Re: [Nuke-users] Blink mini-project

2014-05-16 Thread Neil Rögnvaldr Scholes

Oooh Anamorphic Lens Flares...:)


Neil Rögnvaldr Scholes

www.neilscholes.com

On 16/05/14 16:19, Nik Yotis wrote:

Hi,

any ideas/suggestions for a mini-project Blink project people 'd like 
to see live?

Dev time is 2 weeks, I have a basic understanding of the Blink | NDK API

cheersQ

--

Nik Yotis | Software Engineer/3D Graphics RD

BlueBolt Ltd | 15-16 Margaret Street | London W1W 8RW | T: +44 (0)20 
7637 5575 | F: +44 (0)20 7637 3296 | www.blue-bolt.com 
http://www.blue-bolt.com/ |




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Re: [Nuke-users] glib crashes - anybody using Nuke 8 on (K)Ubuntu 12.10?

2014-05-03 Thread Neil Rögnvaldr Scholes
Im on Mint 15 XFCE with everything you mentioned installed - except 
corefonts, deadline and hiero - and Nuke 8 running no probs.


nvidia driver 310.44 as part of nvidia current with quadro k5000

Perhaps a Kubuntu thing..?


Neil Rögnvaldr Scholes

www.neilscholes.com

On 03/05/14 04:53, Frank Rueter|OHUfx wrote:
I'm using driver version 304.116 (which is what came down via 
nvidia-current) with a GTX 680.




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Re: [Nuke-users] glib crashes - anybody using Nuke 8 on (K)Ubuntu 12.10?

2014-05-03 Thread Neil Rögnvaldr Scholes
I just found out that Mint is based upon the Ubuntu/Kubuntu at the 
library level, so maybe not a kubuntu thing


Neil Rögnvaldr Scholes

www.neilscholes.com

On 03/05/14 19:00, Neil Rögnvaldr Scholes wrote:
Im on Mint 15 XFCE with everything you mentioned installed - except 
corefonts, deadline and hiero - and Nuke 8 running no probs.


nvidia driver 310.44 as part of nvidia current with quadro k5000

Perhaps a Kubuntu thing..?


Neil Rögnvaldr Scholes

www.neilscholes.com
On 03/05/14 04:53, Frank Rueter|OHUfx wrote:
I'm using driver version 304.116 (which is what came down via 
nvidia-current) with a GTX 680.






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Re: [Nuke-users] slightly OT: maximum white of RED footage?

2014-04-30 Thread Neil Rögnvaldr Scholes

Interesting although a strange conclusion for me.

When you say Alexa ISO 800 is not acceptable for VFX; surely anything is 
'acceptable' - even underexposed 8mm... :)


Personally, I'd rather have the stops to play with.


N


Neil Rögnvaldr Scholes

www.neilscholes.com

On 30/04/14 14:43, Adrian Baltowski wrote:
Probably you have access to more recent Alexa but with my footages (2 
different, quite recent cameras), with standard ISO 800 and V3LogC 
linearisation highlight area (like big fire, chimeras, butterflies 
etc.) are clipped on value around 37. There are higher values- around 
50- but that are not real scene pixel values but just artifacts of 
debayer algorithm altogether with sharpening. When I change algorithm 
and set sharpen to 0, those exces pixel values just disappears.
It's definitely not fair to say, that Epic is so bad. For me it's just 
compromise between noise and dynamic range. With standard settings 
Epic has less noise but with cost of dynamic range in highlights. In 
my opinion most DPs accept higher noise level from Alexa because it 
looks more like film grain than ordinary electronic noise from Red. 
But for me noise level with the standard Alexa ISO 800 is not 
acceptable for VFX, even if dynamic range is better than in Epic. When 
you takes it into account in your comparison, difference between them 
goes down to around 1 stop instead of 3 I think.

Best
Adrian
W dniu 2014-04-30 01:52:24 użytkownik Schneider, Abraham 
aschnei...@arri.de napisał:


Hm, don't really get your point. Of course I linearized both
footages. If I'd compare linear with log, the values are
different. But if I linearize both with the correct curve and have
one footage clipping at values below 5 and the other at 54, that's
a huge quality difference to me.
Of course it would be better to test the cameras side by side at
the same location, but I don't have a RED cam available. That's
why I'm asking here if anyone knows if it is normal with RED to
have clipping at such 'low' values (compared to what I'm used from
Alexa).
Abraham

Am 30.04.2014 um 01:12 schrieb Adrian Baltowski:

Just remember that with all digital cameras these are
arbitrary logarithmic-like curves applied on top of the linear
data captured by the sensor. Currently I'm working on the
Alexa footage: night shot with house on fire. With AlexaV3logC
curve maximum linearized values of fire are around 36 and are
clipped. Just change curve to standard Cineon and THE SAME
clipped highlights goes down to 9, with just little change of
values below 1. And redlogfilm curve is intended to mimic cineon.
So to be fair You need to make tests side by side, with the
same scene captured by both cameras and then compare the results.
Best
W dniu 2014-04-29 20:38:40 użytkownik Randy Little
randyslit...@gmail.com mailto:randyslit...@gmail.com napisał:

Isnt there a pdlog 685 setting still in red? But it would
have change with redlog and color space if it was going to
change at all I suspect. (Maybe)

On Apr 29, 2014 1:07 PM, Schneider, Abraham
aschnei...@arri.de mailto:aschnei...@arri.de wrote:

You're suggesting 'RedlogFilm' in the RED settings, right?

Doing this and using a separate colorspace to do the
Log2Lin gives similar values than using the Read
colorspace. My maximum value in the image is lower
than 5 compared to the  54 with an Alexa image.

Am 29.04.2014 um 18:17 schrieb Randy Little:

 What happens if you do pdlog in red settings and
then use a colorspace node to do loglin.  Read node
loglin does weird things.  Colorspace node seems to
work better.

 On Apr 29, 2014 11:43 AM, Neil Rögnvaldr Scholes
n...@uvfilms.co.uk mailto:n...@uvfilms.co.uk wrote:
 Ha - this is interesting  i don't know the answer
but i do know a good DP who hates RED for exactly it
inability to retain highlights.


 Neil Rögnvaldr Scholes

 www.neilscholes.com http://www.neilscholes.com/

 On 29/04/14 16:33, Schneider, Abraham wrote:
 Thanks!

 I assumed all this. Just wanted to make sure there
is no mistake in doing one specific way.

 My main question is: is it true that RED cameras can
only deliver/capture highlights that are way darker
then what the Alexa does? So in my example, a maximum
value of around 4 from the RED would be more than 3
stops less

[Nuke-users] Gizmo Crashes on loadup

2014-03-14 Thread Neil Rögnvaldr Scholes
Hi - just wondered if anyone out there had managed to take a quick peek 
at my gizmo - struggling to find the problem with it...?


If not no worries - ill plough onwards into the great unknown...

Thanks

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Re: [Nuke-users] Gizmo Crashes on loadup

2014-03-14 Thread Neil Rögnvaldr Scholes

Thanks Deke for checking this out; ill go through your advice carefully.

Must have something set wrong on my system

Thanks again

N

Neil Rögnvaldr Scholes

www.neilscholes.com

On 14/03/14 17:32, Deke Kincaid wrote:
I only get an error about the viewerprocess which is in the gizmo 
which is easy enough to fix.  Other then that it works fine here. 
 Maybe something in your environment is causing issues or you need a 
more up to date version of the 3d tools.  I downloaded the newest 
Lens Distortion Plugin Kit 1.7 from the 3d site.  I would also try 
launching nuke with --safe in the shell and then try loading the Nuke 
3de plugins + gizmo manually.


--
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Creative Specialist
The Foundry
Skype: dekekincaid
Tel: (310) 399 4555 - Mobile: (310) 883 4313
Web: www.thefoundry.co.uk http://www.thefoundry.co.uk/
Email: d...@thefoundry.co.uk mailto:d...@thefoundry.co.uk


On Fri, Mar 14, 2014 at 9:55 AM, Neil Rögnvaldr Scholes 
n...@uvfilms.co.uk mailto:n...@uvfilms.co.uk wrote:


Hi - just wondered if anyone out there had managed to take a quick
peek at my gizmo - struggling to find the problem with it...?

If not no worries - ill plough onwards into the great unknown...

Thanks

-- 
Neil Rögnvaldr Scholes


www.neilscholes.com http://www.neilscholes.com

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Re: [Nuke-users] Gizmo Crashes on loadup

2014-03-07 Thread Neil Rögnvaldr Scholes
Hmm just sent through the gizmo, i don't actually know if attachments 
are llowed on this mailing list..? or dumb question?



 Original Message 
Subject:Re: [Nuke-users] Gizmo Crashes on loadup
Date:   Fri, 07 Mar 2014 11:22:49 +
From:   Neil Rögnvaldr Scholes n...@uvfilms.co.uk
Reply-To:   Nuke user discussion nuke-users@support.thefoundry.co.uk
Organisation:   Ultraviolet
To: Nuke user discussion nuke-users@support.thefoundry.co.uk



Hi yes it does funnily enough ...:)

Ive also attached the gizmo for any thoughts...
It is using another 3D Equalizer Lens Distortion plugin (.so) created by 
Science D Visions, so ive attached this as well so it will hopefully 
work on your station.


So, on a few nodes im referencing an input camera using the 'topnode' 
expression:

*
**[topnode parent.input1].vaperture*

An others to this effect.

I wondered if this referencing to inputs might be the problem, so i also 
used this expression on the disable parameters:


*[exists parent.input1]==0?1:0*

So basically to make sure the culprit nodes are disabled until the input 
is hooked up to a camera.


Well it had no effect. So perhaps it is because it has another plugin 
wrapped up inside...? I'm pretty sure your allowed to do this with gizmos...


By the way the 3DEqualizer plug-in needs no licensing ( i don't think) 
obviously i have 3D Equalizer installed.


Anyway - any thoughts would be most appreciated.

Many Thanks


N



Neil Rögnvaldr Scholes

www.neilscholes.com

On 07/03/14 06:50, Srinivasan C.C wrote:


Did your gizmo having any expression are py scripts inside referring 
to any particular inputs?


On 07-Mar-2014 1:24 am, Neil Rögnvaldr Scholes n...@uvfilms.co.uk 
mailto:n...@uvfilms.co.uk wrote:


 Hi

I'm building a gizmo that crashes Nuke when i load it, and i
cannot work out why:(

If i have the viewer connected to something, say a read node or a
dot or anything, then select the read node and apply the gizmo -
i'm fine all loads fine.

BUT if I load the gizmo without anything selected, (and the viewer
connected) or in other words just bring it into the node graph
unconnected to anything - then BOOM - Nuke crashes.

I think its related to not having the viewer connected..

Can anyone suggest any cause here? Any thoughts most appreciated.

Thanks

N

-- 
Neil Rögnvaldr Scholes


www.neilscholes.com http://www.neilscholes.com

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Re: [Nuke-users] Setting Defaults in Viewer

2014-03-06 Thread Neil Rögnvaldr Scholes

Yep - cheers Ben i figured it out as well.


Neil Rögnvaldr Scholes

www.neilscholes.com

On 05/03/14 23:35, Ben Dickson wrote:

The first active viewer is used as the default, so changing

https://github.com/imageworks/OpenColorIO-Configs/blob/master/spi-vfx/config.ocio

..like this should do what you want:

active_displays: [sRGB, DCIP3]
active_views: [Raw, Film, Log]


On 06/03/14 05:59, Neil Scholes wrote:

Thanks

I tried but still not working - now looking at config OCIO


Neil Scholes

+44(0) 7977 456 197
www.uvfilms.co.uk






On 5 Mar 2014, at 17:06, Michael Habenicht wrote:


Hi,
You have to also specify the nodeclass: Viewer.viewerProcess

That way you overwrite the default that the ocio setup uses which is the 
default display and default view.

Best regards,
Michael

Neil Rögnvaldr Scholes n...@uvfilms.co.uk wrote:


Hi

I know how to tell Nuke to default to using OCIO spi-vfx on start up as

such in init.py:

nuke.knobDefault('defaultViewerLUT', 'OCIO LUTs')
nuke.knobDefault('OCIO_config', 'spi-vfx')

But, how do I define using  Raw (sRGB) as the viewer process? Im trying

this and does not work

nuke.knobDefault('ViewerProcess', 'Raw')

Any thoughts most appreciated.

thanks

N

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[Nuke-users] Setting Defaults in Viewer

2014-03-05 Thread Neil Rögnvaldr Scholes

Hi

I know how to tell Nuke to default to using OCIO spi-vfx on start up as 
such in init.py:


nuke.knobDefault('defaultViewerLUT', 'OCIO LUTs')
nuke.knobDefault('OCIO_config', 'spi-vfx')

But, how do I define using  Raw (sRGB) as the viewer process? Im trying 
this and does not work


nuke.knobDefault('ViewerProcess', 'Raw')

Any thoughts most appreciated.

thanks

N

--
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www.neilscholes.com

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Re: [Nuke-users] Nuke 8 severe slow down

2014-02-11 Thread Neil Rögnvaldr Scholes

I think i found that setting:

export NUKE_CRASH_HANDLING=0

helped with crashes quite a bit for me; on Linux Mint 15.




Neil Rögnvaldr Scholes

www.neilscholes.com

On 11/02/14 18:54, Frank Rueter wrote:
I'm seeing similar problems - constant freezing and frequent crashing. 
Nuke 8 also crashes when I quit the application. Removing my NUKE_PATH 
fixes the latter but I haven't found the culprit yet.



Sent with AquaMail for Android
http://www.aqua-mail.com


On 12 February 2014 1:10:53 AM Howard Jones mrhowardjo...@yahoo.com 
wrote:



in progress
On 11 Feb 2014, at 12:05, Jon Wadelton j...@thefoundry.co.uk wrote:

 Hi Howard,
 This is not good.  Can you send in a ticket to support with the script
 you've seen this problem in?
 Thanks
 Jon.
 On Tue, Feb 11, 2014 at 11:58 AM, Howard Jones 
mrhowardjo...@yahoo.com wrote:

 Thanks
 I have seen spinning wheel of doom on a number of scripts - add a 
node,

 wait, as if it's swapping.
 I thought it was the cache but now once the dope sheet has gone - 
so far

 been great.
 1 script hung on Linux - 3 different machines and Mac
 Again dope sheet off - no issue.
 Time for a bug report...
 H
 On 11 Feb 2014, at 11:31, Peter Hartwig peter.hart...@gmail.com 
wrote:
 I've noticed that it's really unstable, but havent noticed many 
slowdowns...

 i do send off crash reports daily which was never needed before...

 Peter Hartwig
 Freelance VFX artist
 www.spyfactory.tv
 www.renderschool.com
 --

 On Tue, Feb 11, 2014 at 9:04 AM, Howard Jones 
mrhowardjo...@yahoo.com

 wrote:
 Has anyone noticed severe slow downs and
 Crashing on Nuke 8?
 I've been struggling with this for a while and turns out
 closing the dope sheet fixes everything !!!
 Anyone know of a bug about this?
 Howard
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[Nuke-users] Blink Script Examples??

2014-02-05 Thread Neil Rögnvaldr Scholes

Ah Thanks Malu05 - nice link.



/Nick Deboar did 2 here a few weeks ago. Might be interesting aswell//

http://nickdeboar.wordpress.com/

Im working on a pixel shader manager for nuke at the moment and the 
blink script makes some quite complicated scripts into a signle node 
quite easy, such as different SSAO implementations, reflections, 
relighting.


Blink is really one of the most awesome additions to Nuke/

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[Nuke-users] Blink Script Examples??

2014-01-30 Thread Neil Rögnvaldr Scholes
Hi - wondering if anyone out there already worked up some funky blink 
script effects.?


Im going through the examples in the help files, trying to learn the 
language. They are fantastic, but any more examples for Nukepedia would 
be awesome. :)


Thanks

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Re: [Nuke-users] Sprut - A free 2d fluid simulator for Nuke.

2014-01-29 Thread Neil Rögnvaldr Scholes

This looks awesome. Downloading now.

I checked out your website Theodore and the Mantra tools also look 
really cool.


Neil Rögnvaldr Scholes

www.neilscholes.com

On 29/01/14 13:21, theodor groeneboom wrote:
Thats great to hear! I'm just waiting for Frank to approve the latest 
upload.


Sprut on.


On 29 January 2014 13:19, Martin Constable jackyoungbl...@me.com 
mailto:jackyoungbl...@me.com wrote:


Hi Theo

The Bug is still there in the copy from Nukepedia. However, this
is prob because the copy on the server has not refreshed (or
something).

The copy I edited myself is behaving well and getting swet
results.

martin


On 29 Jan, 2014, at 8:43 PM, theodor groeneboom
plateryt...@gmail.com mailto:plateryt...@gmail.com wrote:

 Martin, Ari  Ron, I've re-uploaded the file on Nukepedia. Let
me know if this one works, as I havn't seen this bug before.


 On 29 January 2014 12:25, theodor groeneboom
plateryt...@gmail.com mailto:plateryt...@gmail.com wrote:
 Hi Ron, it seems Martin discovered this bug first. I've forgot
to round a float value to an int. Try replacing line 24 in the
executeSim python script with task.setProgress(int(progress)).
 I'll update the nukepedia file over lunch to include this.


 On 29 January 2014 12:21, Ron Ganbar ron...@gmail.com
mailto:ron...@gmail.com wrote:
 Indeed, wonderful stuff Theo. Well done.
 I tried your examples and didn't get much joy, though.
 Everything is fine until I read the Solver, and the resolution
after that turns to 256x256. I opened up the Group and it seemed
to me the problem was with the cache. I placed a new path for the
cache and hit the cache button and got the attached error.

 Anything you can help here?

 Thanks
 R






 Ron Ganbar
 email: ron...@gmail.com mailto:ron...@gmail.com
 tel: +44 (0)7968 007 309 tel:%2B44%20%280%297968%20007%20309 [UK]
 +972 (0)54 255 9765 tel:%2B972%20%280%2954%20255%209765 [Israel]
 url: http://ronganbar.wordpress.com/


 On Wed, Jan 29, 2014 at 2:09 PM, Ari Rubenstein
a...@curvstudios.com mailto:a...@curvstudios.com wrote:
 Theodor

 This is excellent, thank you for your efforts. I've wanted a 2d
fluid sim in nuke for awhile, I can think of several uses.

 Going to try it out shortly, I'll provide feedback.

 Ari
 Blue Sky


 Sent from my iPhone

 On Jan 29, 2014, at 4:33 AM, theodor groeneboom
plateryt...@gmail.com mailto:plateryt...@gmail.com wrote:

 Hi Nuke-list,


 I spent some time earlier this year putting together a 2d fluid
sim framework using gizmos. I've used it on a few shows and
personal work and it seems to be fairly stable and lots of fun to use.

 sprut_banner.jpg

 I've abstracted Jos Stam's 1999 Siggraph paper Stable Fluids
into Nuke's own nodes, making it a gizmo-centric fluid simulator.
Its very easy to extend and learn from looking at the internals,
something I hope the Nuke community will benefit from.

 image12.gifimage00.gif

 There's currently three nodes, SprutEmitter, SprutSolver and a
diagnostics tool SprutInspect.
 I hope by releasing it to the public, other Nuke artists will
pick it up and contribute to the system, and keep on sharing it.

 You can find the gizmos, docs and example scripts here :


 Its compatible with all three platforms, and most versions of
Nuke. No install requirements, just copy and paste the nodes
around like usual.

 I also want to give a shout out to Andre Hitsøy, Lucien Fostier
 Michael Ralla for contributions and greideas!

 -theo

 www.euqahuba.com http://www.euqahuba.com

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Re: [Nuke-users] Sprut - A free 2d fluid simulator for Nuke.

2014-01-29 Thread Neil Rögnvaldr Scholes
Going through the examples. Working great. Tons to learn from the gizmos 
as well.


Many Thanks Theo

Neil Rögnvaldr Scholes

www.neilscholes.com

On 29/01/14 17:02, Michael Garrett wrote:

Very cool, and the Mantra to Nuke tool looks interesting too.


On 29 January 2014 10:19, Neil Rögnvaldr Scholes n...@uvfilms.co.uk 
mailto:n...@uvfilms.co.uk wrote:


This looks awesome. Downloading now.

I checked out your website Theodore and the Mantra tools also look
really cool.

Neil Rögnvaldr Scholes

www.neilscholes.com  http://www.neilscholes.com

On 29/01/14 13:21, theodor groeneboom wrote:

Thats great to hear! I'm just waiting for Frank to approve the
latest upload.

Sprut on.


On 29 January 2014 13:19, Martin Constable jackyoungbl...@me.com
mailto:jackyoungbl...@me.com wrote:

Hi Theo

The Bug is still there in the copy from Nukepedia. However,
this is prob because the copy on the server has not refreshed
(or something).

The copy I edited myself is behaving well and getting
swet results.

martin


On 29 Jan, 2014, at 8:43 PM, theodor groeneboom
plateryt...@gmail.com mailto:plateryt...@gmail.com wrote:

 Martin, Ari  Ron, I've re-uploaded the file on Nukepedia.
Let me know if this one works, as I havn't seen this bug before.


 On 29 January 2014 12:25, theodor groeneboom
plateryt...@gmail.com mailto:plateryt...@gmail.com wrote:
 Hi Ron, it seems Martin discovered this bug first. I've
forgot to round a float value to an int. Try replacing line
24 in the executeSim python script with
task.setProgress(int(progress)).
 I'll update the nukepedia file over lunch to include this.


 On 29 January 2014 12:21, Ron Ganbar ron...@gmail.com
mailto:ron...@gmail.com wrote:
 Indeed, wonderful stuff Theo. Well done.
 I tried your examples and didn't get much joy, though.
 Everything is fine until I read the Solver, and the
resolution after that turns to 256x256. I opened up the Group
and it seemed to me the problem was with the cache. I placed
a new path for the cache and hit the cache button and got the
attached error.

 Anything you can help here?

 Thanks
 R






 Ron Ganbar
 email: ron...@gmail.com mailto:ron...@gmail.com
 tel: +44 (0)7968 007 309
tel:%2B44%20%280%297968%20007%20309 [UK]
 +972 (0)54 255 9765 tel:%2B972%20%280%2954%20255%209765
[Israel]
 url: http://ronganbar.wordpress.com/


 On Wed, Jan 29, 2014 at 2:09 PM, Ari Rubenstein
a...@curvstudios.com mailto:a...@curvstudios.com wrote:
 Theodor

 This is excellent, thank you for your efforts. I've wanted
a 2d fluid sim in nuke for awhile, I can think of several uses.

 Going to try it out shortly, I'll provide feedback.

 Ari
 Blue Sky


 Sent from my iPhone

 On Jan 29, 2014, at 4:33 AM, theodor groeneboom
plateryt...@gmail.com mailto:plateryt...@gmail.com wrote:

 Hi Nuke-list,


 I spent some time earlier this year putting together a 2d
fluid sim framework using gizmos. I've used it on a few
shows and personal work and it seems to be fairly stable and
lots of fun to use.

 sprut_banner.jpg

 I've abstracted Jos Stam's 1999 Siggraph paper Stable
Fluids into Nuke's own nodes, making it a gizmo-centric
fluid simulator. Its very easy to extend and learn from
looking at the internals, something I hope the Nuke community
will benefit from.

 image12.gifimage00.gif

 There's currently three nodes, SprutEmitter, SprutSolver
and a diagnostics tool SprutInspect.
 I hope by releasing it to the public, other Nuke artists
will pick it up and contribute to the system, and keep on
sharing it.

 You can find the gizmos, docs and example scripts here :


 Its compatible with all three platforms, and most versions
of Nuke. No install requirements, just copy and paste the
nodes around like usual.

 I also want to give a shout out to Andre Hitsøy, Lucien
Fostier  Michael Ralla for contributions and greideas!

 -theo

 www.euqahuba.com http://www.euqahuba.com

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Re: [Nuke-users] GFX cards and Nuke

2014-01-14 Thread Neil Rögnvaldr Scholes

Holy Moley!

I thought i was doing well with 35G's of RAM...

For what its worth im running the quadro K5000, needed for Houdini, but 
works a treat with Nuke.



Neil Rögnvaldr Scholes

www.neilscholes.com

+44 (0) 7977 456 197

On 14/01/14 16:55, Richard Bobo wrote:

Randy,

With the new GPU accreted nodes in Nuke and the discussions about 
going more and more in that direction, I would think that having a 
kick-ass graphics card is just as important. Also, more RAM can be a 
biggie. I’m currently running with 64 GB - a luxury, I know! However, 
a 6 month project I was working on needed about 32 GB, just to open up 
the comps and get started, before tweaking or caching anything…  (8^\


Rich




On Jan 14, 2014, at 11:14 AM, Randy Little randyslit...@gmail.com 
mailto:randyslit...@gmail.com wrote:


What is more important to Nuke on the graphics card.   I'm not 
loading MASSIVE scenes like I would on a feature project.  So I am 
looking at GTX 770 or nuke with 2GB of Ram.  or might go with 680 or 
even 580 if Ram is more imporant.  I would just think that for normal 
compute type use for filters that I dont' need 4-6GB of VRAM but 
smoking fast clock.


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


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Re: [Nuke-users] GFX cards and Nuke

2014-01-14 Thread Neil Rögnvaldr Scholes

Yeah - sidefx tends to go with quadro as the 'supported' route for Houdini,
but i know the GTX cards are used a ton with Houdini, so i just played 
it safe.


I realise its probably overkill with Nuke.

I want over 100GB of RAM now...

Neil Rögnvaldr Scholes

www.neilscholes.com

+44 (0) 7977 456 197

On 14/01/14 17:59, Barry Berman wrote:
I'm interested of people really see an advantage on quadro vs the top 
end gaming cards anymore.  I use a gtx 690 in one machine and a gtx 
780 in the other at home.  At work I have a quadro 6000 in a pc and a 
quadro 5000 in a mac.  All behave about the same.


If you see a difference can you say how much, and in what kind of 
projects.


Barry


Sent from my T-Mobile 4G LTE Device



 Original message 
From: Randy Little randyslit...@gmail.com
Date: 01/14/2014 9:45 AM (GMT-08:00)
To: Nuke user discussion nuke-users@support.thefoundry.co.uk
Subject: Re: [Nuke-users] GFX cards and Nuke


Yeah I didn't mean more Ram for nuke I meant 2GB card VS 4GB card for 
CUDA and openCL.   I know more is more for loading GEO.


My realflow box in the office has  has 128GB of Ram but it also has 
GTX 680.  I see no need for quadro cards anymore for the work I tend 
to have the CBR just isn't there.


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




On Tue, Jan 14, 2014 at 12:07 PM, Neil Rögnvaldr Scholes 
n...@uvfilms.co.uk mailto:n...@uvfilms.co.uk wrote:


Holy Moley!

I thought i was doing well with 35G's of RAM...

For what its worth im running the quadro K5000, needed for
Houdini, but works a treat with Nuke.


Neil Rögnvaldr Scholes

www.neilscholes.com  http://www.neilscholes.com

+44 (0) 7977 456 197  tel:%2B44%20%280%29%207977%20456%20197

On 14/01/14 16:55, Richard Bobo wrote:

Randy,

With the new GPU accreted nodes in Nuke and the discussions about
going more and more in that direction, I would think that having
a kick-ass graphics card is just as important. Also, more RAM can
be a biggie. I’m currently running with 64 GB - a luxury, I know!
However, a 6 month project I was working on needed about 32 GB,
just to open up the comps and get started, before tweaking or
caching anything…  (8^\

Rich




On Jan 14, 2014, at 11:14 AM, Randy Little
randyslit...@gmail.com mailto:randyslit...@gmail.com wrote:


What is more important to Nuke on the graphics card.   I'm not
loading MASSIVE scenes like I would on a feature project.  So I
am looking at GTX 770 or nuke with 2GB of Ram.  or might go with
680 or even 580 if Ram is more imporant.  I would just think
that for normal compute type use for filters that I dont' need
4-6GB of VRAM but smoking fast clock.

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


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