Re: [Nuke-users] Blink mini-project
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/ | ___ 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
Re: [Nuke-users] glib crashes - anybody using Nuke 8 on (K)Ubuntu 12.10?
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. ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] glib crashes - anybody using Nuke 8 on (K)Ubuntu 12.10?
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. ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] slightly OT: maximum white of RED footage?
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
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Gizmo Crashes on loadup
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. -- Deke Kincaid 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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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
Re: [Nuke-users] Gizmo Crashes on loadup
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 RoÌgnvaldr 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 RoÌgnvaldr Scholes n...@uvfilms.co.uk mailto:n...@uvfilms.co.uk wrote: Â 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 RoÌgnvaldr Scholes www.neilscholes.com http://www.neilscholes.com ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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
Re: [Nuke-users] Setting Defaults in Viewer
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 -- Neil Rögnvaldr Scholes www.neilscholes.com ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- Sent from my Android tab with K-9 Mail. Please excuse my brevity. ___ 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
[Nuke-users] Setting Defaults in Viewer
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 -- Neil Rögnvaldr Scholes www.neilscholes.com ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Nuke 8 severe slow down
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 ___ 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 -- Jon Wadelton, Nuke Product Manager. The Foundry 5 Golden Square, London, W1F 9HT Tel: +44 20 7479 4350 * Web: www.thefoundry.co.uk The Foundry Visionmongers Ltd * Registered in England and Wales No: 4642027 ___ 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 ___ 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] Blink Script Examples??
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/ -- Neil Rögnvaldr Scholes www.neilscholes.com ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
[Nuke-users] Blink Script Examples??
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 -- Neil Rögnvaldr Scholes www.neilscholes.com ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Sprut - A free 2d fluid simulator for Nuke.
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 mailto: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 mailto: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 mailto:Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk
Re: [Nuke-users] Sprut - A free 2d fluid simulator for Nuke.
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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto:Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk
Re: [Nuke-users] GFX cards and Nuke
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/ ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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
Re: [Nuke-users] GFX cards and Nuke
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/ ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 mailto: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 mailto: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