to the newest
>> nvidia drivers?
>>
>> On Sun, Dec 4, 2016 at 11:46 AM, Marten Blumen <mar...@gmail.com> wrote:
>>
>>> Unless the GPU is running out of memory, it's usually very fast.
>>>
>>> On 5 December 2016 at 01:04, Nick Guth <nick.g...@gmail.com> wrote:
>>>
>>>> Nuke seems to process frames slower when 'Use GPU if available' is
>>>> checked. I think it's just ignoring the GPU altogether.
>>>>
>>>> Windows 10 (Anniversary)
>>>> 980Ti (376.09 Drivers)
>>>> Nuke 10.0v3
>>>> m.2 Storage
>>>> i7 - 6950x (20 threads in nuke)
>>>>
>>>> Any ideas? The viewer refreshes painfully slow with it enabled. I ran a
>>>> small test with GPU on/off with Kronos and using GPU produced a longer
>>>> total render time by 21 seconds (3:52 vs 4:13).
>>>>
>>>> Cheers.
>>>>
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>>>
>>>
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>>
>>
>>
>> --
>> Nick Guth
>> motion . composite . design
>> www.nickguth.com
>>
>
>
>
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> motion . composite . design
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Re: [Nuke-users] Nuke ignoring GPU?

2016-12-04 Thread Marten Blumen
Unless the GPU is running out of memory, it's usually very fast.

On 5 December 2016 at 01:04, Nick Guth  wrote:

> Nuke seems to process frames slower when 'Use GPU if available' is
> checked. I think it's just ignoring the GPU altogether.
>
> Windows 10 (Anniversary)
> 980Ti (376.09 Drivers)
> Nuke 10.0v3
> m.2 Storage
> i7 - 6950x (20 threads in nuke)
>
> Any ideas? The viewer refreshes painfully slow with it enabled. I ran a
> small test with GPU on/off with Kronos and using GPU produced a longer
> total render time by 21 seconds (3:52 vs 4:13).
>
> Cheers.
>
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Re: [Nuke-users] VR - Oppinions?

2016-10-25 Thread Marten Blumen
VR == 'Vast Retouching'

Latlong blur == machine slows down to photoshop gaussian blur speed, circa
mid '90s.

On 25 October 2016 at 20:25, Mads Lund  wrote:

> I have always been a bit sceptical about the whole "VR Video/Film" and was
> hoping some of the talks at VR on the Lot would bring something new to the
> table, but all the great experiences seem to revolve around gaming and
> interactivity, and that is also the area where i have been most involved in.
>
> So i am wondering if any one you guys have had any interesting experiences
> with non-interactive VR.
>
>
>
>
>
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Re: [Nuke-users] NVIDIA card for OSX

2016-09-27 Thread Marten Blumen
To digress with the 980/OsX; there is a problem with the pop-up thumbnail
display when trimming or any timeline work that display it.  The machine
will then likely hard restart, or, less likely freeze then quit. Hardware
reboots are usually a kernel bug that Foundry would have to do a work
around until Nivida fix it. This is in the bug tracker as 'Request #12962
Machine Freezes In HieroPlayer'

Console error:

NVDA(OpenGL): Channel exception! Exception type = 0x1f Access Violation
Error (MMU Error 2)
Channel Info: [6, 0xd, 0x2, 0x1268298]
Version Info: [com.nvidia.web.GeForceWeb, 10.0.5, 0x5e5f4c655b, 19862786,
346.02.03f08, 1]
MMU Error: FAULT_PTE at 0x0



On 28 September 2016 at 08:18, Simon Tingell <si...@tingell.se> wrote:

> Hi. Could you please explain more about what’s not incompatible. I have an
> flashed gtx980 installed and my nuke studio behaves really bad. Random
> crashes, freezes and reboots! Is that the symptoms? I also have a quadro
> K5000 for mac on the shelf. Would that be better even thou it’s a much
> weaker card you think?
>
> Regards,
>
> Simon
>
>
>
>
>
> On 27 sep. 2016, at 21:04, Marten Blumen <mar...@gmail.com> wrote:
>
> The Gtx980 works well in NukeX but is currently incompatible with the
> timeline of Nuke Studio & Hiero/Player.
>
> On 28 September 2016 at 06:41, Matan Arbel <matanar...@gmail.com> wrote:
>
>> Why the quadro?
>> U can put a pc nvidia like the gtx980 and get nice results and it won't
>> cost u so much.
>> P.s
>> U will loss the boot screen ;) but who needs it ;)
>> On Tue, Sep 27, 2016 at 08:13 Daniel Short <danisnotsh...@gmail.com>
>> wrote:
>>
>>> Is anyone having good results running Nuke on OSX with an NVIDIA card?
>>> I've got a NVIDIA GeForce GTX 780 and I'm thinking of moving to a NVIDIA
>>> Quatro 4000K in the hopes to get less lag in my viewport when zooming and
>>> painting.
>>>
>>> Is anyone having good results with something like that?
>>>
>>> --
>>> Daniel Short
>>> www.danisnotshort.com <http://www.vimeo.com/danisnotshort>
>>> 215.859.3220
>>> ___
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>>
>>
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Re: [Nuke-users] NVIDIA card for OSX

2016-09-27 Thread Marten Blumen
The Gtx980 works well in NukeX but is currently incompatible with the
timeline of Nuke Studio & Hiero/Player.

On 28 September 2016 at 06:41, Matan Arbel  wrote:

> Why the quadro?
> U can put a pc nvidia like the gtx980 and get nice results and it won't
> cost u so much.
> P.s
> U will loss the boot screen ;) but who needs it ;)
> On Tue, Sep 27, 2016 at 08:13 Daniel Short 
> wrote:
>
>> Is anyone having good results running Nuke on OSX with an NVIDIA card?
>> I've got a NVIDIA GeForce GTX 780 and I'm thinking of moving to a NVIDIA
>> Quatro 4000K in the hopes to get less lag in my viewport when zooming and
>> painting.
>>
>> Is anyone having good results with something like that?
>>
>> --
>> Daniel Short
>> www.danisnotshort.com 
>> 215.859.3220
>> ___
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Re: [Nuke-users] JPG damage recreate

2016-08-26 Thread Marten Blumen
The Damage filters for AfterEffects might give you something ok.
http://www.digieffects.com/products/damage


On 26 August 2016 at 17:29, Darren Coombes  wrote:

> Anyone got any methods other than writing out a heavily compressed jpg seq
> to recreate jpg compression?
>
>
> Check out some of my work...
> *www.vimeo.com/darrencoombes/reel2015
> *
>
> *Mob:  +61 418 631 079 <+61%20418%20631%20079>*
> IMDB: www.imdb.com/name/nm3719099/
> *Instagram: @7secondstoblackInstagram: @durwood0781Skype:
>  darren.coombes81Twitter:  @durwood81*
>
>
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Re: [Nuke-users] GoPro rolling shutter

2016-08-25 Thread Marten Blumen
Foundry used to sell a rolling shutter plug-in, but the reality is that
jello-shutter is actually a slit-scan, and each line is from a different
point in time. So you can't really remove it unless you patch everything.
Enjoy :)

This is one reason 360 rigs are coming out with full synced non-cmos
sensors.

On 26 August 2016 at 07:51, Karch Coon  wrote:

> Any luck removing rolling shutter from GoPro footage?
>
> I'm doing a 360 video project with a GoPro rig mounted on a body board in
> water.  There's a moment where the board plops down into the trough of a
> wave and the camera rig vibrates like crazy.  The rolling shutter
> skews/stretches each camera's frame differently making the edges of each
> frame a pain to stitch together.  Any help knocking out this shutter roll
> much appreciated!
>
> --
> Karch Coon
>
> Pixel Pusherman
> 503-308-3958
> karchcoon.com
>
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Re: [Nuke-users] Nuke 10 Reviews?

2016-08-13 Thread Marten Blumen
Is H.264 realtime playback on the roadmap for NS timeline playback?  It's
caching in the HieroPlayer and NS-noncom.

On 6 August 2016 at 02:59, Howard Jones <how...@axis-vfx.com> wrote:

> That would be good. I had a whole stereo project I could have tested last
> year but couldn't because of beta limitations.
>
> Howard
>
> On 4 Aug 2016, at 7:11 pm, Erik Johansson <erik.johans...@fido.se> wrote:
>
> Idea: Make it possible to beta test Nuke Studio with either a Nuke, NukeX
> or Hiero license.
>
> We ain't going to buy any NS licenses for the moment but are still
> interested in how it develops.
>
> // E
>
> On Thu, Aug 4, 2016 at 8:04 PM, Sean Brice <s...@thefoundry.co.uk> wrote:
>
>> Hey Feli and all,
>>
>> We are building on the work that we started last year to make Nuke
>> accessible to more artists, including launching Nuke Non-commercial and the
>> 12-month payment plan for new customers, however we can’t confirm any plans
>> about future offerings at this time.
>>
>> Thanks for the feedback!
>>
>> Cheers,
>>
>> S
>>
>>
>>
>>
>> On Mon, Aug 1, 2016 at 9:02 PM, Feli di Giorgio <fe...@earthlink.net>
>> wrote:
>>
>>> Still hoping for a subscription version of Nuke like Flame or Creative
>>> Cloud.
>>>
>>> Feli
>>>
>>>
>>> 
>>> www.felidigiorgio.com  fe...@earthlink.net
>>>
>>> On Aug 1, 2016, at 12:55 PM, Marten Blumen <mar...@gmail.com> wrote:
>>>
>>> Maybe 'maintenance' should be called a 'compositing tax'.
>>>
>>>
>>>
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>>>
>>
>>
>>
>> --
>> Sean Brice
>> Nuke Product Manager
>> The Foundry
>> 5 Golden Square
>> London, W1F 9HT, UK
>> Tel: +44(0) 20 7479 4350 / Fax: +44 (0)20 7434 2526 / Web:
>> www.thefoundry.co.uk
>>
>> The Foundry Visionmongers Ltd • Registered in England and Wales No:
>> 4642027
>>
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>
>
>
> --
>
>
> *Erik Johansson**Pipeline TD*
>
>
> *Fido*Rosenlundsgatan 40
> 118 53 Stockholm, Sweden
> www.fido.se
>
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>
>
> *A X I S V F X*
>
> The Bottle Yard Studios
>
> Whitchurch Lane
>
> Bristol BS14 0BH
>
>
>
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Re: [Nuke-users] Smart Vector error

2016-08-09 Thread Marten Blumen
STMaps definitely should be more bulletproof too - Smart Vector was working
awesome, then caused issues when pushed, using multiple nodes in a comp.

On 10 August 2016 at 16:02, Michael Garrett <michaeld...@gmail.com> wrote:

> Right. That makes sense doesn't it, and it's something I had considered,
> as it does some crazy matrix lookup to calculate the reference frame on the
> fly. I actually naively thought I may be able to get around the issue by
> baking out an stmap. Well, I'll try snipping up the input into smaller
> segments. Thanks for bringing that up!
>
> On 9 August 2016 at 20:58, Marten Blumen <mar...@gmail.com> wrote:
>
>> Smart Vector has always worked but only used on < 250 frame IIRC.
>>
>> On 9 August 2016 at 06:44, Michael Garrett <michaeld...@gmail.com> wrote:
>>
>>> I'm getting an error when using VectorDistort with pre-rendered smart
>>> vectors, stating "reference frame is outside the valid frame range", when
>>> it isn't. It seems pretty arbitrary on what frame it decides to error out
>>> on. Has anyone else seen this and know of a fix?
>>>
>>> This is using Nuke 10.0v3 non-commercial on a Macbook Pro
>>> (non-commercial project as a favour to a friend). I'll add the smart vector
>>> prerender is almost 1000 frames long, I don't know if this is a problem. I
>>> had previously used the SmartPaint toolset on my Linux box with a fully
>>> licensed version of Nuke and it worked very nicely.
>>>
>>> I don't know whether this is some undocumented limitation of the NC
>>> version or whether it's an outright bug. I'm writing to the list first
>>> because I don't really want to wait 2 weeks for a support response. If I
>>> have no choice I'll move the whole thing over to my fully licensed Nuke on
>>> Linux and see if I can get a result.
>>>
>>> Cheers,
>>> Michael
>>>
>>>
>>>
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>>
>>
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Re: [Nuke-users] Smart Vector error

2016-08-09 Thread Marten Blumen
Smart Vector has always worked but only used on < 250 frame IIRC.

On 9 August 2016 at 06:44, Michael Garrett  wrote:

> I'm getting an error when using VectorDistort with pre-rendered smart
> vectors, stating "reference frame is outside the valid frame range", when
> it isn't. It seems pretty arbitrary on what frame it decides to error out
> on. Has anyone else seen this and know of a fix?
>
> This is using Nuke 10.0v3 non-commercial on a Macbook Pro (non-commercial
> project as a favour to a friend). I'll add the smart vector prerender is
> almost 1000 frames long, I don't know if this is a problem. I had
> previously used the SmartPaint toolset on my Linux box with a fully
> licensed version of Nuke and it worked very nicely.
>
> I don't know whether this is some undocumented limitation of the NC
> version or whether it's an outright bug. I'm writing to the list first
> because I don't really want to wait 2 weeks for a support response. If I
> have no choice I'll move the whole thing over to my fully licensed Nuke on
> Linux and see if I can get a result.
>
> Cheers,
> Michael
>
>
>
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Re: [Nuke-users] Nuke 10 Reviews?

2016-08-01 Thread Marten Blumen
Probably not that the solution you want but there is a '1st Seat Payment
Plan' that includes the initial maintenance/'tax'.

In the end an Indie version is still missing.

On 2 August 2016 at 11:02, Feli di Giorgio  wrote:

>
>
> On Aug 1, 2016, at 2:08 PM, Nathan Dunsworth 
> wrote:
>
> Please turn in your nuke card for giving them the idea Adlm like
> services is cool.
>
> The way everyone has gone about it is utter fail.  When somebody can make
> a flex like server talk to a monthership and not have it be per artist
> workstation that does the sign in and negotiations then we can talk.
>
>
>
>
> I just want a monthly subscription so I don’t have to put down $10,000
> plus $2000 in ‘maintenance’ all at once.
>
> The technical execution of how it it is done is irrelevant to me
> personally as long as it works and doesn’t get in my way.
>
>
> Feli
>
>
>
>
>
> 
> www.felidigiorgio.com  fe...@earthlink.net
>
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Re: [Nuke-users] Nuke 10 Reviews?

2016-08-01 Thread Marten Blumen
Maybe 'maintenance' should be called a 'compositing tax'.

On 2 August 2016 at 06:02, Howard Jones  wrote:

> I agree with Simon, the emphasis has been one sided and maintenance isn’t
> cheap. 10 does feel like a 9.5 though as far as Nuke goes.
>
>
> On 1 Aug 2016, at 18:57, Deke Kincaid  wrote:
>
> The perception may be that because of Foundry marketing was all about Nuke
> Studio.  When you drill down to the feature list there were plenty in 9.0.
> Also lots of invisible changes to the surface around aggressively trying to
> speed it up.  Then 10.0 is really like a 9.5 as it was just fixing the bugs
> from the NS integration and all the new features done in 9.0.
>
> On Mon, Aug 1, 2016 at 2:13 AM, Simon Björk 
> wrote:
>
>> Great, thanks for bringing that up that bug-fix Deke :)!
>>
>> One thing with this thread that really worries me is that all focus seems
>> to be on Nuke Studio. Personally I don't use Nuke Studio. From what I
>> understand there's a huge amount of problems with it and they should
>> definitely be fixed. But you what, there's a huge amount of things that are
>> not working in Nuke (standard/X) as well. From my perspective (which could
>> be completely wrong) it feels like all resources has been focused on Nuke
>> Studio for years already. The updates we get for a standard Nuke license
>> doesn't come close to what one should expect for the amount of money we pay
>> for maintenance.
>>
>>
>>
>> ---
>> Simon Björk
>> Compositor/TD
>>
>> +46 (0)70-2859503
>> www.bjorkvisuals.com
>>
>> 2016-07-31 3:04 GMT+02:00 Deke Kincaid :
>>
>>> Looks like this is finally fixed in 10.0V4.05B
>>>
>>> • BUG ID 146829/171547 - Preferences: The Panels > Script Editor > clear
>>> input window on successful script execution option was missing.
>>>
>>> On Tue, Jul 12, 2016 at 2:58 PM, Nathan Dunsworth <
>>> nathandunswo...@gmail.com> wrote:
>>>
 In bold, thanks Deke for the suggestion...

 Preferences {
  inputs 0
  name Preferences
  selectedGPUDeviceName "no GPU available"
  platformPathRemaps ""
  *clearOnSuccess false*
 }


 On Tue, Jul 12, 2016 at 2:50 PM, Michael Garrett  wrote:

> Howard,
>
> I've been using it for temp shots right now, which means it's more
> forgiving and I don't need to do the cleanup to such an extent on the 
> 5-15%
> of it that glitches out. But I'm just using it in a pretty vanilla way, no
> secret methodology as far as I know.  With VectorDistort, I've been 
> setting
> the frame distance to zero. I've been tracking stuff to faces that have 
> had
> a lot of movement, without going too "off model". Also tracking flames to
> moving bodies. In that situation, I have to account for the flames going
> beyond the edges of the person, but sometimes just blurring or offsetting
> the UV map (baked out) is enough to get me over the line.
>
> Converting SmartVectors to motion vectors is nice too.
>
> Cheers,
> Michael
>
> On 12 July 2016 at 12:31, Howard Jones  wrote:
>
>> What’s the trick!! - still waiting for a success (apart from some
>> funky effects)
>>
>> *Howard **Jones*
>> Visual Effects Supervisor
>> m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com
>>
>> On 12 Jul 2016, at 16:23, Michael Garrett 
>> wrote:
>>
>> For me, SmartVector has been a game changer. The updated colour
>> management is also welcome.
>>
>> On 12 July 2016 at 10:22, Rich Bobo  wrote:
>>
>>> Hi all,
>>>
>>> Just wondering what is the general opinion on upgrading to Nuke 10?
>>> Since it’s been out for a while now, are there any major flaws to 
>>> recommend
>>> against upgrading or any significant advantages…?
>>>
>>> Thanks!
>>> Rich
>>>
>>>
>>>
>>> Rich Bobo
>>> Senior VFX Compositor
>>> Armstrong White
>>> Email:  rich.b...@armstrong-white.com
>>> http://armstrong-white.com/
>>>
>>> Email:  richb...@mac.com
>>> Mobile:  (248) 840-2665
>>> Web:  http://richbobo.com/
>>>
>>> "The most beautiful thing we can experience is the mysterious. It is
>>> the source of all true art and science."
>>> - Albert Einstein (1879 - 1955)
>>>
>>>
>>>
>>>
>>>
>>>
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Re: [Nuke-users] Nuke 10 Reviews?

2016-08-01 Thread Marten Blumen
Yup - but it's just a phase IMO, like Flame/Inferno was in the 2000's. It
was a really well supported product for many years before then, then went
bad for approximately 10 years, as corporate made as much money as possible
without many updates, then went back to being good as the executives were
turned over* That's what I hope happen with Nuke too. With Sean now at the
helm, I'm sure we will see NukeX regain it's awesomeness :)

*my guess

On 1 August 2016 at 21:13, Simon Björk  wrote:

> Great, thanks for bringing that up that bug-fix Deke :)!
>
> One thing with this thread that really worries me is that all focus seems
> to be on Nuke Studio. Personally I don't use Nuke Studio. From what I
> understand there's a huge amount of problems with it and they should
> definitely be fixed. But you what, there's a huge amount of things that are
> not working in Nuke (standard/X) as well. From my perspective (which could
> be completely wrong) it feels like all resources has been focused on Nuke
> Studio for years already. The updates we get for a standard Nuke license
> doesn't come close to what one should expect for the amount of money we pay
> for maintenance.
>
>
>
> ---
> Simon Björk
> Compositor/TD
>
> +46 (0)70-2859503
> www.bjorkvisuals.com
>
> 2016-07-31 3:04 GMT+02:00 Deke Kincaid :
>
>> Looks like this is finally fixed in 10.0V4.05B
>>
>> • BUG ID 146829/171547 - Preferences: The Panels > Script Editor > clear
>> input window on successful script execution option was missing.
>>
>> On Tue, Jul 12, 2016 at 2:58 PM, Nathan Dunsworth <
>> nathandunswo...@gmail.com> wrote:
>>
>>> In bold, thanks Deke for the suggestion...
>>>
>>> Preferences {
>>>  inputs 0
>>>  name Preferences
>>>  selectedGPUDeviceName "no GPU available"
>>>  platformPathRemaps ""
>>>  *clearOnSuccess false*
>>> }
>>>
>>>
>>> On Tue, Jul 12, 2016 at 2:50 PM, Michael Garrett 
>>> wrote:
>>>
 Howard,

 I've been using it for temp shots right now, which means it's more
 forgiving and I don't need to do the cleanup to such an extent on the 5-15%
 of it that glitches out. But I'm just using it in a pretty vanilla way, no
 secret methodology as far as I know.  With VectorDistort, I've been setting
 the frame distance to zero. I've been tracking stuff to faces that have had
 a lot of movement, without going too "off model". Also tracking flames to
 moving bodies. In that situation, I have to account for the flames going
 beyond the edges of the person, but sometimes just blurring or offsetting
 the UV map (baked out) is enough to get me over the line.

 Converting SmartVectors to motion vectors is nice too.

 Cheers,
 Michael

 On 12 July 2016 at 12:31, Howard Jones  wrote:

> What’s the trick!! - still waiting for a success (apart from some
> funky effects)
>
> *Howard **Jones*
> Visual Effects Supervisor
> m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com
>
> On 12 Jul 2016, at 16:23, Michael Garrett 
> wrote:
>
> For me, SmartVector has been a game changer. The updated colour
> management is also welcome.
>
> On 12 July 2016 at 10:22, Rich Bobo  wrote:
>
>> Hi all,
>>
>> Just wondering what is the general opinion on upgrading to Nuke 10?
>> Since it’s been out for a while now, are there any major flaws to 
>> recommend
>> against upgrading or any significant advantages…?
>>
>> Thanks!
>> Rich
>>
>>
>>
>> Rich Bobo
>> Senior VFX Compositor
>> Armstrong White
>> Email:  rich.b...@armstrong-white.com
>> http://armstrong-white.com/
>>
>> Email:  richb...@mac.com
>> Mobile:  (248) 840-2665
>> Web:  http://richbobo.com/
>>
>> "The most beautiful thing we can experience is the mysterious. It is
>> the source of all true art and science."
>> - Albert Einstein (1879 - 1955)
>>
>>
>>
>>
>>
>>
>> ___
>> 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
>>
>
> ___
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> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>
>
>
>
> *A X I S V F X*
>
> The Bottle Yard Studios
>
> Whitchurch Lane
>
> Bristol BS14 0BH
>
>
>
> axis-vfx.com
>
> ___
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> 

Re: [Nuke-users] Nuke 10 Reviews?

2016-07-14 Thread Marten Blumen
in 10.v3 it comes up in the tab menu as RayRender(BETA). Also in the
toolbar below 'ScanlineRender'. May be a X feature.

On 14 July 2016 at 18:28, Howard Jones <how...@axis-vfx.com> wrote:

> How do you get the rayrenderer up? i tried calling it via 'x' but keep
> getting errors
>
> Howard
>
> On 13 Jul 2016, at 8:03 pm, Marten Blumen <mar...@gmail.com> wrote:
>
> AutoFoundry or FoundryDesk rolls off the tongue nicely :)
>
> Nuke10 is really good. Very good auto caching system which helps thing
> like camera tracking, painting is meant to be smoother, vector tools are
> all ace, no worries doing vector blurs now - looks better, processes
> faster. Still old boring bugs and slowdowns in the 3d system, but the
> raytracer has just got deformation blurs too.  One option is that you can
> fill in the gaps of the raytracer using PRenderman if needed.
>
> On 13 July 2016 at 20:28, Nathan Dunsworth <nathandunswo...@gmail.com>
> wrote:
>
>> At this point it's pretty obv the reasons for why things like this go on.
>>
>> To big to fail smell like the autodesk mentality.  Just look at the email
>> thread a month or so ago about support being a cluster fsk.
>>
>> It's all about what's makes a pretty new features pdf to con the next
>> purchase out.
>>
>> On Wednesday, July 13, 2016, Erik Johansson <erik.johans...@fido.se>
>> wrote:
>>
>>> I think everyone got a lot of "Why?" questions
>>> On Jul 13, 2016 10:18, "Howard Jones" <how...@axis-vfx.com> wrote:
>>>
>>>> And if it is that easy, why on earth has the Foundry not fixed it??
>>>>
>>>> Howard
>>>>
>>>> On 13 Jul 2016, at 7:45 am, Simon Björk <bjork.si...@gmail.com> wrote:
>>>>
>>>>
>>>> Are you kidding me? Two years of being annoyed with this and the pref
>>>> is still working? Wow... I remember bug reporting this back when 9 was
>>>> released, but I guess it disappeared in the many many this that broke with
>>>> that release. I also remember trying to set the pref via scripting and it
>>>> didn't work (nuke.root()["clearOnSuccess"].setValue(False). I wonder if
>>>> this works now?
>>>>
>>>> Anyway, thanks Nathan and Deke!
>>>>
>>>> Skickat från min iPhone
>>>>
>>>> 12 juli 2016 kl. 23:58 skrev Nathan Dunsworth <
>>>> nathandunswo...@gmail.com>:
>>>>
>>>> In bold, thanks Deke for the suggestion...
>>>>
>>>> Preferences {
>>>>  inputs 0
>>>>  name Preferences
>>>>  selectedGPUDeviceName "no GPU available"
>>>>  platformPathRemaps ""
>>>>  *clearOnSuccess false*
>>>> }
>>>>
>>>>
>>>> On Tue, Jul 12, 2016 at 2:50 PM, Michael Garrett <michaeld...@gmail.com
>>>> > wrote:
>>>>
>>>>> Howard,
>>>>>
>>>>> I've been using it for temp shots right now, which means it's more
>>>>> forgiving and I don't need to do the cleanup to such an extent on the 
>>>>> 5-15%
>>>>> of it that glitches out. But I'm just using it in a pretty vanilla way, no
>>>>> secret methodology as far as I know.  With VectorDistort, I've been 
>>>>> setting
>>>>> the frame distance to zero. I've been tracking stuff to faces that have 
>>>>> had
>>>>> a lot of movement, without going too "off model". Also tracking flames to
>>>>> moving bodies. In that situation, I have to account for the flames going
>>>>> beyond the edges of the person, but sometimes just blurring or offsetting
>>>>> the UV map (baked out) is enough to get me over the line.
>>>>>
>>>>> Converting SmartVectors to motion vectors is nice too.
>>>>>
>>>>> Cheers,
>>>>> Michael
>>>>>
>>>>> On 12 July 2016 at 12:31, Howard Jones <how...@axis-vfx.com> wrote:
>>>>>
>>>>>> What’s the trick!! - still waiting for a success (apart from some
>>>>>> funky effects)
>>>>>>
>>>>>> *Howard **Jones*
>>>>>> Visual Effects Supervisor
>>>>>> m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com
>>>>>>
>>>>>> On 12 Jul 2016, at 16:23, Michael Garrett <michaeld...@gmail.com>
>>>>>

Re: [Nuke-users] Nuke 10 Reviews?

2016-07-13 Thread Marten Blumen
AutoFoundry or FoundryDesk rolls off the tongue nicely :)

Nuke10 is really good. Very good auto caching system which helps thing like
camera tracking, painting is meant to be smoother, vector tools are all
ace, no worries doing vector blurs now - looks better, processes faster.
Still old boring bugs and slowdowns in the 3d system, but the raytracer has
just got deformation blurs too.  One option is that you can fill in the
gaps of the raytracer using PRenderman if needed.

On 13 July 2016 at 20:28, Nathan Dunsworth 
wrote:

> At this point it's pretty obv the reasons for why things like this go on.
>
> To big to fail smell like the autodesk mentality.  Just look at the email
> thread a month or so ago about support being a cluster fsk.
>
> It's all about what's makes a pretty new features pdf to con the next
> purchase out.
>
> On Wednesday, July 13, 2016, Erik Johansson 
> wrote:
>
>> I think everyone got a lot of "Why?" questions
>> On Jul 13, 2016 10:18, "Howard Jones"  wrote:
>>
>>> And if it is that easy, why on earth has the Foundry not fixed it??
>>>
>>> Howard
>>>
>>> On 13 Jul 2016, at 7:45 am, Simon Björk  wrote:
>>>
>>>
>>> Are you kidding me? Two years of being annoyed with this and the pref is
>>> still working? Wow... I remember bug reporting this back when 9 was
>>> released, but I guess it disappeared in the many many this that broke with
>>> that release. I also remember trying to set the pref via scripting and it
>>> didn't work (nuke.root()["clearOnSuccess"].setValue(False). I wonder if
>>> this works now?
>>>
>>> Anyway, thanks Nathan and Deke!
>>>
>>> Skickat från min iPhone
>>>
>>> 12 juli 2016 kl. 23:58 skrev Nathan Dunsworth >> >:
>>>
>>> In bold, thanks Deke for the suggestion...
>>>
>>> Preferences {
>>>  inputs 0
>>>  name Preferences
>>>  selectedGPUDeviceName "no GPU available"
>>>  platformPathRemaps ""
>>>  *clearOnSuccess false*
>>> }
>>>
>>>
>>> On Tue, Jul 12, 2016 at 2:50 PM, Michael Garrett 
>>> wrote:
>>>
 Howard,

 I've been using it for temp shots right now, which means it's more
 forgiving and I don't need to do the cleanup to such an extent on the 5-15%
 of it that glitches out. But I'm just using it in a pretty vanilla way, no
 secret methodology as far as I know.  With VectorDistort, I've been setting
 the frame distance to zero. I've been tracking stuff to faces that have had
 a lot of movement, without going too "off model". Also tracking flames to
 moving bodies. In that situation, I have to account for the flames going
 beyond the edges of the person, but sometimes just blurring or offsetting
 the UV map (baked out) is enough to get me over the line.

 Converting SmartVectors to motion vectors is nice too.

 Cheers,
 Michael

 On 12 July 2016 at 12:31, Howard Jones  wrote:

> What’s the trick!! - still waiting for a success (apart from some
> funky effects)
>
> *Howard **Jones*
> Visual Effects Supervisor
> m: 07973 265624 | e: how...@axis-vfx.com | w: www.axis-vfx.com
>
> On 12 Jul 2016, at 16:23, Michael Garrett 
> wrote:
>
> For me, SmartVector has been a game changer. The updated colour
> management is also welcome.
>
> On 12 July 2016 at 10:22, Rich Bobo  wrote:
>
>> Hi all,
>>
>> Just wondering what is the general opinion on upgrading to Nuke 10?
>> Since it’s been out for a while now, are there any major flaws to 
>> recommend
>> against upgrading or any significant advantages…?
>>
>> Thanks!
>> Rich
>>
>>
>>
>> Rich Bobo
>> Senior VFX Compositor
>> Armstrong White
>> Email:  rich.b...@armstrong-white.com
>> http://armstrong-white.com/
>>
>> Email:  richb...@mac.com
>> Mobile:  (248) 840-2665
>> Web:  http://richbobo.com/
>>
>> "The most beautiful thing we can experience is the mysterious. It is
>> the source of all true art and science."
>> - Albert Einstein (1879 - 1955)
>>
>>
>>
>>
>>
>>
>> ___
>> 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
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> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>
>
>
>
> *A X I S V F X*
>
> The Bottle Yard Studios
>
> Whitchurch Lane
>
> Bristol BS14 0BH
>
>
>
> axis-vfx.com
>
> 

Re: [Nuke-users] What do you miss from the Planartracker?

2016-05-26 Thread Marten Blumen
To digress; overall it would be good if NukeX would pursue a best-in-class
goal - like the new Vector tools.

Currently it appears that if it reaches 3/4 then it's finished, i.e. camera
tracker performance is better in Nuke10 with caching but SynthEyes solves
more robustly, the roto tools could do with soft selections as in 3d
packages to move a bunch of vertices with weighting , planar tracker should
compete with mocha 90% of the time, denoise should compete with Neat,
RayTracer is still far behind AtomKraft from 4 years ago, the 3d viewport
is death just viewing normals.

On 26 May 2016 at 23:17, Igor Majdandzic  wrote:

> Is it still the "planar" implementation of the cameratracker, or does it
> track textures by now? That was always the big annoying difference to mocha.
>
>
>
> Am 26.05.2016 um 01:00 schrieb Randy Little:
>
> Dito Andrew.
>
> Randy S. Little
> http://reel.rslittle.com
> http://imdb.com/name/nm2325729/
>
>
> On Wed, May 25, 2016 at 6:45 PM, Andrew Mumford  wrote:
>
>> 1. Nuke Planar bails on tracks that Mocha handles easily.
>> 2. Mocha is faster.
>> 3. Nuke's implementation of B-Splines sucks so using Planar Tracker to
>> help with Roto is less useful than it should be - I refuse to use Nuke
>> Beziers for a lot of roto - terrible results IMO and Nuke Bezier never
>> really got as good as Shake had them.
>> 4. Cannot Ctrl Drag select more than one corner select multiple corner
>> point for the Planar Surface itself, (yet you can just fine in a regular
>> corner pin ?!).
>> 5. UI is really hard to work in especially again with Planar Surfaces
>> since you can only grab the corner points and they are just dots like every
>> other point in the Viewer - somehow just making them yellow is not exactly
>> cutting it ... try this in Mocha - you can easily drag edges as well - why
>> doesn't Nuke have this and more for the money you pay for it ?
>> 6. and on and on and on
>>
>> ... back to sleep now ...
>>
>> ---
>> Andrew Mumford
>>
>>
>> On May 24, 2016, at 08:56 AM, Mads Lund < 
>> madshl...@gmail.com> wrote:
>>
>> I know quite a few people who was not too pleased with the departure of
>> the old Nuke Planartracker, but I was thinking about, what you guys are
>> missing from the current Nuke Planartracker / Planartracker workflow?
>> And likes/dislikes...
>>
>>
>> --
>> Best regards.
>> Mads Hagbarth Lund
>> ___
>> Nuke-users mailing list
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>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>>
>>
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>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>>
>
>
>
> ___
> Nuke-users mailing listnuke-us...@support.thefoundry.co.uk, 
> http://forums.thefoundry.co.uk/http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>
>
>
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Re: [Nuke-users] Nuke Studio 10.0v1 on OsX 10.10/11

2016-05-05 Thread Marten Blumen
Update: the feedback from the Foundry is that as this was on the
non-commercial version, it can't be attended to and must be posted on the
forums.. #fail.

On 4 May 2016 at 08:37, Gmail <mar...@gmail.com> wrote:

> No worries, Davinci Resolve works fine, was just hoping to perhaps upgrade
> to NS.
>
> Sent from mobile
>
>
> On 4/05/2016, at 6:51 AM, Henrik Cednert <n...@irry.com> wrote:
>
> Sadly I can’t replicate this with this method. I have seen the crash,
> plenty, but for my spec there’s no solid “do a, b and c and it’ll crash”.
> That’s what TF would need in a bug report. =/
>
> Cheers
>
>
> --
> Henrik Cednert
> cto | td | compositor
>
> Filmlance International
> www.filmlance.se
>
> On 2 maj 2016, at 20:15, Marten Blumen <mar...@gmail.com> wrote:
>
> Yeah - that hardware preference fixed it only for a bit. After some
> minutes it froze the machine that needed a hardware reset.
>
> Driver 346.02.03f05
>
> Thanks!
>
> On 2 May 2016 at 22:36, Henrik Cednert <n...@irry.com> wrote:
>
>> Cool.I’ll raise this on the side as well.
>>
>> Regarding driver version. In () after that number you wrote is one on the
>> form 346.##.##X##. What does your say?
>>
>> Cheers
>>
>> --
>> Henrik Cednert
>> cto | td | compositor
>>
>> Filmlance International
>> www.filmlance.se
>>
>> On 2 maj 2016, at 09:11, Marten Blumen <mar...@gmail.com> wrote:
>>
>> Looks like unchecking the hardware preference GPU 'expand 3 to 4
>> channels' might have solved it. Worth testing.
>>
>> On 2 May 2016 at 17:16, Marten Blumen <mar...@gmail.com> wrote:
>>
>>> Cool - yep it's a MacPro 5,1. Cuda 7.5.26, Driver 10.5.2, OsX 10.10.5,
>>> and whatever the current latest is for 10.11.5 beta.
>>>
>>> Easily happens with iPhone H.264 footage, in the timeline trim the clip,
>>> click drag on the left clip edge, as the preview window appears NS will
>>> freeze within a few seconds.   Upon rebooting the Console.app will show
>>> some 'killGpu' commands, which should be the GPU timeout protection.
>>>
>>>
>>>
>>> On 2 May 2016 at 17:01, Henrik Cednert <n...@irry.com> wrote:
>>>
>>>>
>>>> Interesting. Reported similar issues in beta but thought it was my
>>>> machine and stopped them from chasing it down. MacPro5,1? What cuda and
>>>> driver version?
>>>>
>>>> Do you have a case that's easily  replicable that I can try here? I
>>>> never found a way to consistently provoke it to do this.
>>>>
>>>> MacPro 5,1, titanX, cuda 7.5.21, gpu driver 346.02.03f04 at my end.
>>>>
>>>> If you get a bug logged, can you post that number here?
>>>>
>>>> Cheers
>>>>
>>>> --
>>>> Henrik Cednert
>>>> cto | td | compositor
>>>>
>>>> Filmlance International
>>>> Cell +46 (0)704 71 89 54
>>>> www.filmlance.se
>>>>
>>>> On 02 May 2016, at 04:03, Marten Blumen <mar...@gmail.com> wrote:
>>>>
>>>> Yep - Cuda is up to date.  NukeX is running fine. I'll see how the
>>>> support tickets go.
>>>>
>>>> Cheers!
>>>>
>>>> On 2 May 2016 at 13:37, Deke Kincaid <dekekinc...@gmail.com> wrote:
>>>>
>>>>> I’m using it fine.  I get the normal Nuke crashes but it crashes a lot
>>>>> less then 9.0v8.  They fixed most of the El Cap crash bugs during the
>>>>> beta.  Did you update your cuda drivers?
>>>>>
>>>>> On Sun, May 1, 2016 at 4:50 PM, Marten Blumen <mar...@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> Is anyone successfully running Nuke Studio on OsX 10.10/11?
>>>>>>
>>>>>> Getting GPU hangs and machine hard-restarts whilst testing it with
>>>>>> simply H.264, DPX and Exr clips, on a Gtx 980.
>>>>>>
>>>>>>
>>>>>> 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 ma

Re: [Nuke-users] Nuke Studio 10.0v1 on OsX 10.10/11

2016-05-02 Thread Marten Blumen
Yeah - that hardware preference fixed it only for a bit. After some minutes
it froze the machine that needed a hardware reset.

Driver 346.02.03f05

Thanks!

On 2 May 2016 at 22:36, Henrik Cednert <n...@irry.com> wrote:

> Cool.I’ll raise this on the side as well.
>
> Regarding driver version. In () after that number you wrote is one on the
> form 346.##.##X##. What does your say?
>
> Cheers
>
> --
> Henrik Cednert
> cto | td | compositor
>
> Filmlance International
> www.filmlance.se
>
> On 2 maj 2016, at 09:11, Marten Blumen <mar...@gmail.com> wrote:
>
> Looks like unchecking the hardware preference GPU 'expand 3 to 4 channels'
> might have solved it. Worth testing.
>
> On 2 May 2016 at 17:16, Marten Blumen <mar...@gmail.com> wrote:
>
>> Cool - yep it's a MacPro 5,1. Cuda 7.5.26, Driver 10.5.2, OsX 10.10.5,
>> and whatever the current latest is for 10.11.5 beta.
>>
>> Easily happens with iPhone H.264 footage, in the timeline trim the clip,
>> click drag on the left clip edge, as the preview window appears NS will
>> freeze within a few seconds.   Upon rebooting the Console.app will show
>> some 'killGpu' commands, which should be the GPU timeout protection.
>>
>>
>>
>> On 2 May 2016 at 17:01, Henrik Cednert <n...@irry.com> wrote:
>>
>>>
>>> Interesting. Reported similar issues in beta but thought it was my
>>> machine and stopped them from chasing it down. MacPro5,1? What cuda and
>>> driver version?
>>>
>>> Do you have a case that's easily  replicable that I can try here? I
>>> never found a way to consistently provoke it to do this.
>>>
>>> MacPro 5,1, titanX, cuda 7.5.21, gpu driver 346.02.03f04 at my end.
>>>
>>> If you get a bug logged, can you post that number here?
>>>
>>> Cheers
>>>
>>> --
>>> Henrik Cednert
>>> cto | td | compositor
>>>
>>> Filmlance International
>>> Cell +46 (0)704 71 89 54
>>> www.filmlance.se
>>>
>>> On 02 May 2016, at 04:03, Marten Blumen <mar...@gmail.com> wrote:
>>>
>>> Yep - Cuda is up to date.  NukeX is running fine. I'll see how the
>>> support tickets go.
>>>
>>> Cheers!
>>>
>>> On 2 May 2016 at 13:37, Deke Kincaid <dekekinc...@gmail.com> wrote:
>>>
>>>> I’m using it fine.  I get the normal Nuke crashes but it crashes a lot
>>>> less then 9.0v8.  They fixed most of the El Cap crash bugs during the
>>>> beta.  Did you update your cuda drivers?
>>>>
>>>> On Sun, May 1, 2016 at 4:50 PM, Marten Blumen <mar...@gmail.com> wrote:
>>>>
>>>>> Is anyone successfully running Nuke Studio on OsX 10.10/11?
>>>>>
>>>>> Getting GPU hangs and machine hard-restarts whilst testing it with
>>>>> simply H.264, DPX and Exr clips, on a Gtx 980.
>>>>>
>>>>>
>>>>> 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
>>>>
>>>
>>> ___
>>> 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
>>>
>>>
>>> ___
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>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>>>
>>
>>
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>
>
>
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Re: [Nuke-users] Nuke Studio 10.0v1 on OsX 10.10/11

2016-05-02 Thread Marten Blumen
Looks like unchecking the hardware preference GPU 'expand 3 to 4 channels'
might have solved it. Worth testing.

On 2 May 2016 at 17:16, Marten Blumen <mar...@gmail.com> wrote:

> Cool - yep it's a MacPro 5,1. Cuda 7.5.26, Driver 10.5.2, OsX 10.10.5, and
> whatever the current latest is for 10.11.5 beta.
>
> Easily happens with iPhone H.264 footage, in the timeline trim the clip,
> click drag on the left clip edge, as the preview window appears NS will
> freeze within a few seconds.   Upon rebooting the Console.app will show
> some 'killGpu' commands, which should be the GPU timeout protection.
>
>
>
> On 2 May 2016 at 17:01, Henrik Cednert <n...@irry.com> wrote:
>
>>
>> Interesting. Reported similar issues in beta but thought it was my
>> machine and stopped them from chasing it down. MacPro5,1? What cuda and
>> driver version?
>>
>> Do you have a case that's easily  replicable that I can try here? I never
>> found a way to consistently provoke it to do this.
>>
>> MacPro 5,1, titanX, cuda 7.5.21, gpu driver 346.02.03f04 at my end.
>>
>> If you get a bug logged, can you post that number here?
>>
>> Cheers
>>
>> --
>> Henrik Cednert
>> cto | td | compositor
>>
>> Filmlance International
>> Cell +46 (0)704 71 89 54
>> www.filmlance.se
>>
>> On 02 May 2016, at 04:03, Marten Blumen <mar...@gmail.com> wrote:
>>
>> Yep - Cuda is up to date.  NukeX is running fine. I'll see how the
>> support tickets go.
>>
>> Cheers!
>>
>> On 2 May 2016 at 13:37, Deke Kincaid <dekekinc...@gmail.com> wrote:
>>
>>> I’m using it fine.  I get the normal Nuke crashes but it crashes a lot
>>> less then 9.0v8.  They fixed most of the El Cap crash bugs during the
>>> beta.  Did you update your cuda drivers?
>>>
>>> On Sun, May 1, 2016 at 4:50 PM, Marten Blumen <mar...@gmail.com> wrote:
>>>
>>>> Is anyone successfully running Nuke Studio on OsX 10.10/11?
>>>>
>>>> Getting GPU hangs and machine hard-restarts whilst testing it with
>>>> simply H.264, DPX and Exr clips, on a Gtx 980.
>>>>
>>>>
>>>> Thanks!
>>>>
>>>> ___
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>>>
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Re: [Nuke-users] Nuke Studio 10.0v1 on OsX 10.10/11

2016-05-01 Thread Marten Blumen
Cool - yep it's a MacPro 5,1. Cuda 7.5.26, Driver 10.5.2, OsX 10.10.5, and
whatever the current latest is for 10.11.5 beta.

Easily happens with iPhone H.264 footage, in the timeline trim the clip,
click drag on the left clip edge, as the preview window appears NS will
freeze within a few seconds.   Upon rebooting the Console.app will show
some 'killGpu' commands, which should be the GPU timeout protection.



On 2 May 2016 at 17:01, Henrik Cednert <n...@irry.com> wrote:

>
> Interesting. Reported similar issues in beta but thought it was my machine
> and stopped them from chasing it down. MacPro5,1? What cuda and driver
> version?
>
> Do you have a case that's easily  replicable that I can try here? I never
> found a way to consistently provoke it to do this.
>
> MacPro 5,1, titanX, cuda 7.5.21, gpu driver 346.02.03f04 at my end.
>
> If you get a bug logged, can you post that number here?
>
> Cheers
>
> --
> Henrik Cednert
> cto | td | compositor
>
> Filmlance International
> Cell +46 (0)704 71 89 54
> www.filmlance.se
>
> On 02 May 2016, at 04:03, Marten Blumen <mar...@gmail.com> wrote:
>
> Yep - Cuda is up to date.  NukeX is running fine. I'll see how the support
> tickets go.
>
> Cheers!
>
> On 2 May 2016 at 13:37, Deke Kincaid <dekekinc...@gmail.com> wrote:
>
>> I’m using it fine.  I get the normal Nuke crashes but it crashes a lot
>> less then 9.0v8.  They fixed most of the El Cap crash bugs during the
>> beta.  Did you update your cuda drivers?
>>
>> On Sun, May 1, 2016 at 4:50 PM, Marten Blumen <mar...@gmail.com> wrote:
>>
>>> Is anyone successfully running Nuke Studio on OsX 10.10/11?
>>>
>>> Getting GPU hangs and machine hard-restarts whilst testing it with
>>> simply H.264, DPX and Exr clips, on a Gtx 980.
>>>
>>>
>>> Thanks!
>>>
>>> ___
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>>>
>>
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Re: [Nuke-users] Nuke Studio 10.0v1 on OsX 10.10/11

2016-05-01 Thread Marten Blumen
Yep - Cuda is up to date.  NukeX is running fine. I'll see how the support
tickets go.

Cheers!

On 2 May 2016 at 13:37, Deke Kincaid <dekekinc...@gmail.com> wrote:

> I’m using it fine.  I get the normal Nuke crashes but it crashes a lot
> less then 9.0v8.  They fixed most of the El Cap crash bugs during the
> beta.  Did you update your cuda drivers?
>
> On Sun, May 1, 2016 at 4:50 PM, Marten Blumen <mar...@gmail.com> wrote:
>
>> Is anyone successfully running Nuke Studio on OsX 10.10/11?
>>
>> Getting GPU hangs and machine hard-restarts whilst testing it with simply
>> H.264, DPX and Exr clips, on a Gtx 980.
>>
>>
>> Thanks!
>>
>> ___
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>>
>
>
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[Nuke-users] Nuke Studio 10.0v1 on OsX 10.10/11

2016-05-01 Thread Marten Blumen
Is anyone successfully running Nuke Studio on OsX 10.10/11?

Getting GPU hangs and machine hard-restarts whilst testing it with simply
H.264, DPX and Exr clips, on a Gtx 980.


Thanks!
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Re: [Nuke-users] license problems with NukeAssist

2016-04-27 Thread Marten Blumen
fwiw- node locked NukeX and Assist are working fine.

On 28 April 2016 at 05:46, Michael Garrett  wrote:

> I might be repurposing a render node with Nuke Assist, also floating
> license RLM server, so I hope it's not a massive pain!
>
> On 26 April 2016 at 21:00, Frank Rueter|OHUfx  wrote:
>
>> Hi all,
>>
>> I am seeing massive license troubles when using NukeAssist in such a way
>> that the workstations running NukeAssist keep trying to check out a full
>> Nuke license all the time.
>> When my full license closes I often can't open it anymore because one of
>> the assist has silently gobbled it up, and I need to remove it via RLM to
>> be able to work again.
>>
>> I am currently talking to support about this to figure out if it's my
>> license setup or a bug in the server.
>> I just thought I'd check if anybody else has seen this issue to help
>> debug it.
>>
>> Cheers,
>> frank
>>
>> --
>> [image: ohufxLogo 50x50]  *vfx compositing
>>  | workflow customisation and
>> consulting  *
>>
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>
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Re: [Nuke-users] baked meshed and textures

2016-04-19 Thread Marten Blumen
You're correct - that mesh will need UVs. There is a UVProject node, but
getting exactly what you want may end up crashing Nuke as the 3d system is
not so robust. Probably better to apply UVs in Blender, Maya, Houdini etc
then use that.

On 20 April 2016 at 08:17, jean-luc  wrote:

> Hi all
>
> I love the point cloud generator and especially the “bake selected group
> to mesh’” but I am totally confused by the behaviour of the textures on the
> baked mesh.
> I want to apply a image to the mesh to control the emission rate of a
> particle system emiting from that mesh, but I just can’t make it happen.
> I suspect it has something to do with the UVs of the mesh but I can’t
> figure out to get a texture to wrap on it.
>
>
> I have attached a example of what I’m trying to do.
> The switch shows how it works perfectly fine on a card but not at all on
> the mesh.
>
> Any advice on this would be hugely appreciated :)
>
> Cheers
> Jean-Luc
>
>
>
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Re: [Nuke-users] Studdering / bad performance on Mac OS El Capitan

2016-04-19 Thread Marten Blumen
Problems in OsX 10.11 can be mitigated by:

Not using the tablet, use the mouse.

Hiding the parameter pane, i.e. making the viewer full screen.

Much better at this stage to stick with OsX 10.10


On 19 April 2016 at 23:03, Frank Harrison  wrote:

> Hey Sven,
> We're aware of a few problems with Nuke on El Capitain. This specific
> issue is logged as :
>
> BUG #166235 RotoPaint resize brush and other overlay lag on El Capitan OSX
> 10.11
>
>
> We've done some (opt-in) work to improve the experience in Nuke 10.
>
> I'm sorry I can't be more help.
>
> F.
>
> On 19 April 2016 at 10:43, Sven Schönmann 
> wrote:
>
>> Hi everyone,
>>
>> is anyone like me already on Mac OS El Capitan and is experiencing very
>> bad performance and studdering when working in Nuke?
>>
>> I get a delay with everything I do, Painting/Cloning drives me crazy.
>> When I play the buffered view and move the cursor the viewer
>> freezes or stutters, zooming/panning, everything is just annoying. I
>> should have sticked to Yosemite which was running very smooth.
>>
>> Thanks all...have a great day!
>>
>> Sven
>>
>>
>>
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>
>
>
> --
> Frank Harrison
> Senior Nuke Software Engineer
> The Foundry
> Tel: +44 (0)20 7968 6828 - Fax: +44 (0)20 7930 8906
> Web: www.thefoundry.co.uk
> Email: frank.harri...@thefoundry.co.uk
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Re: [Nuke-users] Foundry support speed

2016-03-25 Thread Marten Blumen
A positive view is that Foundry Support are quicker than Apple's Dev Bugs,
~4 months to respond, but unfortunately slower than SideFx, ~a few hours.

On 26 March 2016 at 12:09, Frank Rueter|OHUfx  wrote:

> I totally understand this assumption, but thought I'd mention that I had
> some direct contact to one of the HGCaptial guys and many conversations
> about the new investors, all of which was 100% positive compared to the
> Carlyle reign.
>
> So whilst I have to agree with the topic of this thread, I don't believe
> the investors are to blame here at all, in fact they seem more dedicated
> and involved than the usual investment group which is great.
> I just hope we will see the effect of that in the product and support soon.
>
> Of course this is just my personal perception as well and I could well be
> wrong too.
>
> Cheers,
> frank
>
>
>
>
>
>
> On 26/03/16 7:58 am, Randy Little wrote:
>
> Unfortunately, this is just my perception. I don't think Carlisle Group
> sells things its sees a growth market.   No investment group does.  So I
> would imagine the current investment group is making financial demands that
> either requires money in new places for growth (r?) or is going for
> growth via cuts or not hiring more people as support demand grows.  I could
> be 1000% wrong and probably am.
>
> Randy S. Little
> http://www.rslittle.com/
> http://www.imdb.com/name/nm2325729/
>
>
>
> On Fri, Mar 25, 2016 at 2:47 PM, Howard Jones  wrote:
>
>> Was thinking exactly the same yesterday
>>
>> Howard Jones
>> VFX Supervisor and Founder
>> axisVFX
>>
>> > On 25 Mar 2016, at 6:07 pm, Hugo Léveillé < 
>> hu...@fastmail.net> wrote:
>> >
>> > Is it me or The foundry support speed had dropped considerably over the
>> > last year or 2? I used to get answers the same day that I made my
>> > ticket, not it takes weeks
>> >
>> > --
>> >  Hugo Léveillé
>> > ___
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>>
>>
>>
>> *A X I S V F X*
>>
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>>
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>>
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>>
>>
>>
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Re: [Nuke-users] GPU Denoise set to film - posterizes?

2016-03-19 Thread Marten Blumen
Thanks. That's looking fine here. CPU & GPU looks exactly the same. Tested
in NukeX 9.08+

On 18 March 2016 at 09:59, Nick Guth <nick.g...@gmail.com> wrote:

> Try this:
>
> set cut_paste_input [stack 0]
>> version 9.0 v4
>> CheckerBoard2 {
>>  inputs 0
>>  name CheckerBoard2
>>  selected true
>>  xpos 1829
>>  ypos -992
>> }
>> Noise {
>>  output {rgba.red -rgba.green -rgba.blue rgba.alpha}
>>  center {960 540}
>>  name Noise1
>>  selected true
>>  xpos 1829
>>  ypos -907
>> }
>> Ramp {
>>  p0 {100 20}
>>  p1 {100 946}
>>  name Ramp1
>>  selected true
>>  xpos 1829
>>  ypos -868
>> }
>> Denoise2 {
>>  analysisRegion {445 211 545 311}
>>  analysisFrame 51
>>  needsAnalyzing false
>>  profileCurve {profile {curve x0.100015 0 x0.1333521456 0
>> x0.1778279245 0 x0.2371373624 0 x0.3162277937 0 x0.4216964841 0
>> x0.5623412728 0 x0.7498942614 0 x1 0}}
>>  serializeKnob "0.626696 0.5 0.5
>> 0 0 0
>> 0 0 0
>> 0 0 0
>> 0 0 0
>> 0 0 0
>> 0 0 0
>> 0 0 0
>> 0 0 0
>> 0 0 0
>> 0 0 0
>> 0 0 0
>> 0 0 0
>> 0 0 0
>> 0 0 0
>> 0 0 0
>> 0 0 0 0 0 0 0 0 0
>> 9298875367687032195"
>>  name Denoise1
>>  selected true
>>  xpos 1829
>>  ypos -825
>> }
>>
>
>
> On Thu, Mar 17, 2016 at 1:51 PM, Marten Blumen <mar...@gmail.com> wrote:
>
>> Just a vanilla 980. This is in OsX 10.10.5. Try setting up a script with
>> a gradient and noise that can reproduce the error. Post it and we can test
>> it.
>>
>> The 980 and 980Ti are the same specs, just different ram.
>>
>> On 18 March 2016 at 09:38, Nick Guth <nick.g...@gmail.com> wrote:
>>
>>> Bizarre. That's the CUDA driver I am on as well. Are you running the
>>> 980Ti or just 980? Curious if that would even make a difference.
>>>
>>> On Wed, Mar 16, 2016 at 6:30 PM, Marten Blumen <mar...@gmail.com> wrote:
>>>
>>>> Try updating the Cuda driver. No issues on Nuke 9.08, GTX980, Cuda
>>>> 7.5.25, OsX, Driver 10.5.2 (346.02.03f05)
>>>>
>>>>
>>>>
>>>> On 17 March 2016 at 10:48, Nick Guth <nick.g...@gmail.com> wrote:
>>>>
>>>>> 9.0v6
>>>>>
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>>>
>>>
>>>
>>> --
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>>>
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>
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Re: [Nuke-users] GPU Denoise set to film - posterizes?

2016-03-19 Thread Marten Blumen
Just a vanilla 980. This is in OsX 10.10.5. Try setting up a script with a
gradient and noise that can reproduce the error. Post it and we can test it.

The 980 and 980Ti are the same specs, just different ram.

On 18 March 2016 at 09:38, Nick Guth <nick.g...@gmail.com> wrote:

> Bizarre. That's the CUDA driver I am on as well. Are you running the 980Ti
> or just 980? Curious if that would even make a difference.
>
> On Wed, Mar 16, 2016 at 6:30 PM, Marten Blumen <mar...@gmail.com> wrote:
>
>> Try updating the Cuda driver. No issues on Nuke 9.08, GTX980, Cuda
>> 7.5.25, OsX, Driver 10.5.2 (346.02.03f05)
>>
>>
>>
>> On 17 March 2016 at 10:48, Nick Guth <nick.g...@gmail.com> wrote:
>>
>>> 9.0v6
>>>
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>
>
>
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Re: [Nuke-users] Nuke locking up with 1 cpu busy

2016-03-10 Thread Marten Blumen
Initial testing shows that the 1 cpu lockup for 40+ sec is fixed by
removing the 'tilecache' folder that the RotoPaint node creates and uses.

For example a 'bad' tilecache directory had 285K items in it, the new
'tilecache' folder that is created automatically works perfectly.

OsX, nuke 9.08.

On 8 March 2016 at 07:20, Nathan Rusch  wrote:

> Something about the way node relationships are tracked and recalculated
> was changed in Nuke 9 (I think... maybe it was 8), which has resulted in a
> lot of of strange performance hits from nodes that are out of the
> evaluation tree. One of the most obvious side-effects of this is that the
> `Node.dependent()` Python method is now orders of magnitude slower, to the
> point that it's actually faster to call `.dependencies()` on every single
> node in the script and intersect their inputs with a given node to find
> downstream nodes.
>
> I've also got an outstanding bug related to all of this performance stuff: Bug
> 50719 - 3D system causing UI lockups on upstream nodes
>
> -Nathan
>
>
> *From:* Daniel Hartlehnert 
> *Sent:* Monday, March 07, 2016 4:04 AM
> *To:* Nuke user discussion 
> *Subject:* Re: [Nuke-users] Nuke locking up with 1 cpu busy
>
> I understand. But i have seen it when opening standard grade or merge
> nodes. These definately didn’t have expressions on them.
>
>
> > Am 07.03.2016 um 09:48 schrieb Ben Dickson :
> >
> > The expressions can be in unobvious places, like inside gizmos.
> >
> > The bug Elvis Au mentioned sounds similar to "Bug 35703. Expressions
> force tree to validate unnecessarily, when changing unrelated parts of the
> tree", which I reported as such:
> >
> > On 06/05/13 20:24, Ben Dickson wrote:
> >> Attached another example, which doesn't involve the RotoPaint:
> > >
> >> The ImagePlane gizmo (available from Nukepedia) contains an "width"
> >> expression in a crop. This combined with the motionblur option in
> >> the Card3D causes the same UI sluggishness
> > >
> >> Adjust the slider in the Keyer node, or try and type something in a
> >> label - it is noticably laggy.
> > >
> >> If the motion blur is setting is set to 0, it is much quicker.
> > >
> >> The UI slowness gets progressively worse the more copies of the
> >> ImagePlane there is, to the point the comp was not workable..
> > >
> >> I haven't tested in older versions, but this behaviour would very
> >> much explain many of the slowdowns we have experienced in the past..
> >> Especially because we automatically create a Crop node above our
> >> Write nodes, and this contains input.width and input.height
> >> expressions (to prevent writing out EXR's with oversized bbox)
> > >
> >> It seems like a relatively serious bug, as it will exacerbate any
> >> inefficiencies in any nodes - worse as it can be very hard to track
> >> down as the cause of a slow script..
> >
> > Attachment was essentially this script:
> > https://gist.github.com/dbr/2f3faff433d59f58be7d
> >
> > Reported for 7.0v5 in 2013 - but remains same in all current Nuke
> versions.
> >
> > Some variant of this is usually the cause of a majority of "my script is
> slow" complaints I've seen here - some slow node is upstream of a
> time-based node (TimeEcho or lots of TimeOffset's, transform with the
> "motion blur" setting enabled, ScanlineRender with many motion subsamples
> etc)
> >
> > The only way I have found to narrow it down is to delete half the
> script, see if it speeds up or not, then repeat (using the Keyer slider as
> a good way of checking - it's easy to see if the slider control tracks
> quickly with the mouse cursor or not)
> >
> > This doesn't exactly sound like the original problem Daniel described
> (particularly "i can sometimes work in the same script for hours, then
> suddenly the symptons start to show up"), although it can be made sometimes
> seem quite random if the slowness is in part due to network file access
> slowdowns.
> >
> > Something similar also happened with a script containing a lot of
> ReadGeo nodes loading Alembic .abc geometry with a relatively complex scene
> hierarchy.
> >
> >
> > On 07/03/16 18:34, Daniel Hartlehnert wrote:
> >> @Lucy:
> >> another question though: if it really is the expressions that are
> >> causing this. how is it possible that nodes that do not have expressions
> >> in them are causing this behavior?
> >> Thats the way it was happening for me. I have scripts with many
> >> expressions in them, but even opening nodes that have none may cause the
> >> freeze.
> >> Oh and sending you a scrlpt is unfortunately not possible. NDA reasons
> >> and its not really reproducable.
> >>
> >> Daniel
> >>
> >>> Am 04.03.2016 um 17:39 schrieb Lucy Wilkes  >>> >>:
> >>>
> >>> Hi Daniel,
> >>>
> >>> I've answered on your forum thread. I also wondered whether
> >>> expressions might be causing 

Re: [Nuke-users] Tracker averaging?

2015-10-29 Thread Marten Blumen
Baking the trackers also has the benefit of avoiding the 'recalculating
keyframes' dialog, which can occur when you leave the 'Tracker4' in the
node stream.

On 25 October 2015 at 01:17, Daniel Hartlehnert  wrote:

> Ah thats a good one Howard, thanks!
>
> Am 24.10.2015 um 13:52 schrieb Howard Jones:
>
> One other is you have tracked lots of trackers around one point - to
> reduce noise, and then do the similar for 3 other areas.
> Then if you average the 4 groups you can then select them to create a
> corner pin which only allows 4 trackers.
>
> I used to have a tool to do just that but now its much easier.
>
> H
>
> On 24 Oct 2015, at 10:26, Daniel Hartlehnert  wrote:
>
> Hi Ian,
>
> i am fully aware of the benefit of averaging several Trackers in order for
> them to hopefully cancel out each others noise. I just don't see why you
> would want to create a new averaged tracker. You already have the averaged
> transform data in the Tracker Node transform tab when all individual
> trackers contribute to it.
>
> For baking out as Deke said, there is the export option (Yes, i used to
> use expressions as well, not necessary anymore though).
>
> I do reckon though, it might be useful if you want to use it elsewhere as
> Howard mentioned. I just cannot imagine a scenario though.
>
> Maybe i am just too dense here, but thanks for everybodies contribution!
>
> Daniel
>
> Am 23.10.2015 um 21:29 schrieb Ian Northrop:
>
> Here is my workflow (though this was more necessary before degraining
> became so good):  If I had a really noise plate, and my tracker was jumping
> around a lot, due to the grain, I would track the same feature a minimum of
> 3 times with 3 different trackers (1 node).  because they are started on a
> different pixel, but in the same feature-region, they would all get
> affected differently by the plate's grain, but stay "on-track" to the
> feature being tracked.  After this, you can select all 3, hit "average
> trackers," and the resulting single tracker that Nuke will give you is
> essentially a much better single tracker, with the effects of the grain
> averaged out.
>
>
>
> On Friday, October 23, 2015 12:08 PM, Deke Kincaid 
> wrote:
>
>
> If you want to bake to a cornerpin or a transform?  It's a lot faster then
> typing an expression?
>
>
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Re: [Nuke-users] particle cache for a single frame?

2015-10-25 Thread Marten Blumen
That is much cooler, nice work!

On 26 October 2015 at 11:15, Frank Rueter|OHUfx <fr...@ohufx.com> wrote:

> Oh, you gave me an idea for an even easier solution. I forgot you can
> filter the ApplyMaterial node now, so all I have to do is use one
> ApplyMaterial node for the abc file per particle texture and filter it
> according to the exported object name.
>
> Thanks!
>
> frank
>
>
> On 10/25/2015 04:52 PM, Marten Blumen wrote:
>
> Quasi UDIMs will work. UVProject with an Axis node, set x to -1, to set an
> adhoc UDIM number on one particle input, then a Transform node, set to 1208
> on a HD_720 format, on the texture going into the .abc file will be picked
> up.
>
> On 25 October 2015 at 14:31, Frank Rueter|OHUfx <fr...@ohufx.com> wrote:
>
>> The particle system has multiple textures plugged into it, so exporting
>> would lose the texture distribution afaik.
>> I have come to the conclusion though that setting up the effect again
>> with multiple systems, one per texture, then exporting to abc is the way to
>> get around this.
>>
>> Cheers,
>> frank
>>
>>
>>
>> On 25/10/15 2:14 pm, Marten Blumen wrote:
>>
>> Can you output an .abc /obj file instead of using particles?
>>
>> On 25 October 2015 at 11:21, Frank Rueter|OHUfx < <fr...@ohufx.com>
>> fr...@ohufx.com> wrote:
>>
>>> Haha, good idea. Though I wonder if Nuke will identify those as "out of
>>> date" as well. There really should be a "force cache" option to bypass
>>> Nuke's "cleverness" in identifying the cache files' validity.
>>>
>>>
>>>
>>> On 10/24/2015 09:34 PM, Matt Plec wrote:
>>>
>>> 2000 symlinks? It hurts to suggest it almost as much as it will to do
>>> it, but ought to work...
>>>
>>>
>>>
>>> On Fri, Oct 23, 2015 at 12:00 AM, Frank Rueter|OHUfx < <fr...@ohufx.com>
>>> fr...@ohufx.com> wrote:
>>>
>>>> I did, but I'm using Vray and that seems to get confused when there is
>>>> a FrameHold after the ParticleCache node
>>>>
>>>>
>>>> On 10/23/2015 07:28 PM, Marten Blumen wrote:
>>>>
>>>> Try using a Frame Hold
>>>>
>>>> On 23 October 2015 at 18:10, Frank Rueter|OHUfx < <fr...@ohufx.com>
>>>> fr...@ohufx.com> wrote:
>>>>
>>>>> HI all,
>>>>>
>>>>> has anybody had any luck with using the particle cache for a single
>>>>> frame?
>>>>> I have about 2000 frames and need static particles, so I generated a
>>>>> single particle cache file (from a static system) but Nuke insists on it
>>>>> being out of date as soon as I change frames.
>>>>> I don't feel like generating 2000 identical cache files.
>>>>>
>>>>> Any ideas?
>>>>>
>>>>> Cheers,
>>>>> frank
>>>>>
>>>>>
>>>>> --
>>>>> [image: ohufxLogo 50x50] <http://www.ohufx.com> *vfx compositing
>>>>> <http://ohufx.com/index.php/vfx-compositing> | workflow customisation and
>>>>> consulting <http://ohufx.com/index.php/vfx-customising> *
>>>>>
>>>>> ___
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Re: [Nuke-users] particle cache for a single frame?

2015-10-24 Thread Marten Blumen
Quasi UDIMs will work. UVProject with an Axis node, set x to -1, to set an
adhoc UDIM number on one particle input, then a Transform node, set to 1208
on a HD_720 format, on the texture going into the .abc file will be picked
up.

On 25 October 2015 at 14:31, Frank Rueter|OHUfx <fr...@ohufx.com> wrote:

> The particle system has multiple textures plugged into it, so exporting
> would lose the texture distribution afaik.
> I have come to the conclusion though that setting up the effect again with
> multiple systems, one per texture, then exporting to abc is the way to get
> around this.
>
> Cheers,
> frank
>
>
>
> On 25/10/15 2:14 pm, Marten Blumen wrote:
>
> Can you output an .abc /obj file instead of using particles?
>
> On 25 October 2015 at 11:21, Frank Rueter|OHUfx <fr...@ohufx.com> wrote:
>
>> Haha, good idea. Though I wonder if Nuke will identify those as "out of
>> date" as well. There really should be a "force cache" option to bypass
>> Nuke's "cleverness" in identifying the cache files' validity.
>>
>>
>>
>> On 10/24/2015 09:34 PM, Matt Plec wrote:
>>
>> 2000 symlinks? It hurts to suggest it almost as much as it will to do it,
>> but ought to work...
>>
>>
>>
>> On Fri, Oct 23, 2015 at 12:00 AM, Frank Rueter|OHUfx < <fr...@ohufx.com>
>> fr...@ohufx.com> wrote:
>>
>>> I did, but I'm using Vray and that seems to get confused when there is a
>>> FrameHold after the ParticleCache node
>>>
>>>
>>> On 10/23/2015 07:28 PM, Marten Blumen wrote:
>>>
>>> Try using a Frame Hold
>>>
>>> On 23 October 2015 at 18:10, Frank Rueter|OHUfx < <fr...@ohufx.com>
>>> fr...@ohufx.com> wrote:
>>>
>>>> HI all,
>>>>
>>>> has anybody had any luck with using the particle cache for a single
>>>> frame?
>>>> I have about 2000 frames and need static particles, so I generated a
>>>> single particle cache file (from a static system) but Nuke insists on it
>>>> being out of date as soon as I change frames.
>>>> I don't feel like generating 2000 identical cache files.
>>>>
>>>> Any ideas?
>>>>
>>>> Cheers,
>>>> frank
>>>>
>>>>
>>>> --
>>>> [image: ohufxLogo 50x50] <http://www.ohufx.com> *vfx compositing
>>>> <http://ohufx.com/index.php/vfx-compositing> | workflow customisation and
>>>> consulting <http://ohufx.com/index.php/vfx-customising> *
>>>>
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>>>
>>>
>>>
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Re: [Nuke-users] particle cache for a single frame?

2015-10-24 Thread Marten Blumen
Can you output an .abc /obj file instead of using particles?

On 25 October 2015 at 11:21, Frank Rueter|OHUfx <fr...@ohufx.com> wrote:

> Haha, good idea. Though I wonder if Nuke will identify those as "out of
> date" as well. There really should be a "force cache" option to bypass
> Nuke's "cleverness" in identifying the cache files' validity.
>
>
>
> On 10/24/2015 09:34 PM, Matt Plec wrote:
>
> 2000 symlinks? It hurts to suggest it almost as much as it will to do it,
> but ought to work...
>
>
>
> On Fri, Oct 23, 2015 at 12:00 AM, Frank Rueter|OHUfx <fr...@ohufx.com>
> wrote:
>
>> I did, but I'm using Vray and that seems to get confused when there is a
>> FrameHold after the ParticleCache node
>>
>>
>> On 10/23/2015 07:28 PM, Marten Blumen wrote:
>>
>> Try using a Frame Hold
>>
>> On 23 October 2015 at 18:10, Frank Rueter|OHUfx < <fr...@ohufx.com>
>> fr...@ohufx.com> wrote:
>>
>>> HI all,
>>>
>>> has anybody had any luck with using the particle cache for a single
>>> frame?
>>> I have about 2000 frames and need static particles, so I generated a
>>> single particle cache file (from a static system) but Nuke insists on it
>>> being out of date as soon as I change frames.
>>> I don't feel like generating 2000 identical cache files.
>>>
>>> Any ideas?
>>>
>>> Cheers,
>>> frank
>>>
>>>
>>> --
>>> [image: ohufxLogo 50x50] <http://www.ohufx.com> *vfx compositing
>>> <http://ohufx.com/index.php/vfx-compositing> | workflow customisation and
>>> consulting <http://ohufx.com/index.php/vfx-customising> *
>>>
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>>
>>
>>
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Re: [Nuke-users] particle cache for a single frame?

2015-10-23 Thread Marten Blumen
Try using a Frame Hold

On 23 October 2015 at 18:10, Frank Rueter|OHUfx  wrote:

> HI all,
>
> has anybody had any luck with using the particle cache for a single frame?
> I have about 2000 frames and need static particles, so I generated a
> single particle cache file (from a static system) but Nuke insists on it
> being out of date as soon as I change frames.
> I don't feel like generating 2000 identical cache files.
>
> Any ideas?
>
> Cheers,
> frank
>
>
> --
> [image: ohufxLogo 50x50]  *vfx compositing
>  | workflow customisation and
> consulting  *
>
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Re: [Nuke-users] Rotopaint pen pressure in Nuke

2015-09-17 Thread Marten Blumen
FWIW SmartPaint™ has been reworked for Nuke 10(?). Previewed at Siggraph

"The Foundry Research - Challenges of a fast moving industry."
https://vimeo.com/136502760

On 16 September 2015 at 17:13, Randy Little  wrote:

> Paint isn't important who paints. sarcasim.  I had composite installed on
> the computers because paint was giving us so much trouble.  Not an ideal
> workaround even but its vector paint works and its free now.
>
> Randy S. Little
> http://www.rslittle.com/
> http://www.imdb.com/name/nm2325729/
>
>
>
> On Mon, Sep 14, 2015 at 7:48 AM, Charles Bedwell <
> charles.bedw...@encorepost.com> wrote:
>
>> Hiya,
>>
>> Has anyone else had annoying issues when trying to do light paint strokes
>> inside Rotopaint in Nuke 8 and upwards?
>>
>> I have for a very long time experienced an issue where lightly doing
>> paint strokes occasionally causes a 100% pressure 'blob' to appear. The
>> issue is pretty apparent if you create a new paint node and try to paint
>> something very lightly using multiple strokes, say writing your name, white
>> on black.
>>
>> Seems to me related to moving the pen instantly vs waiting for the +
>> inside the brush circle to disappear.
>>
>> I raised this an issue with The Foundry back in Feb and it was already in
>> their database as:
>>
>> "Bug 11765 - Pressure alters opacity causes blobby strokes on Windows
>> with wacom"
>>
>>
>>
>> It was also listed as a low priority issue. It must be pretty low down on
>> the list as it's still not fixed!
>>
>>
>> Charlie
>>
>>
>>
>> [image: Encore Post Production] 
>> P Please consider the environment before printing this email.
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Re: [Nuke-users] CameraTracker - 3D point selection

2015-05-15 Thread Marten Blumen
Just select them in 2d and delete ya.

Steps are: Track, solve, create linked camera, tab key -select camera and
lock 3d camera -top red icon, then zoom in, identify the tracks, tab key
switch to 2d, select tracker, delete, update .  rinse and repeat.

On 15 May 2015 at 17:53, Daniel Hartlehnert dah...@gmx.de wrote:

 Because you can be specific about what you want to delete? Instead of
 letting an algorithm decide.

 Am 15.05.2015 um 04:46 schrieb Marten Blumen:

 What's the advantage of selecting/deleting 3d points? just use the
 RMS/Track Error slider to set the threshold on the AutoTracks tab. bad ones
 go red - delete them...

 On 15 May 2015 at 07:28, Daniel Hartlehnert dah...@gmx.de wrote:

 Unfortunately nothing. It doesn't work that way. It could be so easy, but
 its not :(

 Am 14.05.2015 um 20:34 schrieb Ned Wilson:

  Hello all,
 
  I have a plate connected to a CameraTracker, and am attempting to get
  a decent solve. With the camera tracker selected and connected to the
  viewer, I switch into 3D view. From there, I can clearly visualize
  some of the solved tracking points that are in error. What I want to
  do is marquee select them, delete them, and update the solve.
 
  I tried Vertex Selection mode. Well, frankly, I tried all of the
  different selection modes. However, try as I might, I am unable to
  actually select anything in the 3D view. The only way I have done this
  successfully in the past is to switch back into the 2D view, try and
  guess at which points are in error, and then go back into 3D to see if
  they are selected.
 
  What am I missing here?
 
  -n
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Re: [Nuke-users] CameraTracker - 3D point selection

2015-05-15 Thread Marten Blumen
User tracks are the method I've adopted from the SynthEyes workflow; the
concept is; less trackers but more accurate trackers, the better, aiming
for ~8 - 15 on screen at any one time.

I'm quite open to learning why hundreds of trackers improves a camera track
though. All that has achieved, for me at least, is to add noise and errors
to the solve.

Matching the 2d tracker to 3d tracker is to reduce the RMS - the closer the
3d tracker projects to the 2d one means a more accurate track.

On 16 May 2015 at 12:01, Deke Kincaid d...@thefoundry.co.uk wrote:

 I don't understand why you would try to fix a track this way by trying to
 match the 2d to the 3d one?  Why not work on improving the track instead by
 adding usertracks?
 ᐧ

 --
 Deke Kincaid
 Media  Entertainment OEM Development Manager
 The Foundry
 Skype: dekekincaid
 Tel: (310) 399 4555 - Mobile: (310) 883 4313
 Web: www.thefoundry.co.uk
 Email: d...@thefoundry.co.uk

 On Fri, May 15, 2015 at 2:29 PM, Ned Wilson nedwil...@gmail.com wrote:

 Marten,

 What you have described is exactly how I've been doing it, but to me,
 this is a counter intuitive and time-consuming workflow. There are
 many times where 3D points that are part of the solve, even after
 error filtering, are not even close to accurate. With several hundred
 tracking points, it can be excessively complicated and frustrating to
 guess which 2D point corresponds to the 3D point that is in error.

 So, I guess this is more of a feature request. Thanks everyone for
 clarifying, and I will forward this on to the Foundry.

 -n

 On Thu, May 14, 2015 at 11:25 PM, Marten Blumen mar...@gmail.com wrote:
  Just select them in 2d and delete ya.
 
  Steps are: Track, solve, create linked camera, tab key -select camera
 and
  lock 3d camera -top red icon, then zoom in, identify the tracks, tab key
  switch to 2d, select tracker, delete, update .  rinse and repeat.
 
  On 15 May 2015 at 17:53, Daniel Hartlehnert dah...@gmx.de wrote:
 
  Because you can be specific about what you want to delete? Instead of
  letting an algorithm decide.
 
  Am 15.05.2015 um 04:46 schrieb Marten Blumen:
 
  What's the advantage of selecting/deleting 3d points? just use the
  RMS/Track Error slider to set the threshold on the AutoTracks tab. bad
 ones
  go red - delete them...
 
  On 15 May 2015 at 07:28, Daniel Hartlehnert dah...@gmx.de wrote:
 
  Unfortunately nothing. It doesn't work that way. It could be so easy,
 but
  its not :(
 
  Am 14.05.2015 um 20:34 schrieb Ned Wilson:
 
   Hello all,
  
   I have a plate connected to a CameraTracker, and am attempting to
 get
   a decent solve. With the camera tracker selected and connected to
 the
   viewer, I switch into 3D view. From there, I can clearly visualize
   some of the solved tracking points that are in error. What I want to
   do is marquee select them, delete them, and update the solve.
  
   I tried Vertex Selection mode. Well, frankly, I tried all of the
   different selection modes. However, try as I might, I am unable to
   actually select anything in the 3D view. The only way I have done
 this
   successfully in the past is to switch back into the 2D view, try and
   guess at which points are in error, and then go back into 3D to see
 if
   they are selected.
  
   What am I missing here?
  
   -n
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Re: [Nuke-users] rotopaint vs dopesheet and curve editor - bug?

2015-05-14 Thread Marten Blumen
Nice Frank! Making the Viewer full-screen and hiding the stroke list brings
it back to full speed- OsX 10.10.3, Gtx980. 9.05

On 15 May 2015 at 04:57, Frank Harrison fr...@thefoundry.co.uk wrote:

 Hey all,

 One other contributing issue is having the CurveTreeWidget visible, so if
 you shrink the Paint's panel such that the CurveTreeWidet (the strokes
 list) you should see a big improvement in the performance. This has a
 bigger effect on perf than having the Dope Sheet or Curve Editor open in
 our testing.

 In other words we're very much aware of these issues (we have 3 separate
 issues logged in this area) and now that we've made huge strides in
 improving the stability (*especially* in 9.0v5 and more so in the
 upcoming 9.0v6 release) we're starting to revisit performance for the
 v-releases.

 Please let me know if you know of any other performance problems or
 stability issues.

 F.

 On 14 May 2015 at 17:39, Bram Ttwheam bram.ttwh...@aardman.com wrote:

  Thanks Howard - will do
  --
 *From:* nuke-users-boun...@support.thefoundry.co.uk [
 nuke-users-boun...@support.thefoundry.co.uk] on behalf of Howard Jones [
 mrhowardjo...@yahoo.com]
 *Sent:* 14 May 2015 17:21
 *To:* Nuke user discussion
 *Subject:* Re: [Nuke-users] rotopaint vs dopesheet and curve editor -
 bug?

  Hi Bram

  I have seen similar with planar track then the dope sheet open can
 render the script nearly unworkable. Close the Dope sheet in this case.
 I have logged a bug (no idea number) but worth prodding support.

  Might be the reason clone is nearly unusable in 9 compared to 8 too so
 might test that.

  H

  On 14 May 2015, at 17:10, Bram Ttwheam bram.ttwh...@aardman.com wrote:

   --
 Hi There,

 Just wondering if anybody else has come across this ?

 The rotopaint node when either the dopesheet or curve editor is visible
 seems
 to be very unresponsive/laggy.

 Windows 8 and Nuke 9.0v5

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Re: [Nuke-users] CameraTracker - 3D point selection

2015-05-14 Thread Marten Blumen
What's the advantage of selecting/deleting 3d points? just use the
RMS/Track Error slider to set the threshold on the AutoTracks tab. bad ones
go red - delete them...

On 15 May 2015 at 07:28, Daniel Hartlehnert dah...@gmx.de wrote:

 Unfortunately nothing. It doesn't work that way. It could be so easy, but
 its not :(

 Am 14.05.2015 um 20:34 schrieb Ned Wilson:

  Hello all,
 
  I have a plate connected to a CameraTracker, and am attempting to get
  a decent solve. With the camera tracker selected and connected to the
  viewer, I switch into 3D view. From there, I can clearly visualize
  some of the solved tracking points that are in error. What I want to
  do is marquee select them, delete them, and update the solve.
 
  I tried Vertex Selection mode. Well, frankly, I tried all of the
  different selection modes. However, try as I might, I am unable to
  actually select anything in the 3D view. The only way I have done this
  successfully in the past is to switch back into the 2D view, try and
  guess at which points are in error, and then go back into 3D to see if
  they are selected.
 
  What am I missing here?
 
  -n
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Re: [Nuke-users] Adobe anyone?

2015-04-28 Thread Marten Blumen
http://flowbox.io

On 29 April 2015 at 10:07, Gustaf Nilsson gus...@laserpanda.com wrote:

 After Effects! oh, hang on...

 On Tue, Apr 28, 2015 at 10:26 PM, Chris Noellert cnoell...@gmail.com
 wrote:

 What competes with Nuke?

 On Apr 28, 2015, at 2:21 PM, Diogo Girondi diogogiro...@gmail.com
 wrote:

 Ha! It took at least 19 years for Adobe to include interactive round
 corners for shapes in Illustrator. That is how ridiculous things become
 once there is no real competitors for a software.

 On ter, 28 de abr de 2015 at 06:51 Charles Bedwell 
 charles.bedw...@encorepost.com wrote:

   Adobe doesn't put enough effort into its existing applications. It
 wouldn't kick anything into overdrive, it would put everything on the back
 burner (see Adobe Illustrator for the past 10 years).

  Adobe purchased Aldus to obtain Page Maker, but was prevented from
 purchasing Freehand for 10 years due to fears it would control the vector
 graphics market. 10 years later they purchased Macromedia and left Freehand
 to die while steadily increasing the price of Illustrator, adding 3 or 4
 features per release. Freehand supported multiple pages in 1991.
 Illustrator? 2008.

  I'll just leave this here: http://adobegripes.tumblr.com




 On 26 Apr 2015, at 11:20 pm, J Bills jbillsn...@flickfx.com wrote:

I'd love to see Adobe win the bid.  I think there's a lot of work to
 be done leveraging all of that tech across the various apps, and a company
 like Adobe could put enough resources to make it happen where I think the
 Foundry has had enough to pull the raw ingredients together and pry these
 apps out of the studios and out into the open - but to properly merge them
 anytime soon, and mass market them correctly to maximize sales and cross
 pollination, takes possibly more muscle than they have.  Not to say that
 they couldn't get there but Adobe stepping in would kick everything into
 overdrive.

 Modo makes a TON of sense for them to finally enter the 3d market with,
 since it's got it's hooks firmly planted in the design world.

  Nuke (and Mari) would make a great base for a Photoshop rewrite.  A non
 destructive, truly float capable Photoshop that still maintains
 interactivity?  Wow.  We've all known dating back to Shake that this is a
 much better way to work, but I imagine any attempt that Apple or anyone
 else has ever made at a Photoshop killer was probably met with lots of
 patent litigation.

  Lots more could be done with Katana.  Anyone that worked at Sony knows
 it's gold.  Would be cool to see it pushed up the priority list or further
 integrated with Nuke.

 I imagine the real prize for Adobe is Modo, but I'd hope nothing happens
 to the purity of Nuke and that they wouldn't strip it for tech and then
 leave it for dead, like Avid/Apple/etc.  I had thought the future of Nuke
 was relatively safe but I suppose nothing is ever a sure thing.

 Let's hope this isn't the kiss of death.  Fusion makes me cringe (but
 the price is right!)


 On Sun, Apr 26, 2015 at 11:18 AM, Ron Ganbar ron...@gmail.com wrote:

 That would actually be a welcome thing.
 An Adobe purchase might turn out to be a good thing in the end. It
 doesn't all need to end up like Apple buying Nothing Real. It can end up
 like Blackmagic buying Fusion. Who knows.
  R





 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 Sun, Apr 26, 2015 at 9:11 PM, Gil Woodley gil.wood...@gmail.com
 wrote:

 I see a subscription model in the future...

 On Sun, Apr 26, 2015 at 8:02 PM, Elias Ericsson Rydberg 
 elias.ericsson.rydb...@gmail.com wrote:

 I would have loved to see Side FX aquire The Foundry.
  Den 26 apr 2015 19:59 skrev Jose Fernandez de Castro 
 pixelcowbo...@gmail.com:

 That would be really terrible news if they got acquired by Adobe...

 On Sun, Apr 26, 2015 at 10:38 AM, Ron Ganbar ron...@gmail.com
 wrote:

 I was thinking of Freehand. I loved Freehand. Took me years to get
 used to illustrator.

 R
   On 26 Apr 2015 20:16, Randy Little randyslit...@gmail.com
 wrote:

 Macromedia did fine after purchase accept for freehand.
 On Apr 26, 2015 1:07 PM, Ron Ganbar ron...@gmail.com wrote:

 Yeah, the Telegraph are spot on.

  I agree with Diogo. Hope The Foundry won't end up like
 Macromedia...



 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 Sun, Apr 26, 2015 at 7:53 PM, Chris Noellert 
 cnoell...@gmail.com wrote:

  My favorite snippet:

  *The Foundry's visual effects software Nuke was used to make
 the computer-generated characters in Guardians of the Galaxy look
 completely real *

 The company* has recently launched a concept design software
 product
 http://www.telegraph.co.uk/finance/businessclub/technology/11206167/Harry-Potter-to-Guardians-of-the-Galaxy-the-British-firm-behind-the-Hollywood-blockbusters.html*called
 Modo, which means 

Re: [Nuke-users] Adobe anyone?

2015-04-26 Thread Marten Blumen
IMO Adobe brings nothing to the table, except cash, in this transaction.

On 27 April 2015 at 12:08, Randy Little randyslit...@gmail.com wrote:

 Yes but what happens to all the technology trade deals.  Katana and Nuke
 trade,   Weta deals with Mari etc... What obstacles do those pose for
 those apps? As quite as the Foundry has been recently accept for Modo seems
 like something might already be in play.

 Randy S. Little
 http://www.rslittle.com/
 http://www.imdb.com/name/nm2325729/



 On Sun, Apr 26, 2015 at 6:19 PM, J Bills jbillsn...@flickfx.com wrote:

 I'd love to see Adobe win the bid.  I think there's a lot of work to be
 done leveraging all of that tech across the various apps, and a company
 like Adobe could put enough resources to make it happen where I think the
 Foundry has had enough to pull the raw ingredients together and pry these
 apps out of the studios and out into the open - but to properly merge them
 anytime soon, and mass market them correctly to maximize sales and cross
 pollination, takes possibly more muscle than they have.  Not to say that
 they couldn't get there but Adobe stepping in would kick everything into
 overdrive.

 Modo makes a TON of sense for them to finally enter the 3d market with,
 since it's got it's hooks firmly planted in the design world.

 Nuke (and Mari) would make a great base for a Photoshop rewrite.  A non
 destructive, truly float capable Photoshop that still maintains
 interactivity?  Wow.  We've all known dating back to Shake that this is a
 much better way to work, but I imagine any attempt that Apple or anyone
 else has ever made at a Photoshop killer was probably met with lots of
 patent litigation.

 Lots more could be done with Katana.  Anyone that worked at Sony knows
 it's gold.  Would be cool to see it pushed up the priority list or further
 integrated with Nuke.

 I imagine the real prize for Adobe is Modo, but I'd hope nothing happens
 to the purity of Nuke and that they wouldn't strip it for tech and then
 leave it for dead, like Avid/Apple/etc.  I had thought the future of Nuke
 was relatively safe but I suppose nothing is ever a sure thing.

 Let's hope this isn't the kiss of death.  Fusion makes me cringe (but the
 price is right!)


 On Sun, Apr 26, 2015 at 11:18 AM, Ron Ganbar ron...@gmail.com wrote:

 That would actually be a welcome thing.
 An Adobe purchase might turn out to be a good thing in the end. It
 doesn't all need to end up like Apple buying Nothing Real. It can end up
 like Blackmagic buying Fusion. Who knows.
 R





 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 Sun, Apr 26, 2015 at 9:11 PM, Gil Woodley gil.wood...@gmail.com
 wrote:

 I see a subscription model in the future...

 On Sun, Apr 26, 2015 at 8:02 PM, Elias Ericsson Rydberg 
 elias.ericsson.rydb...@gmail.com wrote:

 I would have loved to see Side FX aquire The Foundry.
 Den 26 apr 2015 19:59 skrev Jose Fernandez de Castro 
 pixelcowbo...@gmail.com:

 That would be really terrible news if they got acquired by Adobe...

 On Sun, Apr 26, 2015 at 10:38 AM, Ron Ganbar ron...@gmail.com
 wrote:

 I was thinking of Freehand. I loved Freehand. Took me years to get
 used to illustrator.

 R
 On 26 Apr 2015 20:16, Randy Little randyslit...@gmail.com wrote:

 Macromedia did fine after purchase accept for freehand.
 On Apr 26, 2015 1:07 PM, Ron Ganbar ron...@gmail.com wrote:

 Yeah, the Telegraph are spot on.

 I agree with Diogo. Hope The Foundry won't end up like
 Macromedia...



 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 Sun, Apr 26, 2015 at 7:53 PM, Chris Noellert 
 cnoell...@gmail.com wrote:

 My favorite snippet:

 *The Foundry's visual effects software Nuke was used to make the
 computer-generated characters in Guardians of the Galaxy look 
 completely
 real *

 The company* has recently launched a concept design software
 product
 http://www.telegraph.co.uk/finance/businessclub/technology/11206167/Harry-Potter-to-Guardians-of-the-Galaxy-the-British-firm-behind-the-Hollywood-blockbusters.html*called
 Modo, which means that prototype cars, phones and trainers can be 
 drawn
 immediately into 3D rather than drawn first by hand in 2D and then
 physically built.


 Sent from my iPhone

 On Apr 26, 2015, at 12:32 AM, Ron Ganbar ron...@gmail.com
 wrote:


 http://www.telegraph.co.uk/finance/newsbysector/banksandfinance/privateequity/11562472/Adobe-eyes-200m-bid-for-British-visual-effects-firm-The-Foundry.html


 Ron Ganbar
 email: ron...@gmail.com
 tel: +44 (0)7968 007 309 [UK]
  +972 (0)54 255 9765 [Israel]
 url: http://ronganbar.wordpress.com/

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Re: [Nuke-users] drop deep samples

2015-04-22 Thread Marten Blumen
Do you have an example where 100% opaque front pixels don't drop samples?
Just ran a quick test and it appeared to do that automatically in Nuke 9.05
when using DeepToPoints post Scanline.

There are hidden DeepDeOverlap, DeepOmit  Deep Clip Z nodes available
after updating that may try to do something you're after.

On 22 April 2015 at 13:29, Michael Garrett michaeld...@gmail.com wrote:

 I don't have Nuke open, but is there not a drop zero opacity samples
 checkbox on the ScanlineRender deep tab?

 If not, the workaround that has worked for me is to run an expression with
 DeepExpression that pushes the location of any deep samples with zero alpha
 behind the camera frustum, then use a DeepCrop to get rid of them. Hope
 that helps.

 Cheers,
 Michael

 On 21 April 2015 at 21:18, Hugo Léveillé hu...@fastmail.net wrote:

 Hi

 Is there a way to drop deep samples in renders made in nuke's scanline
 when front pixel is 100% opaque? Cause as soon as you add some motion
 blur in your scanline, deep samples get crazy and make a very huge file.

 thanks
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Re: [Nuke-users] LensDistortion overscan help

2015-04-19 Thread Marten Blumen
Re: Nuke Notebook.

A good idea is to use the Toolsets to hold preset node setups too. It's the
spanner icon in the toolbar-Create

That saves a script of selected nodes into your ~/.nuke/ToolSets folder
automgically  available to all your Nuke sessions on-demand.

On 20 April 2015 at 15:23, Rich Bobo richb...@mac.com wrote:

 A friend pointed me to this tutorial:  https://vimeo.com/63503007
 It helped quite a bit with the workflow ideas, including the BlackOutside
 node which I was unaware of. That solved the stretchy pixels problem.

 Thanks for all of the help and suggestions! As I usually do, I will be
 saving an example script as a sort of Nuke Notebook, so the next time I
 need to do something similar, I'll be able to look it up...  ;^)

 Rich




 On Apr 17, 2015, at 10:53 PM, Diogo Girondi diogogiro...@gmail.com
 wrote:

 The Reformat node in Nuke misses a option to reformat by a full box with
 x,y,r,t where the inputs bbox is preserved.

 But since it doesn't, what you can do is do your LensDistortion then add a
 Crop where x,y,r and t are derived from the inputs bbox via expression.
 Then do your jazz and merge the output of that jazz to your original input
 or something that has the same format of your image before the crop. On the
 output of that jazz before the merge add a position node and type in the x
 and y values from the crop, this should yield your original image with your
 jazz minus the losses associated with the LensDistortion.

 cheers,
 diogo

 On Fri, Apr 17, 2015 at 3:09 PM, Rich Bobo richb...@mac.com wrote:

 *** OK, so here's what I've got...


 LensDistort:
 [x] Undistort
 filter [Cubic]
 Distortion Scaling [Scale to Input Format]

 Reformat:
 type [scale]
 scale [1.041]
 resize type [none][x] center
 filter [Cubic]  [x] preserve bounding box

 Crop:
 preset [format]
 box   (...selected Set to default from anim. menu to populate x, y,
 r, and t values...)
 [x] intersect  [x] black outside


 -- The Reformat is used to expand the format size to encompass the
 undistorted plate size... which gives stretched pixels.
 -- The Crop with intersect and black outside squashes the stretched pixels.


 *** Whew! Seems like the LensDistort node ought to have an option to
 create this without all the extra nodes, right...?!?



 *** And, to bring things back to square one...

 (Copy of original) LensDistort:
 [  ] Undistort (...unchecked...)
 filter [Cubic]
 Distortion Scaling [Scale to Input Format]

 Reformat:
 type [scale]
 scale [0.9606147] (...value derived from 1/1.041 -- one, divided by
 original scaling amount...)
 resize type [none][x] center
 filter [Cubic]   [  ] preserve bounding box(...unchecked...)


 *** So, thank you to everyone for your help!


 Rich


 On Apr 17, 2015, at 1:29 PM, Igor Majdandzic subscripti...@badgerfx.com
 wrote:

  Thinking about it, just put the crop after the reformat and check
 intersect. that should do the trick with the least amount of work. Just
 make sure the crop is connected directly so it picks up the images size and
 not that of the root settings.

 Am 17.04.2015 um 19:13 schrieb Igor Majdandzic:

 Yeah, for some reason it puts black based on the image before
 reformatting. When you compare the two the visible information is the same.
 But in case you really need black, you could always put a crop after the
 reformat with box set to the bounding box of the image, with black outside
 and intersect checked. That way you get the image with a black outline
 instead of the stretched pixels.

 Thats what we are here for :)
 Igor

 Am 17.04.2015 um 18:58 schrieb Rich Bobo:

  Igor,

  Thanks! I had tried that before, but this time I turned off black
 outside. That was cropping to some arbitrary size - i.e., not my root
 format and not anything else that makes any sense. The pixels that are
 outside my LensDistort-expanded bounding box are stretched, which is kinda
 ugly, but I can live with that. I had hoped that the pixels would be mapped
 to black. It seems like that's what the black outside button should be
 doing, but it's obeying some other unknown format size...

  Thanks!
 Rich


  On Apr 17, 2015, at 12:47 PM, Igor Majdandzic 
 subscripti...@badgerfx.com wrote:

  Just put a reformat after the LD node and set type to 'scale', the
 scale itself whatever suits you (usually 1.1 should suffice) and resize
 type to 'none'.
 That should do the trick.

 Igor

 Am 17.04.2015 um 18:16 schrieb Rich Bobo:

 Hi,

  I need some help with figuring out how to reveal the extra, hidden
 pixels generated by the LensDistortion node... How do I show the pixels that
 get scaled out of the format size after an undistort? I see the larger
 bounding box, but there doesn't seem to be any option in the LensDistort
 node to expand the plate/format size to encompass the undistorted size.
 I.e., to have the size expand without clipping pixels. It's the equivalent
 of increasing Photoshop's Canvas Size. If I do an Undistort in PFTrack, for
 

Re: [Nuke-users] motion vectors output spherical projection Nuke

2015-04-16 Thread Marten Blumen
Perhaps the new Raytracer renderer that Jon showed at the NAB tech preview
will do it properly.  Could be worth asking Foundry HQ...

On 16 April 2015 at 20:30, Pat Wong patwon...@gmail.com wrote:

 Managed to get the six pack working... But had issues with the edge of
 frame for the motion vectors. Getting cropped or overlapping when reformed
 to make the Lat Long

 Not perfect solution but was eventually good enough for my purposes.
 .
 Surely must be another way to get motion vectors out of scene and into a
 spherical map. I've tried motion vectors generator also but found that too
 inaccurate.
 On 14 Apr 2015 21:15, Elias Ericsson Rydberg 
 elias.ericsson.rydb...@gmail.com wrote:

 A six pack of 90 degree cameras will give you the same output as a
 spherical camera. It's just breaking it up into six intermediate steps.
 Den 14 apr 2015 19:26 skrev Pat Wong patwon...@gmail.com:

 Im not sure that would that match up to the same output as the spherical
 map in the scanline renderer...



 Kind Regards


 Patrick Wong
 077961 35224
 www.wahwahdigital.com


 On 14 April 2015 at 18:06, Ron Ganbar ron...@gmail.com wrote:

 You can output 6 regular 90 degrees cameras and connect them up with a
 spherical transform.



 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 Tue, Apr 14, 2015 at 8:01 PM, Pat Wong patwon...@gmail.com wrote:


 Hi

 I have a moving object n a scene which i want to output as a spherical
 map in the scanline render.

 however the motion vector pass seems to be screwy... NOT useable a t
 all, has Inf values if any at all.

 Has anybody encountered this. Or have a work around for this? I
 ideally would liek to use the outputted motion vector pass with a vector
 blur downstream , renderign sample in the scanline render is not really
 feasible..

 Cheers

 Pat

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Re: [Nuke-users] motion vectors output spherical projection Nuke

2015-04-16 Thread Marten Blumen
Yep- NAB live stream; part 2 at ~1:40:40
http://www.thefoundry.co.uk/events/nab-2015/live-stream/

It'd be worth checking if AtomKraft does it too.


On 17 April 2015 at 03:06, Ron Ganbar ron...@gmail.com wrote:

 Yeah, this raytracer..  Can we see it somewhere?
 On 16 Apr 2015 17:50, Gary Jaeger g...@corestudio.com wrote:


 On Apr 16, 2015, at 1:56 AM, Marten Blumen mar...@gmail.com wrote:

 Perhaps the new Raytracer renderer that Jon showed at the NAB tech preview


 That what with the how and the when?!?

 Gary Jaeger // Core Studio
 249 Princeton Avenue
 Half Moon Bay, CA 94019
 650.728.7957 (direct) * 650.728.7060 (main)
 http://corestudio.com


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Re: [Nuke-users] RotoPaint vs Roto

2015-04-01 Thread Marten Blumen
eh? what's your metric to claim that roto paints are much faster and
smaller memory footprint.

Using Nuke 9.04   nuke.startPerformanceTimers() shows the same memory and
cpu usage.

Both nodes have a equal values on a 4K/100frame test: 5.22MB, cpu=9423ms

On 1 April 2015 at 20:26, Daniel Hartlehnert dah...@gmx.de wrote:

 Isn't it obvious? Roto node has much less functionality, hence it its much
 faster to process and has a smaller memory footprint. Bugs from the paint
 part of Rotopaint cannot destroy your script, Rotopaints with more than 100
 strokes tend to slow down your script (if i ever see that progress bar from
 a rotopaint node i start to ...)
 Rotopaints are responsible for most broken scripts in my experience.

 Wyh would you use Rotopaint if you don't actually paint?

 Am 31.03.2015 um 20:14 schrieb Simon Björk:

 For some reason I always reach for the RotoPaint node instead of the
 regular Roto node. I'm not sure why I got into this habit, but it might be
 (if I'm not mistaken) that the RotoPaint node was introduced before the
 Roto node back in 6.0.

 Anyway, does anyone know if there's a difference in performance/stability
 when doing just regular roto? We've all had or problems with the RotoPaint
 node over the last couple of versions, but I have never actually compared
 the two nodes to see if one is better than the other.





 ---
 Simon Björk
 Compositor/TD

 +46 (0)70-2859503
 www.bjorkvisuals.com
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Re: [Nuke-users] RotoPaint vs Roto

2015-03-31 Thread Marten Blumen
Where's the overhead?  Info on a roto node and rotopaint both says

'Total Memory Usage: 0B'

On 1 April 2015 at 11:08, Randy Little randyslit...@gmail.com wrote:

 huh?   output can be whatever you tell it.   Pre-Multiply is directly
 under output.  Set output to none and premult to RGBA and you get your RGB
 input Premulted by whatever roto you have drawn in the node with only 2
 nodes instead of  3.
 If you set paint node up the same way it does the same thing.   You just
 don't get the overhead of the rest of the paint stuff being loaded into
 it.

 Randy S. Little
 http://www.rslittle.com/
 http://www.imdb.com/name/nm2325729/



 On Tue, Mar 31, 2015 at 5:57 PM, Ergin SANAL erginsa...@gmail.com wrote:

 it works without premultipication, need to choose source as background
 and replace the alpha. premult is distractive time to time.. cheerz



 On Wed, Apr 1, 2015 at 12:46 AM, Randy Little randyslit...@gmail.com
 wrote:

 Roto node will output RGBA (or anything) I premult inside the roto node
 all the time so its just inline no extra premult step.  (not always a best
 practice fyi) but I do it :-/

 Randy S. Little
 http://www.rslittle.com/
 http://www.imdb.com/name/nm2325729/



 On Tue, Mar 31, 2015 at 5:30 PM, Ergin SANAL erginsa...@gmail.com
 wrote:

 rotopaint's  output is rgba and roto's is only a.
 that means with rotopaint, nuke has to deal with 3 more channels.
 maybe thats why there are some performance issues.
 actually there are no difference between 2 nodes except output channels
 and place of the sliders. (feather,opacity etc.)



 On Wed, Apr 1, 2015 at 12:23 AM, Randy Little randyslit...@gmail.com
 wrote:

 clean UI.   No accidental painting.  bigger memory footprint maybe?

 Randy S. Little
 http://www.rslittle.com/
 http://www.imdb.com/name/nm2325729/



 On Tue, Mar 31, 2015 at 2:21 PM, Ron Ganbar ron...@gmail.com wrote:

 No idea about performance, but I do love the fact that when I use the
 O hotkey instead of the P hotkey, I can immediately start drawing a 
 shape,
 as the Bezier tool is on by default.



 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 Tue, Mar 31, 2015 at 9:14 PM, Simon Björk bjork.si...@gmail.com
 wrote:

 For some reason I always reach for the RotoPaint node instead of the
 regular Roto node. I'm not sure why I got into this habit, but it might 
 be
 (if I'm not mistaken) that the RotoPaint node was introduced before the
 Roto node back in 6.0.

 Anyway, does anyone know if there's a difference in
 performance/stability when doing just regular roto? We've all had or
 problems with the RotoPaint node over the last couple of versions, but I
 have never actually compared the two nodes to see if one is better 
 than
 the other.





 ---
 Simon Björk
 Compositor/TD

 +46 (0)70-2859503
 www.bjorkvisuals.com

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Re: [Nuke-users] NukeStudio and Yosemite

2015-03-16 Thread Marten Blumen
Not sure for Nuke Studio, but NukeX9.04 now runs fine. Gtx980/OsX 10.10.2

On 17 March 2015 at 08:39, jean-luc jlaz...@gmail.com wrote:

 Is anyone running NukeStudio on Yosemite? It's still unsupported on the
 Foundry website but I assume you would have to run it on Yosemite when you
 buy a new Mac. You'd have no choice.
 What are the issues if any?

 cheers
 Jean-Luc



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Re: [Nuke-users] OT: iMac with 5K retina display worth it?

2015-02-15 Thread Marten Blumen
iMac's can be very fast, the main caveat is when you need to replace the
hard drive, it gets a bit crazy, or costly with a repair shop.

27-inch iMac (2012-2013) Hard Drive Installation Video
https://www.youtube.com/watch?v=iWyJxnBM-QUfeature=ivsrc_vid=K1ls-WoQSlsannotation_id=annotation_2909923927

On 16 February 2015 at 09:06, Feli fe...@earthlink.net wrote:

 I think you would be better off with an entry level Mac Pro or if you can
 stretch the 6 core with the 500 series card. Once the dual GPU kick in on
 the Mac Pro it will handily beat any iMac.

 _
 fe...@earthlink.net

 www.feli-digiorgio.squarespace.com
 (New Website)


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Re: [Nuke-users] OT: iMac with 5K retina display worth it?

2015-02-14 Thread Marten Blumen
AMD on OsX is currently specific for the trash-can Mac for GPU
acceleration. i.e. an AMD 7950 card won't give GPU acceleration.  A request
has been made for more AMD acceleration support.

On 15 February 2015 at 19:26, Gary Jaeger g...@corestudio.com wrote:

 We have a bunch of them. They work great, but haven't used Studio (or
 Hiero) but I don't think you get GPU support in X. I can check later.

 Gary Jaeger // Core Studio
 249 Princeton Avenue
 Half Moon Bay, CA 94019
 650 728 7060
 http://corestudio.com

 On Feb 14, 2015, at 10:21 PM, Frank Rueter|OHUfx fr...@ohufx.com wrote:

  Hi all,

 sorry for the OT but I was wondering if anybody has had any experience
 running Nuke (or Hiero) on a new iMac with 5k retina display?
 I'm a bit suspicious about the whole 5k monitor hype, and seeing the one
 without retina display comes with a NVIDIA GeForce GTX 780M, while the 5K
 retina model comes with an AMD Radeon, I'm wondering if the latter would
 even get GPU support in Nuke?

 Any info would be much appreciated!

 Cheers,
 frank

 --
   ohufxLogo_50x50.png http://www.ohufx.com/ *vfx compositing
 http://ohufx.com/index.php/vfx-compositing | workflow customisation and
 consulting http://ohufx.com/index.php/vfx-customising *
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Re: [Nuke-users] geforce 980

2015-02-11 Thread Marten Blumen
Gtx980 runs well - On OsX you need to manually install Cuda Driver 6.5.46

On 12 February 2015 at 06:32, Mads Lund madshl...@gmail.com wrote:

 I run a GTX980 4gig on my Nuke Studio supervisor machine, and it performs
 quite well.

 On Wed, Feb 11, 2015 at 5:09 PM, Randy Little randyslit...@gmail.com
 wrote:

 Does anyone have experience with this and nuke?

 Randy S. Little
 http://www.rslittle.com/
 http://www.imdb.com/name/nm2325729/



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Re: [Nuke-users] The forums are moving

2015-02-04 Thread Marten Blumen
Add Stack Exchange style voting/answered/comments functionality to the
*new* forums please.

On 5 February 2015 at 08:39, John RA Benson j...@illum-mg.fr wrote:

  Hey all - does it really matter if:

 we get the email
 we reply to the email and everyone gets it.
 the 'community' gets the email
 if you reply online in the 'community' you get the email.

 sort of like the list with the benefit of the online 'community' and the
 list being able to talk to each other, unlike how the forum worked when I'd
 send something online and it never ended up on the list so there were never
 any replies. The forum sucked, so it's good they are changing it.

 I don't know what this new 'community' setup is yet (too tired to look at
 it at the moment), but if it allows me to keep my inbox folders with
 nuke-python and nuke-users and still get and reply to the posts, I'm not
 going to see a difference and won't care. That questions and replies end up
 online and reply-able from online  would be a bonus.

 But hey - if everyone here jumps ship it's not going to be a 'community'
 at all.

 JRAB



 On 2/4/15 8:04 PM, Julik Tarkhanov wrote:

 No just probably the same Corporate Suit who tried to force Area on flame
 users without there being
 any actual merit to doing so now works for the Foundry and is trying his
 thing there.

  On 03 Feb 2015, at 18:56, Nathan Dunsworth nathandunswo...@gmail.com
 wrote:

 Look this is obv The Foundry not understanding the workflow of email and
 mailing lists and the differences with how forums work.


  --
 Julik Tarkhanov | HecticElectric | Keizersgracht 736 1017 EX
 Amsterdam | The Netherlands | tel. +31 20 330 8250
 cel. +31 61 145 06 36 | http://hecticelectric.nl



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Re: [Nuke-users] displacement tessellation

2013-04-16 Thread Marten Blumen
2 options will do the trick: PolyTools  AtomKraft

http://greyangle.com/nuke/docs/geometry/PolySubdivide.htm

https://atomkraft.hk/docs/atomkraft/nuke/html/AtomTagGeo/index.html


On 17 April 2013 08:36, Elias Ericsson Rydberg 
elias.ericsson.rydb...@gmail.com wrote:

 From what I understand OP is trying to render nuke geometry as subdivision
 surfaces. I don't think the nuke renderer supports it? But as Deke says,
 you would need a displacement map that maps the difference between the cage
 and the smooth surface. And if the geometry is changing shape you would
 need a sequence of maps.

 You could maybe export the geometry files with a few subdivisions on them?
 Sure, it would slow things down a bit, but it's an easy fix.

 The second alternative would be to use the renderman renderer in nuke, if
 you have access to renderman. Otherwise I would look into using Atomkraft
 for the same thing.

 Cheers,

 Elias


 2013/4/16 Deke Kincaid d...@thefoundry.co.uk

 Do you mean fix the normals so the faces don’t look faceted or do you
 mean subdividing the surface?  If it’s normals then you can do this with
 the Normals node.  Though it sounds like your trying to fake subdivision
 surfaces with a displacement but it is linear from the normal so you would
 need a normal map on the displacement shader to get proper rounding and get
 a subdivision surface like feel.

 -
 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, Apr 15, 2013 at 12:01 AM, NotDaBod 
 nuke-users-re...@thefoundry.co.uk wrote:

 **
 I'm importing files from maya, .abc, fbx, obj and I'm wondering if I can
 make the mesh smoother in nuke?

 it's what I thought the displacement node was for in nuke, but I can't
 seem to figure it out, or is this node not meant to work with the readGeo
 node?

 Thanks

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Re: [Nuke-users] Shadow from 3d objects on video

2013-04-13 Thread Marten Blumen
Super fast displacements; that's the one feature I got AK for. Now it's my
first stop for ambient occlusions, reflections, RSL shaders etc. Once you
arm Nuke with AK, there's no going back ;)

Very happy to do more in Nuke, less in 3d packages.


On 13 April 2013 17:04, Martin Constabe jackyoungbl...@me.com wrote:

 Yes, I've played with Atomcraft. Is great, but the only reason I would
 need it is for self cast shadows. I am reluctant to fork out the money for
 this single feature.


 On Apr 13, 2013, at 12:57 PM, RsLittle wrote:

  Atomkraft?
 
 
  From my Android phone on T-Mobile. The first nationwide 4G network.
 
 
 
   Original message 
  From: Martin Constabe jackyoungbl...@me.com
  Date: 04/12/2013 9:46 PM (GMT-08:00)
  To: Nuke user discussion nuke-users@support.thefoundry.co.uk
  Subject: Re: [Nuke-users] Shadow from 3d objects on video
 
 
  Any chance of self cast shadows in the near future? The one bottleneck
 in my 3D / Nuke workflow is the need to pop over to MODO to bake out shadow
 maps.
 
 
  On Apr 13, 2013, at 12:41 PM, Richard Bobo wrote:
 
  
   On Apr 12, 2013, at 7:09 PM, Deke Kincaid d...@thefoundry.co.uk
 wrote:
  
   We added shadows to Nuke 6.2.  Recently though we added the ability
 to respect alpha transparency in the texture (ie, cards with keys or roto)
 with Nuke 7.0.
  
  
   Yes - a very welcome addition!
  
  
   Rich
  
  
   Rich Bobo
   Senior VFX Compositor
   Armstrong-White
   http://armstrong-white.com/
  
   Email:  richb...@mac.com
   Mobile:  (248) 840-2665
   Web:  http://richbobo.com/
  
   The best portion of a good man's life are the little, nameless,
 unremembered acts of kindness and love.
   - William Wordsworth
  
  
  
   -
   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, Apr 10, 2013 at 1:52 AM, Joe Laude loudn...@gmail.com
 wrote:
   I'm not sure what's going on in the video, but as far as I know, Nuke
 doesn't do shadows (unless it very recently added them, and I'm not aware
 of it - if so, it might be that you're using an older version that
 *doesn't* have shadows, and the tutorial is using a newer version).
  
   If the video doesn't explain it, then I don't know how to explain
 exactly what it's doing. However, what you can do to fake some shadows is
 to put a camera where you want your light source, use a scanline renderer
 to render an alpha of the teapot from that camera, then project the alpha
 of that image onto the table object to create a shadow alpha for you to
 work with.
  
   Hopefully this at least points you in the right direction.
  
   On Mar 26, 2013, at 8:44 AM, chudick wrote:
  
   Hi, I have a question. How to configure shadows from 3d objects
 integrated to video in the camera tracking. For example, i have video that
 shows the table, I want to put on the table teapot and table should display
 the shadow from teapot. Here is a picture for clarity. Ssory for my clumsy
 English))
   [/img]
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Re: [Nuke-users] colour wheels

2013-04-11 Thread Marten Blumen
just add to ~/.nuke/uistate.ini

[ColorPicker]
ShownColorSpaces\RGB=true
ShownColorSpaces\HSV=true
ShownColorSpaces\TMI=true
ShownColorSpaces\Wheel=true
ShownColorSpaces\Swatches=true
Dynamic=false



On 12 April 2013 02:12, Martin Constabe jackyoungbl...@me.com wrote:

 A bug? I thought it was a feature!

 Actually, what I was referring to was the behavior that it defaults to in
 a fresh-out-the-box situation. i.e. the very first time that a user opens
 Nuke. IMHO the pristine install opening state is a crucial part of the user
 experience in any software.

 Martin

 On Apr 11, 2013, at 10:02 PM, Ean Carr wrote:

  Regarding default opening behaviour: Nuke should remember which sliders
 you had shown in $HOME/.nuke/uistate.ini. If it's not working for you, then
 that's a bug. I do remember having problems with this in the past but it
 appears to be working fine in 7.0v5. -E
 
 
  On Thu, Apr 11, 2013 at 2:55 PM, Martin Constabe jackyoungbl...@me.com
 wrote:
  Howard: I agree with your enthusiasm on the ability to make very long
 sliders. Is great.
 
  I am also hooked on the ability to make a color balance correction using
 T then being able to refine it with an R or a B. Is great and I miss that
 in every other app I have.
 
  Fair enough on the points about screen real estate.
 
  However, I stand by my point about the need for a little more minimum
 space between the sliders. I think Ean's mock up is a good solution.
 
  One more point… a small but significant one. After a new install, the
 default opening behavior in the Windows (and maybe Mac) Nuke color picker
 pallet is (I recall) for all the sliders to be open at once. I think that
 by changing this to only the HSV sliders being open will be a significant
 improvement. Newbies will be less confused and battle weary pros will not
 care one way or another.
 
  I know that Nuke is not, and will never be a app for greenhorns.
 However, as long as it is taught in schools such as mine, easing newbies
 into a painless user experience will always be an issue.
 
 
 
  Martin
 
 
  On Apr 11, 2013, at 3:31 PM, Howard Jones wrote:
 
   I quite like 3 (you missed off one slider). I always use it landscape
 as my screen is wider and if I stretch it full width I get a great
 granularity.
  
   However in 3 you still use up UI because the bars are not hiding but
 collapsing the sliders. Plus it doesn't take long to know just by looking
 that a set of sliders are RGB or HSV
  
   From a UI design IMHO by adding a divider between the colour wheel and
 the sliders you are breaking the connection between the colour wheel and
 the sliders. Though subtle isn't an improvement to me.
  
   Howard
  
   On 11 Apr 2013, at 04:56, Martin Constabe jackyoungbl...@me.com
 wrote:
  
   Whoops. Pallete_03.png should have looked like this…
  
  
   pallete_03.png
  
  
   On Apr 11, 2013, at 11:37 AM, Martin Constabe wrote:
  
   I am now in front of my Nuke and playing with the color picker. I
 think that a lot of the issues that I raised could be dealt with by
 slightly expanded minimum spacing values. I often see student staring at
 the pallet in the attached configuration (pallet_01.png). The bars are far
 too close for comfort. In pallet_02.png all I have done is to expand the
 pallet a bit and, in photoshop, shrink the color wheel a bit. This I feel
 is easier to read.
  
   I can not find the student's work on this topic. But one thing that
 I recall as being a sensible idea was to reconfigure the color space
 buttons in the manner show in pallet_03.png. This is observant of the
 simple principle: that buttons and their associated actions should be
 visually related. I also moved the before / after sample swatch to a more
 agreeable position and sightly increased the spacing on the top bar to
 accommodate a larger swatch. This is to reflect its importance. I also
 added a divider line between the wheel and the rest of the pallet.
  
   These are not behavior changes so much as readability changes.
  
   Personally I am a big fan of MODOS's interface. They have done an
 excellent job of maintaining consistency and usability. However, I am a
 bigger fan of Nuke's nimbleness (MODO can be a tad sticky sometimes).
  
  
   pallete_03.png
  
  
   pallet_01.pngPallet_02.png
  
  
  
  
  
  
   On Apr 10, 2013, at 9:45 PM, Howard Jones wrote:
  
   Glad you said that. I find it really good so I'd be interested in
 what the too many cooks bit is.
   Only thing I'd like is save able pallettes and then only once in a
 blue moon.
  
   But if there's something better I'm all ears. (We are talking about
 the colour wheel slider thingy aren't we?)
  
   Howard
  
   On 10 Apr 2013, at 14:37, Diogo Girondi diogogiro...@gmail.com
 wrote:
  
   I too would love to see what would you consider the ideal color
 picker palette.
  
   Last time it changed it was for the worse and they end up rolling
 it back to its original design. I remember giving a few stabs my self at
 that time and all 

Re: [Nuke-users] Shadow from 3d objects on video

2013-04-10 Thread Marten Blumen
It's very easy in Nuke 7.

Set the output mask to a channel in the Shadows tab of a light.

Add a Phong and FillMat shader to your shadow-catching geometry.

I've attached a sample scene.

[image: Inline images 3]
image.png

shadowtesting.nk
Description: Binary data
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Re: [Nuke-users] Getting rid of Scanline renderers artifacts.

2013-04-10 Thread Marten Blumen
Yes - see the attached graphic.

For the Scanline set the AntiAliasing to High  Multi-samples to 20 or 30

I prefer AtomKraft as you get motion blur for free as well as alias-free
silhouette edges: https://atomkraft.hk/

Perhaps different shaders? Tune the internal renderer?



[image: Inline images 2]


On 10 April 2013 03:04, joswabeke nuke-users-re...@thefoundry.co.uk wrote:

 **
 Dear Nuke users,

 When rendering a plane close to a 90 degree angle you get raggidy edges.
 Aliasing does not help. As far as i know regular 3d software does not
 have this issue since you can tweak the sampling and basically tweak the
 rendere quite a bit.

 I run into this problem a lot when doing animated graphical stuff.

 One quick but rather dirty solution is to render those frames with a
 different filtering essentially blurring the image.

 However, surely there's a better way. Perhaps different shaders? Tune the
 internal renderer?

 Any help would be greatly appreciated!!!

 I've attached a sample image so it's clear what i'm talking about.

 Cheers and thanks,
 Jos

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image.png

AntiAliasing.nk
Description: Binary data
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Re: [Nuke-users] Nuke Assist Python Panels

2013-04-09 Thread Marten Blumen
You can't edit or inset a Write node in Assist.. just keep a text-editor
handy and insert or modify the Write node there, then send it the render
node.

 I know you can't render from Nuke assist but can't you set up the write
 and the send to a farm?
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Re: [Nuke-users] open poly shapes

2013-04-09 Thread Marten Blumen
Try the paintbrush in the RotoPaint node. You can then adjust/modify the
the points using the Select Points tool.


On 10 April 2013 06:24, satish rekapalli rekapallisat...@gmail.com wrote:

 hi,

 I need to know how to draw open poly shape in Nuke for wispy hair.

 --
 **
 Regards,*
 RekapalliSatish
 09940140328

 *

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Re: [Nuke-users] Nuke Assist Python Panels

2013-04-09 Thread Marten Blumen
for grading; back to the basics. i.e. use Constant  Merge nodes etc

set cut_paste_input [stack 0]
version 7.0 v6
Constant {
 inputs 0
 channels rgb
 color 1
 name Constant1
 selected true
 xpos -363
 ypos 35
}
Constant {
 inputs 0
 channels rgb
 color 0.375
 name Constant2
 selected true
 xpos -363
 ypos -69
}
CheckerBoard2 {
 inputs 0
 name CheckerBoard1
 selected true
 xpos -191
 ypos -183
}
Ramp {
 p1 {92 1192}
 name Ramp1
 selected true
 xpos -191
 ypos -111
}
Merge2 {
 inputs 2
 operation from
 name Merge2
 selected true
 xpos -191
 ypos -45
}
Merge2 {
 inputs 2
 operation overlay
 mix 0.31
 name Merge1
 selected true
 xpos -191
 ypos 59
}


I was a little miffed at the lack of paint tools - like, a grade node?
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Re: AW: AW: [Nuke-users] Alexa Artifacts

2013-03-29 Thread Marten Blumen
My tests show that  by itself shouldn't produce these large-block
artefacts

What is the workflow? Are you decoding the QT directly in Nuke or is it
converted in-between. Which platform and quicktime version etc.




On 30 March 2013 05:43, Howard Jones mrhowardjo...@yahoo.com wrote:

 It was the same here - shot directly in ProRes 444.
 No idea what though


 Howard

   --
 *From:* Igor Majdandzic subscripti...@badgerfx.com
 *To:* 'Nuke user discussion' nuke-users@support.thefoundry.co.uk
 *Sent:* Friday, 29 March 2013, 16:29
 *Subject:* AW: AW: [Nuke-users] Alexa Artifacts

 Do you know what caused them?

 --
 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 *Magno Borgo
 *Gesendet:* Freitag, 29. März 2013 14:06
 *An:* Nuke user discussion
 *Betreff:* Re: AW: [Nuke-users] Alexa Artifacts

 I've seen the exactly same artifacts when working on a film shot on Alexa.
 These are nasty specially when keying... same issue, shot directly in
 Proress .

 Magno.




 We've been having some problems with noise on some footages from Alexa,
 but nothing remotely near to that.

 diogo

 On Wed, Mar 27, 2013 at 9:50 PM, Jonathan Egstad jegs...@earthlink.net
 wrote:
 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.uknuke-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

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 crop-plate.jpg

 crop-plate_areas.jpg

 crop-plate_areas-edgeDetect.jpg

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Re: [Nuke-users] reflections

2013-03-27 Thread Marten Blumen
any os x compiled versions of ReflectMat.cpp


On 27 March 2013 16:47, Jonathan Egstad jegs...@earthlink.net wrote:

 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.netwrote:

 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.comwrote:

 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

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Re: [Nuke-users] reflections

2013-03-27 Thread Marten Blumen
is the camera static? reflections wont move if it is. just rotate your
environment light to add dramatic movement.

use a lat long


On 28 March 2013 04:48, Pat Wong patwon...@gmail.com wrote:

 hey deke. ive got shaders yes. a phong on my card.. seems to work ok.

 im not sure if I plug a lat long or a mirror ball into the mat of env
 light. documentation dont specify

 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
  On 26 Mar 2013 23:47, Deke Kincaid d...@thefoundry.co.uk wrote:

 Do you have shaders on your objects in the scene?  Env light won't work
 on objects without them.

 -deke

 On Tuesday, March 26, 2013, Pat Wong 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

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 --
 -
 Deke Kincaid
 Creative Specialist
 The Foundry
 Mobile: (310) 883 4313
 Tel: (310) 399 4555 - Fax: (310) 450 4516

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Re: [Nuke-users] reflections

2013-03-27 Thread Marten Blumen
Agreed. here's a test comparing Scanline Environment lights, and AK
raytracing with a skydome.

Can you get the same effect using the ReflectMat?


On 28 March 2013 10:11, Jonathan Egstad jegs...@earthlink.net wrote:

 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


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Re: [Nuke-users] Alexa Artifacts

2013-03-27 Thread Marten Blumen
I've never seen Alexa footage that does that


On 28 March 2013 12:56, 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


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Re: [Nuke-users] Arnold Obj ID - Nuke Selector

2013-03-26 Thread Marten Blumen
J_Ops has an J_GotSomeID node that should work.

http://www.nukepedia.com/plugins/other/j_ops/


On 26 March 2013 13:44, Diogo Girondi diogogiro...@gmail.com wrote:

 I share Deke's experience with ID passes. I always go with standard (RGBA)
 mattes.


 On Mon, Mar 25, 2013 at 1:40 PM, Deke Kincaid d...@thefoundry.co.ukwrote:

 In my experience ID passes are not that great to use for masks.  There
 are gizmos on nukepedia which pull keys on the color but they are often
 bleeding color into other channels because there are colors which aren’t
 even secondary(pink, light green, etc..) and the pass is not anti-aliased.
  Also anything semi-transparent like glass or motion blur is an instant
 fail.  It is much better to render a bunch of separate mattes to channels
 in an exr file.  Nuke lets you have up to 1024 channels, so you should use
 them :)  I haven’t seen a script for arnold yet but there are many for MR
 and Vray to auto generate matte passes in separate channels of an exr for
 objects in a scene.

 -
 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, Mar 14, 2013 at 9:09 AM, letin210 
 nuke-users-re...@thefoundry.co.uk wrote:

 **
 Hi there,

 Has anyone never tried to work with ID pass generated from Arnold render?
 It could be very useful to get all the ID passes on one layer, but I
 cannot figure out how can I manage it.

 Cheers,
 Letin.

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Re: [Nuke-users] reflections

2013-03-26 Thread Marten Blumen
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

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Re: [Nuke-users] reflections

2013-03-26 Thread Marten Blumen
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

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Re: [Nuke-users] reflections

2013-03-26 Thread Marten Blumen
yup that is will be tough with the built-in. Last shot:

http://www.nukepedia.com/plugins/other/envreflection/


On 27 March 2013 16:22, 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.netwrote:

 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.comwrote:

 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

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Re: [Nuke-users] reflections

2013-03-26 Thread Marten Blumen
I had a play -this should do it:


On 27 March 2013 16:30, Marten Blumen mar...@gmail.com wrote:

 yup that is will be tough with the built-in. Last shot:

 http://www.nukepedia.com/plugins/other/envreflection/


 On 27 March 2013 16:22, 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.netwrote:

 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.comwrote:

 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

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Re: [Nuke-users] Re: Major Slow Down

2013-03-25 Thread Marten Blumen
You'll have to run the script on Linux or Os X


On 7 March 2013 10:53, Noggy nuke-users-re...@thefoundry.co.uk wrote:

 **
 marty b, How would I do that in Windows?

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Re: [Nuke-users] Re: Poisson Mesh Projected Tex - only visible frm creator cam

2013-03-25 Thread Marten Blumen
set occlusion mode to 'none' in Project3d1 and it will work


On 7 March 2013 07:06, tk421storm nuke-users-re...@thefoundry.co.uk wrote:

 **
 Sorry! Thanks for attempting to take a look. I've been migrating my server
 to linux, and hadn't got the webserver setup yet. It should be available
 now.

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Re: [Nuke-users] Re: motion vectors for Furnace Motionblur

2013-03-19 Thread Marten Blumen
Can you upload a frame of the velocity pass so we can have a look?


On 20 March 2013 06:44, Peter Hartwig peter.hart...@gmail.com wrote:

 I just get a Black Frame when i pop the velocity pass into the motionblur
 node. It works when i use vectorblur but i would like to use gpu
 acceleration


 On Tuesday, March 19, 2013, Elias Ericsson Rydberg wrote:

 Here you go!


 http://www.chaosgroup.com/forums/vbulletin/showthread.php?67750-Vray-to-nuke-Velocity-Tutorialhighlight=velocity

 If you want to do it with one node less you could simply set add u: and
 add v: to -0.5 instead of using the grade node.

 /Elias



 2013/3/19 Howard Jones mrhowardjo...@yahoo.com

 What issues are you actually having?


 Howard

   --
 *From:* Peter Hartwig peter.hart...@gmail.com
 *To:* Nuke user discussion nuke-users@support.thefoundry.co.uk
 *Sent:* Tuesday, 19 March 2013, 9:59
 *Subject:* [Nuke-users] Re: motion vectors for Furnace Motionblur

 Hey

 Yup, trying to render Them out of vray but no luck.

 On Tuesday, March 19, 2013, Elias Ericsson Rydberg wrote:

 Yeah, are you trying to generate from 2D or 3D?

 As far as motion blur in nuke 7 goes I assume the vectors should be the
 same as in previous versions.

 Cheers,
 Elias

 18 mar 2013 kl. 23:46 skrev Peter Hartwig peter.hart...@gmail.com:

  Heya
 
  Does anyone have a clue as to how i could generate motionvectors that
 will play nice with the gpu accelerated motioblur in nuke 7? I'm trying
 loads of things here but to no avail ...
 
  Peter
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Re: Re: [Nuke-users] Z-depth and semi-transparent objects

2013-03-13 Thread Marten Blumen
Just tested AtomKraft for this and it works. Sounds like you need to
upgrade ;)


On 14 March 2013 03:42, Gustaf Nilsson gus...@laserpanda.com wrote:

 Dont get me started on deep! ;) Since Nukes scanline renderer cannot
 render deep(!?!), you have to create a single scanline renderer for every
 card. And if the cards are transparent with really thin smoke... well then
 you are back to square one with clipped z-channels before converting to
 deepiness.

 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.

 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   ;)



 On Wed, Mar 13, 2013 at 10:12 AM, Patrick Heinen 
 mailingli...@patrickheinen.com wrote:

 I don't know what you're trying to do, but anyway transparency and zDepth
 usually don't get along very well until you mention the magic word deep.
 And if you're application doesn't have these problems I might have a
 workaround for you: crank your alpha up, render it and pull your alpha back
 down...

 - Original Message -
 From: jegs...@earthlink.net
 To: nuke-users@support.thefoundry.co.uk
 Date: 13.03.2013 02:26:52
 Subject: 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
 
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Re: [Nuke-users] Shading imported particles (sprites etc)

2013-03-11 Thread Marten Blumen
Use AtomKraft. Load the Abc particles in AtomReadGeo- set it to load as
particles, add an AtomTagGeo- set it to card.
Render with AtomRender.

[image: Inline images 1]


On 12 March 2013 00:38, Ari Rubenstein a...@curvstudios.com wrote:

 Deke

 If I intuit correctly... That'll just have 'nuke' particles emit at the
 location of the alembic ones on only 'that' frame which their emitted and
 not carry thru the alembic's particle's animation, correct? (ie. neither
 the forces nor velocity (no motion) will be transferred to Nuke's particles)

 If correct, that's only so useful... what we need is a way to attach to
 Alembic particles with the same capacity as a native nuke p'system so the
 same shading and geo instancing can happen... (I'm not holding out any hope
 for transferring the original software's particle shading capabilities,
 only some way of plugging into the nuke emitter particle input, and
 following the Alembic particles motion directly w/ no forces/velocity
 required inside nuke).

 Already possible... or no?

 Ari
 Blue Sky



 Sent from my iPhone

 On Mar 10, 2013, at 5:56 PM, Deke Kincaid d...@thefoundry.co.uk wrote:

 If you have particles coming from for example an alembic file. Then take a
 ParticleEmitter node, plug the readGeo into the “emit input and your
 sprite into the “particle” input.

 -
 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, Feb 28, 2013 at 9:24 AM, ks nuke-users-re...@thefoundry.co.ukwrote:

 **
 hi,
 pretty new to nuke particles.
 Can i shade imported particles (from alembic) to render them as sprites
 etc?
 Thanks

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Re: [Nuke-users] Shading imported particles (sprites etc)

2013-03-11 Thread Marten Blumen
I've enquired about Abc files holding particle data, i.e. size velocity etc
and I think I've a feature request at Foundry to do this but it's not part
of the the Alembic spec. I hope that Partio will be included in Nuke in the
future as it seems to be the file spec that should do everything we want.


On 12 March 2013 10:09, a...@curvstudios.com wrote:

 nice, thx  (I'll give that a shot)

 for those without AtomKraft though ?


  Use AtomKraft. Load the Abc particles in AtomReadGeo- set it to load as
  particles, add an AtomTagGeo- set it to card.
  Render with AtomRender.
 
  [image: Inline images 1]
 
 
  On 12 March 2013 00:38, Ari Rubenstein a...@curvstudios.com wrote:
 
  Deke
 
  If I intuit correctly... That'll just have 'nuke' particles emit at the
  location of the alembic ones on only 'that' frame which their emitted
  and
  not carry thru the alembic's particle's animation, correct? (ie. neither
  the forces nor velocity (no motion) will be transferred to Nuke's
  particles)
 
  If correct, that's only so useful... what we need is a way to attach to
  Alembic particles with the same capacity as a native nuke p'system so
  the
  same shading and geo instancing can happen... (I'm not holding out any
  hope
  for transferring the original software's particle shading capabilities,
  only some way of plugging into the nuke emitter particle input, and
  following the Alembic particles motion directly w/ no forces/velocity
  required inside nuke).
 
  Already possible... or no?
 
  Ari
  Blue Sky
 
 
 
  Sent from my iPhone
 
  On Mar 10, 2013, at 5:56 PM, Deke Kincaid d...@thefoundry.co.uk
 wrote:
 
  If you have particles coming from for example an alembic file. Then take
  a
  ParticleEmitter node, plug the readGeo into the “emit input and your
  sprite into the “particle” input.
 
  -
  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, Feb 28, 2013 at 9:24 AM, ks
  nuke-users-re...@thefoundry.co.ukwrote:
 
  **
  hi,
  pretty new to nuke particles.
  Can i shade imported particles (from alembic) to render them as sprites
  etc?
  Thanks
 
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Re: [Nuke-users] Re: Poisson Mesh Projected Tex - only visible frm creator cam

2013-03-06 Thread Marten Blumen
I tried to test your script but it didn't download. Can you re-upload.


On 28 February 2013 04:26, tk421storm nuke-users-re...@thefoundry.co.ukwrote:

 **
 no one else have this error? could someone checkout the project file and
 see if the error is repeatable?

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Re: [Nuke-users] max number of motion blur samples in the scanline renderer

2013-03-03 Thread Marten Blumen
huh. a big company is relying on Nuke for it's 3d lighting system and
hasn't thoroughly quality assured it?!?

a big company

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Re: [Nuke-users] max number of motion blur samples in the scanline renderer

2013-03-02 Thread Marten Blumen
Make sure you send bugs and feedback into Foundry, it's the way software
becomes good.

IT HAS TO JUST WORK.


Unfortunate all software has problems; I've never had any software all
'just work'. I upgraded the 3d system to AtomKraft to take care of issues;
AK is what Nuke's 3d system will be in a few years.
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Re: [Nuke-users] Point Cloud Generator questions...

2013-03-02 Thread Marten Blumen
Rich, also try the PoissonMesh node; It builds a mesh that might take care
of the edges better.


On 1 March 2013 10:56, Rich Bobo richb...@mac.com wrote:



 On Feb 28, 2013, at 4:31 PM, Deke Kincaid d...@thefoundry.co.uk wrote:

 Hi Rich

 I just ment when you use the geo input on the modelbuilder that it
 essentially snaps any geo your creating in the modelbuilder into roughly
 the same scale/space as the one in the input.  So while you can’t use it to
 modify/edit existing geo, you can use it to almost add additional geo onto
 it.


 I see that now. Thanks…

 Rich



 -
 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, Feb 28, 2013 at 11:41 AM, Rich Bobo richb...@mac.com wrote:

Deke,

 I have been unable to get ModelBuilder to modify a mesh created by
 PointCloudGenerator. I sent an email to Support a little while ago with the
 object attached so they can see what's going on…  Have you tried modifying
 a mesh created by PointCloudGenerator, yet?  I can selected any type of
 elements or the entire object, but I get no transformation axes to
 manipulate whatever I've selected. If, however, I create a default shape in
 the same node - a cube, for instance - I have no problem modifying it. I'm
 wondering if the mesh that PointCloudGenerator creates is a particular type
 of geo structure that ModelBuilder is not programmed to handle…?


 Rich



 On Feb 27, 2013, at 3:25 PM, Deke Kincaid d...@thefoundry.co.uk wrote:

 You can plug the pointcloud or mesh generated by it into the geo input of
 the ModelBuilder so you get roughly the same scale.

 -
 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, Feb 27, 2013 at 12:20 PM, Rich Bobo richb...@mac.com wrote:

 Marten,

 Thanks for the reply! I was afraid of that. Oh, well…  ;^)   And, thanks
 for the link to Polytools - I'll definitely check them out!  The first
 thing I plan to try, though, is to see how much luck I have extending the
 mesh with the new ModelBuilder node. I used it for a photo of a house that
 I wanted to model and re-project and it worked pretty well. This may be a
 bit more challenging, since the glacier and rocks have a ton of craggy
 detail, but maybe I can cheat (a lot)!   ;^)

 Thanks,
 Rich


 On Feb 27, 2013, at 2:48 PM, Marten Blumen mar...@gmail.com wrote:

 Mesh edge clipping is normal - you can use GreyAngle's Polytools,
 PolyEdit to extend the edges.

 http://greyangle.com/nuke/docs/geometry/PolyEdit.htm


 On 28 February 2013 08:08, Rich Bobo richb...@mac.com wrote:

 Hey all,

 I've finally had a chance to start messing around with the new
 PointCloudGenerator node. I'm hoping some of you with more experience in
 this area can help me with a couple of things that I don't quite 
 understand…

 The main question I have deals with point coverage. I have a test clip
 I'm using that is shot from a boat, looking onshore at some glacial ice,
 with rocky mountains in the background. I can get a lovely CameraTrack,
 thanks to all of the available points to track. The parallax is good as the
 boat moves up and down and goes slowly past and around the glacier ice. In
 the PointCloud Generator, I've tracked points and get a pretty good lock
 with points on the foreground ice and on the background rocks. However, I
 do not get full coverage of points in the shot. For example, the foreground
 ice is truncated on the left hand side at the beginning of the shot (the
 boat moves from left to right across the scene, so the footage moves from
 right to left). Also, as the boat bobs up and down, it reveals more
 truncated points at the top. I never lose coverage on the right of the
 frame, however. I can't tell what's happening on the bottom of the frame,
 since I am masking out the water that is there. I'm guessing that the lack
 of coverage on the left probably has to do with the fact that there are no
 prior frames to look at for parallax reference. But, still, a regular
 camera track seems to have more coverage. I can't quite wrap my head around
 this. Can anyone explain it to me? And, is there a way to do the analysis
 to get greater point cloud coverage…?

 I watched the demo video that Steve Wright put together -
 https://vimeo.com/54931986 - and his mountains clip happens to be very
 similar to my test clip. Looking at his result, I can see that he is also
 getting the same sort of clipping - not getting complete coverage of his
 scene. So, maybe the rest has to be hand modeled after a mesh is generated?
 I mean, in order to do a projection on a mesh derived from the point cloud,
 you'd absolutely have to extend it. Is this always a manual process…?

 Thanks for any help!

 Rich


 Rich Bobo
  Senior VFX Compositor

Re: [Nuke-users] max number of motion blur samples in the scanline renderer

2013-03-01 Thread Marten Blumen
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

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Re: [Nuke-users] max number of motion blur samples in the scanline renderer

2013-03-01 Thread Marten Blumen
AtomKraft should do it then. get the 15day evaluation license.

https://atomkraft.hk/nuke


On 2 March 2013 12:24, 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

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Re: [Nuke-users] max number of motion blur samples in the scanline renderer

2013-03-01 Thread Marten Blumen
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.
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Re: [Nuke-users] Point Cloud Generator questions...

2013-02-28 Thread Marten Blumen
Model Builder can't edit pre-created meshes. PolyTools can!


On 1 March 2013 08:41, Rich Bobo richb...@mac.com wrote:

Deke,

 I have been unable to get ModelBuilder to modify a mesh created by
 PointCloudGenerator. I sent an email to Support a little while ago with the
 object attached so they can see what's going on…  Have you tried modifying
 a mesh created by PointCloudGenerator, yet?  I can selected any type of
 elements or the entire object, but I get no transformation axes to
 manipulate whatever I've selected. If, however, I create a default shape in
 the same node - a cube, for instance - I have no problem modifying it. I'm
 wondering if the mesh that PointCloudGenerator creates is a particular type
 of geo structure that ModelBuilder is not programmed to handle…?


 Rich



 On Feb 27, 2013, at 3:25 PM, Deke Kincaid d...@thefoundry.co.uk wrote:

 You can plug the pointcloud or mesh generated by it into the geo input of
 the ModelBuilder so you get roughly the same scale.

 -
 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, Feb 27, 2013 at 12:20 PM, Rich Bobo richb...@mac.com wrote:

 Marten,

 Thanks for the reply! I was afraid of that. Oh, well…  ;^)   And, thanks
 for the link to Polytools - I'll definitely check them out!  The first
 thing I plan to try, though, is to see how much luck I have extending the
 mesh with the new ModelBuilder node. I used it for a photo of a house that
 I wanted to model and re-project and it worked pretty well. This may be a
 bit more challenging, since the glacier and rocks have a ton of craggy
 detail, but maybe I can cheat (a lot)!   ;^)

 Thanks,
 Rich


 On Feb 27, 2013, at 2:48 PM, Marten Blumen mar...@gmail.com wrote:

 Mesh edge clipping is normal - you can use GreyAngle's Polytools,
 PolyEdit to extend the edges.

 http://greyangle.com/nuke/docs/geometry/PolyEdit.htm


 On 28 February 2013 08:08, Rich Bobo richb...@mac.com wrote:

 Hey all,

 I've finally had a chance to start messing around with the new
 PointCloudGenerator node. I'm hoping some of you with more experience in
 this area can help me with a couple of things that I don't quite understand…

 The main question I have deals with point coverage. I have a test clip
 I'm using that is shot from a boat, looking onshore at some glacial ice,
 with rocky mountains in the background. I can get a lovely CameraTrack,
 thanks to all of the available points to track. The parallax is good as the
 boat moves up and down and goes slowly past and around the glacier ice. In
 the PointCloud Generator, I've tracked points and get a pretty good lock
 with points on the foreground ice and on the background rocks. However, I
 do not get full coverage of points in the shot. For example, the foreground
 ice is truncated on the left hand side at the beginning of the shot (the
 boat moves from left to right across the scene, so the footage moves from
 right to left). Also, as the boat bobs up and down, it reveals more
 truncated points at the top. I never lose coverage on the right of the
 frame, however. I can't tell what's happening on the bottom of the frame,
 since I am masking out the water that is there. I'm guessing that the lack
 of coverage on the left probably has to do with the fact that there are no
 prior frames to look at for parallax reference. But, still, a regular
 camera track seems to have more coverage. I can't quite wrap my head around
 this. Can anyone explain it to me? And, is there a way to do the analysis
 to get greater point cloud coverage…?

 I watched the demo video that Steve Wright put together -
 https://vimeo.com/54931986 - and his mountains clip happens to be very
 similar to my test clip. Looking at his result, I can see that he is also
 getting the same sort of clipping - not getting complete coverage of his
 scene. So, maybe the rest has to be hand modeled after a mesh is generated?
 I mean, in order to do a projection on a mesh derived from the point cloud,
 you'd absolutely have to extend it. Is this always a manual process…?

 Thanks for any help!

 Rich


 Rich Bobo
  Senior VFX Compositor
 Armstrong-White
 http://armstrong-white.com/

 Email:  richb...@mac.com
 Mobile:  (248) 840-2665
 Web:  http://richbobo.com/

 I have long been of the opinion that if work were such a splendid thing
 the rich would have kept more of it for themselves.
 - Bruce Grocott (1940 - )






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Re: [Nuke-users] Point Cloud Generator questions...

2013-02-28 Thread Marten Blumen
yes- that's the way it works. It 'should' be fine for extending meshes to
add coverage- as you are probably just filling in the edges.  I usually can
get away with using one or two nodes, by selecting the edge polygons and
scaling them up- i.e. so they move out from the center. If you really need
to edit the mesh extensively then, at this stage, take it into another 3d
program like Blender, Mudbox etc to modify the mesh.

As you get more proficient with Polytools, you'll be able do a lot with
fewer nodes, as it takes some time to learn how to get the most out of it;
I'm sure later versions of ModelBuilder and PolyEdit will allow single-node
multi-edit mesh manipulations.




On 1 March 2013 09:16, Rich Bobo richb...@mac.com wrote:

 Hi Marten,

  At your suggestion, I did download Geometry Tools for Nuke from
 greyangle.com. I played around with the PolyEdit node and found that I
 could only make one modification to my object, per PolyEdit Nuke node. For
 example, if I select a group of faces, save the selection and transform
 them, as soon as I make a new selection, the first selection of faces
 returns to its original position. I've found that I can, however, add
 another PolyEdit node after the first one and make a new modification. Is
 that the way it works? I sent an email to the developer with the same
 question. If that is how it works - a single modification per node - then
 it seems really cumbersome. It's quite possible that I'm doing something
 wrong, though, since it's the first time I've used it and there is very
 little documentation on the web site…

 Thanks,
 Rich


 On Feb 28, 2013, at 2:47 PM, Marten Blumen mar...@gmail.com wrote:

 Model Builder can't edit pre-created meshes. PolyTools can!


 On 1 March 2013 08:41, Rich Bobo richb...@mac.com wrote:

Deke,

 I have been unable to get ModelBuilder to modify a mesh created by
 PointCloudGenerator. I sent an email to Support a little while ago with the
 object attached so they can see what's going on…  Have you tried modifying
 a mesh created by PointCloudGenerator, yet?  I can selected any type of
 elements or the entire object, but I get no transformation axes to
 manipulate whatever I've selected. If, however, I create a default shape in
 the same node - a cube, for instance - I have no problem modifying it. I'm
 wondering if the mesh that PointCloudGenerator creates is a particular type
 of geo structure that ModelBuilder is not programmed to handle…?


 Rich



 On Feb 27, 2013, at 3:25 PM, Deke Kincaid d...@thefoundry.co.uk wrote:

 You can plug the pointcloud or mesh generated by it into the geo input of
 the ModelBuilder so you get roughly the same scale.

 -
 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, Feb 27, 2013 at 12:20 PM, Rich Bobo richb...@mac.com wrote:

 Marten,

 Thanks for the reply! I was afraid of that. Oh, well…  ;^)   And, thanks
 for the link to Polytools - I'll definitely check them out!  The first
 thing I plan to try, though, is to see how much luck I have extending the
 mesh with the new ModelBuilder node. I used it for a photo of a house that
 I wanted to model and re-project and it worked pretty well. This may be a
 bit more challenging, since the glacier and rocks have a ton of craggy
 detail, but maybe I can cheat (a lot)!   ;^)

 Thanks,
 Rich


 On Feb 27, 2013, at 2:48 PM, Marten Blumen mar...@gmail.com wrote:

 Mesh edge clipping is normal - you can use GreyAngle's Polytools,
 PolyEdit to extend the edges.

 http://greyangle.com/nuke/docs/geometry/PolyEdit.htm


 On 28 February 2013 08:08, Rich Bobo richb...@mac.com wrote:

 Hey all,

 I've finally had a chance to start messing around with the new
 PointCloudGenerator node. I'm hoping some of you with more experience in
 this area can help me with a couple of things that I don't quite 
 understand…

 The main question I have deals with point coverage. I have a test clip
 I'm using that is shot from a boat, looking onshore at some glacial ice,
 with rocky mountains in the background. I can get a lovely CameraTrack,
 thanks to all of the available points to track. The parallax is good as the
 boat moves up and down and goes slowly past and around the glacier ice. In
 the PointCloud Generator, I've tracked points and get a pretty good lock
 with points on the foreground ice and on the background rocks. However, I
 do not get full coverage of points in the shot. For example, the foreground
 ice is truncated on the left hand side at the beginning of the shot (the
 boat moves from left to right across the scene, so the footage moves from
 right to left). Also, as the boat bobs up and down, it reveals more
 truncated points at the top. I never lose coverage on the right of the
 frame, however. I can't tell what's happening on the bottom of the frame,
 since I am masking out the water

Re: [Nuke-users] Point Cloud Generator questions...

2013-02-28 Thread Marten Blumen
It would be cool if there was a way to convert a mesh to ModelBuilder mesh.
Deke?

I think what I will try next is to see how hard it might be to use my
 original mesh as a reference in ModelBuilder and make a new one from
 scratch. That way, I'll be able to continue to tweak it in ModelBuilder...
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Re: [Nuke-users] Point Cloud Generator questions...

2013-02-27 Thread Marten Blumen
Mesh edge clipping is normal - you can use GreyAngle's Polytools, PolyEdit
to extend the edges.

http://greyangle.com/nuke/docs/geometry/PolyEdit.htm


On 28 February 2013 08:08, Rich Bobo richb...@mac.com wrote:

 Hey all,

 I've finally had a chance to start messing around with the new
 PointCloudGenerator node. I'm hoping some of you with more experience in
 this area can help me with a couple of things that I don't quite understand…

 The main question I have deals with point coverage. I have a test clip I'm
 using that is shot from a boat, looking onshore at some glacial ice, with
 rocky mountains in the background. I can get a lovely CameraTrack, thanks
 to all of the available points to track. The parallax is good as the boat
 moves up and down and goes slowly past and around the glacier ice. In the
 PointCloud Generator, I've tracked points and get a pretty good lock with
 points on the foreground ice and on the background rocks. However, I do not
 get full coverage of points in the shot. For example, the foreground ice is
 truncated on the left hand side at the beginning of the shot (the boat
 moves from left to right across the scene, so the footage moves from right
 to left). Also, as the boat bobs up and down, it reveals more truncated
 points at the top. I never lose coverage on the right of the frame,
 however. I can't tell what's happening on the bottom of the frame, since I
 am masking out the water that is there. I'm guessing that the lack of
 coverage on the left probably has to do with the fact that there are no
 prior frames to look at for parallax reference. But, still, a regular
 camera track seems to have more coverage. I can't quite wrap my head around
 this. Can anyone explain it to me? And, is there a way to do the analysis
 to get greater point cloud coverage…?

 I watched the demo video that Steve Wright put together -
 https://vimeo.com/54931986 - and his mountains clip happens to be very
 similar to my test clip. Looking at his result, I can see that he is also
 getting the same sort of clipping - not getting complete coverage of his
 scene. So, maybe the rest has to be hand modeled after a mesh is generated?
 I mean, in order to do a projection on a mesh derived from the point cloud,
 you'd absolutely have to extend it. Is this always a manual process…?

 Thanks for any help!

 Rich


 Rich Bobo
  Senior VFX Compositor
 Armstrong-White
 http://armstrong-white.com/

 Email:  richb...@mac.com
 Mobile:  (248) 840-2665
 Web:  http://richbobo.com/


 I have long been of the opinion that if work were such a splendid thing
 the rich would have kept more of it for themselves.

 - Bruce Grocott (1940 - )






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